FREQUENTLY ASKED QUESTIONS
LAST UPDATE: 10/10/98
HISTORY OF THE FAQ
Ver.0.90: John D. Prins writes ANOTHER FAQ for a Dream Pod 9 game, thus
acquiring more Cthulu Mythos points and losing some more SAN. (whoops, wrong game…)
Ver.0.91: Some minor corrections.
Ver.1.00: Marc-Alex speaks! Also added a bunch of questions on living
with vacuum, solar/magsails, Jupiter's magnetic field, Lagrange points, and colony cylinders.
Ver.1.10: The Jovian Companion prompts some changes. New section about
weapons was added (though short).
Ver.1.20: Piles of new questions prompts two whole new sections, about
vehicle and weapon construction, as well as truly miscellaneous questions.
Ver.1.30: Some corrections. General re-organization, some questions
Ver.1.40: New questions added.
Ver.1.41: Very minor formatting for posting on DP9’s Web page.
WELCOME TO THE JOVIAN CHRONICLES FREQUENTLY ASKED QUESTIONS
This document is a timesaving device and a resource for both the new and experienced Jovian Chronicles player. It will clarify rules points and provide useful explanations and examples to clear up any confusion. It will also try to give a decent grounding in certain matters pertaining to space phenomena and mechanics.
Or at least that's what it's supposed to do. If you have a question not covered by this document, feel free to ask the Jovian Chronicles Mailing List. If it's a very good question, or even a frequent dumb one, the answer will probably eventually show up on this document in a future edition.
This FAQ will be re-issued on a semi-regular basis. It will be posted to the Jovian Chronicles Mailing List at the end/beginning of every month (give or take a few days), or whenever I feel like it <shrug>. This document will NOT cover the political/social aspects of Jovian Chronicles except in passing — it is primarily meant as a tool to clear up confusion about game mechanics and rules.
If you find an error in this document or think of some useful addition, please contact the author at the following address:
with the subject title 'Jovian Chronicles FAQ' and show me what you've got.
TABLE OF CONTENTS
SECTION ONE: MINUTIAE
SECTION TWO: GENERAL RULES
SECTION THREE: ROLEPLAYING RULES
SECTION FOUR: TACTICAL RULES
SECTION FIVE: GETTING AROUND IN SPACE
SECTION SIX: CONSTRUCTION SYSTEM
SECTION SEVEN: MISCELLANEOUS QUESTIONS
SECTION EIGHT: LIST OF CONTRIBUTORS
SECTION ONE: MINUTIAE
1.1: STANDARD DISCLAIMER
JOVIAN CHRONICLES, SILHOUETTE SYSTEM et. al. are registered trademarks and copyright (c) of Dream Pod 9, Inc. This document should in no way be construed as a challenge to these trademarks and/or copyrights. This document is NOT authorized by Dream Pod 9, Inc. This document may be distributed freely by anyone via any medium, provided that it is done without profit.
1.2: WHERE CAN I FIND JOVIAN CHRONICLES ERRATA?
A few tidbits of errata show up in the Jovian Chronicles Companion (DP9-302). Marc is busy compiling errata for eventual posting to the DP9 web page.
SECTION TWO: GENERAL RULES
2.1: IF I ROLL A 4 ON MY DICE AND HAVE -5 IN PENALTIES, IS MY RESULT
A NEGATIVE VALUE?
No. No matter what you roll, the lowest your result can be is a zero. This goes for all dice tests, including defense rolls.
2.2: CAN I USE DICE OTHER THAN D6'S?
Yes, but be aware that this will likely reduce the importance of modifiers (unless you're using a D4). The Silhouette System is calibrated to work with six-sided dice alone. Marc-Alex says "We (DP9) don't endorse using dice other than D6's."
2.3: IS THERE A LIMIT TO THE MARGIN OF SUCCESS OR MARGIN OF FAILURE ON A DIE ROLL?
