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T.R.O.I.

T.R.O.I. Rulebook V 2.4
T.R.O.I. Rulings (Card Specific) V 2.4

Introduction

The Fremont Reformation group has created this T.R.O.I. Rulings (Card-Specific) repository in order to codify and clarify the latest card-specific rulings for Star Trek: Attack Wing when played in Fremont Reformation events. Other groups are welcome to make use of this repository as well. It is NOT an official WizKids document. General rules of play can be found in the TROI Rulebook V 2.4 link listed above.

This T.R.O.I. Card Specific Rulings repository is split into three main sections, each of which has its own numerical range:


> 28 - All of the card-specific rulings whose number starts with 28 are summaries of official WizKids rulings, mostly from WORF. All of these rulings have links provided.

> 29 - All of the card-specific rulings whose number starts with 29 are clarifications made by the Fremont Reformation Rule Committee for specific cards, in resposne to queries from group members. We believe that they are still adhering strictly to WizKids rules.


> 30 - All of the card-specific rulings whose number starts with 30 are rulings made by TROI in the absence of applicable or acceptable rulings from WizKids. For these rulings, we are unsure whether WizKids would agree with them. You can think of them like "house rules".


WizKids WORF Rulings (28)

28.001 - Lurin's Bird-of-Prey:



In the case that both players have LURIN'S BIRD-OF-PREY and another Ferengi ship with a Ferengi Captain, and both abilites are activated at the start of the Combat Phase, think of "first" and "second" as Captain Skills that are simply above whatever the highest numerical Captain Skill is. Following that logic, resolve this like any other Captain Skill dispute, and the following sequence of combat would take place:

"First" CS Level:
(a) Ship with Initiative - LURIN'S BIRD-OF-PREY
(b) Ship without Initiative - LURIN'S BIRD-OF-PREY
"Second" CS Level:
(a) Ship with Initiative - other Ferengi ship
(b) Ship without Initiative - other Ferengi ship
All other CS Levels in descending numerical order

Ruling Source: WORF LINK

28.002 - Causality Paradox:



Causality Paradox must be assigned to a Krenim ship with either Annorax or another Krenim Captain, and Obrist does not count as a Krenim Captain.

The text of CAUSALITY PARADOX should not be interpreted to mean that you can assign it to a non-Krenim ship with Annorax as the Captain.

Ruling Source: WORF LINK

28.003 - Conditional Surrender & Goval:



GOVAL may not be used to save other crew upgrades when you trigger CONDITIONAL SURRENDER, because GOVAL is being discarded at the same time as the other crew upgrades.

Ruling Source: WORF LINK

28.004 - Token Based Secondary Weapon Attacks & Nyota Uhura:



The effects of Secondary Weapons allowing token-based attacks, such as MULTI-VECTOR ASSAULT MODE, DISRUPTOR BOMBARDMENT, or PROTOTYPE WEAPON, are not changed by NYOTA UHURA.

NYOTA UHURA cannot increase the range of an Upgrade beyond Range 3. Her card text says "Max Range 3" and so the entire combined effect cannot exceed Range 3.

Ruling Source: WORF LINK

28.005 - Temporal Core:



TEMPORAL CORE cannot be activated by a free action.

If a card says your ship cannot perform any free actions this round, then you cannot use the card if your ship has already performed a free action this round, and you cannot activate the card via a free action, and once the card has been activated, your ship cannot perform any free actions for the rest of the round.

Ruling Source: WORF LINK

28.006 - Regeneration Sequencers:



Using REGENERATION SEQUENCERS, you may repair 1 hull whenever you discard another upgrade on this ship.

Or, as a separate function, you may discard the card and spend a drone token to repair up to 2 damage to your hull.

Ruling Source: WORF LINK

28.007 - Oversized Borg Cube Movement:



When an oversized BORG CUBE class ship selects a [down arrow] maneuver, it executes this by moving forward and then rotation 90° twice, effectively making it a come-about instead of a reverse. The [down arrow] manuever on these ships therefore has a different meaning than it does for other ships.

Ruling Source: WORF LINK

28.008 - Maneuverability:



If a ship is forced to disable or discard MANEUVERABILITY while it is overlapping a planet token, treat the ship as if it is overlapping an Obstacle for attack and defending purposes. The ship is not required to select a dial maneuver that immediately clears the planet. If during an Activation Phase the ship is already overlapping the planet token and then does not move far enough to completely clear the planet, or is blocked by another ship, treat it as if the ship overlapped an Obstacle during its maneuver (i.e., skip the Perform Action step and roll an attack die for damage.)

Ruling Source: WORF LINK

28.009 - Cube 384 & Chroniton Torpedoes:



The shields of CUBE 384 cannot be dropped, disabled, destroyed, bypassed, or ignored by the effects of enemy Upgrades.

However, the shields of CUBE 384 can be destroyed normally when damage is dealt from an attack. In such a case, it is the attack itself (not the effect of an enemy Upgrade) that is affecting the shields.

Effects from enemy Upgrades that bypass/ignore shields and deal damage directly to the hull, such as CHRONITON TORPEDOES, do not bypass or ignore the shields of CUBE 384. This is true even if the effect does not directly mention shields. Such damage will first be dealt to any active shields of CUBE 384, as in normal attacks.

Ruling Source: WORF LINK

28.010 - Queen Vessel Prime:



The QUEEN VESSEL PRIME ship ability can allow its Captain to gain Borg Drone Tokens exceeding their starting number and thereby increase their Captain Skill arbitrarily high.

