TEXT: WOIN Rules FAQ (v1.8) 
  This document is not errata; it is designed to 
  clarify and answer commonly asked rules 
  questions regarding the What’s OLD is NEW 
  roleplaying game system. To that end, you won’t 
  find new rules or corrections here. 
     If you have a question for the WOIN Rules 
  FAQ, simply ask it in the forum. If it turns out to 
  indeed be a question that is commonly asked, 
  it’ll get added to this FAQ! 
     EONS articles are not covered in this FAQ.  
     Keep an eye on the version number to make 
  sure you have the latest version of this FAQ. 
  Where Can I Find Errata? 
  Errata documents can be found on the official 
  website.
  Can Aim Exceed The Maximum Dice 
  Pool?  
     Exploits and positioning apply after the dice 
  pool is capped, so they can exceed the MDP. The 
  same goes for LUC dice.
  Are DEFENSES Capped By Maximum 
  Dice Pools? 
  Yes. A DEFENSE is formed with an ordinary dice 
  pool (attribute + skill + equipment) and is thus 
  treated as such. Note that derived stats like 
  HEALTH are not formed with dice pools 
  (although they do involve rolling dice!) so are 
  not capped in this manner. 
     Basically, if you are forming a dice pool using 
  attribute + skill + equipment, it is subject to the 
  normal dice pool capping. 
  How Does SOAK Stack? 
  If you have different sources for SOAK, you use 
  the highest. If you have SOAK bonuses, these 
  stack. 
     So, if you have armor which gives SOAK 4 and 
  you also have natural SOAK 3, your SOAK is 4. 
  But if you have armor which gives SOAK 4 and a 
  natural exploit which gives SOAK +3, your 
  SOAK is 7. The difference is the “+” symbol. 
  Who Tracks Pinning Down? 
  When an attacker is pinning down a target with 
  gunfire, it's t h e  a t t acker's job to track their 
  pinning down bonus. 
     Pinning down is a “per attacker” bonus, not a 
  “per target” bonus. The attacker must be actively 
  attacking the target to claim the bonus, and the 
  bonus only applies to the   
  number of rounds that specific attacker has 
  been firing at the target. Pinning bonuses are 
  not shared by multiple attackers; each must 
  track their own. If the target moves, everybody 
  gets reset. 
  How Do Ambushes Work? 
  The ambush turn is not something which 
  comes up often. It’s not the same as a “surprise 
  round” in some other games - it’s a deliberate, 
  co-ordinated, planned tactic. If two groups of 
  enemies run into each other, you just roll 
  INITIATIVE as normal. 
     To use an ambush turn, you need to plan to 
  do so in advance and make an effort to set that 
  up. Generally, that means that one side in a 
  conflict already knows about the other, and is 
  setting up hiding places, vantage points, and 
  so on. However, in some unusual 
  circumstances, two groups could be 
  attempting to do it to each other. 
  How Does An AL10 Navcomp Affect 
  A Starship’s Operation Range? 
  AL 10 navcomps make space travel a fairly 
  trivial matter in terms of time and distance. 
  When using such a device, not only does the 
  navcomp multiply the ship’s FTL speed by 10 
  it also means that operational range is no 
  longer a factor. An AL 10 navcomp means a 
  ship can cross a galaxy, Star Wars style. 
  Can Equipment Bonuses Exceed MDP? 
  Not as designed no. Equipment is not 
  intended to be a major improvement factor in 
  WOIN. Generally speaking, high quality gear 
  might compensate for a lower attribute, but it 
  doesn’t tend to pile bonuses on top of a 
  character which is already optimized in terms 
  of attributes and skills. Characters in WOIN 
  tend to get by with their wits and skills rather 
  than their gear. 
     However, many groups enjoy collecting 
  equipment. In Cinematic Mode, you might 
  consider allowing equipment bonuses to apply 
  after the MDP cap rather than before. This will 
  not break the game, though it will change the 
  flavor a little, and will also result in larger dice 
  pools and an overall power boost.
     Remember, exploits and positioning apply 
  after the dice pool is capped, so they can 
  exceed the MDP.
  Can I Cover A Prisoner?
  Yes. You would use the Overwatch option. 
  While it says in the core rules that "usually this 
  means targets which break cover...", you may 
  define any trigger. For example, "If he makes 
  any sudden moves". Remember, the target 
  cannot be in cover when you fire.
  
  Is the only way I can push somebody 
  off a cliff by buying the knockback 
  exploit?  
  No, of course not. That would be silly! 
     That exploit is a very specific way to do that as 
  a modifier to an attack (exchanging attack dice 
  and getting the knockback effect automatically 
  on a hit). That doesn't mean that the normal rules 
  for simple or opposed checks no longer apply. 