No, though you are inherently limited by the number of dice you roll and the modifiers on those dice. Note that for some tactical games, a Margin of Success of 6 is imposed on weapons hits, to prevent things like machine guns blowing up tanks — though I'd only recommend this for gritty campaigns. There is also no theoretical basement on a Margin of Failure, but remember that you cannot achieve a dice result lower than zero.
2.4: WHAT IF I HAVE MULTIPLE SKILL SPECIALIZATIONS?
Only a single Specialization may apply to any particular die roll, even if you have multiple applicable Specializations in a Skill.
2.5: CAN I USE ONE SKILL TO AUGMENT ANOTHER?
While the idea of using one Skill to augment another is appealing, the Skills in Jovian Chronicles are built to be mostly self-contained. In general, this is not allowed.
2.6: WHAT IF I DON'T HAVE THE APPROPRIATE SKILL?
Roll two dice and use the lowest result — any 'one' on either die is treated as a fumble. Attributes do apply to this roll, as do situational modifiers.
SECTION THREE: ROLEPLAYING RULES
Hey, so far I haven't seen any. If you think of some useful addition, please contact the author at <firstname.lastname@example.org> with the subject title 'Jovian Chronicles FAQ.'
SECTION FOUR: TACTICAL RULES
4.1: AT WHAT RANGE DO SEEKING MISSILES 'SEEK' AFTER THEY MISS ON THE FIRST SHOT?
The Range at which Seeking missiles 'seek' is determined from their Margin of Failure on their previous attack. They attack from one range band per MoF — so a MoF of 1 means Short Range, MoF 2 means Medium Range, MoF 3 means Long Range, MoF 4 means Extreme Range, and MoF 5 or higher means the missile does not seek at all. Note that ONLY multi-turn Seeking missiles operate in this manner! Normal Seeking missiles simply reroll their attack with all the bonuses and penalties of before.
4.2: WHAT PENALTIES AND BONUSES APPLY TO SMART MISSILES?
Fire Control and attacker movement penalties/bonuses still apply. PER bonuses do not. Special ammunition bonuses (guided, energy homing) still apply.
4.3: HOW MANY SMART MISSILES CAN I FIRE IN A TURN?
As many as you have! Each one has its own internal 'gunner' with its own action.
4.4: WHAT DO I HAVE TO ROLL TO SHOOT A MISSILE DOWN?
You must beat or equal the attacker's result on his attack roll to destroy a single missile. To destroy a missile volley, you must achieve a MoS equal to his ROF; one point of MoS on your part destroys one ROF worth of his missiles. Anti-missile fire has no bearing on the MoS of the attacker's roll — that was defined by your dodge roll.
4.5: DO I ROLL FOR ANTI-MISSILE FIRE FIRST, OR DODGE FIRST?
4.6: EVEN IF I DODGE A MISSILE SPREAD, CAN I STILL SHOOT ANTI-MISSILE
FIRE TO DESTROY THE (POTENTIALLY) SEEKING MISSILES?
4.7: CAN I SHOOT DOWN MISSILES FOR SOMEONE ELSE?
Yes, but this requires the expenditure of an action (it's not free!) and you may suffer Range Penalties for doing so. Trace the path of the missiles, and use your position relative to this to determine the range.
4.8: CAN I USE ROF POINTS TO GAIN A BONUS TO MY ANTI-MISSILE FIRE?
Definitely not, says Marc-Alex. ROF points can only be used to reduce the -6 penalty for not having an Anti-Missile weapon.
4.9: DOES ANTI-MISSILE FIRE SUFFER ALL THE REGULAR BONUSES AND PENALTIES
FOR MY MOVEMENT?
Yes. It's an attack, so be sure to include your PER bonus, Fire Control, and Attacker Movement modifiers.
4.10: AREN'T ANTI-MISSILE WEAPONS TOO EFFECTIVE?
Maybe. Note that using a good deal of ROF with missiles makes it a lot harder to shoot down all the incoming missiles — probably forcing the defender to expend several extra actions to destroy an entire missile spread. It's true that most Exo-Armors don't carry racks of missiles to try this trick against capital ships, but those are the breaks. That's why you're carrying Plasma Lances and Particle Beams/Rail Guns/Lasers, pilot. Take out their anti-missile systems first! One new rule that shows up in the Compendium is that Anti-Missile Systems have a 2 hex minimum range for shooting down missiles.
