Ravages of Time
Disarm: An attempt to dislodge a weapon from an opponent's grasp. If the Disarm succeeds and the attacker is unarmed, the attacker now holds the weapon. Otherwise the weapon is discarded onto the ground. -4 Attack, deals half Damage (rounded down, minimum +1), deals no Damage if failed
Block: Deflects incoming melee attacks using a weapon, shield or armor piece. You must have a full turn to declare a Block. Declaring you will Block allows you to take one Half action, then uses the rest of your turn. You gain +4 Defense against melee attacks until your next turn.
Riposte: If you declare you will Riposte, your turn is immediately spent. You can only declare a Riposte with a full turn. You make a melee attack roll against your enemy's weapon each time he attacks you (-4 Attack penalty, weapon has [13+Attacker's Strength Mod+Attack's Class Bonus] Defense). If this roll succeeds, you Block his attack and make an attack roll against the blocked opponent. Success deals half your normal total +Damage (minimum +1). Ripostes cannot be made against hand-to-hand melee attacks except by other hand-to-hand attacks.
Meat Cleaver: A full-turn special attack that can only be executed with an Axe. A powerful and barbaric chop (+2 Damage bonus, -4 Attack) inflicts Cleaven Flesh and Bleeding on your unfortunate target. Both of these can be cured by any healing nanoprogram or use of the Medicine skill. This Special Attack provokes Attacks of Opportunity.
Swift Stab: A special attack that can only be executed with a Knife. A fast and powerful stab that can be executed in the blink of an eye (+2 Damage bonus, -2 Attack, Half-action) and can only be executed once per turn. Inflicts Bleeding on the target until a healing nanoprogram is used or the Medicine skill is used.
Savage Slash: A full-turn special attack that can only be executed with a Sword. A slash that has an uncanny ability to bypass normal defenses (Target has -2 Defense and -1 Toughness against this attack, +2 Damage bonus, cannot be Riposted). Your target also begins Bleeding until a healing nanoprogram is used or the Medicine skill is used on them. This Special Attack provokes Attacks of Opportunity.
Crushing Blow: A full-turn special attack that can only be executed with a Truncheon or Mace. A blow so powerful it deals an additional +4 Damage, has -3 Attack, and inflicts Cleaven Flesh on it's target. This Special Attack provokes Attacks of Opportunity.
Devastating Smash: A full-turn special attack that can only be executed with a Hammer. A smash so powerful it deals +2 Damage, has -4 Attack, and inflicts Cleaven Flesh, Knocked Down for one turn, Stunned for 2 turns (DC15 Fortitude save). This Special Attack provokes Attacks of Opportunity.
Charge: A Charging attacker slams into his target at high speed, transferring a massive amount of kinetic energy into his unfortunate target. Attacker and target make opposing Strength checks, with the loser being thrown back 3 squares and Staggered. If the loser hits a solid obstacle such as a wall or car, he takes half the object's Hardness in Damage. This Special Attack provokes Attacks of Opportunity.
Grapple: A Grapple is started with a melee touch attack. If this touch attack lands, you Grab the target. Opposing Strength checks must then be made. If you succeed, you are in a Grapple with that target. The target can make either an opposed Strength check against you to escape or give him a free Grapple touch attack against you. The target can also attempt an Escape Artist check against your Strength check to escape the grapple. Both combatants in a Grapple lose their Dodge bonuses against each other, and the Grapple target has an additional -2 Defense against all incoming attacks. Finally, an attacker can make another opposed Strength check to Pin the target. If he succeeds and Pins the target, the target must make another reactive Strength check to avoid becoming Helpless. The target can attempt another opposed Strength or Escape Artist check for each half-action he's given, to break the Pin and go back into a Grapple. Success again frees him from his attacker's grip. This Special Attack provokes Attacks of Opportunity.
Burst Fire: A basic three-round burst, the bread and butter of modern ranged combat. This special is inherent on all Autofire-capable weapons. Each shot has -3 Attack. If you are Dual-Wielding Autofire-capable weapons, each has an additional -1 Attack in Autofire but can both be Autofired in one turn. Any weapon with the Low Fire Rate flaw can only use two of the three Autofire rolls, but also suffers no Attack penalty. Bursts count as Autofire specials for the purpose of the Overheat save.
Covering Fire: Using gunfire to distract an enemy or pin them down. Uses 5 rounds to force the enemies adjacent to the target to make a DC15 Will save or have their attention focused on the shooter. Using 5 additional rounds increases the DC to 20.
Snap Shot: A full-turn special attack that allows safe shooting in close quarters, at the expense of accuracy. Fires two shots with -4 Attack. This attack does not provoke an Attack of Opportunity
Spray-n-Pray: A special attack that can only be executed with an SMG or Assault Rifle. Empties the entire magazine into a 8×3 square cone in front of the shooter, forcing all inside to make a DC15 Reflex save or take (Weapon +Damage*[Magazine size/10]). Succeeding the Reflex save allows the targets to take only half Damage (rounded up).
Focused Shot: A special attack that increase Damage and Accuracy, but requires instense focus. +2 Damage bonus, +1 Critical Threat range, Target has -2 Defense.
Street Sweeper: A full-turn special attack that can only be executed with a Shotgun. Fires 4 rounds over a 2×2 square area, hitting a 4×2 square area. +1 Damage bonus.
Devastating Shot: This special attack is Focused Shot for Sniper Rifles. Fires one round that deals an additional +2 Damage, has +2 Attack, and Knocks Down the target if they fail a DC20 Fortitude save. These bonuses stack with Take Aim's bonuses.
MG Burst: Every burst from a Light Machine Gun or Heavy Machine Gun inflicts a DC15 Will save. Failing this will save will render the burst's target Suppressed.
Arcing Shot: Any weapon with this feat ignores Cover bonuses but gains a Reflex save to halve initial Damage DC(10+attacker's Dex mod+Weapon Proficency Rank)
Devastating Recoil: Any weapon with this flaw can only be fired once per round. No exceptions unless noted.
Massive Recoil: Non-augmented personnel would have their wrist shattered by attempting to fire this monster. Augmented personnel are injured if they fail a DC3 Strength check every time they fire this weapon, and must make a DC10 Repair check on their arm augmentations to restore use of that hand. This check takes 5 minutes.
Take Fixed Weapon: Fixed weapons without a coaxial mount can be Packed, taking 3 rounds and locking the hammer, folding the tripod and stowing the ammunition storage. 2 regular infantry or one augmented infantry are needed to carry the parts and weapon. Fixed weapons can also be picked up and fired by augmented infantry, taking 1 round and severing it from it's tripod mount. This also means that the weapon's ammunition store is reduced to what the soldier can carry.