| Feat Name | Prerequisite | Bonus | ||
| Acrobatics | - | +2 Jump and Tumble | ||
| Advanced Martial Arts | Martial Arts, Improved Martial Arts, base attack bonus +8 | 3d4 unarmed damage, critical 18-20 | ||
| Alertness | - | +2 Listen and Spot | ||
| Ambidexterity | Dex 15 | Ignore the -4 penalty for using your off hand | ||
| Animal Affinity | - | +2 Handle Animal and Ride | ||
| Armor Proficiency (powered) | - | Use powered armor of weight classes you are proficient in. | ||
| Armor Proficiency (light) | - | |||
| Armor Proficiency (medium) | Armor Proficiency (light) | |||
| Armor Proficiency (heavy) | Armor Proficiency (light), Armor Proficiency (medium) | |||
| Athletic | - | +2 Climb and Swim | ||
| Barter | - | +5 diplomacy to buy or sell | ||
| Blind-Fight | - | In melee combat reroll misses if due to concealment | ||
| Bomb Squad | 4 ranks demolitions ranks, 4 disable device ranks | If disarming, +6 demolitions, +2 concentration | ||
| Cautious | - | +2 Demolitions and Disable Device | ||
| Cleave | Str 13, Power Attack | When a targets wounds are reduced to 0 by a melee attack you may take another melee attack at an adjacent opponent | ||
| Combat Expertise | Int 13 | May take a penalty of up to -5 on your attack and add it to your defense | ||
| Combat Reflexes | - | You may take attacks of opportunity up to your dex modifier | ||
| Defensive Martial Arts | Martial Arts | +2 dodge bonus to defense | ||
| Dodge | Dex 13 | +1 dodge bonus to defense | ||
| ECM Specialist | 5 computer use ranks | Your ECM extends an additional two hexes | ||
| Endurance | - | |||
| Evasion | Dex 13, base attack bonus +3 | When you would be allowed a reflex save to 1/2 damage take no damage on success | ||
| Exotic Weapon Proficiency * | base attack bonus +1 | +3 to reputation | ||
| Fame | - | +2 diplomacy and intimidate | ||
| Far Shot | Point Blank Shot | 1.5 x ranged weapon range | ||
| Favor | Cha 15 | Call in a favor from a contact 1/week per two levels. Favor DC set by GM depending on favor scope | ||
| Frightful Presence | Cha 15, Intimidate 9 ranks | Lower level opponents within 25ft make a will save DC=10+lvl+cha, if failed is shaken for 1d6 rounds | ||
| Gear head | - | +2 Computer Use and Repair | ||
| Great Cleave | Str 13, Power Attack, Cleave | As cleave but unlimited times per round | ||
| Great Fortitude | - | +2 to Fortitude saves | ||
| Headstrong | - | +1 Will saves and +2 Intimidate | ||
| Heart | Cha 13 | once per day gain your Cha bonus to one die roll | ||
| Heroic Surge | - | Take an additional move action. 1-4=1, 5-8=2, 9-12=3, 13-16=4, 17-20=5 | ||
| Illicit Barter | - | +5 diplomacy to buy or sell stolen items | ||
| Improved Bull Rush | Str 13, Power Attack | Do not provoke an attack of opportunity for bull rushing | ||
| Improved Critical * | Proficient with the weapon, base attack bonus +8 | Increase critical threat range by 1 20 becomes 19-20 | ||
| Improved Disarm | Int 13, Combat Expertise | Do not provoke an attack of opportunity for disarming | ||
| Improved Initiative | - | +4 bonus on initiative | ||
| Improved Jink | 10 ranks in pilot, Jink | When moving at flank speed take away attack bonus to add to defense up to -10 | ||
| Improved Jump Specialist | Jump Specialist | 180ft/6hexes | ||
| Improved Martial Arts | Martial Arts, base attack bonus +4 | 2d4 unarmed damage, critical 19-20 | ||
| Improved Trip | Int 13, Combat Expertise | If you make a successful trip attempt you get to take another attack on opponent | ||
| Improved Two-Weapon Fighting | Two-Weapon Fighting, Ambidexterity, base attack bonus +4 | Gain a second attack with your off hand at -5 | ||
| Infamy | - | +3 to reputation | ||
| Influence | - | +2 to reputation and favor checks | ||
| Inspire | 4 perform(oratory) ranks | DC 15, Allies gain +1 attack & damage, and +2 to saving throws, 1/day per 4 levels effects last 5 rounds | ||
| Inspire Greatness | 14 perform(oratory) ranks, Inspire | Ally gains +(2d6) temp vitality, +2 attack, +2 saving throws lasts for 5 rounds | ||
| Instant mastery | Int 15, base attack bonus +2 | Gain 4 skill points to an int based skill that currently has no ranks in it | ||
| Iron Will | - | +2 Will saves | ||
| Jink | 8 pilot ranks, Vehicle Pilot or Mech Pilot | When moving at flank speed take away attack bonus to add to defense up to -5 | ||
