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These feats feat represent a broad array of essential combat training and knowledge.

Special Note: When a feat ability requires a character to possess a numerical advantage (e.g. a “2-to-1 advantage”), it is only triggered if the character and his teammates and allies physically outnumber their opponents by at least the listed ratio.

Adrenaline Rush

When the chips are down and your blood is spilled, you always find a way to make a difference.

Prerequisites: Base attack bonus +6 or higher.

Benefit: Your maximum vitality points are increased by the number of Basic Combat feats you possess. Further, you may take the Refresh action even while unconsciousAn unconscious character is helpless and may take no actions. A character loses this condition after 2d4 full hours of sleep. or dyingA special character with –1 to –9 wound points is unconscious and dying. At the end of each round, he must roll d%. If the result is equal to or less than his Constitution score, he stabilizes, returning to 0 wounds (but remaining unconscious); otherwise he loses 1 wound point. The character may be saved with a successful Medicine/Stabilize check, or by any piece of gear that specifically “stabilizes” someone.. Finally, when you possess less than your maximum wound points during combat, you may spend 1 action die to gain a +3 morale bonus to your Strength and Dexterity scores until the next time you suffer damage, recover from damage, or until the current combat ends, whichever comes first.

Armor Basics

You’ve trained with body armor and are quite comfortable in it, even during combat.

Benefits: Choose 1 armor type: partial, moderate, or full. While you wear armor of the chosen type, its statistics are adjusted as follows.

  • Partial Armor: DR vs. melee weapons increases by 1, Defense penalty decreases by 2 (minimum 0), ACP decreases by 1 (minimum 0), Notice/Search DC increases by 4.
  • Moderate Armor: DR vs. ranged weapons increases by 1, ACP decreases by 2 (minimum 0), Speed penalty decreases by 5 ft.
  • Full Armor: DR vs. melee and ranged weapons increases by 2, ACP decreases by 1 (minimum 0).

Armor Mastery

You’re casually comfortable in body armor, instinctively moving to protect your vulnerable points.

Prerequisites: Base Defense bonus +3 or higher, Armor Basics.

Benefits: Choose 1 additional armor type to be affected by your Armor Basics feat. Further, while wearing armor of any chosen type, your Defense increases by 1 and you may not be targeted with a Coup de Grace action unless you’re helplessA helpless character is vulnerable. Further, attacks targeting him within Melee Range gain a +4 bonus. Finally, he may be targeted with a Coup de Grace action., even if other character options would typically allow you to be so targeted.

Armor Supremacy

You wear body armor more comfortably than a turtle wears his shell, and probably receive more benefits, too.

Prerequisites: Base Defense bonus +6 or higher, Armor Mastery.

Benefits: You gain the benefits of Armor Basics and Armor Mastery with all armor types. Further, the DR of any armor you wear increases by 1 against melee and ranged attacks. Finally, you’re immune to sneak attack damage while wearing armor.

Bandage

You spent some time learning first aid.

Benefit: Medicine is always considered a class skill for you. Further, your Medicine/First Aid and Medicine/Stabilize checks do not possess the Gear (First Aid Kit) tag. If you do possess a first aid kit when you succeed with one of these checks, your career level is added to the target special character’s career level when determining how many vitality points he recovers. Finally, your error range with Medicine checks made during combat increases by only 1/2 the standard amount (+1 for First Aid and Stabilize checks, and +3 for Surgery checks).

Battle Hardened

You’re not the least bit shaken by bullets speeding past you. In fact, that's when you feel most at home.

Benefit: You gain 2 points of stress damage resistance, and suffer only a –1 penalty when you’re the target of a Cover Fire or Suppressive Fire action.

Combat Expertise

You handle fights with consummate grace and skill.

Prerequisites: Base Defense bonus +1 or higher.

Benefit: During your Initiative Count, as a free action, you may accept a penalty with all your attack and skill checks up to your base Defense bonus to gain an equal dodge bonus to your Defense for 1 full round (maximum +6).