  You can always simply make an opposed STR 
  check, as adjudicated by the GM, to do the same 
  thing. Both methods are different. The exploit is 
  better (you do damage, no opposed check 
  needed, your attack pool is used), but that's why 
  you buy the exploit!
  How far down can I jump? 
  Your vertical jump distance applies up and down 
  (just like your horizontal jump applies left and 
  right). You can safely jump down for free the 
  same distance you can jump up. After that you 
  make the check as normal.
  Can I Get High Quality Starship 
  Facilities? 
  Of course! As with all equipment, simply apply 
  the quality price modifier to starship facilities to 
  get higher quality versions. Relevant checks 
  made within that facility then gain the quality 
  bonus. This is very useful for sickbays and the 
  like, and can also describe the ship's galley, 
  gymnasium, and other facilities.
  What Does The Number In Parenthesis 
  After a Starship Facility Mean? 
  First things first - it's not the number of facilities! 
  It's the capacity of the facilities. In other words 
  "messhall (1)" doesn't mean one messhall, it 
  means that the messhall has the capacity for one 
  crewmember. "Messhall (1)" pretty much 
  describes a broom closet. Similarly, "sickbay (3)" 
  doesn't mean three sickbays, it means the 
  sickbay has capacity for three crewmembers. 
  This applies to all crew-based facilities. 
     The ship statblock, therefore, lists the overall 
  capacity, not the number of facilities. This 
  capacity is compared to the crew total and helps 
  derive the ship's LUXURY score. 
  Are Older Ships Cheaper?
  The price given for a starship is its price as new. 
  It is up to the GM what discounts apply to older 
  ships, and what flaws older ships might have. It 
  would not be unreasonable to reduce the price 
  by 2% per year, but assign a significant flaw for 
  every decade of age. The Millenium Falcon's 
  hyperdrive was pretty temperamental, after all!
  Can the PCs' Ship Only take 2 
  Actions?
  One action per ship class is the standard limit 
  for starships to make it feasible for GMs to 
  run encounters with multiple enemy 
  starships. 
     However, in a PC starship, each PC gets to 
  take an action. If the class exceeds the 
  number of PCs, further actions may still be 
  available to the NPC crewmembers; if the 
  class is lower than the number of PCs, they 
  still each get to take an action (though each 
  facility/weapon etc. can only be used once).
  Is There an END-Based DEFENSE?
  The existing three DEFENSES (melee, 
  ranged, mental) are all just averaged 
  opposed attribute checks. A ranged attack is 
  really just an opposed INT (pistols) vs. AGI 
  (dodging) check - or whichever attributes or 
  skills are being used. 
     We average the defender's side of that 
  check and record it as a static value to speed 
  up play. 
     You can choose to do the same with any 
  other scores. You might oppose poison with 
  an END (resistance) check, for example. This 
  isn't averaged and noted as a DEFENSE score 
  because it doesn't come up so often that 
  using the opposed check will slow down 
  gameplay. The same applies to, for example, 
  PERCEPTION.
     You could certainly opt to average any 
  often-used dice pools you wish and use the 
  resulting static score as a target number. 
  Simply multiply the dice pool by 3.5 and 
  round up, just like you do with the existing 
  three DEFENSES.
  Is There A Quicker Way To Calculate 
  DEFENSEs?
  Sure! The way it's described in the book is 
  meant to avoid you having to do any math, 
  but in essence here's what you're doing:
     Form a defensive dice pool using 
  appropriate attributes, skills, and equipment. 
  Instead of rolling it, just work out the 
  average roll by multiplying it by 3.5 and 
  rounding up.
     All a DEFENSE is is an opposed attribute 
  check vs. the attack. The attacker attacks with 
  STR (swords) and you decide to dodge using 
  AGI (acrobatics), for example. It's just like 
  when you adjudicate an arm-wrestle or a 
  stealth check. 
     We use the average score against an attack 
  because it happens dozens of times per 
  encounter. It's quicker to use the average 
  score than to roll it each time.
  
  What If Two Rules Contradict Each 
  Other? 
  The general guideline is that a specific rule 
  overrides a general rule. If the rules text is 
  describing a specific situation, and it differs from 
  a general rule which might also cover that 
  situation, use the specific rule. 
  Can the GM Disallow Use of Exploits? 
  Absolutely! Remember "Rule Zero"! The beauty 
  of a tabletop RPG is that, unlike a video game, a 
  human GM can interpret or contextualize any 
  rule or situation. If the GM adjudicates that an 
  ability does not work in a given situation, then it 
  does not work. 
     For example, if the PC has an ability which 
  allows her to pick pockets in bars and make 
  some bonus cash each day, and nobody in the 
  bar has any money (maybe it's an alien world 
  which pays for drinks with telepathic money!) 
  then the exploit won't work. Alternatively, the 
  GM might decide that repeated use attracts the 
  attention of the authorities.
