Shared feats & maneuvers
Shared combat maneuvers
Holdup
When initiating an ambush round you can make a intimidation roll to avoid combat entirely if the enemies don't have their weapons drawn or at the ready.
Hostage taker
+3 on intimidation when taking hostages, and hostages are less likely to try to escape.
Combat dive
Passive
You can preform combat dives to sail through enemy sightlines without risk of taking reaction shots. Dives propel you 3 meters unless diving from a high location. Shots can be made from any point during the dive.
Guns akimbo
Passive
No penalty when dual wielding one handed pistols, smgs, or shotguns. Reloading takes one turn due to the awkwardness of loading 2 guns at once
Human shield
Action
Once you grapple an enemy you can use them to shield yourself from bullets.
Disarming shot
Action
When you take an action to aim you can try to make a shot at an enemy's weapon. On a successful hit you remove the enemy's weapon from their hand.
Spray and pray
Action
You can now use Full auto without the majority of your clip going into the ceiling. 5 more bullets hit on FA rolls.
Shared feats
Tactical reload
Reloading in combat no longer takes an action.
Trajectory generator
No penalty taken on ricochet shots.
Olympic sprint
Sprinting no longer uses a action
Powerslide
You can now use a powerslide at the end of a sprint to move half your MA between rounds, all enemies will suffer disadvantage against hitting you.
Mounted fighter
No movement penalty when fighting on moving vehicles or in heavy wind etc.
Dr. Jack
Being drunk removes your injury penalty on checks, but increases any bleeding damage.
Sniper
+2 to hit when using scoped rifles, increase range by 100m
Rifleman
+2 to hit when using rifles
Shotgun surgeon
+2 to hit when using shotguns, increases range by 12 meters
Gunslinger
+2 to hit when using handguns, increases range by 10 meters
Archer
+2 to hit when using bows, crossbows, or slingshots
Drunken fist
+2 to brawling and martial arts while drunk
Wall bang
Negate 15 points of cover SP
Tuck n' roll
Reduce damage taken when bailing from moving vehicles, or jumping from large heights by half
Parkour
Athletics can be used to scale buildings and other areas
Lucky
Reroll one natural one roll per session.
Piercer
Bullets pierce through the first enemy you hit and keep going unless stopped by armor.