Combat Instincts

You react instinctively when opportunities present themselves in combat.

Benefit: Once per round, if you aren’t flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked. when an adjacent opponent’s attack roll misses you by 5 or more, you may immediately make a final attack against that opponent as a free action.

Combat Mobility

You’re always in the right place for just the right attack or defense in combat.

Benefit: You may take Standard Move actions away from adjacent opponents during combat. Further, when taking a Total Defense action, you may move up to twice your Speed with a Standard Move. Finally, when taking a Run action, you may make a number of turns equal to your Dexterity modifier (minimum 1). None of these turns may exceed 90 degrees.

Containment Basics

There is no better way to start a fight than with a nasty surprise.

Benefit: When you or any of your teammates benefit from a successful Ambush check, the check benefits apply during the surprise round and the first 3 rounds of combat. You must possess a 2-to-1 or greater advantage to use this ability.

Containment Mastery

Nobody’s leaving yet. This party’s just getting started!

Prerequisites: Containment Basics.

Benefit: Once per round, you may take a Diversion or Taunt action as a free action. You must possess a 2-to-1 or greater advantage to use this ability.

Containment Supremacy

You keep your opponents off balance and disoriented.

Prerequisites: Containment Mastery.

Benefit: The Speed of each opponent within your line of sight decreases to 1/2 standard (rounded up to the nearest 5 ft.). You must possess a 2-to-1 or greater advantage to use this ability.

Contempt

You have no time for lesser foes.

Prerequisite: Career Level 6+.

Benefit: Once per round, you may make a final attack against a standard character as a free action. You may use this ability a number of times per combat equal to your starting action dice.

Expert Disarm

An unarmed opponent is so much easier to handle…

Prerequisites: Combat Expertise.

Benefit: You gain a +2 bonus with all attack checks made as part of a Disarm action. Further, if you lose a Disarm attack check, you do not become flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked. and your opponent does not gain a bonus Disarm action against you. Finally, your action die cost to activate a critical hit as part of a Disarm action decreases by 1 (minimum 0).

Explosive Basics

You have little trouble finding just the right spot for your explosive creations.

Prerequisites: Weapon proficiency (Explosives).

Benefit: The DC to locate mines and other explosives you place increases by 4. Further, your error ranges with attack checks made to set a mine or other explosive decreases by 2 (minimum 1). Finally, the DCs of Reflex saves made to avoid damage from mines and other explosives you place increase by 2.

Fire-Team Basics

Your friends always have your back.

Benefit: Once per round, you may take a Cover Fire action as a free action. You must possess a 2-to-1 or greater advantage to use this ability.

Fire-Team Mastery

You always watch out for your own.

Prerequisites: Fire-Team Basics.

Benefit: Once per round, you may make a Medicine/Stabilize check as a free action. Further, if you successfully leave a combat, each of your injured and dead teammates is automatically brought with you. You must possess a 2-to-1 or greater advantage to use this ability.

Fire-Team Supremacy

Your team finishes off foes with swift professionalism.

Prerequisites: Fire-Team Mastery.

Benefit: Once per round, you may make 1 final attack as a free action. You must possess a 2-to-1 or greater advantage to use this ability.

Great Fortitude

You’re much tougher than usual.

Benefit: You gain 3 extra wound points and your base Fortitude save bonus increases by +3.

Guts

You push yourself hard and shake off incredible damage effects.

Benefit: You gain a +4 bonus with all Forced March, Power Lifting, and Speed Push checks, and ignore all fatiguedA fatigued character may not Run, and his Strength and Dexterity scores are each reduced by 2. While fatigued, a character gains a +6 bonus with any save made to resist becoming fatigued, but if he is fatigued a second time, he instead becomes exhausted. A character loses this condition when he becomes exhausted, or after 8 hours of inactive rest. condition penalties. Further, when directed to the Table of Ouch, you roll 1d10 + the damage suffered. Finally, if you’re killed in a game featuring the revolving door campaign quality, you return to play 2d10 rounds after the start of the next dramatic scene, rather than at the beginning of the next mission (see page 408).

