Turetta

Leader
400
XP: 17 (Fast)
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
4
4
2
5+
2
Ld
Cl
Wil
Int
6+
5+
7+
5+
Save
6+

Promoted!, New Skills: 1, BS: +1, Ld: +1, Int: +1

Delaque Cellboss: This fighter is a Delaque Cellboss; any game effect referring to Delaques or Leaders is applicable to them. This fighter may be equipped from the Delaque Cellboss Equipment List, and uses the Normal Human Characteristic Maxima.
Reluctant Leader: This fighter started as a Bully and retains the Equipment and Skill Access of a Bully rather than that of a Cellboss.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Command Aura (12''): while this fighter is not Seriously Injured and a fellow gang member within 12'' of them 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.
Burly: This fighter's unarmed attacks gain the Melee and Knockback traits. Additionally, this fighter gains +1 Strength when making the Exert action and when resisting being involuntarily moved (such as when they are the target of an attack with the Knockback or Drag traits). Other fighters gain +1 to Detect this fighter.
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their action ends immediately.
Bulging Biceps: This fighter ignores the Unwieldy trait on one weapon they are equipped with that has the trait; text from the trait itself and other rules text that refers to the trait do not apply to this fighter for that weapon. This fighter can change which weapon they apply this skill to during the Update Roster step of the Post-Battle Sequence. Additionally, this fighter gains +2 Strength when making the Carry Heavy action.
Nerves of Steel: When this fighter is hit by a ranged attack they may choose to make a Cool check. If they do and the check is passed, this fighter is not Pinned.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.
Wargear: Tactical Trenchcoat

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

Heavy Stubber
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
20''
40''
-
-
4
-1
1
4+
Targeter (Ranged weapons)

Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)
Belt-feed (Heavy Stubber / Heavy Bolter / Assault Rifle)

When rolling to hit with a weapon that has this attachment, add one additional hit to the total rolled on the Firepower dice. Additionally, this fighter adds +1 to Ammo checks made with the weapon this item is attached to. This is not combinable with similar items or effects.

Belt-feed: +1 Firepower die hit, +1 to Ammo checks.
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
Dumdum
5''
10''
+1
-
4
-
1
4+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
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.

Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
Sx3
-
-
0
-
0
4+