4.11: IF I FIRE A WHOLE BUNCH OF SEEKING, WEAPON LINKED MISSILES, WHAT
Like a normal Weapon Linked weapon, if the first shot misses, they all miss (and if the second misses, all subsequent shots miss, and so on). However, once these missiles have 'missed' their first attempt, they are no longer considered to be Weapon Linked, and all may make their own attack rolls without worrying about 'automatic' misses.
4.12: HOW MANY MODULES CAN A COMPUTER STORE?
A computer can store its PP squared as 'inactive' modules. These take a whole 30 second turn to load. It can also store its PP cubed in storage, but these modules take 2 full turns to load.
4.13: WHAT MODULES ARE EXO-ARMORS COMMONLY EQUIPPED WITH?
Autopilot, Fire Control, and Space Navigation would be the bare minimum. Scouts would have Electronics Warfare, Communications and Sensors modules as well. Remember that most Exos have basic communications and encryption software pre-installed (they just don't add dice or perform tasks).
4.14: DO COMPUTERS HAVE ACTIONS? HOW MANY?
Yes, they do, otherwise they couldn't do their jobs. Computers have one action per active module. Helping an operator with a task is considered an action. Computers cannot take extra actions unless they are Artificial Intelligences, with WIL and PSY stats.
4.15: SAY I WANT MY FIRE CONTROL (LVL 2) IN MY PATHFINDER ALPHA
(PP2, CRE +0, KNO +0) TO HELP ME SHOOT THAT PESKY WYVERN. I'M A LVL 2 GUNNER WITH +1 PER. HOW DO I GO ABOUT THIS?
Your computer must roll against a Threshold of 3 (level 2 Skill +1 Attribute = 3) with its 2 dice (assuming both PP were assigned to Fire Control at the time), +0 for its CRE Attribute. Let's say it rolled a 6, for a MoS of 3. You get THREE extra dice for your shot. Aren't computers useful? 🙂 Computers can only ever add up to 5 dice to any one roll — and note that the Fire Control module is restricted to a maximum of 3 additional dice to any task.
Now, you could load that Fire Control module TWICE, each a level 1. Then you could apply your computer to help you with TWO separate attacks! But each time it helps you, it only uses 1 dice, because it's processing power has been split up.
4.16: THE SPACE NAVIGATION MODULE SAYS I HAVE TO HAVE IT LOADED ALL THE TIME WHEN TRAVELLING. DOES THIS MEAN THAT IT'S ALWAYS TYING UP MY PROCESSING POWER, EVEN IN COMBAT?
No — if it did, listing a computer as PP2 would be useless, as one of its dice would always be tied up. Space combat usually doesn't take up enough distance to really effect your navigation too much (most combat will last only a few game minutes in an area no more than 20 kilometers wide/long/high). If the computer can execute simple communications and sensor protocols without 'active' modules in place, assume it can store the vector changes you've made, for the module to go over once it's re- activated.
4.17: CAN A PLASMA LANCE BE TURNED OFF?
Yes. Any Limited Use weapon can be turned on or off at the user's discretion. Turning it on or off takes no actions.
4.18: CAN I USE SATURATION FOR ANTI-MISSILE FIRE?
Yes, you can. However, note that most Anti-Missile weapons have a base range of 1. Additionally, Anti-Missile fire is only effective at a 2 hex range or beyond. So anyone within 1 hex or point blank range can still shove a missile down your throat and all you can do is dodge.
4.19: DO PLASMA LANCES TAKE AN ACTION TO DEPLOY OR RETRACT?
No. Drawing, or putting away your Plasma Lance costs no actions. This is assumed for all Plasma-Lance carrying Exos that have the 'Concealed' weapon perk.
4.20: THERE SURE ARE A LOT OF GUIDED WEAPONS OUT THERE, BUT WHERE ARE THE TARGET DESIGNATORS?
