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
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