This ability also allows non-Borg Captains to gain Drone Tokens.

Drone Tokens on a Captain with a printed Captain Skill do not affect that Captain's Captain Skill. They are only present to pay for effects.

Ruling Source: WORF LINK

28.011 - Soong:



Enemy ships only count as being "in your forward firing arc" if they are also within Range 1-3. Therefore, the SOONG ship ability can still trigger even if there are enemy ships in front of it, as long as those ships are all beyond Range 1-3.

Ruling Source: WORF LINK

28.012 - Tactical Drone:



If you have the unique TACTICAL DRONE in your fleet, you may still use non-unique TACTICAL DRONE cards in your fleet as well. You just can't have more than one of the Unique TACTICAL DRONE.

Ruling Source: WORF LINK

28.013 - Borg Queen:



When taking the BORG QUEEN action to perform the action of an Upgrade on another ship as a free action, it is the Upgrade's ship that performs that free action, not the ship taking the BORG QUEEN action.

The BORG QUEEN action cannot target the ship that is taking the BORG QUEEN action, because "friendly ship" does not include your own ship.

The BORG QUEEN action does not allow one Upgrade to have its action performed twice on the same ship in the same round.

Ruling Source: WORF LINK

28.014 - Photon Torpedoes:



The Borg PHOTON TORPEDOES Secondary Weapon may be fired from a primary 360° arc.

If a Secondary Weapon does not reference its ship's firing arc, then it is fired the ship's primary weapon arc, including ships having a primary 360° arc.

Ruling Source: WORF LINK

28.015 - Borg Missile:



BORG MISSILE only destroys Active Shields, not Disabled Shields. If any damage would normally be dealt by the BORG MISSILE attack during the Deal Damage step, then instead:

(a) Defending ship receives exactly one Auxiliary Power Token.
-- AND --
(b) For each uncanceled hit or critical hit, one Active Shield (if any remain) on the defending ship is destroyed. Excess hits or critical hits will not deal hull damage to the defending ship.

Ruling Source: WORF LINK

28.016 - Temporal Vortex:



TEMPORAL VORTEX forces the attacking player to replay the attack starting with the Roll Attack Dice step of the Combat Phase. The attack is made with the same weapon. But if any bonus dice, rerolling of dice, or conversion of dice were used in the first attempt, they may only be used in the second attempt, they may only be used in the second attempt if they normally could be used again later in a round (such as Scan Tokens). Thus, any cards or tokens that (in the first attempt) were discarded, disabled, marked with time tokens, or spent, will remain discarded, disabled, marked with time tokens, or spent.

Ruling Source: WORF LINK

28.017 - Feedback Pulse:



FEEDBACK PULSE is declared after the Declare Target step but before ANY dice are rolled. All Defense Dice are rolled as normal. Critical Hits are converted to Hits.

Against FEEDBACK PULSE, THALARON WEAPON would discard cards on the defender's ship and then any remaining damage would be cut it half and applied to the attacking ship.

When you take damage from FEEDBACK PULSE you are not the defender and thus you could not use INTERPHASE GENERATOR to reduce the damage.

Ruling Source: WORF LINK

28.018 - Borg Shield Matrix:



When attacked by a Species 8472 ship, BORG SHIELD MATRIX would not add extra tokens and the Borg ship would not roll the additional dice provided by the BORG SHIELD MATRIX Tokens.

If ONE caused your shields to be disabled rather than damaged, your shields are not being damaged, and so the disabling of Shields would not cause BORG SHIELD MATRIX to add extra tokens.

Ruling Source: WORF LINK

28.019 - Borg Shield Matrix & Borg Ablative Hull Armor:



When a damage card is placed under the BORG ABLATIVE HULL ARMOR card, it goes there before and instead of hitting the hull. Therefore it will not add a token to BORG SHIELD MATRIX, which only gains a token from an attack that damages the shields or hull.

Ruling Source: WORF LINK

28.020 - Borg Ablative Hull Armor & Toreth:



When the defending ship has BORG ABLATIVE HULL ARMOR, the attacker rolls their dice, the defender modifies the Critical Hits into Hits, and the attacker may then modify their dice, so TORETH may convert a Hit to a Critical Hit.

BORG ABLATIVE HULL ARMOR places the Critical Damage card beneath it. The damage card still resolves its effect even though it is placed beneath the upgrade card. Ongoing effects against the ship (like Stunned Helmsman) do not have any effect due to being on the card rather than the ship. But immediate effects (like Direct Hit!) do occur. The Critical Damage Cards with immediate effects are "Direct Hit!", "Power Disruption", "Munitions Failure", and "Minor Explosion".

When the BORG ABLATIVE HULL ARMOR card is discarded after taking 4 damage, any Critical Damage Cards beneath it are discarded as well.

Ruling Source: WORF LINK

28.021 - Dispersion Field (ERRATA):



(ERRATA)
The text on DISPERSION FIELD should read:

While this card is deployed to your ship, none of your other Upgrades can be affected by your opponents. Discard this card after it protects another Upgrade card. In addition, you may roll your full defense dice in spite of the presence of an opposing ship’s Scan token.

Ruling Source: WORF LINK

28.022 - Kraxon:



The KRAXON may be assigned any amount of damage up to how many active shields it currently has. If there is excess damage being dealt, it is applied to the original target.

Ruling Source: WORF LINK

28.023 - Weyoun:



WEYOUN can only use his ability once per turn.