Honing the Edge

Your mastery extends to all forms of combat. Many complex combat maneuvers are second nature to you.

Prerequisites: 1 other Basic, Melee, Ranged and Unarmed Combat feat.

Benefit: The number of feats you possess in each of the Basic, Melee, Ranged and Unarmed Combat trees is considered 1 higher when determining the effect of any ability, prerequisite, or requirement based on the number of Combat feats you possess.

Further, when you spend 1 or more action dice to gain the benefits of a Basic, Melee, Ranged or Unarmed Combat feat, the number of action dice you must spend decreases by 1 (minimum 0). You may use this ability a number of times per session equal to your starting action dice.

Horde Basics

You often overwhelm your enemies with sheer numbers.

Benefit: You and each of your teammates gain 1/4 personal cover when you possess a 2-to-1 advantage, and 1/2 personal cover when you possess a 3-to-1 or greater advantage. Any attack that hits this cover is ignored.

Horde Mastery

Your enemies are driven before you and crushed beneath your allies’ heels.

Prerequisites: Horde Basics.

Benefit: Once per round, you and each of your teammates may take a Pummel action as a half action. Further, you and each of your teammates gain a +1 morale bonus with all skill checks made as part of a Grapple action. You must possess a 2-to-1 or greater advantage to use this ability.

Horde Supremacy

When you show up in force, you show up in force!

Prerequisites: Horde Mastery.

Benefit: You and each of your teammates gain a +2 morale bonus with the damage of each attack made within CQB Range. Further, if the Initiative Count of an opponent within your line of sight increases, the increase is reduced to 1/2 standard (rounded down). You must possess a 2-to-1 or greater advantage to use this ability.

Iron Will

You have a legendary strength of will.

Benefit: Your base Will save bonus increases by +3. Further, your Constitution and Wisdom scores are each considered 3 higher when determining your subdual and stress damage thresholds.

It’s Down to Us

You like your fights to be up close and personal.

Benefit: Once per scene, you may spend 1 action die and choose 1 opponent within CQB Range. Every insight, morale, and synergy bonus gained by you and every insight, morale, and synergy bonus gained by your chosen opponent decrease to +0. This effect lasts until the end of the current scene, until one of you is unconsciousAn unconscious character is helpless and may take no actions. A character loses this condition after 2d4 full hours of sleep. or deadA character with –10 to –24 wound points is dead. Except during a standard scene in a campaign with the revolving door quality, the character leaves active play, never to return (except perhaps as a plot point)., or until one or each of you loses line of sight to the other for 1 minute or more, whichever comes first.

Lightning Reflexes

Your reflexes are much faster than most people’s.

Benefit: Your base Reflex save bonus increases by +3. Further, when you make an Initiative check, you may roll twice, keeping the result you prefer.

Mano a Mano

You’re at your absolute best in one-on-one situations.

Prerequisite: It’s Down to Us.

Benefit: After you make an attack against an opponent within CQB Range — whether the attack is successful or not — you may spend 1 action die to enter into a private duel with your target. Each of you gains a +6 morale bonus to Defense against attacks made by characters not engaged in the duel. Further, neither of you may attack anyone outside the duel — you may only attack one another. The duel lasts until the end of the current scene, until one of you is unconsciousAn unconscious character is helpless and may take no actions. A character loses this condition after 2d4 full hours of sleep. or deadA character with –10 to –24 wound points is dead. Except during a standard scene in a campaign with the revolving door quality, the character leaves active play, never to return (except perhaps as a plot point)., or until one or both of you loses line of sight to the other for 1 minute or more, whichever comes first.

Mobile Defense

Duck and weave, man, duck and weave!

Prerequisites: Base Defense bonus +1 or higher, Combat Mobility.

