There are seven different Military skills. Five of them involve the use of weapons. Demolitions covers the use of explosives, and Martial Arts covers fighting without weapons or with melee weapons.

Weapon Skills
Success rate: 1/2 DEX + skill level

All weapons skills work the same way. Each level of skill adds 10% to the character's chance to hit with that type of weapon. A roll of 96-00 always misses, however, no matter what the character's modified chance to hit is. Each type of weapon has its own skill, and characters must increase their scores separately in each. When a character uses experience points to increase one weapon skill, his other weapon skills are not affected.

BEAM WEAPONS skill applies to electrostunners, heavy lasers, laser pistols, laser rifles, sonic devastators, sonic disruptors and sonic stunners.

GYROJET WEAPONS skill applies to gyrojet pistols, gyrojet rifles, grenade rifles, grenade mortars and rocket launchers.

MELEE WEAPONS skill applies to axes, brass knuckles, chains, clubs, swords, electric swords, sonic swords, knives, sonic knives, vibroknives, nightsticks, polearms, shock gloves, spears, stunsticks and whips.

PROJECTILE WEAPONS skill applies to automatic pistols and rifles, bows, muskets, needler pistols and rifles, machine guns and recoilless rifles.

THROWN WEAPONS skill applies to all grenades and thrown axes, knives and spears.

There are two subskills to the demolitions skill: set charge and defuse charge. Only a character with demolitions skill can legally buy or use explosives or detonators. Tornadium D-19, sometimes called kaboomite, is the standard explosive.

Success Rate: 30% + skill level

Only characters with demolitions skill can set charges. The number of turns needed to set a charge is the character's skill level subtracted from seven. At 1st level, a character needs six turns to set a charge, but at 6th level he needs only one turn. If a character fails the skill check to set and detonate the charge, the charge has not exploded and must be re-set. The referee should feel free to have the charge explode prematurely or late. Charges can be detonated by timer, radio signal or weapon fire. A timer lets the character set a time when the charge will explode. The timer can be adjusted to delay from 1 second to 60 hours. If a chronocom or subspace radio is available, charges can be set to explode when a particular signal is beamed at them. The chance to explode a charge with a radio beam is 10% less than normal. Demolitions experts also can set off a charge with a laser. If the expert hits the charge, it explodes.

Success Rate: 50% + diffuser's skill level - setter's skill level

A demolitions expert can try to defuse a charge that was set by another expert. Defusing a charge takes one turn, no matter what level the expert is. The expert's chance to succeed is modified by subtracting 10 x the skill level of the person that set the charge. A character can defuse one of his own charges automatically.

Success Rate: 1/2 DEX or 1/2 STR + skill level

Martial Arts skill makes a character a better fighter in melee. A character with Martial Arts skill can add 10% per level to his basic chance to hit with his bare hands in melee. The skill also increases the damage caused by a successful bare-hands attack, adding one point of damage per level. Martial Arts skill also gives the character three subskills: tumbling, defensive throws and nerve combat. Tumbling reduces damage from falling by -1 point of damage
per skill level. Defensive throwing lets the character inflict damage when breaking out of a hold. When a character with Martial Arts skill breaks out of a hold, he automatically knocks his opponent down, causing damage equal to his punching score. Nerve combat increases the character's chance to knock out his opponent. The opponent must be one of the four major races. The attacker gains a +1% chance to knock out the opponent per skill level on each attack. Thus, a character with 4th level skill in unarmed combat and a Dexterity score of 40 would knock his opponent unconscious on a roll of 01-06, 10, 20, 30, 40, 50 or 60


Success Rate: 10% per Skill Level + 40%

This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like "go... city... fetch... doctor." Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found.

Success Rate: 10% per Skill Level + 40%

Concealment is the art of hiding in natural cover and is usually used outdoors. If, however, the referee decides that, due to unusual structure, decor, lighting, or other factors, the inside of a structure offers enough places for concealment, the character can try to use this skill inside. If a character does not move or make noise once he is concealed, the skill check to remain concealed every turn following is at Level +X.

Success Rate: 10% per Skill Level + 40%

A character with this skill can use powered assault armor with complete control. P.A.A. will be explained in greater detail in future editions of Zebulon's Guide to Frontier Space.

Success Rate: 10% per Skill Level
Pr: Must have the weapon skill before being able to repair it, proper tools

This skill allows a character to maintain and repair a weapon that he knows how to use (has a skill level with that weapon). Since many of the new weapons are technological marvels, their repair may require tools, materials, and time that are not readily available. This depends on the amount and type of damage that was done to the weapon and is left to the referee's discretion.

Success Rate: 10 % per Skill Level
Pr: Physics Level 2, proper materials, tools, and facilities

This skill gives the character a chance to design and build a new type of weapon. The time, material, and financial requirements, along with the statistics of the weapon (range, damage, energy usage, etc.), are left to the referee. Some other skills may be necessary to use with this skill for certain weapons (Acoustics for sonic weapons, Optics for laser, etc.).

Gunnery Skill
A ship's weapons can be fired by the ship's computer if no characters with Gunnery skill are aboard, but ship gunners increase a spaceship's effectiveness in combat. The gunnery subskills are: Improve Accuracy and Selective Targeting. When a character spends experience points for Gunnery skill, he must specify whether he is learning Energy Weapon or Rocket Weapon  Gunnery. The weapons covered by these two skills are listed below:

Rocket Wepons: Torpedos, Assault Rockets, Rocket Batteries

Subskills: Improve Accuracy, Selective Targeting
Pre-requisite Skills:  Projectile 4, Gyrojet 2

Energy Weapons: Laser Cannons, Batteries, Proton Beam Batteries, Electron Beam Batteries, Disruptor Beam Cannons

Subskills: Improve Accuracy, Selective Targeting
Pre-requisite Skills:  Beam Weapons 6

IMPROVE ACCURACY     Modifier: +5% x skill level
This subskill gives agunner a better chance to hit a target with ship-mounted weapons. A gunner can apply this subskill to only one weapon per turn. The bonus can be combined with the pilot's Forward Firing Weapons bonus, however. When player-character gunners are onboard spaceships, use the lower percentages in the shaded columns of the Advanced Game Combat Table. The higher, unshaded percentages are adjusted to reflect the skills of NPC gunners onboard military ships.

SELECTIVE TARGETING     Modifier: -30%
This subskill lets a gunnery expert shoot at a specific system on an enemy ship. External systems only (those visible from outside the ship) can be attacked, so Life Support systems, astrogation controls, damage control equipment, computers and electrical systems cannot be targeted selectively. To use this subskill, the attacking ship and its target must be in the same hex. The gunner declares what system he is targeting, and rolls to hit with a -30% modifier, in addition to all other modifiers that apply. The gunner can use his Improve Accuracy subskill with Selective Targeting. If the shot hits, the damage is applied directly to the targeted system as described on the Advanced Game Damage Table. If the shot misses, it is considered a clean missand causes no damage. If the system that is hit can receive several grades of damage on the Advanced Game Damage Table, a random die roll should be used to determine how badly the system is damaged. If the ship's hull is hit, there is a 50% chance itwill suffer double damage. EXAMPLE: A gunnery expert using selective targeting hits the drive of an enemy ship. According to the damage table, this can reduce the ship's ADF by 1, by half of its total, or completely to 0. In this case, the referee decides that the gunner must roll 1d10. A result of 1-3 means 1 ADF is lost, 4-6 means one-half of the ship's ADF is lost, and 7-9 means the entire ADF is lost. A 0 is ignored and re-rolled.

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