A card effect is an optional effect if it requires you to pay a cost in order to activate the effect, such as disabling a card. Optional effects may only be used once per round per ship per card, unless they are WHEN ATTACKING, WHEN DEFENDING, or EACH AND EVERY TIME effects.

Ruling Source: WORF LINK

28.024 - Boheeka:



When it is your turn to modify dice you may modify them in any order you wish. BOHEEKA grants the ability to modify the dice while a Battlestations token is present, and then you may spend the Battlestations token for its natural ability.

If you only have one Battlestations Token beside your ship, you could not activate BOHEEKA'S ability twice. However, if you had multiple Battlestations tokens beside your ship, you could use BOHEEKA'S ability on multiple attacks.

Ruling Source: WORF LINK

28.025 - Volley Of Torpedoes:



VOLLEY OF TORPEDOES must be followed with a "Dominion Torpedo Upgrade", meaning any Dominion Weapon with "Torpedo" or "Torpedoes" in its name, with the exception of VOLLEY OF TORPEDOES itself.

Ruling Source: WORF LINK

28.026 - Terok Nor:



The TEROK NOR ship ability will allow it to fire at range 3 from its 360-degree arc.

This special attack is treated as a Primary Weapon attack for purposes of Range Bonuses, so TEROK NOR would roll +1 attack die from a Range 1 attack, and defending ships would roll +1 defense die against a Range 3 attack.

Ruling Source: WORF LINK

28.027 - Injured Captain:



If any Elite Talents are equipped to a Captain, Admiral, or Crew on a ship whose Captain is under the effects of the INJURED CAPTAIN damage card, the ship cannot use those Elite Talents.

Ruling Source: WORF LINK

28.028 - Flanking Attack & Escort:



Participating in a FLANKING ATTACK would be considered an attack. Therefore if you took the action on ESCORT you could not use FLANKING ATTACK in the same round.

Ruling Source: WORF LINK

28.029 - Galor Class Phaser Banks (ERRATA):



(ERRATA)
The text on GALOR CLASS PHASER BANKS should read:

Your Ship's Primary Weapon can target ships at Range 1-3 (standard range combat bonuses apply) and your Primary Weapon Value is at +1 (Max 6 dice).

This Upgrade may only be purchased for a Hideki Class Attack Squadron and no ship may be equipped with more than one "Galor Class Phaser Banks" Upgrade.

Ruling Source: WORF LINK

28.030 - Gul Madred:



The GUL MADRED ability uses Captains' current skill, not their printed skill.

Ruling Source: WORF LINK

28.031 - Jem'Hadar Battleship Movement:



Both the original JEM'HADAR BATTLESHIP Maneuver Dial (which includes 4-bank maneuvers) and the one from the Dominion Faction Pack (which does not include 4-bank maneuvers) are valid and may be used with any JEM'HADAR BATTLESHIP. This means you may use the original dial with the ship from the Dominion Faction Pack or vice versa.

Ruling Source: WORF LINK

28.032 - All Power To Weapons:



Similarly to cloaking, you would need at least one shield to disable in order to activate ALL POWER TO WEAPONS. It is part of the cost to activate the card.

If the card text had the wording "and disable all of this ship's REMAINING shields" then you could have zero active shields and still activate ALL POWER TO WEAPONS.

Ruling Source: WORF LINK

28.033 - Jem'Hadar First (ERRATA):



(ERRATA)
The text on JEM'HADAR FIRST should read:

MODIFY ATTACK DICE STEP OR MODIFY DEFENSE DICE STEP:
Place 3 Time Tokens on this card. Convert 1 Battlestations into 1 Blank, 1 Evade or 1 Hit.

Ruling Source: WORF LINK

28.034 - Duran'Adar & Q:



DURAN'ADAR prevents all Auxiliary Power Tokens from being placed beside your ship. If you perform a red maneuver, you do not get an Auxiliary Power Token. If you use Q, you do not receive Auxiliary Power Tokens.

However, if an ability has a cost of placing one or more Auxiliary Power Token beside a ship and DURAN'ADAR'S ability is currently active on that ship, you cannot pay that cost and therefore cannot activate that effect.

Ultimately, it comes down to the order of operations. If I have to put an Auxiliary Power Token beside my ship to gain some effect, it's a cost. If I perform some effect and then that effect places an Auxiliary Power Token beside my ship, it's part of the effect and not a cost.

Ruling Source: WORF LINK

28.035 - Glinn Daro & Miles O'Brien:



The GLINN DARO Action and the MILES O'BRIEN Action are considered to be the same action, so a ship may not take both of those actions in the same game round.

Ruling Source: WORF LINK

28.036 - Seskal:



For SESKAL’S ability to trigger, you must have had at least one shield, and it must have been destroyed.

Ruling Source: WORF LINK

28.037 - Special Attacks: Regent's Flagship | U.S.S. Enterprise-D | U.S.S. Voyager:



The special attacks that use the ship ability of the REGENT'S FLAGSHIP, the U.S.S. ENTERPRISE-D, or the U.S.S. VOYAGER, are treated as Primary Weapon attacks for purposes of Range Bonuses, so they would roll +1 die when attacking at Range 1.

Ruling Source: WORF LINK

28.038 - Nor Class Orbital Space Station Movement:



A NOR CLASS ORBITAL SPACE STATION does not move except as as a result of a maneuver given by its owning player on its maneuver dial. Therefore these ships are unaffected by effects that replace or change a ship's chosen maneuver.

Ruling Source: WORF LINK

28.039 - Nor Class Orbital Space Station Attack:



A NOR CLASS ORBITAL SPACE STATION may attack once per turn normally, either with its Primary Weapon, or through a pylon via a Secondary Weapon.