Benefit: You do not become flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked. when you take a Run action. Further, each time you take a Standard Move or Run action, you may decrease your Initiative Count by 2 to gain a +2 dodge bonus to Defense for 1 full round.

Mobile Offense

You’re always on the go in a fight.

Prerequisites: Base attack bonus +1 or higher, Combat Mobility.

Benefit: Once per round when you take a Standard Move action, you may make 1 final attack as a free action. This final attack may happen at any point during your Standard Move.

Opportunist

You seize every opportunity in a fight.

Prerequisites: Base attack bonus +6 or higher, Combat Instincts.

Benefit: Once per round when you and an opponent both possess line of sight to a second opponent who becomes stunnedA stunned character is vulnerable, may take no actions, and may not hold any objects in his hands. or whose wound points become negative, you may immediately make 1 final attack against the first opponent as a free action. If this attack hits, it inflicts only 1/2 standard damage (rounded up).

Quick Draw

You handle your weapons with amazing speed.

Benefit: Twice per round, you may take a Draw Weapon, Holster Weapon, Pick Up Weapon, or Reload action as a free action.

Quick Healer

You bounce back from injury very quickly.

Prerequisites: Guts.

Benefit: The time required for you to recover vitality points or wound points, and to lose stress damage or subdual damage, decreases to 1/2 standard (rounded down).

Snake Strike

You often take deadly advantage of an opponent’s surprise.

Prerequisites: Base attack bonus +6 or higher, Quick Draw.

Benefit: Once per opponent per combat, as a free action, you may draw 1 weapon you have not yet used during the current combat and take a Feint action. If this action is successful, you also inflict 1 die of sneak attack damage with your next successful attack against the opponent using the weapon drawn. This benefit is lost at the end of the current round.

Soldier’s Duty

Your duty extends slightly beyond death.

Prerequisites: Base attack bonus +12 or higher, Adrenaline Rush.

Benefits: Your maximum wound points are increased by 1/2 the number of Basic Combat feats you possess (rounded down).

Further, when dyingA special character with –1 to –9 wound points is unconscious and dying. At the end of each round, he must roll d%. If the result is equal to or less than his Constitution score, he stabilizes, returning to 0 wounds (but remaining unconscious); otherwise he loses 1 wound point. The character may be saved with a successful Medicine/Stabilize check, or by any piece of gear that specifically “stabilizes” someone., you may spend 1 action die to become fatiguedA fatigued character may not Run, and his Strength and Dexterity scores are each reduced by 2. While fatigued, a character gains a +6 bonus with any save made to resist becoming fatigued, but if he is fatigued a second time, he instead becomes exhausted. A character loses this condition when he becomes exhausted, or after 8 hours of inactive rest. instead of unconsciousAn unconscious character is helpless and may take no actions. A character loses this condition after 2d4 full hours of sleep.. During each round that you’re fatiguedA fatigued character may not Run, and his Strength and Dexterity scores are each reduced by 2. While fatigued, a character gains a +6 bonus with any save made to resist becoming fatigued, but if he is fatigued a second time, he instead becomes exhausted. A character loses this condition when he becomes exhausted, or after 8 hours of inactive rest. due to this ability, the only actions you may take are either 1 final attack or 1 non-attack half action. You remain fatiguedA fatigued character may not Run, and his Strength and Dexterity scores are each reduced by 2. While fatigued, a character gains a +6 bonus with any save made to resist becoming fatigued, but if he is fatigued a second time, he instead becomes exhausted. A character loses this condition when he becomes exhausted, or after 8 hours of inactive rest. in this fashion until you stabilize or reach –10 wound points. In the latter case, you become exhaustedAn exhausted character may not Run, his Speed is reduced to 1/2 standard (rounded down), and his Strength and Dexterity scores are each reduced by 6. While exhausted, a character gains a +6 bonus with any save made to resist becoming fatigued or exhausted, but if he is fatigued, or exhausted a second time, he instead becomes unconscious. A character loses this condition after 1 full hour of sleep. for 1 round before you truly die. Once again, during this round, the only actions you may take are either 1 final attack or 1 non-attack half action.