Darn good question. Somebody at DP9 has some explaining to do. Note that The Chaos Principle actually has Target Designator equipped vehicles.
4.21: DOES THE ACCURACY OF A SHIELD APPLY TO MY EXTRA DEFENSE ROLL?
Yes it does. In fact, so does your Fire Control, in lieu of your Maneuver value. Speed and Evasion bonuses/penalties still apply, however.
4.22: DO ARM ATTACKS (PUNCHES) USE MANEUVER OR FIRE CONTROL?
Fire control. If you paid OTV for something, it uses Fire Control.
4.23: WHAT IS THE LEADERSHIP AND TACTICS SKILL IN TACTICAL PLAY?
You have one leader and one subcommander, who have Leadership and Tactics equal to their other Skills (i.e. a LVL 3 pilot has Leadership 3). No Attribute bonuses apply. Everyone else has LVL 1 Leadership or Tactics.
4.24: IF THERE'S A CONFLICT OVER REACTION FIRE AND ACTIVATION, WHO
If someone spent a Command Point, he goes first. Otherwise, whomever has intiative this round goes first. It's possible to spend a Command Point (or more!) just to gain the opportunity to fire first.
4.25: WHEN CAN I ACTIVATE OUT OF SEQUENCE?
At any time — even during the movement of someone else who activated out of sequence!
4.26: CAN I STACK THOSE +2 TO A DEFENSE ROLL COMMAND POINT BONUSES?
No, you can only add a single +2 to a single defense roll with a Command Point.
4.27: CAN I SAVE MY ACTIONS FOR ANTI-MISSILE FIRE?
No. Once your activation is over, any unused actions are lost. After this point, you'll have to spend Command Points to get that effect. Note that anti-missile weapons get a 'free' chance to shoot down missiles anyways, so this just prevents saving actions for 'extra' attempts to shoot down missiles.
4.28: DOES THE ENERGY SHIELD ON MOST SHIPS PREVENT WEAPONS FIRE?
No. [It’s a laser system burning up particles before they reach the ship’s hull.]
SECTION FIVE: GETTING AROUND IN SPACE
5.1: TO BE CONSIDERED STATIONARY, DO I HAVE TO COME TO A COMPLETE STOP, OR CAN I COAST?
No. In space combat, simply not accelerating is enough to qualify you for Stationary. In fact, in space, all movement modifiers are calculated from the vehicle's acceleration during the turn, rather than its actual velocity vector. Vehicles that aren't accelerating are easy targets.
5.2: OKAY, I'VE GOT A VELOCITY VECTOR, AND CAN ACCELERATE THIS TURN; DO I COAST FIRST, THEN ACCELERATE, OR WHAT?
This is where destination counters come in handy. You're accelerating _while_ you're also coasting. So, before you move, figure out where you _would_ go if you just coasted. Then, plot out your acceleration movement from _that_ point. That's your final destination — move your vehicle from your starting point to there in what amounts to a straight line (an abstraction, sure, but good enough). By the way, this line is also your new velocity vector! Just extend your movement and place a 'new' destination counter along the same line.
5.3: HOW LONG DOES IT TAKE TO GET FROM POINT A TO POINT B? SHIPS IN JOVIAN CHRONICLES DON'T SEEM TO HAVE ENOUGH FUEL TO CONTINUE A BURN HALF WAY TO THE OBJECTIVE AND BRAKE THE OTHER HALF.
Well, Jovian Chronicles is a more anime game than most, so we're not supposed to worry about that. But, if you must know, how long it takes to travel is mostly a factor of how much fuel you're willing to expend.
Now, 1 Burn Point (BP) is 0.1 G of acceleration over 30 seconds, right? Or, more appropriately, it's 3.0 G of acceleration over 1 second. 1 G equals 9.81 m/s^2, so 3 G = 29.43 m/s^2. So BPs can be said to be an expression of the vehicle's change in velocity. Every BP equals a 29.43 m/s change in the vehicle's velocity. Now, Velocity = Distance/Time. So Time (i.e. Travel Time) = Distance/Velocity.