It does not attack with the main weapon AND each pylon, although this was once stated in a FAQ.

Ruling Source: WORF LINK

28.040 - U.S.S. Enterprise & Martok:



If the U.S.S. ENTERPRISE has one or more Auxiliary Power Tokens beside it and is granted an additional action through an effect such as MARTOK, it is the U.S.S. ENTERPRISE that would be performing the action, and so it could perform an action from its Action Bar.

Ruling Source: WORF LINK

28.041 - U.S.S. Grissom & Cheat Death:



If the U.S.S. GRISSOM would be destroyed and it also can use CHEAT DEATH, it is up to the controlling player to choose the order in which they resolve.

Ruling Source: WORF LINK

28.042 - Jean-Luc Picard & Damaged Sensor Array:



JEAN-LUC PICARD provides his own list of actions that are separate from the ship's actions (even if they are the same) and would be able to perform his free action from any of the actions listed on his card even when his ship is affected by a DAMAGED SENSOR ARRAY.

Ruling Source: WORF LINK

28.043 - James T. Kirk:



Federation Elite Talents from Crew Upgrades or Admirals do not benefit from JAMES T. KIRK'S ability.

Ruling Source: WORF LINK

28.044 - Extra Movement: Maxwell Forrest | Tuvok:



The extra maneuver provided by a card like MAXWELL FORREST or TUVOK should be treated as a White Maneuver.

You are not instructed to execute a maneuver "from your dial" or your maneuver card, nor is the color of the extra maneuver specified in the card ability. Therefore it defaults to being treated as a White Maneuver.

The extra maneuver is not "revealed" on your dial, and would not trigger abilities that depend on a maneuver being revealed on your dial. The extra maneuver does not need to appear on your dial either.

Ruling Source: WORF LINK

28.045 - Jean-Luc Picard:



JEAN-LUC PICARD'S ability can be used on a ship with no remaining shields or even on a ship that never had shields.

If a special ability requires a ship to disable "all remaining Shields", then the ship is permitted to use that ability even if it has no Shield Tokens remaining.

Ruling Source: WORF LINK

28.046 - Attack Pattern Omega:



If ATTACK PATTERN OMEGA is used but there are no "Warp Core Breach" cards remaining in the deck, ATTACK PATTERN OMEGA would nevertheless be discarded. You would reshuffle the Damage Deck and deal out normal critical damage to the damaged ship.

Ruling Source: WORF LINK

28.047 - The Needs Of The Many...:



In order to use THE NEEDS OF THE MANY..., the actual cost that you paid for the Crew Upgrade (or the cost that you would have paid if you had deployed the Crew Upgrade to your ship) must be 3 SP or more.

When "cost" is used in card text, it refers to modified cost - the cost of the card during game setup after applying discounts and/or penalties - unless "printed cost" is explicitly stated.

Ruling Source: WORF LINK

28.048 - Worf:



WORF can target a friendly ship that already has an Auxiliary Power Token. An Auxiliary Power Token does not affect your ability to attack.

Ruling Source: WORF LINK

28.049 - Advanced Cloaking:



ADVANCED CLOAKING would only be able to stop your cloak token from being flipped to its red side by one attack. If you are making multiple attacks, then ADVANCED CLOAKING would not stop your cloak token from being flipped from your remaining attacks.

Ruling Source: WORF LINK

28.050 - Alpha Hunter & Synon:



If you use the ALPHA HUNTER ship ability to sensor echo while not cloaked, you can only use the 1 straight template for that sensor echo, even if you have a card like SYNON.

Ruling Source: WORF LINK

28.051 - Arturis:



ARTURIS' maximum Captain Skill is 6, because his ability is a modifier and thus capped by the Rule Of Three.

Ruling Source: WORF LINK

28.052 - Arturis:



ARTURIS can copy the ability of a Captain Card even if that captain is not present in the current game. For the purposes of tournament play, the card would need to be physically present and denoted on your fleet sheet prior to the tournament beginning.

Ruling Source: WORF LINK

28.053 - Attack Pattern Shinzon Theta:



After applying normal damage (if any), but before applying critical damage, you may discard ATTACK PATTERN SHINZON THETA to add damage equal to the number of uncanceled critical hits remaining. Then apply that additional damage before applying the critical damage to your target. The additional damage added by ATTACK PATTERN SHINZON THETA may only be applied to the target ship's shields and has no effect against the target's Hull.

Ruling Source: WORF LINK

28.054 - Automated Distress Beacon (ERRATA):



Errata:
The text on AUTOMATED DISTRESS BEACON should read:

You may fill a [CREW], [TECH], or [WEAPON] Upgrade slot with this card. No ship may be equipped with more than 1 "Automated Distress Beacon" Upgrade.

ACTION: Discard this card to target a ship in your fleet that is not within Range 1-3 of your ship. The target ship immediately performs an additional maneuver with a speed of 2 (straight, bank or turn).

Ruling Source: WORF LINK

28.055 - Auto-Navigation:



The AUTO-NAVIGATION effect is a replacement effect that sets the Captain Skill of the ship to 2 and overrides the Captain's normal Captain Skill (if any).

Ruling Source: WORF LINK

28.056 - Backup Sequencer & Pavel Chekov:



If you activate BACKUP SEQUENCER or PAVEL CHEKOV from a cloaked ship in order to raise its Shields, then you must immediately remove your Cloak Token, and your ship will no longer gain any of the benefits from being cloaked.

