Cybermastiff
A Handler may be accompanied by up to three (3) Cybermastiff.
A Handler's Cybermastiffs are trained / programmed to only accept orders from their Handler.
If a Handler dies their Cybermastiff are removed from the gang's roster. If a Handler retires, all of their Cybermastiffs are also retired from the gang's roster; if the Handler is later hired back the Cybermastiffs that were retired with them may also be re-hired.
Each of a Handler's Cybermastiffs may participate in a battle if the Handler is part of the Crew and the Cybermastiff is not in Recovery. When a Handler is set up onto the battlefield any of their Cybermastiffs that are also participating in the battle are set up within 4'' of the Handler.
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A Cybermastiff is a cybernetically enhanced or entirely robotic 'dog', programmed to serve and protect an individual or a small group (such as fighters in a gang). Durable and persistent, they are formidable helpers that are always available to be part of their gang's Crew unless they are in Recovery.
Cybermastiff Weapon Attachments
A Handler may purchase the following special Wargear items, which can each be attached to a single Cybermastiff at a time.
Handler Skills
When a Handler would choose a Primary Skill, they may instead choose one of the following Handler Skills.
Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not have the Unwieldy trait.
Huntmaster: When this fighter or a friendly Cybermastiff within 12'' takes an opposing fighter Out of Action, this fighter may make a Leadership check. If the check is successful this fighter gains 1 additional XP.
Motivated: When activated this fighter may attempt a Willpower check. If this check is successful the fighter gains one additional action
that they may use during this activation, but if the check is failed the fighter has one less action available to them during this
activation.
Sic 'Em: If this fighter is Active, they can attempt to make the following action:
Order (Basic): This fighter must make a Leadership check; if the check fails nothing happens. If the check succeeds, the controlling player may select a friendly Cybermastiff within 12'' of this fighter. The selected Cybermastiff can immediately make two actions as though it were their turn, even if they are not Ready. If they are Ready, these actions do not remove their Ready status.
Strider: This fighter's movement is unaffected by difficult terrain, and they may move up to an additional D3'' of distance whenever they take a Double Move or Charge action.
Vet: This skill only has an effect in the Pre-battle Sequence. If this fighter is available at the beginning of the Choose Crews step of the Pre-battle Sequence, for each Cybermastiff fighter in your gang that is in Recovery you may roll a D6. Each Cybermastiff fighter that gets a result of 3+ recovers and is available for this battle.
Arbites Handler Equipment List
When creating a new gang or buying Common equipment during a Post Battle Sequence, Arbites Handlers may select from the following Equipment list.
Weapons (CCWs)
Weapons (Pistols)
Grenades
Ammunition
Attachments
Bionics
Wargear