Berserk
The bad brother of Bad Temper. You have a tendancy to lose control in stressful situations and attack whoever or whatever is causing you trouble. This cannot be taken with Bad Temper. Anytime you take more than 3 hits (hits, not damage), you must make a Moderate Willpower check to avoid going berserk. Alternatively, you may choose to go berserk by taking an action and making a Moderate Willpower roll.
While berserking, you must make as many attacks as you reasonably can each turn a foe is in range, and move to engage one if none is in range. If an opponent is within one round of movement, you must close to engage in melee. While berserking, you cannot aim, reload (unless you have the Fast-Draw: Reload advantage, so you can reload without thinking), or use any weapon that will not reach its target in one round (i.e. rocket launchers at farther than short range).
Berserk does have one benefit: Damage penalties are ignored until dead. Wounds are counted, but have no effect, stuns are ignored, and only lost limbs or otherwise crippling damage affects you (i.e. a lost limb cannot attack, lost leg cannot walk/run). Mortal wound death checks are still made as normal, but you are still fully functioning until you drop over dead!
Once the foe is dispatched, the player may choose to make a Moderate Willpower check to snap out of the state. One check is allowed after each foe, two after the last immediate foe. If that last check is failed, friends are attacked as enemies! As soon as you leave the berserk state, all wound effects apply.