Delaque Bully

Champion
100
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
4
4
2
5+
2
Ld
Cl
Wil
Int
7+
5+
7+
6+
Save
-

Skill Access

Primary: Brawn, Shooting

Secondary: Combat, Cunning, Savant

Starting: Delaque Bullys start with 1 skill chosen from their Primary skill sets

Equipment

Access: May only select equipment from the Delaque Bully Equipment List; may not be equipped from the Trading Post or with items from a gang's Stash which are not on the Delaque Bully Equipment List.

Special

Delaque Bully: This fighter is a Delaque Bully; any game effect referring to Delaques or Champions is applicable to them. This fighter may be equipped from the Delaque Bully Equipment List, and uses the Normal Human Characteristic Maxima.
Reluctant Leader: During campaign play this fighter can become the gang Leader if the current Leader retires or dies if there are no other eligible Champions. If so, this fighter loses this ability and gains the Group Activation and Command Aura of a Cellboss. However, this fighter retains their current Equipment and Skill Access. Any skills this fighter already has are retained and their characteristics remain unchanged.
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.

Delaque Bully Skills

When a Delaque Bully would choose a Primary Skill, they may instead choose one of the following Delaque Bully Skills.

Exfiltrate: If this fighter is Active or Pinned, they can make the following action:
Extract (Double): This fighter (along with anything they are carrying) is removed from the battlefield; no Lasting Injury roll is made for them and they will be available for the gang's next battle. This fighter is considered to be Out of Action, but in scenarios where gangs gain Victory Points based upon opposing gang fighters that are Out of Action, no Victory Points are gained from this fighter going Out of Action in this way. If this fighter carried an objective item off the battlefield, their gang claimed that item.
Exfiltrate: If Active or Pinned, may leave battlefield safely with carried items as a Double action.
Heavy Metal: While this fighter is equipped with a Heavy weapon they suffer a -1'' Move penalty but gain +1 to hit with Heavy weapons, +1 to Ammo checks with Heavy weapons, and their Armor save roll is improved by 1 (if the fighter does not already have a Armor save roll, they instead gain an Armor save of 6+).
Intimidating Appearance: Enemy fighters suffer a -1 penalty on all Leadership, Cool, Willpower, and Intelligence checks they make if this fighter is within their line of sight and is not Hidden.
Iron Will: While this fighter remains on the battlefield and is not Seriously Injured or Broken, they count as two (2) fighters for the purposes of Bottle tests. Bottle Test: If not Seriously Injured or Broken, counts as 2 fighters.
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.
Trigger Happy: When this fighter rolls to hit with a weapon that has the Rapid Fire trait, they may roll one additional Firepower dice. However, if the attack results in two or more failed Ammo checks, the gun has jammed and cannot be used for the rest of the battle.

Delaque Bully Equipment List

When creating a new gang or buying Common equipment during a Post Battle Sequence, Delaque Bullies may select from the following Equipment list.

Armor

20
Common
10
Common
20
Common

Weapons (CCWs)

20
Common
5
Common
10
Common
5
Common
10
Common
10
Common
25
Common

Weapons (Pistols)

10
Common
10
Common
5
Common
10
Common

Weapons (Basic)

15
Common
5
Common
15
Common
10
Common
15
Common
30 + ammo
Common

Ammunition is purchased for this weapon separately.

Weapons (Specials)

45
Common
100
Common
10
Common

Weapons (Heavies)

150
Common
150
Common
125
Common

Grenades

30
Common
45
Common
15
Common
30
Common

Bionics

30
Common
55
Common
45
Common
30
Common
35
Common

Wargear

25
Common
10
Common
30
Common
10
Common
5
Common
10
Common
10
Common
30
Common
25
Common
15
Common
15
Common
5
Common
5
Common
10
Common
15
Common
15
Common