Special Feats List

General:
City/Farm/Forest/Desert/Mountain born: +3 stealth + 3 notice against stealth in said environment.

Medic lover: +2 to attack rolls on anyone attacking a friendly medic.

City/Farm/Forest/Desert/Mountain Veteran: +2 initiative + 3 notice in said environment.

Rifleman:
Follow up Shot: require Imp. Aim. , After taking the Aim action next two attacks gain bonus.

Magic Minute: +1 to RoF on Bolt action/semi auto Rifles.

Rabbit Hunter: After taking Aim action to fire Rifle grenade may apply attack roll against 1st enemy fleeing cover. (May be combined with Follow up shot for 2 shots).

Scout: requires endurance, Can move full out without Con checks at light load for 10 mins & move at normal speed even with medium loads.

Rest Shooting: Firing from the prone position or with a rest after taking the Aim action grants a +1 to hit & a +1 RoF until you move.

Quick Aim: Can fire aimed shots at half effectiveness as normal attacks.

Quick Shot: Requires Quick Aim, can fire one Aimed shot per turn without taking Aim action.

Snap Shot: requires quick shot & precise shot, Can fire an aimed shot the negates all minuses to hit (besides range) once per turn.

Assault:
Steel Brained: +4 to will saves against explosion based stuns.

Aww crap…: +4 on reflex save against explosions from Grenades.

Juggernaught: Requires endurance, No movement & action penalty for Medium loads.

Frag out!: Can throw a grenade at ½ range as a free action once a round.

Dynamic Entry: requires move by action, After a round of prep can deploy a grenade & then move & attack normally.

After me!: req. Dynamic Entry, if first into room after a grenade +2 to defense for that round. +4 to anyone after you.

CQC: requires imp. Grapple. Can make ranged attacks in a grapple instead of dealing damage normally.

Sector clear!: Requires CQC & Move by action, Can perform a coup de gras on any prone enemy you pass by.

Fonz it: requires Weapon or weapon maintenance skill 4 or higher, automatically clear minor jams with move action.

Sniper:
Unseen Killer: requires stealth rank 8+, First attack from stealth does not suffer -20 check to re-stealth. 2nd rank reduces to -10 on follow up attacks.

Long Shot: Requires Improved Aim, ½ range increment penalties.

Crack shot: requires precise shot, negates armor bonus from partial body armor.

Called shot: requires crack shot, specific body parts/people in vehicles can be accurately targeted. (-2 to hit)

Cruel Streak: requires called shot, damaging called shots can have damage pulled (only causing an injury/disabled) instead of normal full damage.

Rest Shooting: Firing from the prone position or with a rest after taking the Aim action grants a +1 to hit & a +1 RoF until you move.

Bloodthirsty: +1 to hit target after hitting it, +2 after missing it. -2 to notice for each round spent focused on the target, bonuses/minuses fade with new target.

Terrorize: Requires Cruel Streak, Can inflict fear DC = to damage bonus of attack. On any allies after inflicting a disabled or worse against an allied unit.

Perfect Shot: Requires Long shot & Called shot, Full round action, next shot hits the target.

Anti-Tank:
Tank buster: Requires imp. Aim, A damaging hit on an armored target after a full round aim auto crits.

One man show: requires quick draw, Can load, shoulder & fire an RPG in one round with no minuses.

Duck & cover!: +4 to reflex saves against tank shells/rpgs.

Watch this…: requires improved Aim: After aiming +4 additional bonus to hit shot into hard cover (bunkers, windows, trenches).

Bunker Buster: +5 Damage to the structures.

Window Maker: Requires Watch this…, Negates any cover bonus on following RPG shots into same cover.

Save the Day: Gain the benefit of Imp. Aim for this rounds attack, lose action next round.

Strong back: +75lbs carrying capacity.

Medic:
Cool nerves: Can make medical checks under fire (no concentration check required).

Fireman’s carry: Can carry another person as a medium load without movement penalty.

Don’t Die on me! : 2nd chance on checks to stabilize a dying patient.

Snap out of it! : Recover targets status ailment as a move action.

Medic!: +2 dodge bonus to defense when moving to a downed ally.

Preventative medicine: +1 bonus to all allies rolls for the round if the medic downs an enemy.

Does this hurt?: Can make intimidate checks at medicine rank while operating on someone.

Engineer:
Armory Master: Weapon maintenance skill 8+, determine weapon/device condition at a glance, +4 on all repairs made by you. 2nd rank, make checks under fire.

Gear Head: Craft Mechanical skill 8+, determine equipment/vehicle condition after a quick inspections. +4 on all repairs made by you. 2nd rank, make checks under fire.

Bomb lover: +4 on all checks related to explosives. 2nd rank, make checks under fire.

Ground hog: requires +8 ranks of craft earthwork. Can impart earthworks skill onto troops under you direction, Gain favored environment: Earthworks.

Dirt King: requires Ground hog, your defenses are of superior quality & half the effect of precise Aim & soak one explosions attempts to breach them.

Demolition expert: it takes you ½ the normal amount of explosives to destroy a target structure.

Shock & Awe: If you use 2x the normal amount of explosives needed by you to demolish something the resulting explosion instills Fear effect with a DC equal to your ranks in Engineer.

MG:
Strong back: +75lbs carrying capacity.

Iron Limbed: requires strong back, Can fire LMGs while standing with a -4 to hit.

He’s out!: Requires machineguns +4, expert at firing short bursts. Can fire 1 more burst per belt of ammo & suppress for 1 more round.

Kill Zoner: Can walk fire across 2x normal number of squares when Area attack/suppressing.

Pah, Snipers: ½ range increment penalty when firing from a tripod or bipod.