Arbites Proctor

Leader
225
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: May purchase any Equipment from the Arbites Proctor Equipment List.

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

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: When an enemy fighter must make a Leadership, Cool, Willpower, or Intelligence check (including Nerve tests), they suffer a -1 penalty if this fighter is not Hidden and is within their line of sight.

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. 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''.
Mentor: At the beginning of the Advance Fighters step of the Post-Battle Sequence, this fighter may give some or all of the XP they earned in this battle to one or more other advanceable fighters from their gang's Crew who participated in the battle, distributed as the controlling player sees fit.
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.
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 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 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
10
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
25
Common
15
Common
10
Common
10
Common
10
Common
5
Common
10
Common
25
Common
5
Common
20
Common
20
Common
75
Common
15
Common
5
Common
5
Common
10
Common
10
Common