Perfect aim. The Juve Gang Leader gets +2d6 from aiming instead of +1d6.
Panicked unload. The Juve Gang Leader fires two shots at a target, and if both hit he gains a third shot.
Stone cold stare. Juve Gang Leaders have an intimidating presence and can mess with people’s heads. They can make a 4d6 REP mental attack against a target within 30', inflicting the Afraid condition on a success.