Team Feats

Aquatic Specialists [Team]
You and your allies have trained extensively in underwater combat and specialize in missions in aquatic environments.
Prerequisite: Trained in Swim
Benefit: You gain a +3 competence bonus to Swim checks. At the time you make a check, for each ally within 12 squares of you who also has this feat, the competence bonus increases by 1 (to a maximum of +7). Additionally when you swim, you swim at half speed as a move action (or you swim at your speed as a full-round action).

Ascension Specialists [Team]
You and your allies train on the sheer cliffs of Yosemite and the sinkholes of the Yucatan as a matter of course.
Prerequisite: Trained in Climb
Benefit: You gain a +3 competence bonus to Climb checks. At the time you make a check, for each ally within 12 squares of you who also has this feat, the competence bonus increases by 1 (to a maximum of +7). Additionally, when you climb, you climb at half speed as a move action (or at your normal speed as a full-round action).

Cooperative Hack [Hacking] [Team]
Benefit: Anyone with Cooperative Hack feat can team up on a system as an aid another action. Each one that joins in using the same hack attack gives the primary hacker a +4 to all attempts to all rolls connected with that hack.
Normal: Aid another only offers a +2 bonus.

Covert Operatives [Team]
You and your allies specialize in undercover missions in which stealth and subtlety are paramount.
Prerequisite: Trained in Stealth
Benefit: You gain a +3 competence bonus to Stealth checks. At the time you make a check, for each ally within 12 squares of you who also has this feat, the competence bonus increases by 1 (to a maximum of +7). Additionally, when moving more than your speed or more than twice your speed, reduce the penalties to Stealth checks by 2.

Medical Team [Team]
You and your allies know the value of keeping soldiers alive and perform as a cohesive healing unit.
Prerequisite: Trained in Treat Injury
Benefit: You gain a +3 competence bonus to Treat Injury checks. At the time you make a check, for each ally within 12 squares of you who also has this feat, the competence bonus increases by 1 (to a maximum of +7).  Additionally, when you use the aid another action to assist an ally who has this feat with a Treat Injury check to restore hit points, your ally always restores an extra 4 hit points to the target.

Mounted Regiment [Team]
You and your allies act as mounted cavalry, specializing in using beasts in war.
Prerequisite: Trained in Ride
Benefit: You gain a +3 competence bonus to Ride checks. At the time you make a check, for each ally within 12 squares of you who also has this feat, the competence bonus increases by 1 (to a maximum of +7). Additionally, once per round as a reaction to your mount being attacked, you can make a Ride check; if the result exceeds the mount’s Reflex Defense, use your check result against the attack instead of using the mount’s Reflex Defense.

Nimble Team [Team]
You and your allies train extensively to avoid hazards and to slip through tight spaces, making it difficult to pin your team down.
Prerequisite: Trained in Acrobatics.
Benefit: You gain a ÷3 competence bonus to Acrobatics checks. At the time you make a check, for each ally within 12 squares of you who also has this feat, the competence bonus increases by 1 (to a maximum of +7). Additionally, when you use the Acrobatics skill to tumble, you can tumble 1 extra square.

Slicer Team [Team]
You and your allies are computer specialists, capable of penetrating even the strongest electronic defenses.
Prerequisite: Trained in Use Computer.

Benefit: You gain a +3 competence bonus to Use Computer checks. At the time you make a check, for each ally within 12 squares of you who also has this feat, the competence bonus increases by 1 (to a maximum of +7). Additionally, when you use the aid another action to assist an ally who has this feat with a Use Computer check, you provide a bonus of +4 instead of +2.

Technical Experts [Team]
You and your allies are just as comfortable in the vehicle pool as on the battlefield and are capable of maintaining heavy equipment.
Prerequisite: Trained in Mechanics
Benefit: You gain a +3 competence bonus to Mechanics checks. At the time you make a check, for each ally within 12 squares of you who also has this feat, the competence bonus increases by 1 (to a maximum of +7). Additionally, when you use the aid another action to assist an ally who has this feat with a Mechanics check, you provide a bonus of +4 instead of +2.

Tireless Squad [Team]
You and your allies train for combat scenarios ¡n which your ability to hang in for the long haul is the difference between victory and defeat.
Prerequisite: Trained in Endurance
Benefit: You gain a +3 competence bonus to Endurance checks. At the time you make a check, for each ally within 12 squares of you who also has this feat, the competence bonus increases by 1 (to a maximum of +7).  Additionally. when you use the aid another action to assist an ally who has this feat with an Endurance check, you provide a bonus of +4 instead of +2.

Unhindered Approach [Team]
You and your allies have trained on worlds where the terrain is unstable, and your team also specializes in vertical insertion into combat zones.
Prerequisite: Trained in Jump.
Benefit: You gain a +3 competence bonus to Jump checks. At the time you make a check, for each ally within 12 squares of you who also has this feat, the competence bonus increases by 1 (to a maximum of +7). Additionally, when you use the Jump skill, add 1 square to your total jump distance.

Unified Squadron [Team] [Vehicle]
You and your allies are excellent pilots whose skills shine when you fly together, making you better as a unit than as individuals.
Prerequisite: Trained in Pilot
Benefit: You gain a +3 competence bonus to Pilot checks. At the time you make a check, for each ally within 12 squares of you who also has this feat, the competence bonus increases by 1 (to a maximum of +7). Additionally, you always succeed when trying to avoid collisions with vehicles piloted by allies who also have this feat (no collisions occur, even at character scale).

Wary Sentries [Team]
You and your allies specialize in keeping tabs on your surroundings, making you excellent guards and advance scouts.
Prerequisite: Trained in Perception.
Benefit: You gain a +3 competence bonus to Perception checks. At the time you make a check, for each ally within 12 squares of you who also has this feat, the competence bonus increases by 1 (to a maximum of +7). Additionally, you can take 10 on Perception checks, even when threatened or rushed.

Wilderness Specialists [Team]
You and your allies have been trained to survive in the wild and can live off the land.
Prerequisite: Trained in Survival
Benefit: You gain a +3 competence bonus to Survival checks. At the time you make a check, for each ally within 12 squares of you who also has this feat, the competence bonus increases by 1 (to a maximum of +7). Addition ally, when you use the aid another action to assist an ally who has this feat with a Survival check, you provide a bonus of +4 instead of +2.