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==Crunch== On Necromunda, the Arms Master has very similar stats compared to the [[Road Sergeant]], but their WS is bumped up to a native 3+. They also come with their very own special ability: '''Rule of Iron'''. When an Arms Master activates it, they can select a friendly fighter within 6” and give them '''Nerves of Steel''' for the rest of the round. Additionally, while the Arms Master is on the table, subtract 2 from any Bottle rolls the gang is required to make. As you can immediately recognise, the Arms Master is a very useful support ''and'' combat unit. So you would want to put him in around their brothers and sisters, as opposed to the more snipe-y Road Sergeant. Arms Masters have a very limited selection from the Armory when compared to Sergeants and Captains: Access to only shotguns, stub guns, combat weapons, and grenades. Because of these limitations, you’ve really only got two choices when it comes to what you want your Arms Master to do: give them a shotgun, the Shotgun Savant skill, and have them be a mid-strength ranged support character. Or you can give them the extremely dangerous arc hammer, Nerves of Steel, and let them be your completely terrifying counter-charger. Either way, you’re going to want to throw some armor and smoke grenades in the mix, and if you’re going with melee, grab yourself a cyber-mastiff to help keep your Arms Master alive. {{House Orlock}}
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