Guns deal cutting damage, normal turrets can probably be fended off by kevlar equipment, but when dealing with Milspec turrets, anything less than Power Armor pretty much skirts instant death, and even that won’t help that much against Anti-Material turrets.
There are manuals for martial arts, but AFAIK they’re not set to spawn anywhere. Aside from that, the CQC CBM gives you access to several styles while it’s active and you can permanently learn those styles after practice.
As for defending against bullets, Uncanny Dodge allows you to dodge bullets, Active defense system has a CHANCE of deflecting bullets, Artificial Night Generator and Cloaking System makes them unable to see (and shoot) you.
EMP grenades are a quick and easy way to get rid of turrets you expect, such as in bunkers, but aside from that, you don’t have much choice but to carry a high-caliber weapon. Chain lighting CBM deals with them fairly well, directional EMP is utterly worthless since you have to be next to them anyway.
Against gun-toting NPCs? Run them over in an enclosed vehicle?
There’s a quick overview for weapon-based martial arts.
Passive Bonus: Gives 1 additional dodge per turn.
Special: On a successful dodge, your future attacks have a bonus to-hit equal to 40% of your dexterity. This can stack up to four dodges for a total of 160% of your dexterity. Lasts 3 turns after the last successful dodge.
Dirty hit (1): Whenever you inflict a critical hit, stun the enemy for 1 turn.
Hamstring (2): Whenever you inflict a critical hit, down the enemy for 3 turns.
Silat Brutality (3): Whenever you inflict a critical hit, knock back an enemy and stun them for 1 turn.
Vicious Precision (4): Whenever you inflict a critical hit, deal 50% more weapon damage.
Tactical Tonfa (On and Off)
Shishkebab (On and Off)
No. 9 (On and off)
Passive Bonus: N/a
Special: After moving, increase pierce damage by 2 and to-hit by 1. Stacks two times. Lasts two turns after last movement action. Requires 2 melee skill.
Feint: Missed attacks take less time to recover (Random value between 33% to 100% of original value)
Fencing Thrust (1): Regular attacks have a chance of dealing 25% more cut damage and being 25% faster.
Fencing Lunge (2): Regular attacks have a chance of being 50% faster.
Fencing Stop Thrust (3): Whenever you block an attack, immediately counter attack, dealing 50% more cut damage and stunning the enemy for 1 turn.
Firebrand (On and Off)
Passive Bonus: Increases bashing damage by 20%. Minimum 1 melee.
Special: On a successful hit, increase bashing and cut damage by 10%. Lasts 3 turns after last successful hit. Techniques “Free Strike” and “Combination Strike” can only activate while under this effect. Minimum 2 melee.
Snap Strike (0): Regular attacks have a chance of being 20% faster.
Fan Strike (2): Regular attacks have a chance of being 25% faster.
Combination Strike (2): Regular attacks have a chance of being 20% faster and dealing 50% more damage.
Puño strike (3): Whenever you land a critical hit with a weapon that has at least 2 bashing damage, you have a chance of dealing 4x more bashing damage and stunning the enemy for one turn.
Knee Strike (3): Whenever you land a critical hit, you have a chance of downing the enemy for 2 turns. Minimum 3 Unarmed.
Round Strike (4): Regular attacks have a chance of being 40% faster.
Free Strike (4): Regular attacks have a chance of taking no time at all.
Triffid Fighter Sting
No.9 (On and Off)
Shishkebab (On and Off)