Ruling Source: WORF LINK

28.057 - B'Elanna Torres:



The slots provided by B'ELANNA TORRES are only available during fleet building, so you cannot transfer an upgrade into them from a docked shuttle.

The upgrades filling those slots are not linked to B'ELANNA TORRES. If she is transferred, discarded, stolen, or disabled, the upgrades that she provided slots for would remain on their ship.

Ruling Source: WORF LINK

28.058 - Bio-mimetic Gel:



When a ship removes a BIO-MIMETIC GEL token to use another ship's crew ability, any costs that are paid by the Crew Upgrade (i.e. disabling, discarding, removing from game, time tokens, etc.) are paid by the physical Crew Upgrade itself. All other costs are paid by the ship removing the BIO-MIMETIC GEL token, unless otherwise specified by the Crew Upgrade. All timing, conditions, and costs must be met before the Crew Upgrade's effect can be activated, and range is measured from the ship removing the BIO-MIMETIC GEL token.

Ruling Source: WORF LINK

28.059 - Bok's Marauder:



The BOK'S MARAUDER ship ability can only be used once per round.

A card effect is an optional effect if it contains the phrase "you may" and/or requires you to pay a cost in order to activate the effect, such as placing an Auxiliary Power Token. Optional effects may only be used once per round per ship per card, unless they are WHEN ATTACKING, WHEN DEFENDING, or EACH AND EVERY TIME effects.

Ruling Source: WORF LINK

28.060 - Captured (ERRATA):



Errata:
The uniqueness icon on CAPTURED should indicate that it is 1 per ship.

Ruling Source: WORF LINK

28.061 - Captured:



You never need to pay a faction penalty when equipping CAPTURED to a ship, because one effect of CAPTURED is that the ship gains the Independent Faction.

Ruling Source: WORF LINK

28.062 - Quark & Cargo Hold:



If QUARK is assigned to a crew slot that was granted by another card, such as CARGO HOLD, you can still place a face down upgrade under QUARK during fleet construction. You could not do this if QUARK himself had been a face down upgrade placed under another card.

Ruling Source: WORF LINK

28.063 - Cargo Hold:



The combined cost of the upgrade(s) assigned to the two additional slots granted by CARGO HOLD cannot exceed 4 SP total (including the addition of faction penalty or additional costs for those upgrades).

Ruling Source: WORF LINK

28.064 - Ceti Eel:



The first option provided for CETI EEL would allow you to force the target ship to attack one of their friendly ships.

Ruling Source: WORF LINK

28.065 - Chang & Synon:



If you use CHANG'S ability to sensor echo before moving, you can only use the 1 straight template for that sensor echo, even if you have a card like SYNON.

Ruling Source: WORF LINK

28.066 - Cloaked Attack:



When you spend (i.e., "discard") your Cloak Token using CLOAKED ATTACK, your shields are not raised. You cannot raise them until the End Phase or through some other effect. Your ship would no longer gain the additional defense dice for being cloaked.

Ruling Source: WORF LINK

28.067 - Combat Vessel Variant:



Stat adjustments from an Upgrade such as COMBAT VESSEL VARIANT are not permanent unless otherwise stated on the card. So if COMBAT VESSEL VARIANT is disabled or discarded from a ship, it would lose the +1 Primary Weapon Value and +1 Hull. If this would cause the number of damage cards assigned to the ship to equal the Hull value, the ship would be destroyed.

Ruling Source: WORF LINK

28.068 - Concussive Charges:



When you are attacking with CONCUSSIVE CHARGES, and choosing tokens for the enemy ship to lose, you can choose tokens such as Auxiliary Power Tokens, Muon Tokens, or Energy Dampening Tokens from the defending ship; you do not have to choose action tokens only.

For each uncanceled normal/critical hit from an attack by CONCUSSIVE CHARGES the defending ship takes damage and you must remove 1 token from the defending ship if possible. The token removal does not happen until the Deal Damage step, so that the defending player has the opportunity to cancel normal/critical hit results.

Ruling Source: WORF LINK

28.069 - Conditional Surrender (ERRATA):



Errata:
The text on CONDITIONAL SURRENDER should read:

When your ship is attacked, before any dice are rolled, discard all of your [CREW] Upgrades and this card to cancel the attack. You must have at least 1 [CREW] Upgrade on your ship in order to use this ability.

Ruling Source: WORF LINK

28.070 - Coordinated Attack:



The attack granted by COORDINATED ATTACK takes the place of your normal attack for the round. It may be used in the Combat Phase after a friendly ship attacks. If a ship uses COORDINATED ATTACK it may not attack a second time in the Combat Phase.

Ruling Source: WORF LINK

28.071 - Cryogenic Stasis:



You must place exactly two Crew Upgrades face down under CRYOGENIC STASIS. These two Crew Upgrades must be legal to equip to the ship that CRYOGENIC STASIS is equipped to, and must cost a combined total of 5 SP or less (including the addition of faction penalty or additional costs). However, these upgrades are placed face down under the CRYOGENIC STASIS card rather than being deployed to the ship, and so you do not pay their cost.

Any card placed face down does not have any active card text and cannot be affected by any effects while face down except by the card that placed it there. Cards placed face down under CRYOGENIC STASIS cannot hide other cards, provide fleetbuilding discounts, or add Upgrade slots.

Ruling Source: WORF LINK

28.072 - Daimon Goss:



Whenever the Continuous Effect triggered by DAIMON GOSS is active, his ship will roll +3 defense dice each time it is defending.

Continuous Effects may affect multiple dice rolls in a round.

