VOXROSTER
CodexFactionsT'au EmpireKinband Champion [Crucible]

Kinband Champion [Crucible]

M7"
T3
SV6+
W3
LD7+
OC1

Ranged Weapons

WeaponRangeABSSAPD
Heavy rail rifle 60"23+ 12-4D6+1
High-yield missile pods 30"63+ 7-12
Ion rifle - standard 30"34+ 7-11
Ion rifle - overcharge 30"34+ 8-22
Pulse carbine 20"23+ 501
Rail rifle 30"14+ 10-43
Seeker missile 48"13+ 14-3D6+1
Semi-automatic grenade launcher - EMP 18"13+ 301
Semi-automatic grenade launcher - fusion 18"13+ 6-13
Twin plasma rifle 18"13+ 8-33
Twin smart missile system 30"43+ 501
Tanglebomb launcher 24"D34+ 501
Fireblade pulse rifle 30"13+ 502
Kroot rifle 24"14+ 401
Blast javelin 18"D64+ 10-22
Fusion blaster 12"13+ 9-4D6
Burst cannon 18"43+ 501
Kroot carbine 18"14+ 402
Kroot long gun 36"13+ 6-23
Dart-bow and tri-blade 24"D3+14+ 402
Kroot scattergun 12"24+ 401
Londaxi tribalest 18"35+ 7-11
Pulse blaster 10"23+ 6-11
Dvorgite skinner 12"D6N/A 4-11
Pulse pistol 12"13+ 501
Kroot pistol and hunting javelins 12"24+ 401
Kroot pistol 12"14+ 401

Melee Weapons

WeaponRangeAWSSAPD
Onager Gauntlet Melee43+ 14-33
Kalamandra's bite Melee44+ 5-11
Rampager fists Melee43+ 6-12
Crushing bulk Melee34+ 601
Bladestave and prey-hook Melee42+ 5-12
Close combat weapon Melee34+ 301
Hunting blades Melee33+ 4-11
Shaper's blade Melee42+ 501
Twin ritualistic blades Melee42+ 5-11

Abilities

Leader Datasheet

This model can be attached to the following units: - Kroot Carnivores - Kroot Farstalkers

Stealth Core

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).

Crucible Core

A Character created using Crucible rules has the Crucible ability. Your army may include up to three units with the Crucible ability and these units cannot be given Enhancements.

War Leader Ability

Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.

Scouts Core

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:  - If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.  - If that unit is wholly within your deployment zone, it can make a scout move (see below).  - If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

Infiltrators Core

During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.

Harnessed Alien Instincts Ability

In your Shooting phase, this unit can select one visible enemy unit within 12". That enemy unit is prey‑marked: - While a unit is prey‑marked, that unit has +3" detection range.