Jyr-us 'Flamer' Kav (Δ ∫)

Champion
340
XP: 26 (Slow)
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
6"
3+
3+
3
4
2
4+
2
Ld
Cl
Wil
Int
7+
6+
7+
6+
Save
5+/4+

New Skills: 1, M: +1, T: +1

Delaque Cellchief: This fighter is a Delaque Cellchief; any game effect referring to Delaques or Champions is applicable to them. This fighter may be equipped from the Delaque Cellchief Equipment List, and uses the Normal Human Characteristic Maxima.
Cutthroat Opportunist: During campaign play this fighter can kill an existing Cellboss member of the gang, gaining 5 XP and taking that fighter's place in the gang's roster (the replaced Leader is dead, and their gear goes to the gang's Stash). This fighter loses this ability and their current Equipment and Skill Access. This fighter gains the Equipment and Skill Access and Group Activation and Command Aura of a Cellboss. Any Skills this fighter already has are retained and their characteristics remain unchanged.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): when a fellow gang member within 6'' of this fighter fails a Cool check (including a Nerve test), make a Leadership check for this fighter; if it passes the fellow gang member's Cool check is also treated as having been passed.
Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not have the Unwieldy trait.
Infiltrate: In scenarios that allow fighters to Infiltrate, this fighter may Infiltrate. Some scenarios may provide alternate instructions, but by default at the end of the Deploy step of the Pre-Battle Sequence, in priority order the controlling player may set up this fighter anywhere on the battlefield that is not visible to or within 6'' of any enemy fighters. Infiltrate: Fighter may Infiltrate, if scenario permits. In priority order set up fighter so that they are not visible to or within 6'' of any enemy fighters (unless scenario specific guidelines are given).
Armor: Flak

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.

Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

Cameleoline Cloak

When this fighter's level of cover is determined, it is considererd to be one level higher than it actually is., as summarized by the following chart:

Actual Cover
Effective Cover
None
Partial (-1)
Partial (-1)
Full (-2)
Full (-2)
Total (Cannot be targeted)
Flamer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
T
4
-1
1
5+
Club
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Smash
E
S
1
-
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
3
1
4+
Flip Belt

The wearer does not suffer slowed movement when moving through difficult terrain or crossing obstacles, and can Charge over such areas as if they were not there.

Wargear: Photo-goggles

This fighter can attack through smoke clouds and is unaffected by low-light conditions. Additionally, this fighter adds 1 to the result of any check to resist being blinded. A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind Unaffected by smoke or low-light, +1 vs blinding.

Wargear: Extra Ammo

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.