Ruling Source: WORF LINK

28.073 - Data (ERRATA):



Errata:
The text on DATA should read:

WHEN DEFENDING: During the Modify Attack Dice Step, you may discard this card to force the attacking ship to re-roll all its attack dice.

Ruling Source: WORF LINK

28.074 - Defiant Class (ERRATA):



Errata:
The Mirror DEFIANT CLASS ship should have a printed cost of 22 rather than 24.

Ruling Source: WORF LINK

28.075 - Dispersive Armor:



Secondary Weapons whose attack value depends on their ship's Primary Weapon Value will have their attack value recalculated each time they are used. DISPERSIVE ARMOR replaces an enemy ship's Primary Weapon Value, and would also impact the attack value of any Secondary Weapons on the enemy ship whose attack value depends on their ship's Primary Weapon Value, for the rest of the round.

Ruling Source: WORF LINK

28.076 - Dispersive Armor:



When DISPERSIVE ARMOR has been used against your ship, its Primary Weapon Value is 4 and you cannot modify the Primary Weapon Value or the number of attack dice rolled from a Primary Weapon attack.

Ruling Source: WORF LINK

28.077 - Disruptor Bombardment:



When you are attacking with DISRUPTOR BOMBARDMENT, you must place the Mission Token within your ship's Primary Firing Arc, but the target ships do not need to be in the Primary Firing Arc or within line of fire of the Gorn Raider. They only need to be within Range 1 of the placed Mission Token.

Ruling Source: WORF LINK

28.078 - Disruptor Bombardment & Donatra:



When you are attacking with DISRUPTOR BOMBARDMENT, the ship performs the attack, not the Mission Token itself. So, for example, if you had DONATRA on a friendly ship, her +1 to friendly ships at range 1 would need to be within range 1 of the attacking ship, not of the Mission Token.

Ruling Source: WORF LINK

28.079 - Gorn Hegemony | Disruptor Bombardment | B'Elanna's Codes:



You cannot use GORN HEGEMONY to make two attacks with DISRUPTOR BOMBARDMENT via putting the first set of Time Tokens onto B'ELANNA'S CODES. Even if DISRUPTOR BOMBARDMENT has no time tokens after the first attack, the second attack would need to be with your Primary Weapon or another Weapon Upgrade.

A card effect is an optional effect if it has an "ATTACK:" heading, and so DISRUPTOR BOMBARDMENT is an optional effect. Optional effects may only be used once per round per ship per card, unless they are WHEN ATTACKING, WHEN DEFENDING, or EACH AND EVERY TIME effects.

Ruling Source: WORF LINK

28.080 - Disruptor Bombardment & Gorn Sensors:



When you are attacking with DISRUPTOR BOMBARDMENT and your ship also has GORN SENSORS, you would gain the +1 Range Bonus even if the target ship is not within Range 1 of your ship. You measure range from the Mission Token and then apply combat bonuses per GORN SENSORS.

Ruling Source: WORF LINK

28.081 - DNA Encoded Messages (ERRATA):



Errata:
The text on DNA ENCODED MESSAGE should read:

SETUP: Place 3 Klingon Elite Talent Upgrades face down beneath this card.
___________________
ACTIVATION PHASE: Discard this card.

Flip one of the Klingon Elite Talent Upgrades beneath this card face up and equip it to the Captain equipped to this ship even if it exceeds this ship's restrictions. Remove the other 2 face down Klingon Elite Talent Upgrades from the game.

Ruling Source: WORF LINK

28.082 - Dorsal Phaser Array & Sakonna:



DORSAL PHASER ARRAY is a Secondary Weapon. You do not get a range bonus when attacking with it.

Cards granting discounts to Weapon Upgrades can be used to discount DORSAL PHASER ARRAY. However, SAKONNA will not discount DORSAL PHASER ARRAY because SAKONNA requires the weapon upgrade to have a specific cost.

When a card does not have a defined card value it may not be affected by, or used with, cards that require it to have a SP value.

Ruling Source: WORF LINK

28.083 - Drex | N'Garen:



If a ship has performed the action of DREX or N'GAREN and is able to make multiple attacks, the full effect of DREX or N'GAREN would activate for each attack. So for each attack, one Battlestations result can be converted into a Critical Hit result and the remaining Battlestations results can be converted into Hits.

WHEN ATTACKING effects may be used multiple times per round, even if they are optional effects.

Ruling Source: WORF LINK

28.084 - Duras, Son Of Toral:



Errata:
The uniqueness icon on DURAS, SON OF TORAL should indicate that he is unique.

Ruling Source: WORF LINK

28.085 - Duras, Son Of Toral:



DURAS, SON OF TORAL can only change his own ship's maneuver if the enemy ship was within Range 1-2 prior to moving.

Ruling Source: WORF LINK

28.086 - Elim Garak:



The bonus that ELIM GARAK'S card text provides is continuous and is available as long as he is not disabled and remains on the Mirror Universe ship.

Ruling Source: WORF LINK

28.087 - Emergency Power & Gowron:



When EMERGENCY POWER is used to allow a ship having an Auxiliary Power Token beside it to take an action that also gives a free action, you only get to perform one action from EMERGENCY POWER.

For example, you could use EMERGENCY POWER to take GOWRON'S Fleet Action when you have an Auxiliary Power Token by your ship, but you would only gain the Battlestations Token and would not be able to take the additional Free Action (because of the Auxiliary Power Token).

