In the environment of Car Wars, there is a need for new skills to be developed by those who work there. These new skills include:
A catch-all skill for identifying the various different groups of marauding aliens, their strengths, weaknesses and where they like to party.
Needed for someone to be able to pilot powered armour of any description. This skill acts as a modifier to any control rolls that the pilot must make.
The art of using the unpleasant electro lash (and whips in generally). Without this skill, a player can use the weapon (at -3), but if they roll a double 1, then they have injured themselves instead!
The ability to be able to use and fire alien and futuristic energy hand weapons. Functions in all respects like Handgunner, just for these weapons. Handgunner 2 can be substituted for this skill if needed.
A skill enabling the user to wear and fly certain airborne back pack devices, like the Heliofly. Helicopter pilot skill may be substituted for this skill when using the relevant items, at a -1 to the skill (minimum of rating 0), but Heliopack skill may not be used to fly helicopters.
The ability to be able to use in-line skates (or rollerblades) proficently and be able to perform tricks. In addition, each level of skill gives a +2.5 mph speed bonus.
As it says, the skill of riding horses and keeping them under control through adverse conditions.
The ability to be able to use pogo sticks for movement and fun, and being to achieve high bounces.
The ability to operate underwater with Scuba gear, proficiently and safely, with knowledge of how far to dive, decompression and so on. Without this skill, it's feasible that someone could put the Scuba gear on, but would have no knowledge of what to do or how to do it.
The ability to be able to fly a sub safely and to depth. Without this skill, someone cannot even get a sub started, let alone pilot it properly. Otherwise it is identical to the Driver skill.
The ability to be able to use skateboards proficently and be able to perform tricks. In addition, each level of skill gives a +2.5 mph speed bonus.
The ability to be able to use roller skates proficently and be able to perform tricks. In addition, each level of skill gives a +2.5 mph speed bonus.
A catch-all skill for knowledge about things that delve into the realms of demons, mystical powers, spirits and so on.
As described in the Crimson Shipyards section, knowing how to swim gives speed bonuses to a diver, allows them to stay underwater longer, and gives them the knowledge of diving, so that they can suffer less damage when leaping into watery situations.
Note that the maximum speed of a diver is 5 mph. With swim fins this can be increased to 7.5 mph, but without them it is always 5 mph.
A catch-all skill for knowledge on the various different types of vampires, their types, abilities and interests.
The skill of being able to pilot walking vehicles larger than battlesuits, but smaller than Mecha.