If we assume that the acceleration and deceleration times of a vehicle are negligible over a long trip (and they are; a few hours compared to weeks and months), we get the following formula:
Travel Time (seconds) = Distance (from A to B, in meters)
Burn Points Expended x 29.43 x E (meters/second)
Now, E is a function of engine efficiency. For vehicles with a single drive unit, E=1. Vehicles with multiple engines divide thier FINAL combat speed by the sum of their drive section's combat speeds. For example, the Valiant has a final combat speed of 0.4 G, and 4 drive sections with combat speeds of 1.4 G each. So it's E = 0.4/(4×1.4) = 0.07 (approx.). Not very efficient at all. Now, let's say a Valiant wanted to travel from Jupiter to Mars, on an average trip. That's 811 000 000 000 meters. It's going to expend 1/2 it's total fuel load to accelerate (the other half will be used to slow down at the end). That's 70 000 BP/2, or 35 000 BP. It's travel time is:
Time = 811 000 000 000 = 11 248 000 seconds
35 000 x 29.43 x 0.07
That's about 130 days (4 months!). Of course, this isn't perfectly accurate — there are acceleration and deceleration times which fudge the equation, but it's close enough without having to delve into calculus.
If the Valiant really wants to get somewhere in a hurry, it had better travel along with some tankers.
Note that there are all sorts of other factors involved — usually the biggest one being the fact that your launch point and destination are usually moving as well! This can minimize or increase the speeds required, or even negate the need to slow down at the destination! (you just let planet's gravity 'catch' you). Another factor is gravity, either from the Sun or various other planets. It can get really messy — the above should give you a decent idea, however.
Companion Note: The above calculations assume that only the accelerating BP are counted. You have to spend the same amount to come to a dead- relative stop, of course. The Jovian Compendium simplifies this to total BP spent over the entire trip (i.e. double the BP), but cuts the modifier in half (29.4 becomes 30, cut in half to 15). So the formula is:
Travel Time = Distance/(Total BP x 15 x Efficiency)
5.4: HOW DOES A SOLAR SAIL/MAGSAIL WORK?
A solar sail is essentially a _huge_ sheet of 'tinfoil' designed to 'catch' the photons shooting out of the Sun, sort of like a regular sail catches the wind. This provides propulsion, and thus thrust. Of course, it works a lot better the closer you are to the sun (basically, you've got stronger 'wind' to catch), but can theoretically be used to gather tremendous velocity (albeit slowly) without the use of reaction mass.
A Magsail dispenses with the actual physical sail in favor of a large magnetic 'field', generated by a fusion reactor (and other 'stuff' left only vaguely defined because it's science fiction :-). This magnetic field catches ions (rather than photons — the sun shoots out both), giving the ship some push. In both cases, a sail would only be really good for very light payloads — but in JC, it works for larger ships too.
5.5: SO SOLAR SAILS/MAGSAILS ARE ONLY GOOD FOR OUTSYSTEM TRAVEL?
Not exactly. It's possible to use the sail to 'tack' the solar wind — what really happens is you turn it so that the sail is pointing in the direction opposite your orbital travel (if you aren't orbiting, just let gravity have it's way!), thus slowing your orbit, and gravity drags you further in-system.
5.6: WHAT ARE LAGRANGE POINTS AND HOW DO THEY WORK?
Lagrange points are 'stable' points that exist in any two-body system where the gravitational, Coriolis and centrifugal forces balance out. The upshot of all this is that it takes an absolute minimum of energy to maintain an orbit while at a Lagrange Point, simply because none of the invovled forces is stronger than any of the others. So they're great places to slap colony cylinders, as you don't have to worry (much) about them scattering all over the void, though only the L4 and L5 points are what you'd consider to be 'stable'. If you want to know more, I suggest grabbing a physics textbook — it gets a bit involved to explain for a gaming FAQ.
5.7: HOW LONG CAN A HUMAN BEING SURVIVE (UNPROTECTED) IN SPACE?
