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+
4+
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: No restrictions

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)

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.
Group Activation (1): this fighter may group activate with up to 1 Arbites within 6''.
Grenadier: When this fighter throws a Grenade or shoots a Grenade Launcher, their Long range is increased by 4''. When one of this fighter's Grenades scatters, their controlling player may choose to increase or decrease the scatter distance by up to 1''.
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. If this reduces the fighter to 0 Wounds or if they were already at 0 Wounds remaining, make an Injury roll for them.
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 or Template traits.
Tactical Guidance: When this fighter leads or participates in a Group Activation, one other participating fighter may reroll a single failed roll they make during their activation.

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