     The GM will constantly apply common sense 
  to any situation and allow/disallow things based 
  on context.
     However, the GM should take care not to just 
  nerf player abilities for the sake of it. That's no 
  fun!
  Is a Megacredit 1M or 1K Credits?
  By default it's 1,000 credits. But it's your setting! 
  A megacredit is what you want it to be! 
  However, here are the two default suggestions:
     If a megacredit is 1,000 credits (yes, we know 
  that would technically be a "kilocredit") then 
  starships are priced like cars and other vehicles 
  in modern terms. You can buy a cheap ship for 
  20,000cr, or you can spend more. This setup 
  works well for games which seek to mimic Star 
  Wars or Firefly. It's the setup we recommend.
     If a megacredit is 1,000,000 credits, then 
  starships are priced like houses in modern terms. 
  You will likely need a mortgage. Ships are 
  extremely expensive, and your game will 
  involve some accounting.
     It's up to you which you use. In The Cauldron 
  (one of our sci-fi settings), we use the former 
  option - 1MCr is 1,000cr. Starting characters tend 
  to save up for a few adventures then buy their 
  fist cheap ship outright.
     So, you basically need to make a decision: do 
  you want starships to be priced like cars or 
  houses? Remember that even at the lower prices, 
  an Endeavour class military cruiser still works out 
  to 22 million credits, but a used Class II freighter 
  can be picked up for under 50,000cr.
  Can I Spend LUC Dice On Downtime Or 
  Daily Checks?
  Absolutely not! LUC dice are an in-game 
  resource only. Otherwise somebody with high 
  LUC would just blow them all daily on 
  downtime or daily tasks, effectively becoming 
  unable to fail at anything.
     For similar reasons, the GM should be careful to 
  disallow "ducking out" of encounters to recharge 
  LUC dice for 5 minutes and ducking back in 
  again. As always, common sense must apply. The 
  5-minute recharge is intended as shorthand for a
  period of free time.
  Can I Fit Exterior Shuttles To My Ship?
  You can avoid the cost of a shuttlebay that way, 
  yes. The shuttle is accessed via an airlock. You 
  can have one exterior shuttle per ship class. 
  However, they will be very vulnerable to 
  damage. For every five points of SS damage, one 
  exterior shuttle is destroyed. A shuttle on its 
  own, incidentally, costs 5MCr, and it costs the 
  same amount to mount it externally, along with 
  the requisite fittings, power supplies, and 
  airlocks.
  When Getting A Starship Mortgage, Can 
  I Spend The Change?
  No. You never see any cash. A bank or other 
  credit broker will authorize a mortgage up to the 
  value of the ship, with that same ship as the 
  collateral (assuming a good enough REP check is 
  made). At no point does anybody hand you a bag 
  of cash.
  Can I Steal A Ship And Sell It?
  Stealing a ship is called piracy, and it is the worst 
  crime you can do in space. Ship ownership 
  papers are held by banks and other agencies, and 
  even trying to dock in a stolen ship will make for 
  a really bad day. The penalties for piracy will be 
  the most severe in the game.
     It should be remembered that even enemy 
  pirates usually own their ships, and the system 
  doesn't care that the person you stole a ship from 
  was a pirate themself.
  Can Androids Be Healed?
  In the errata there is an Engineer exploit which 
  mimics the Medic exploit.
     To perform emergency first aid on an android, 
  you need to use a engineering or robotics, not 
  medicine.
     Androids are not affected by drugs.
     It's up to the GM if you want androids to be able 
  to benefit from biopsionics. 
     Androids can always spend 100cr per HEALTH 
  point at a repair shop. It takes 1 hour per 5 points.
  
  Can Characters Assist Each Other?
  Usually, an extended skill task is used when 
  multiple characters are contributing to an 
  activity. Three (or sometimes more for longer 
  tasks) successes are required, and multiple 
  characters can make checks of various kinds.
     Sometimes, when the task is very simple, and 
  the combined efforts of the characters would be 
  merely additive, you may allow characters to 
  add their attributes together and see what die 
  pool the combined figure would allow. In other 
  words, if two characters (STR 5, and STR 6) are 
  trying to break down a door together, you would 
  treat that as a single character with STR 11 and 
  allow them a 4d6 STR dice pool.
     Strength-based tasks are the most common 
  types of simple additive tasks. Generally, co-
  operative tasks won't be additive, and will 
  require multiple checks from one or more 
  characters.
     Note that when performing a simple additive 
  task, only one skill from one character applies to 
  the dice pool. Choose the most appropriate one.
  
SOURCE: textdata/thevault/WOIN/WOIN - Core Rules FAQ v1.8.pdf