Ruling Source: WORF LINK

28.088 - Energy Web:



If a ship is already overlapping an ENERGY WEB token, and does not move because of a chosen maneuver or other game effect, the ship would still take damage because it is still overlapping the ENERGY WEB token. This is true for Space Stations as well as other ships.

Ruling Source: WORF LINK

28.089 - Enhanced Hull Plating:



ENHANCED HULL PLATING is activated during the Roll Defense Dice step. It may be activated before or after you have rolled your dice, but it must be before any modifications including re-rolling.

ENHANCED HULL PLATING could only be used in defense against one attack for up to two evade tokens. A card effect is an optional effect if it contains the phrase "you may" and/or requires you to pay a cost in order to activate the effect, such as placing an Auxiliary Power Token. Optional effects may only be used once per round per ship per card, unless they are WHEN ATTACKING, WHEN DEFENDING, or EACH AND EVERY TIME effects.

Ruling Source: WORF LINK

28.090 - Escape Pod:



Only one Crew Upgrade can be placed under ESCAPE POD.

Ruling Source: WORF LINK

28.091 - Faked Messages:



FAKED MESSAGES can be used to force a ship to do a maneuver that is not on its maneuver dial.

Ruling Source: WORF LINK

28.092 - Kemocite | Faked Messages | Lure:



KEMOCITE cannot be used to change the 1 straight maneuver that is forced by FAKED MESSAGES.

KEMOCITE alters the maneuver you reveal, but FAKED MESSAGES overrides the maneuver.

KEMOCITE can be used with LURE to alter the revealed maneuver.

Ruling Source: WORF LINK

28.093 - Gareb | Jean-Luc Picard | Officer Exchange Program:



In order to calculate GAREB'S SP cost, you subtract 3 from the SP cost (including faction penalty) of the Captain Card placed under GAREB. You do not actually pay any cost (or faction penalty) for the Captain Card itself.

As an example, if JEAN-LUC PICARD is placed under GAREB on a Romulan ship, then the cost for GAREB would be 4 SP rather than 3 SP. Or if the same thing were done in conjunction with OFFICER EXCHANGE PROGRAM, with Federation and Romulan as the two chosen Factions, then GAREB would cost 2 SP. In either case, JEAN-LUC PICARD would cost nothing.

Ruling Source: WORF LINK

28.094 - Geodesic Pulse:



If you perform the additional maneuver granted by GEODESIC PULSE, it must be a maneuver that is on your dial. The color of the maneuver will be whatever color it is on the dial.

The card does not specify the maneuver, and you may only do maneuvers that are not listed on your dial when a card specifically calls for them.

Ruling Source: WORF LINK

28.095 - Geordi La Forge:



GEORDI LA FORGE does not require the modified maneuver to be on the ship's maneuver dial. The only requirement is that the template for the maneuver must exist. If you modified a 5 straight to a 7 straight, you could not perform that because there is no such maneuver template.

Ruling Source: WORF LINK

28.096 - Arex & Geordi La Forge:



AREX and GEORDI LA FORGE can be activated at the same time off of the same maneuver being revealed. AREX acts as a replacement for the maneuver, and then GEORDI LA FORGE modifies the maneuver selected by AREX.

Ruling Source: WORF LINK

28.097 - Gold-Pressed Latinum Token (GPLT):



When spending GOLD-PRESSED LATINUM TOKEN(S) in the Activation Phase to equip a previously-discarded Upgrade to your ship again, you would pay a number of GOLD-PRESSED LATINUM TOKEN(S) equal to the printed SP cost for that Upgrade, rather than the SP cost that was actually paid.

Ruling Source: WORF LINK

28.098 - Gress'sril:



The GRESS'SRIL ship ability may only be used once per game round. A card effect is optional if it requires you to pay a cost in order to activate the effect, such as disabling a shield. Optional effects may only be used once per round per ship per card, unless they are WHEN ATTACKING, WHEN DEFENDING, or EACH AND EVERY TIME effects.

The GRESS'SRIL cancels a die result before the attacker converts or rerolls anything. During the Modify Attack Dice Step, if the attacker and defender both have abilities that modify the attack dice, the defender resolves all of their abilities before the attacker resolves any.

Ruling Source: WORF LINK

28.099 - Haliz:



HALIZ cannot target his own card. He must target a Captain Card that is an actual printed Captain Card, rather than a Crew Upgrade that has taken over as Captain of the ship.

Ruling Source: WORF LINK

28.100 - Hidden Explosives:



If a shuttlecraft targeted by HIDDEN EXPLOSIVES docks onto another ship, the HIDDEN EXPLOSIVES Token is discarded, and the effect of HIDDEN EXPLOSIVES does not resolve when all Time Tokens are removed from it.

Ruling Source: WORF LINK

28.101 - B'Elanna's Codes & Hidden Explosives:



B'ELANNA'S CODES cannot be used to allow HIDDEN EXPLOSIVES to trigger as soon as the HIDDEN EXPLOSIVES Token is placed on a ship (by having the Time Tokens placed on B'ELANNA'S CODES instead).

Cards that do not affect fleet construction cannot be used during Setup (before the start of the game) unless they explicitly state that they can be used during Setup or before the start of the game. The Time Tokens are placed on HIDDEN EXPLOSIVES during Setup, and B'ELANNA'S CODES does not state that it can be used during Setup, and thus it cannot be used to intercept the placement of the Time Tokens.

Ruling Source: WORF LINK

28.102 - Hidden Explosives:



Because HIDDEN EXPLOSIVES is a Combat Effect and more specifically an attack, you follow all of the steps of the normal Combat Phase. It is a normal attack and thus you can roll defense dice and use most effects that you could normally use during an attack.