| Jump Specialist | base attack bonus +1 | No longer have to make the DC 25 pilot check to use a jump pack, 60ft/2hexes | ||
| Jury-Rig | - | +2 to repair checks made to temporary repair. Increases by +2 at 6th, 9th, 13th | ||
| Kick Start | 8 repair ranks | once per day change a failed repair/jury-rig into a success | ||
| Lightning Reflexes | - | +2 Reflex saves | ||
| Lucky | - | 1/day per five levels | ||
| Martial Arts | - | 1d4 unarmed damage, unarmed attacks do not provoke attack of opportunity | ||
| Mech-Jack | 8 pilot ranks | When piloting a stolen mech, +10 pilot, -5 attack, run at twice normal run speed | ||
| Mimic | - | +2 Disguise and Entertain | ||
| Mobility | Dex 13, Dodge | +4 dodge bonus to defense against attacks of opportunity | ||
| Multi-Shot | Dex 13, Point Blank Shot, Rapid Shot | Reduce penalty for using a fully automatic weapon to -2 | ||
| Nimble | - | +2 Escape Artist and Sleight of Hand | ||
| Persuasive | - | +2 Bluff and Intimidate | ||
| Point Blank Shot | - | +1 to attacking targets inside 30ft with a ranged weapon | ||
| Power Attack | Str 13 | You may subtract a number from your melee attack to add to your damage cannot exceed base attack bonus | ||
| Precise Shot | Point Blank Shot | When shooting into melee combat do not take the -4 | ||
| Quick Draw | base attack bonus +1 | Draw weapon as a free action, not a move action | ||
| Quickness ** | - | +3 vitality points | ||
| Rapid Shot | Dex 13, Point Blank Shot | You may take an additional attack at your highest base attack all attacks suffer -2 | ||
| Rugged | - | +1 Fort +2 Survival | ||
| Run | - | Your run five times your base and not four | ||
| Sharp-Eyed | - | +2 Search and Sense Motive | ||
| Shot on the Run | Dex 13, Point Blank Shot, Dodge, Mobility | You can move before and after a ranged attack | ||
| Skill Emphasis * | - | +3 to desired skill | ||
| Skill Mastery * | skill emphasis(chosen skill) | You may take a 10 on one chosen skill when it would otherwise not be possible | ||
| Sneak Attack | Can only be taken every three levels | (2d6) damage when target is denied dex bonus or flanked max(6d6) | ||
| Sniper Shot | base attack bonus +6 | Ranged: When target is unaware of you. Either +4 to attack or a called shot at -4 | ||
| Spacer | - | +2 Astro gate and Pilot | ||
| Spring Attack | Dex 13, Dodge, Mobility, base attack +4 | You can move before and after a melee attack | ||
| Stamina | Con 13 | You recover vitality twice as fast as normal | ||
| Steady | - | +1 Reflex +2 Balance | ||
| Stealthy | - | +2 Hide and Move Silently | ||
| Stopping Demolitions | 4 repair ranks, 8 demolitions ranks, base attack +3 | +6 to Demolitions against a mech or vehicle to stop it | ||
| Sudden Strike | base attack bonus +6 | Melee: When target is unaware of you. Either +4 to attack or a called shot at -2 | ||
| Sunder | Str 13, Power Attack | When you strike at a weapon in combat you do not provoke an attack of opportunity | ||
| Surgery | Treat Injury 4 ranks | *** | ||
| Survival | base attack bonus +3 | +2 to survival checks made, increases by +2 at 10th and 18th levels | ||
| TAG. Specialist | base attack bonus +3 | When using TAG +6 hide +2 attack. For every round hidden -2 hide, +1 attack | ||
| Toughness ** | - | +3 Wounds | ||
| Track | - | You can follow trails | ||
| Trick | - | +2 Bluff and Gather Info. | ||
| Trustworthy | - | +2 Diplomacy and Gather Information | ||
| Two-Weapon Fighting | - | Penalty for two-weapon fighting are lessened by 2 | ||
| Uncanny Dodge | Dex 13 | You are not denied your dex | ||
| Uncanny Dodge Improved | Uncanny Dodge | You can not be flanked | ||
| Weapon Finesse * | Proficient with the weapon, base attack bonus +1 | Use dex rather than str to hit in melee with light | ||
| Weapon Focus | Proficient with the weapon, base attack bonus +1 | +1 to attack with chosen weapon | ||
| Weapon Group Proficiency * | - | |||
| Whirlwind Attack | Dex 13, Int 13, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4 | You can give up your full round attack to make one attack against all opponents within 5ft | ||
| Zero-G Training | Dex 13, Tumble 4 ranks | Not penalty for actions in zero or low gravity. Normally -4 in zero-g and -2 in low |