The class of weapon you carry but don't wave around; pistols, palm-blasters, derringers, knuckle-knives, anything you can draw in the time it takes to apologise. Small weapons trade Hits and range for speed, concealment, and the option of two of them at once. The corp suit who claims he isn't armed is wrong about himself in a specific way; he just forgot which jacket he left it in.
These tricks are available for any Small class weapon (pistols, compact weapons) regardless of weapon type. Your accuracy comes from the weapon type skill (e.g., Weapons Ranged Slug); these tricks add specialised small-weapon techniques on top.
Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Small Class Weapon and a free hand
Duration: Passive
Effect: You aim and fire twice at the same target. You fire twice as one Action, deduct two shots and roll a single Attack Roll. On a hit, deal the weapon's normal Hits +1. You are considered to be Focusing(1) on your target until the start of your next Turn -- you take Disadvantage(1) on all defensive rolls during that window. You can use this Action more than once: each additional Double Tap stacks the Focusing condition (Focusing(2), Focusing(3), etc.), making you increasingly vulnerable to return fire until the start of your next Turn.
Cost: 3 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Small Class Weapon
Duration: Passive
Effect: You know how to bring a Gun to a Knife Fight. You do not suffer disadvantage when firing at a target in melee range with a small weapon.
Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Small Class Weapon
Duration: Passive
Effect: You've learned to tuck a sidearm where pat-downs don't go and metal scans skim past. A Small weapon you carry concealed is undetected by casual searches and Tech-Surveillance scans of TL 30 or lower. Active body scans (Tech-Surveillance check vs your purchased Tech score) and physical strip-searches still find it. The trick is not invisibility; it's plausible deniability.
Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Small Class Weapon
Duration: Passive
Effect: Once per turn, gain an Extra Action that can only be used to draw or stow a Small weapon. Drawing into a free hand is fluid; stowing into a reachable slot is reflexive. The motion is short enough that observers don't see the holster; they see the gun appear and the gun disappear. Inconvenient when someone wants to know who shot first.
Cost: 3 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Small Class Weapon
Duration: Passive
Effect: Your small weapon handling skills are second to none. Ok, you heard of one guy two quadrants over who might be a little faster than you, but not by much.
Cost: 2 Skill points
Maneuver Cost: 1 Action
Requires: Expert Training, Small Class Weapon
Duration: Passive
Effect: When adjacent to a target, you can strike with the butt, grip, or barrel of your small weapon as a melee attack. Roll your normal attack roll; on a hit, deal 1d6 blunt damage and the target is Off Guard(1). Does not consume ammunition. Does not count as a Hostile ranged action for the purpose of melee engagement penalties.
Cost: 3 Skill Points
Maneuver Cost: Passive
Requires: Expert Training, Small Class Weapon, a pair of trained limbs (any character with 2+ arms qualifies)
Duration: Passive
Effect: You train a pair of limbs to fire two Small weapons in concert. When you take an attack Action with a Small weapon held in one trained hand, you may also fire a second Small weapon held in the other trained hand at the same target as part of the same Action. Make a single attack roll at Disadvantage(1) -- on a hit, each weapon resolves its Hits independently. On a miss, both miss.
You're not aiming, you're putting volume on the problem. Each pair you fire applies one stack of Focusing -- first pair fired this turn = Focusing(1), second = Focusing(2), third = Focusing(3). Focusing imposes Disadvantage on your defensive rolls equal to its stack count, so the more pairs you spray, the brighter a target you make of yourself when the enemy returns fire.
Cost: 3 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Small Class Weapon, Close Quarters Training
Duration: Passive
Effect: You've drilled the point-blank shot until your hands no longer flinch from a target one square away. Your attacks with a Small weapon at adjacent range gain Boon(1). Combines with Close Quarters Training: the Disadvantage is gone, the Boon is gained, the shot is now better than a normal-range shot from the same weapon.
Cost: 3 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Small Class Weapon, Hidden Carry
Duration: 1 shot
Effect: Drawing a concealed Small weapon and firing in the same Action grants Boon(1) on the first attack roll. The shot suffers no penalty for being made from a non-firing posture. Works once per concealed draw; re-concealing and drawing again resets it. Especially useful when the diplomat's smile turns into the diplomat's gun.
Cost: 3 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Small Class Weapon
Duration: Passive
Effect: When you spend an Action attacking with a Small weapon at adjacent range without raising the weapon to a sighted firing position, the attack does not suffer any Bane from firing without aim posture. The aim posture isn't required; it never was.
Cost: 4 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Small Class Weapon, two free hands
Duration: Passive
Effect: When you wield two Small weapons (one per trained hand) and spend an Action on attacks, you may split that Action into one shot per pistol against two different targets within Range. Make a separate attack roll for each. Each pistol resolves its Hits and DR independently against its respective target. The split halves your effective rate of fire on any single target; the trade is two pressure points instead of one.
Cost: 4 Skill points
Maneuver Cost: Passive
Requires: Master Training, Small Class Weapon, Hidden Carry, Pocket Pull
Duration: Passive
Frequency: Once per encounter
Effect: Once per encounter, your first attack from full concealment does not reveal your firing position. The target takes the Hit; Tech-Surveillance and Perception checks to identify you suffer Bane(2) for the rest of the round. The shot exists; the shooter does not. After the shot, you remain concealed for the rest of the round unless you fire again or move into open line of sight.
Cost: 4 Skill points
Maneuver Cost: Passive
Requires: Master Training, Small Class Weapon, Hip Fire
Duration: Passive
Effect: Your first Small weapon attack each turn deals +1 Hit when fired from any cover (half cover, full cover, partial cover, hugging a doorframe, kneeling behind a crate; all qualify). The bonus does not apply if you fired from full open ground or while moving more than half your Speed in the same Action. The cover doesn't have to be good. It has to be cover.
Cost: 4 Skill Points
Maneuver Cost: Passive
Requires: Master Training, Small Class Weapon, Combat Coordination
Duration: Passive
Effect: You finally develop the neural coordination to track two targets at once. When you use Combat Coordination, you may fire each weapon at a different enemy instead of the same one. Both targets must be within range and line of sight of the firing hand. Make one attack roll per target; each roll is still made with Disadvantage. On a hit, that weapon resolves its Hits against that target normally (DR rolled separately for each).
Cost: 3 Skill Points
Maneuver Cost: 2+ Actions
Requires: Master Training, Small Class Weapon with the Reloading Property
Effect: You plant your feet and empty the magazine into a single target. Each consecutive Action spent firing at the same target gains a stacking Boon(1) to Hit, up to Boon(5).