Marksman ability list:
Note: I'll make reference to Rate of Fire. When I redo the equipment lists, I'll include that. This is only going to be used for special abilities and ammo usage - just because the assault cannon goes through a hundred bullets per round, that doesn't mean you make a hundred attack rolls or whatever. The number of bullets is already going to be taken into account with damage and special rules.
However, people *can* make 1/2 shots, gaining +1 to hit and halving ammo usage, but halving the base damage of the gun. Unless it's a single-shot weapon, of course.
On your turn, in addition to making a small action, you may elect to go into Overwatch. Doing this means any foe within your line of sight and not benefiting from cover who moves closer to you or an ally you can see, or who attacks, automatically provokes you into shooting. Make the attack as normal. In your Overwatch turn, you can make a number of ranged attacks equal to the weapon's rate of fire (limited by your remaining ammo), although if your foes do not perform the trigger actions, you have effectively wasted your turn.
As a full-round action, you may fire a spray towards an enemy or a group of enemies, forcing them to keep their heads down. You must have at least enough ammunition to keep up the full rate of fire for one turn. Doing so uses this much ammunition. Make an attack roll, opposed by a rally check. If you succeed, they are pinned for one round, taking a +2 bonus to dodge and parry, but a -3 penalty to ballistic skill and are unable to attack in hand-to-hand, being prone. They also may not move at more than 1/4 speed. For every 5 points you beat them by, they all lose a point of Nerve.
By foregoing a small action, you can take special care to aim. Doing so lets you fire twice as far as normal, and lets you ignore basic cover, as well as up to 4 points of protection from armour. If you successfully hit, an extra point of damage is dealt. If the enemy can't see you, you also deal one point of Nerve damage, plus one for every 5 points you succeed by.
You may forego a large action and provide cover fire for an ally. Doing so requires you to use enough ammo for the full rate of fire, but negates the effects of Overwatch on yourself and one ally - you may both act normally without being shot for this one turn. Additionally, the ally gains a +2 bonus to Dodge.
People don't expect your attacks. As such, as long as you know vaguely where a target is, you can shoot at them. You ignore basic cover, and can spend a full-round aiming so as to ignore all cover. If you know an enemy is around a corner but cannot be seen, likewise the location of an enemy in the dark, then you can attack with a -2 penalty to hit. If the enemy does not know where the attack came from (they cannot see you), they must make a Rally check equal to 11 + damage dealt, otherwise they loose one point of Nerve, plus 1 for every 5 full points they fail by.
"Can't Touch This" abilities:
You have mastered the art of the triangular-jump. You can jump up against a wall and spring away, increasing your speed and height. To do this normally requires an Acrobatics roll, improving your speed by 1m. Every 5 points you beat this by grants another 1m to your speed for the round.
When next to a wall, you can use this to avoid melee attacks. You may make a Dodge check instead of a Parry check, with the same difficulty, and success results in you landing behind the foe and the foe striking the wall.
You can perform a springing leap, reacting to enemy shooting by pouncing at them, thus forcing them into melee combat with you. Any time you succeed at dodging a ranged attack that is made from within one move action from you, you may, as part of the dodge, leap over to be right in front of the enemy, who can make no other ranged attacks until the beginning of their next turn. Should you attack them in hand-to-hand on your next turn (or in this turn, if you dodged as a result of them firing in Overwatch), you count as having charged, thus deal an extra point of damage on a successful hit.
You are adept at causing enemies to attack each other, causing "the Doom effect". When an enemy is attacking you, and another enemy is within range and on the direct opposite side of you, you may choose to take a -2 penalty to the Dodge check. Success results in you ducking at the right moment and the attack being resolved against the dodge check of the other enemy.
You are skilled at throwing those who dare attack you in hand to hand combat. Any time you successfully parry a melee attack, you can perform a throw, causing your opponent to land prone anywhere within your Strength in metres. You needn't be able to lift the enemy, as this is using their own weight against them.
You can slide for cover with barely a moment's notice. When moving, or as long as you moved in your last turn, you may automatically gain the benefit of having simple cover as long as there is a source of cover within 3m of you. If you wish to render yourself prone, you may gain the benefit of having total cover, as long as there is a source of total cover within 3m. You move so that you are in fact taking cover, but the attack is still resolved, even if it would take you out of range.
Weapon Master abilities:
Your melee attacks move people about - whether by shoving them through brute force, or by driving them back and causing them to trip. When you successfully strike a foe in hand-to-hand combat, you give them a -1 penalty to attack and place them anywhere within a number of metres equal to the amount you succeeded by.
Alternatively, you may make an attack designed to force them to move, rather than to damage them. You receive a +1 bonus to hit, and deal no damage. Instead, you may move them 2m for every 1 you succeed by, and force them to become prone if you succeed.
Your attacks tend to cause injuries that bleed uncontrollably. When hitting in hand-to-hand combat, you may sacrifice 3 points of damage to deal an injury that bleeds at the rate of 1 Wound per round, and additionally causes them to take an extra Wound every time they are hurt (though not through bleeding) for the rest of the combat.
Performing this attack multiple times causes the bleeding to stack, but not the increased damage.
In place of a regular attack, you may elect to hamstring your opponent in melee. If you successfully hit, you deal only half the base damage and no accuracy damage. However, your opponent's movement speed is reduced by X metres, where X is half the base damage, plus any accuracy damage. If they lose all of their speed, they fall prone, cannot stand or walk, and take a -4 penalty to Agility.
You can rapidly fight multiple attackers - indeed, being surrounded works to your advantage. When fighting in hand-to-hand combat, make your attack or attacks as normal. However, every enemy must roll to parry these, and as such, every enemy can be hit and wounded. You also receive a +1 bonus to Parry as long as you are fighting at leas 3 people in melee.
You are adept at making injuries that look worse or feel worse than they actually are. You can elect to make an attack that deals only half base damage, and no accuracy damage. The rest, however, is dealt as Nerve damage to all foes who can see the attack. Additionally, the target becomes fatigued until they rest for one minute.