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

Equipment

Starting: Suppressors are equipped with Arbites Riot Armor (with attached Visor and Respirator), a Suppression Shield, a Power Maul, a Sidearm, Scare Gas Grenades, and Photon Flash Grenades. These items may not be moved from this fighter to the gang's Stash.

Special

Crew Selection: During the Resolve Hangers-Ons step of the Pre-battle Sequence, you may swap a Champion in your squad's Crew with this Arbites Suppressor for this scenario.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter is put Out of Action via an Injury roll, roll a D6 on the following chart:
  • 1-3: the fighter is Out Cold; they will be available for their next battle.
  • 4-5: the fighter suffers a Grievous Injury; they go into Recovery.
  • 6: the fighter is killed; if they were put Out of Action by an attack the attacker gains 1 XP immediately.
Steeled Nerves: If a squad has an Arbites Suppressor on their roster who is not in Recovery or Captured, the squad's player gains a Steeled Nerves Tactics Card to use in the battle in addition to any other Tactics Cards available to them. If the Arbites Suppressor takes part in the battle, this Tactics Card must be played on them.

Choose 1: A single skill may be selected from the list below when an Arbites Supressor is added to a roster, and cannot be changed thereafter.

Bring It On!: If this fighter is Active and Readied, this fighter may choose to lose their Ready marker to interrupt the action of an enemy fighter that is up to 12'' away and within line of sight that has either declared a Shoot action or a Charge action that does not target this fighter. The interrupted enemy fighter must immediately make a Willpower check rolling only 1D6 (instead of the usual 2D6). If the enemy fighter passes this check they resume their action as normal. If the enemy fighter fails this check, they target this fighter with their ranged attack (even if out of range) or must attempt to Engage this fighter (and no other) if charging.
Retribution: When this fighter makes Reaction attacks in close combat they may re-roll all misses and all failed wounds. In both cases, the re-rolled results must be taken.
Tactical Entrenchment: If this fighter is engaged by an enemy fighter while Standing and Readied, this fighter may choose to lose their Ready marker to interrupt that enemy fighter's action. If they do, this fighter immediately makes close combat attacks against the interrupted enemy as if this fighter had successfully made a Charge action against that enemy. Afterwards, if the enemy fighter remains Engaged with this fighter they may make Reaction attacks versus this fighter (instead of any attacks they otherwise would have made).
Arbites Riot Armor: 3+ save (included in profile)
Wargear: Visor

This fighter has a protective visor. You may roll two dice to resist being Blinded and keep the higher die for your result.Roll two dice & keep highest vs Blinding trait.

Wargear: Respirator

If a fighter with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.

Shielded: This fighter is equipped with a Suppression Shield, which is useful as a weapon and also provides an improved Armor save (included in profile).improved Armor save (included in profile)
Suppression Shield
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
-
S
-2
1
3+
Power Maul
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
-
S+2
-3
2
-
Sidearm (Vox Legi Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Manstopper
5''
10''
-
-1
4
-1
D3
5+
Grenade: Scare Gas
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-FIZZ
Sx3
-
-
0
-
0
6+
Grenade: Photon Flash
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
FLASH-BANG
Sx3
-
-
0
-
0
5+