Arbites Handler

Champion
150
M
WS
BS
 S 
 T 
W
I
A
4"
3+
3+
3
4
2
4+
2
Ld
Cl
Wil
Int
5+
5+
5+
6+
Save
4+

Skill Access

Primary: Combat, Ferocity

Starting: Arbites Handlers start with 1 skill chosen from their Primary skill sets

Equipment

Access: May only select equipment from the Arbites Handler Equipment List; may not be equipped from the Trading Post or with items from a gang's Stash which are not on the Arbites Handler Equipment List.

Starting: Starts play with Arbites Carapace Armor (included in profile).

Special

Arbites Handler: This fighter is an Arbites Handler; any game effect referring to Arbites or Champions is applicable to them. This fighter uses the Normal Human Characteristic Maxima, may be equipped from the Arbites Handler Equipment List, and when this fighter would choose a Primary Skill they may instead choose a Handler Skill. This fighter is not eligible to become a Leader if the current Leader is killed or retires.
Cybermastiff: This fighter may be accompanied by up to three (3) Cybermastiff (at normal cost).
Packleader: Group Activation (3): only Cybermastiff fighters within 6'' of this fighter.

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.

Cybermastiff (0-3)
75 credits

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: Once per activation, this fighter may take 1 additional action if they have at least 1 Wound remaining. If this fighter is still on the battlefield when that action ends they suffer 1 Wound; make an Injury roll for them if they are now at 0 Wounds.
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.
Strider: Movement unaffected by difficult terrain, +D3'' movement on Double Move & Charge.
Veterinarian: 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)

40
Common
10
Common
10
Common
60
Common
20
Common
50
Common
50
Common

Weapons (Pistols)

Grenades

40
Common
30
Common
40
Common
20
Common

Bionics

25
Common
30
Common
45
Common
60
Common
55
Common
60
Common
45
Common
20
Common
90
Common
30
Common
30
Common

Wargear

20
Common
15
Common
25
Common
15
Common
10
Common
10
Common
10
Common
5
Common
10
Common
25
Common
5
Common
20
Common
20
Common
15
Common
5
Common
5
Common
10
Common
10
Common