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)
Weapons (Pistols)
Weapons (Basic)
Weapons (Specials)
Grenades
Ammunition
Attachments
Bionics
Wargear