Experience: 280 (Legendary)
Agility d10; Smarts d10; Spirit d10; Strength d12+2; Vigor d10
Pace 8; Parry 9; Charisma 0; Toughness 15 (6)(2)
Edges: Size+2, High-G Worlder, Noble, Quick, Martial Artist, Level Headed, Combat Reflexes, Command, Block, Combat Sense, Improved Dodge, Fervor, Quick Draw, Counterattack, Steady Hands, Nerves of Steel, Alien Weapons Expert
Skills: Driving d6, Fighting d12, Healing d6, Intimidation d8, Knowledge (Astrogation) d8, Knowledge (Battle) d10, Notice d8, Piloting d8, Shooting d10, Stealth d8, Throwing d8
Inventory: Armor of the Arbiter (Armor +6), Personal Energy Shield (Armor +2, absorbs 1 wound, recharge), Active Camouflage (Invisibility, 2 rounds, 2 round recharge), Carbine (2d8+2, 25/50/100, RoF 1, 18 Shots, AP 2, Semi-Auto, Scope), Plasma Rifle (3d10, 12/24/48, RoF 3, 30 Shots, Plasma), Energy Sword (Str+2d10, AP 10), Plasma Grenade (3d10, 5/10/20, Medium Burst).
So, I suppose before I can really explain the awesomeness that is the Arbiter, I have to explain a couple of gear notes.
Plasma: This weapon uses an infinite energy pack. However, after firing the indicated number of times, the weapon must cool down for one round before it can continue to operate. These are considered Heavy Weapons.
Energy Shields: Shields provide a flat armor bonus to the wearer (taking priority over any other worn armor and does not stack). The user cannot be Shaken or Wounded by physical damage while the shield is active, and non-Heavy Weapon AP is negated.
When the user would have been Shaken, the shield is Low, and when the user would have taken a Wound, the shield is disabled. When a shield falls, the damage (including armor piercing) is compared against the user's normal Toughness (including worn armor).
Most shields recharge. When a shield is low, and the user isn't hit within a full combat round (regardless of damage), roll a d6. On a 4–6, it goes back to low, then full the next round.
With this established, let's examine him. Elites begin with a Code of Honor, High-G Worlder, Size +2, and all Attributes at a d6. The Arbiter in particular begins with Quick and Noble, as he a member of the ruling 'Vadam family. He was trained from a young age in the art of combat, and eventually was able to take a four on one fight and come out on top (Combat Sense). After he began his military service, he was granted a fleet commander position, becoming skilled in both flight and command over a vessel.
Alien Weapons Expert allows the character to utilize alien weapons with no penalty. I'm a bit back and forth on this Edge, but I have it to provide incentive for players to utilize their weapons over the infinite ammo, high damage plasma weapons of the Covenant.
Overall, the Arbiter is a highly skilled, intelligent, and deadly military asset, even with an older class of armor.