Arbites Regulator

Champion
175
M
WS
BS
 S 
 T 
W
I
A
4"
3+
3+
3
4
2
3+
2
Ld
Cl
Wil
Int
4+
4+
6+
6+
Save
4+

Skill Access

Primary: Combat, Shooting

Secondary: Ferocity, Leadership

Starting: Regulators start with 1 skill chosen from their Primary skill sets

Equipment

Access: May purchase any Equipment from the Arbites Regulator Equipment List.

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

Special

Arbites Regulator: This fighter is a Arbites Regulator; any game effect referring to Arbites or Champions is applicable to them. This fighter may be equipped from the Arbites Regulator Equipment List, and uses the Normal Human Characteristic Maxima.
Arbites Carapace Armor: 4+ save (included in profile)
Point Blank: This fighter may use a Basic or Special weapon in close combat as if it has the Pistol trait. This skill cannot be used with a weapon profile that has the Blast, Template, or Unwieldy traits.

Regulator Skills

When a Arbites Regulator would choose a Primary Skill, they may instead choose one of the following Regulator Skills.

Ballistics Expert: When this fighter selects a weapon profile during the Declare the Shot step of the shooting sequence, the selected weapon profile temporarily gains +3'' Short Range and +6'' Long Range while the attack is resolved. This skill cannot be used with weapons that have the Template or Versatile traits.
Troopleader (3): this fighter may group activate with up to 3 Arbites Troopers within 6''.
Intimidating Appearance: Enemy fighters suffer a -1 penalty on all Leadership, Cool, Willpower, and Intelligence checks they make if this fighter is within their line of sight and is not Hidden.
Mark Target: Once per battle, when activated this fighter may select an enemy fighter or battle field object within line of sight that is not already marked, and mark that target. For the duration of the battle members of this fighter's Crew (including themselves) may ignore Target Priority when shooting at the marked target and gain +1 to wound the marked target with all attacks.
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.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.

Arbites Regulator Equipment List

When creating a new gang or buying Common equipment during a Post Battle Sequence, an Arbites Regulator 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)

Weapons (Basic)

With Seeker rounds; additional ammunition may be purchased separately.

Weapons (Specials)

40
Common
95
Common
55 + ammo
Common

Ammunition is purchased for this weapon separately.

95
Common
10
Common

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