A little longer than you might think, but not very long. NASA says you've got about 30 seconds of 'useful' conciousness. But people don't explode like they do in the movies. Instead, the capillaries in their skin burst (think massive bruising), and any gases in the body try to leave by the easiest possible routes (out your mouth, nose, and, yes, your anus). The body starts to freeze, or, if in direct sunlight, boil (frozen on one side, sunburned on the other!). Space is a bad place for a person to be. The character takes an automatic Flesh Wound every minute. If he tries to hold his breath, he takes an automatic Deep Wound. The character can remain concious for a number of 6 second turns equal to 12 + FIT. After the character passes out, one random Attribute drops by one every turn, and when one reaches -5, the character dies.
5.8: WHY IS JUPITER'S MAGNETIC FIELD SO DANGEROUS?
The great thing about magnetic fields is that they block charged particles from getting to the planet's surface. That's great if you're sitting on, say, Earth's surface. The bad news, however, is that those magnetic fields also _trap_ those charged particles. So if you're inside that area, you're sucking a whole bunch of charged particles; in other words, you're being irradiated to death. Aren't you glad your ship has magnetic screens of its own?
5.9: HOW FAST DO COLONY CYLINDERS SPIN?
That depends on several factors — chiefly how much gravity you want to simulate, and how large the colony cylinder is. The 'relevant' formulas are:
Period (Seconds per Revolution) = Circumference/Velocity
Circumference = 2 x Pi x Radius, and
Gravity = [(Velocity of Inner Surface)^2]/Radius
Also, you don't want your colony spinning more than 1 Revolution Per Minute (RPM) or it does wierd things to the physiology. The most desired Gravity is 9.8m/s (or 1.0G). So say you wanted a 1000m radius colony with 1.0G. That means:
9.8 =[Velocity of Inner Surface)^2]/(1000) 9800 = Velocity of Inner Surface^2
sqrroot(9800)= Velocity of Inner Surface Velocity of Inner Surface = 99m/s
Period = 2 x Pi x 1000/99 = 63 seconds
Meaning your colony spins at approximately 63 seconds per revolution, just under 1 RPM.
5.10: WHY NO FASTER THAN 1 RPM?
Motion sickness, mostly. Just like some people get sick on circus rides, if a colony cylinder is spinning too fast, they become ill. Most people can handle 1 RPM or lower, though, and a lot of people can handle up to 3 RPM with no discomfort. But the faster you go, the greater the percentage of people who will suffer discomfort (just like on the ocean, very rough seas can make even the strong of stomach queasy).
SECTION SIX: CONSTRUCTION SYSTEM
6.1: HOW DO I CALCULATE THE ACTION TOTAL FOR PERKS LIKE LIFE SUPPORT AND EJECTION SYSTEM?
Figure out how many people the system can support/carry at any one time. Then figure out how many actions that number of people would have if they were a crew of a vehicle. For example, a 10 person crew would have 5 actions total, so use the number 5 in a calculation for a Ejection System that can handle 10 people, or a Life Support unit that can support 10 people over a long period of time.
6.2: DOES ADVANCED CONTROLS ADD TO THOSE TOTALS?
No. Advanced Controls only affects the MTV calculation for the total crew actions, but not any of the perk/flaw total calculations. In other words, it does not cascade down through the entire design.
6.3: IF MY COMPUTER HAS AN AVGATT OF -1, MY COST FORMULA IS 1/0, WHICH DOESN'T WORK ON MY CALCULATOR. WHAT GIVES?
Use the absolute value of your AvgAtt. So a -1 becomes a 1, though you still use the AvgAtt < 0 calculation. In this case, you get a cost multiplier of 1/(1+1) = 0.5.
6.4: HOW COME EACH INDIVIDUAL EASY TO MODIFY COSTS 2, BUT THE FULL PERK COSTS 9?
If you buy the whole vehicle as Easy To Modify, you also get Easy To Modify stuff like armor, fuel tanks, and non-AUX perks, which is worth a little more than the four Easy To Modify perks bought separately. Note that it works this way for the Difficult To Modify perk; buying it for the whole vehicle rebates more than just buying it for the individual systems.
