Proctor Skills
When a Arbites Proctor would choose a Primary Skill, they may instead choose one of the following
Proctor Skills.
Force of Will: If this fighter would suffer a Wound they may make a Willpower check with a -1 penalty. If the check is passed this fighter suffers a Flesh Wound instead of a Wound.
Group Activation (2): this fighter may group activate with up to 2 Arbites within 12''.
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.
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.
Robust: When this fighter makes a Recovery Test for themselves they always count as being assisted even when alone, and may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, this fighter may immediately stand up.
Tactical Guidance: When this fighter leads a Group Activation, one other participating fighter may reroll a single failed roll they make during their activation.
Arbites Proctor Equipment List
When creating a new gang or buying Common equipment during a Post Battle Sequence,
an Arbites Proctor may select from the following Equipment list.
Weapons (CCWs)
Weapons (Pistols)
Weapons (Basic)
Weapons (Specials)
Grenades
Ammunition
Attachments
Bionics
Wargear