Kinband Champion [Crucible]

(Unit)
Type: model
Category: Character
Categories: Character, Infantry, Crucible, Faction: T'au Empire, Kroot, Kinband Champion
EntryId: 86c3-1150-ef4d-d870
Hidden: false
Costs: 55 pts

Constraints:

max(self): 0
max(self): 6
max(force): 3
Options (5)
Crusade:
Battle Honours:
Battle Traits:
Crusade Relics:
Codex Crusade Relics:
White Dwarf Crusade Relics:
Legendary Relics:
Pariah Nexus Blackstone Upgrades:
Weapon Modifications:
Rules (5)
Stealth
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).
Leader
While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. 

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. 

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.
Crucible
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.
Scouts
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
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.

Profiles:

Unit MTSvWLDOCInSv
Kinband Champion

7"

3

6+

3

7+

1

Abilities
Leader:

This model can be attached to the following units:

  • Kroot Carnivores
  • Kroot Farstalkers
War Leader:

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.

Harnessed Alien Instincts:

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.

Modifiers:

append name (Battle-hardened)
and
16+ selections of Experience Points in self (recursive)
30- selections of Experience Points in self (recursive)
append name (Battle-ready)
and
5- selections of Experience Points in self (recursive)
1+ forces of Crusade Force in roster (recursive)
append name (Blooded)
and
6+ selections of Experience Points in self (recursive)
15- selections of Experience Points in self (recursive)
append name (Heroic)
and
31+ selections of Experience Points in self (recursive)
50- selections of Experience Points in self (recursive)
append name (Legendary)
51+ selections of Experience Points in self (recursive)
decrement pts 10
3+ selections of Weapons in self (recursive)
increment pts 5
3+ selections of Weapons in self (recursive)
repeat for every 1 selections of Weapons in self (recursive)
increment max Crusade: Weapon Modifications(self) 2
repeat for every 1 selections of Weapon Modifications in self (recursive)
increment min Crusade: Weapon Modifications(self) 2
repeat for every 1 selections of Weapon Modifications in self (recursive)
set hidden true
0 selections of Show Crucible Characters in roster (recursive)
set hidden true
set max(force) 2
1+ selections of 1. Incursion (1000 Point limit) in roster (recursive)
Used By (1)