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.