Finally, if you lose a Stand Off and your opponent chooses to decrease your wound points to –1, his wound points drop to –1 as well. The GC must make your opponent aware of this ability before the opponent makes his decision.

Superior Cover

You’re adept at staying out of harm’s way.

Prerequisites: Base Defense bonus +3 or higher, Battle Hardened.

Benefit: When you benefit from cover during your Initiative Count, you may accept a –2 penalty with all attack and skill checks for 1 full round to gain an amount of DR equal to your cover Reflex save bonus for 1 full round or until you no longer benefit from cover, whichever comes first.

Surge of Speed

You really excel under pressure.

Benefit: Once per round, you may take 1 additional non-attack half action as a free action. You may use this ability a number of times per session equal to your starting action dice.

Survival Instinct

You didn’t last this long without learning to trust your instincts.

Prerequisites: Base attack bonus +6 or higher.

Benefit: When making a saving throw, you may apply your base attack bonus in place of your standard base save bonus. You may use this ability a number of times per session equal to the number of Basic Combat feats you possess.

Tac-Squad Basics

Opponents often submit to your team’s superior numbers.

Benefit: Once per round, you may take a Threaten action as a free action, or make an Intimidate/Coercion check as a half action. You must possess a 2-to-1 or greater advantage to use this ability.

Tac-Squad Mastery

You can pin down enemies for ages.

Prerequisites: Tac-Squad Basics.

Benefit: Once per round, you may take a Suppressive Fire action as a half action. You must possess a 2-to-1 or greater advantage to use this ability.

Tac-Squad Supremacy

Your foes often find themselves caught in vicious crossfires.

Prerequisites: Tac-Squad Mastery.

Benefit: All opponents within your CQB Range and line of sight are considered flankedA character is flanked if 2 opponents stand on directly opposite sides of him and within Reach or CQB Range. Opponents may only flank an adjacent character when unarmed or carrying a ready melee weapon, or a non-adjacent character when carrying a ranged weapon. For examples, see the Flanking Diagram. When a flanking opponent makes an attack against the character he’s flanking, he gains a +2 bonus with his attack check (if making an unarmed or melee attack), or a +1 bonus (if making a ranged attack).. You must possess a 2-to-1 or greater advantage to gain this benefit.

Tactical Advantage

You’re a veteran of way too many one-sided engagements.

Prerequisites: Tactics skill 3+ ranks.

Benefit: You and each of your teammates count as if you were exactly 2 characters when determining numerical advantage. This effect does not stack when multiple characters in a team possess this feat, and has no effect when a character already counts as 2 or more characters due to another feat or ability. Further, the DC of any Joint Action in which you participate decreases by 10 (minimum 0).

Finally, you may lead a Joint Action as a half action.

Tactical Superiority

People who think they have you outnumbered are in for a rude surprise.

Prerequisites: Base attack bonus +9 or higher, Tactical Advantage.

Benefit: You and each of your teammates count as if you were exactly 3 characters when determining numerical advantage. This benefit supercedes the benefit from Tactical Advantage. Further, once per combat, you may spend 1 action die to negate the effects of 1 non-Seasons Only campaign quality until the end of the combat.

Toughness

You soak up hits like a sponge.

Benefit: Your vitality points increase by your base Fortitude save bonus.

Special: You may choose this feat up to 3 times.

Two-Weapon Basics

You fight effectively with a weapon in each hand.

Prerequisites: Base attack bonus +3 or higher.

Benefit: You only suffer a –2 penalty when you use 1 hand with a skill check possessing the Hands-On tag. Further, at the start of your Initiative Count when you’re armed with two different 1-handed weapons, you may choose to gain 1 final attack with the weapon you’ve used to attack the least number of times during the current round (your choice in the case of a tie). If you do so, you suffer a –2 penalty with all attack and skill checks — including the final attack — for 1 full round.

