Weapons: Mass Destruction
(Brad McMillan)
Prerequisites: Computers: Access & Operate 1; Missiles 1; Beam Weapons 1; Demolitions 1; PGS Weapons 1; Security Systems: Deactivate 1
Description: This skill gives a character familiarity with the various large-scale military armaments of the Frontier (for example, nuclear missiles, biological and chemical warfare missiles, ground-based laser systems, SAM batteries, SSM (surface-to-space missile) and SSL (surface-to-space laser) systems, etc.). A successful skill check allows a character to operate these weapon systems (penalties should be adjusted for unusual or alien designs, of course). In general, referees should obviously not allow characters to own these sorts of weapon systems, as they are high-tech military weapons and highly guarded. Proficient characters can attempt to disarm a weapon on a successful roll minus the security lock level of the weapon.
Weightless Combat
(Roy Crisman)
Prerequisites: N/A
Description: Due to the lack of gravity, combat in a weightless environment becomes much more difficult. Because of recoil on some ranged weapons and the volatile nature of melee, characters require training to be effective in zero-gee combat. Characters with the Weightless Combat skill are only required to make a check to maintain control if they roll 98-00 or miss in melee combat. In ranged combat, characters with any level Weightless Combat skill are allowed to use their full weapon skill level, as opposed to ½ level. In melee combat, characters with the Weightless Combat skill are allowed to use the Weightless Combat skill level and ½ (round down) of their Melee or Martial Arts (if applicable) level up to the level of Weightless combat.