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RULINGS

VULCAN MINDMELD - The example in the previous Current Rulings (and the rulebook glossary) of adding skills with multipliers is amended as follows:

While cards that "select" skills disregard skill multipliers (x2, x3 etc.), Vulcan Mindmeld "adds" skills and thus keeps the multipliers. For example, if Sarek (Diplomacy x3 and Mindmeld) mindmelds with Riva (Diplomacy x2), Sarek would have the following skills: Diplomacy x3, Mindmeld, Diplomacy x2.

WEAPONS, USING - You cannot use your ship's or facility's WEAPONS for any purpose unless it is uncloaked and undocked, its WEAPONS are greater than zero and you have a personnel aboard. Affiliated cards require a matching personnel aboard; Neutral and Non-Aligned cards require a compatible personnel aboard. (If the facility is a Nor, the matching or compatible personnel must be in Ops.)

To fire its WEAPONS in battle, the ship or facility must not be "stopped." Unless returning fire or counter-attacking, the ship or facility must also have a leader (or a [Def] Borg) in its crew, and must not have any affiliation attack restrictions that prevent it from firing at the target. (If the firing card is a Nor, the personnel required above must be in Ops.) Remember that the card you targeted for your initial attack is automatically "unstopped" and thus is eligible to return fire.

WHITE DEPRIVATION - One Ketracel-White card in a crew or Away Team prevents white deprivation for any number of [KW] personnel.

Because ketracel-white addiction is indicated by an icon [KW], the addiction is rendered irrelevant if a [KW] personnel is assimilated. Thus, an assimilated [KW] personnel does not undergo white deprivation. See assimilation.

A [KW] personnel in the captive area is an Away Team and will undergo white deprivation and die. See captives, Away Team and crew.

WORMHOLE - See Operate Wormhole Relays.

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