diff --git a/code/game/objects/items/devices/dummy_tablet.dm b/code/game/objects/items/devices/dummy_tablet.dm
index 92cfa4b90e26..d1036ebfa93b 100644
--- a/code/game/objects/items/devices/dummy_tablet.dm
+++ b/code/game/objects/items/devices/dummy_tablet.dm
@@ -12,6 +12,20 @@
linked_dummy = null
. = ..()
+/**
+ * Checks if the user is adjacent to the dummy
+ *
+ * Returns TRUE if the user is adjacent to the dummy, FALSE otherwise
+ *
+ * * arg-1: The user
+ */
+/obj/item/device/professor_dummy_tablet/proc/is_adjacent_to_dummy(mob/user)
+ if (get_dist(linked_dummy, user) > 1)
+ to_chat(user, "You are too far away to use the tablet.")
+ return FALSE
+
+ return TRUE
+
/obj/item/device/professor_dummy_tablet/proc/link_mob(mob/living/carbon/human/H)
linked_dummy = H
@@ -20,6 +34,12 @@
interact(user)
/obj/item/device/professor_dummy_tablet/interact(mob/user as mob)
+ if (isnull(linked_dummy))
+ return
+
+ if (!is_adjacent_to_dummy(user))
+ return
+
user.set_interaction(src)
var/dat = "
Professor DUMMY Control Tablet"
@@ -90,9 +110,11 @@
/obj/item/device/professor_dummy_tablet/Topic(href, href_list)
if(..()) return FALSE
- usr.set_interaction(src)
+ if (!is_adjacent_to_dummy(usr))
+ return FALSE
+ usr.set_interaction(src)
switch(href_list["operation"])
if ("brute_damage_organ")
diff --git a/code/modules/mob/living/carbon/human/human_attackhand.dm b/code/modules/mob/living/carbon/human/human_attackhand.dm
index 35097a8e5c79..805b3d7e1744 100644
--- a/code/modules/mob/living/carbon/human/human_attackhand.dm
+++ b/code/modules/mob/living/carbon/human/human_attackhand.dm
@@ -155,7 +155,7 @@
return held_weapon.afterattack(target,src)
var/disarm_chance = rand(1, 100)
- var/attacker_skill_level = attacking_mob.skills ? skills.get_skill_level(SKILL_CQC) : SKILL_CQC_MAX // No skills, so assume max
+ var/attacker_skill_level = skills && attacking_mob.skills ? skills.get_skill_level(SKILL_CQC) : SKILL_CQC_MAX // No skills, so assume max
var/defender_skill_level = skills ? skills.get_skill_level(SKILL_CQC) : SKILL_CQC_MAX // No skills, so assume max
disarm_chance -= 5 * attacker_skill_level
disarm_chance += 5 * defender_skill_level