Arbites Proctor

Leader
230
M
WS
BS
 S 
 T 
W
I
A
4"
3+
3+
3
4
3
3+
3
Ld
Cl
Wil
Int
3+
4+
4+
6+
Save
4+

Skill Access

Primary: Combat, Leadership, Shooting

Secondary: Ferocity

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

Equipment

Access: No restrictions

New Skills: 1

Special

Arbites Proctor: This fighter is a Arbites Proctor; any game effect referring to Arbites or Leaders is applicable to them. This fighter may be equipped from the Arbites Proctor Equipment List, and uses the Normal Human Characteristic Maxima.
Arbites Carapace Armor: 4+ save (included in profile)
Aegis of Authority: While this fighter is on the battlefield and not Seriously Injured, if their gang would have to take a Bottle test the gang's controlling player may choose to automatically pass it.
Intimidating Appearance: All enemy fighters within 12'' and line of sight of this fighter suffer a -1 penalty to all Cool checks and Willpower checks (including Nerve tests). Enemy fighters within 6'' and line of sight suffer an additional -1 penalty.

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)

40
Common
10
Common
10
Common
60
Common
20
Common
50
Common
50
Common

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

Grenades

40
Common
30
Common
40
Common
50
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
15
Common
10
Common
10
Common
10
Common
5
Common
25
Common
5
Common
80
Common
20
Common
20
Common
75
Common
15
Common
10
Common
10
Common