6.5: WHY DON'T SPACE VEHICLES BUY THE HEP: EXTREME COLD PERK?
Space vehicles, in general, do not have to worry about things like external fluids entering their vehicle and freezing in delicate parts — mostly because space is pretty empty. Basically, HEP: Vacuum protects the vehicle from the cold of vacuum, but wouldn't protect it, say, from being diving into the freezing atmosphere of Jupiter, where cold fluids would get into mechanisms.
6.6: WHAT GOOD ARE LVL 0 LABORATORIES?
LVL 0 Labratories eliminate any penalties from having inadequate tools, though they offer no extra Skill bonuses.
6.7: IF I WANT HEADLIGHTS, DO I HAVE TO BUY A SEARCHLIGHT?
No. Basic stuff like headlights, running lights and seatbelts are free.
6.8: DO HAYWIRE WEAPONS DO 1/2 DAMAGE ALL THE TIME?
No. Weapons that are inherently Haywire in nature do full damage all the time. Only weapons loaded with Haywire ammunition (while the weapon itself is not inherently Haywire) suffer the 1/2 damage penalty.
6.9: WHEN I CALCULATE AMMO COSTS, DO I USE THE GENERAL OR THE AMMUNITION MULTIPLIER?
It depends. If the weapon has a certain characteristic, its ammunition uses the general cost instead of the ammunition cost. Only if the weapon is loading ammunition with characteristics that differ from the weapon itself do you use the ammunition characteristic. A super-taser gun has the Haywire characteristic. Its ammunition uses the general haywire multiplier. A gun that was not haywire but loaded with Haywire ammo would use the ammunition multiplier.
6.10: HOW DOES THE COST FOR AREA EFFECT AMMO WORK?
If the weapon is inherently Area Effect, apply the general characteristic multiplier to the ammunition costs. If the ammo (only) is Area Effect, apply the x20 multiplier. Area Effect ammo (i.e. AE ammo only) simply increases the area effect of the weapon by one hex. To get the more variable area effects available, you must purchase an Area Effect weapon.
6.11: HOW DOES ROF WORK FOR MELEE WEAPONS?
Like usual. It can be used to Burst Fire for increased damage, or to Walk Fire against multiple targets (in point blank range). It could be used to Saturate, but remember that melee weapons have no range, so the user is also in the target hex!
6.12: CAN YOU COMBINE UNDERWATER AND SUBROCKET AMMUNITION?
Yes. They are not mutually exclusive.
6.13: DOES THE ATTENUATING DAMAGE COST REDUCTION ALSO EFFECT THE COST OF OTHER WEAPON CHARACTERISTICS?
Yes, it does. Use the 'modified' Damage Multiplier throughout the weapon building process.
6.14: WHICH COST MODIFIER DO I USE FOR SELF-DESTRUCT WEAPONS?
The general modifier, UNLESS the modifier in question can only apply to ammunition (like Smoke). In such a case, divide the ammo modifer by 10 and treat that new number as a general modifier for the Self-Destructing weapon.
6.15: FOR SPECIAL WEAPONS SYSTEMS (AIR/GROUND, SNIPER, LINKED), HOW DO I CALCULATE THE FINAL OTV COST?
The list in the JCC is misleading. The Special Systems multiplier (x1.1 for each) multiplies the cost of the effected weapons systems. But it does NOT add a full x1.1 the weapon's cost to the OTV, in addition to the cost of the weapon itself. So a pair of Linked 400 OTV guns each cost 440 OTV each, resulting in a total of 880 OTV. Not 800 plus 880 OTV (1680 OTV), which if you followed the OTV calculation on pg. 104 literally is what you'd get.
SECTION SEVEN: MISCELLANEOUS QUESTIONS
7.1: WHAT HAPPENED TO THE PATHFINDER'S FUNKY TOES?
They retract into the foot now.
SECTION EIGHT: LIST OF CONTRIBUTORS
John D. Prins, Author and current maintainer
Marc-Alex Vezina, DP9 Writer/Developer