Two-Weapon Mastery

You’re especially deadly with a weapon in each hand.

Prerequisites: Base attack bonus +9 or higher, Two-Weapon Basics.

Benefit: When you use your Two-Weapon Basics feat ability to gain 1 final attack, you may increase your attack and skill check penalty to –4 in order to gain 1 additional final attack with the weapon you’ve used to attack the least number of times during the current round (your choice in the case of a tie).

Weapon Focus

You’ve put in extra hours with your favorite weapons.

Benefit: Choose 1 weapon proficiency you possess other than Unarmed. You gain the forte for that weapon proficiency and the DCs for all Build, Modify, and Repair checks made targeting weapons covered by the proficiency decrease by 10 (minimum 5).

Special: You may choose this feat multiple times, each time gaining its benefits with 1 additional weapon proficiency.

Wolf Pack Basics

You work well with a combat partner.

Prerequisites: Career Level 1+.

Benefit: When attacking a flankedA character is flanked if 2 opponents stand on directly opposite sides of him and within Reach or CQB Range. Opponents may only flank an adjacent character when unarmed or carrying a ready melee weapon, or a non-adjacent character when carrying a ranged weapon. For examples, see the Flanking Diagram. When a flanking opponent makes an attack against the character he’s flanking, he gains a +2 bonus with his attack check (if making an unarmed or melee attack), or a +1 bonus (if making a ranged attack). opponent, you gain an additional +2 bonus (for a total bonus of +4).

Wolf Pack Mastery

You’re an expert at close-combat teamwork.

Prerequisites: Career Level 6+, Wolf Pack Basics.

Benefit: An adjacent opponent becomes flankedA character is flanked if 2 opponents stand on directly opposite sides of him and within Reach or CQB Range. Opponents may only flank an adjacent character when unarmed or carrying a ready melee weapon, or a non-adjacent character when carrying a ranged weapon. For examples, see the Flanking Diagram. When a flanking opponent makes an attack against the character he’s flanking, he gains a +2 bonus with his attack check (if making an unarmed or melee attack), or a +1 bonus (if making a ranged attack). so long as you and at least 1 of your teammates are adjacent to him in any configuration. Further, when you hit a flankedA character is flanked if 2 opponents stand on directly opposite sides of him and within Reach or CQB Range. Opponents may only flank an adjacent character when unarmed or carrying a ready melee weapon, or a non-adjacent character when carrying a ranged weapon. For examples, see the Flanking Diagram. When a flanking opponent makes an attack against the character he’s flanking, he gains a +2 bonus with his attack check (if making an unarmed or melee attack), or a +1 bonus (if making a ranged attack). character, you inflict 1 die of sneak attack damage.

Wolf Pack Supremacy

Your close-combat teamwork is unmatched.

Prerequisites: Career Level 12+, Wolf Pack Mastery.

Benefit: When attacking a flankedA character is flanked if 2 opponents stand on directly opposite sides of him and within Reach or CQB Range. Opponents may only flank an adjacent character when unarmed or carrying a ready melee weapon, or a non-adjacent character when carrying a ranged weapon. For examples, see the Flanking Diagram. When a flanking opponent makes an attack against the character he’s flanking, he gains a +2 bonus with his attack check (if making an unarmed or melee attack), or a +1 bonus (if making a ranged attack). opponent, your threat range increases by 1. Further, when you hit a flankedA character is flanked if 2 opponents stand on directly opposite sides of him and within Reach or CQB Range. Opponents may only flank an adjacent character when unarmed or carrying a ready melee weapon, or a non-adjacent character when carrying a ranged weapon. For examples, see the Flanking Diagram. When a flanking opponent makes an attack against the character he’s flanking, he gains a +2 bonus with his attack check (if making an unarmed or melee attack), or a +1 bonus (if making a ranged attack). character, you inflict 1 additional die of sneak attack damage (for a total of 2 dice).


Spycraft 2.0
Characters - Skills - Feats - Gear - Combat - Dramatic Conflict

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