However, the text on Hidden Explosives states "Roll 3 attack dice that cannot be re-rolled or modified." Therefore you cannot add or subtract attack dice or results, and you cannot convert, modify, or re-roll attack dice.

Ruling Source: WORF LINK

28.103 - Hikaru Sulu:



Once a ship has taken HIKARU SULU'S Action, the ship must roll +2 defense dice each time it is attacked that round, and the ship can use his conversion ability each time it is attacked that round.

EACH AND EVERY TIME effects may be used multiple times per round, even if they are optional effects.

The +2 defense dice provided by HIKARU SULU is a modifier and is subject to the Rule of Three.

Ruling Source: WORF LINK

28.104 - Hikaru Sulu & William T. Riker:



HIKARU SULU'S Action is uniquely his own Action (that results in acquiring a target lock and performing a free action). It does not count as a Target Lock Action for purposes of other effects like WILLIAM T. RIKER.

Ruling Source: WORF LINK

28.105 - Make It So! | I Will Deal With Them Myself | Intendant's Orders (ERRATA):



Errata:
Each of the Elite Talents MAKE IT SO!, I WILL DEAL WITH THEM MYSELF, and INTENDANT'S ORDERS should have the Mirror Universe unique symbol.

Ruling Source: WORF LINK

28.106 - Rebellion | Strafing Run (ERRATA):



Errata:
Both of the Elite Talents REBELLION and STRAFING RUN should have the Mirror Universe unique symbol.

Ruling Source: WORF LINK

28.107 - Improved Phasers | Type 8 Phasers | Upgraded Phasers:



IMPROVED PHASERS does not benefit from cards such as TYPE 8 PHASER ARRAY and UPGRADED PHASERS that give benefits when attacking with your Primary Weapon.

If a Weapon Upgrade grants an attack (via the "ATTACK:" header) then it is a Secondary Weapon attack and not a Primary Weapon attack. Card text saying "Treat this as an attack with your Primary Weapon" will allow range combat bonuses to apply (+1 attack die at range 1, and +1 defense die at range 3), but it is still an attack with a Secondary Weapon and not with your Primary Weapon.

Ruling Source: WORF LINK

28.109 - Impulse Drive:



Errata:
The text on IMPULSE DRIVE should read:

You may disable this card when you perform a white maneuver if there is an Auxiliary Power Token beside your ship. If you do so, you must still skip your Perform Action step. You may then remove an auxiliary power token from beside your ship. No ship may be equipped with more than 1 "Impulse Drive" Upgrade.

Ruling Source: WORF LINK

28.110 - In'Cha:



If you perform the additional maneuver granted by IN'CHA, it must be a maneuver that is on your dial. The color of the maneuver will be whatever color it is on the dial.

The card does not specify the maneuver, and you may only do maneuvers that are not listed on your dial when a card specifically calls for them.

Ruling Source: WORF LINK

28.111 - Interphase Generator (ERRATA):



Errata:
The uniqueness icon on INTERPHASE GENERATOR should indicate that it is 1 per ship, and the text should read:

WHEN DEFENDING: After all dice have been rolled, if this ship is Cloaked, discard this card. Cancel the attack. This ship suffers 1 hit.

This card has been reprinted, and the newer printed version incorporates the above changes. All INTERPHASE GENERATOR cards, whether the newer printed version or the older printed version, should be treated as though they are the newer printed version.

Ruling Source: WORF LINK

28.112 - Interphase Generator:



INTERPHASE GENERATOR works during the Deal Damage step of the Combat phase and its damage may not be modified or reduced after it is used. The defending ship suffers 1 Normal Damage.

Ruling Source: WORF LINK

28.113 - Inertial Compensators & Pavel Chekov:



If the maneuver that triggers INERTIAL COMPENSATORS was a Green Maneuver, you can place an Auxiliary Power Token with INERTIAL COMPENSATORS at the end of the Execute Maneuver step, and then remove that Auxiliary Power Token during the Check for Power Strain step, thanks to the Green Maneuver.

If the maneuver that triggers INERTIAL COMPENSATORS was a White Maneuver and you have PAVEL CHEKOV, those two effects resolve at the same time (at the end of the Execute Maneuver step) and so you may resolve them in whichever order you choose. Therefore, you can place an Auxiliary Power Token with INERTIAL COMPENSATORS and then remove that Auxiliary Power Token during the Check for Power Strain step, thanks to PAVEL CHEKOV.

Ruling Source: WORF LINK

28.114 - I.R.W. Algeron:



The I.R.W. ALGERON must commit to its eventual target before activating its ship ability. The target of the attack must be a valid target both before and after the 1-straight Maneuver. You cannot change the target of that attack after moving. If your movement causes you to be unable to attack that ship, your attack is cancelled and you may not change it to another ship.

Ruling Source: WORF LINK

28.115 - I.R.W. Haakona:



The I.R.W. HAAKONA ship ability does not establish a maximum of 4 attack dice. Rather, the ship ability grants at most +4 attack dice from having additional Romulan ships in your fleet. You may still gain additional dice from other sources.

Ruling Source: WORF LINK

28.117 - I.S.S. Enterprise:



When attacking from the I.S.S. ENTERPRISE with a Secondary Weapon that requires spending a Target Lock to fire it, you may choose to add 1 attack die before choosing which weapon you are firing, and then spend your target lock to fire a torpedo.

You choose which weapon you are firing during the Roll Attack Dice step of the Combat Phase.

Ruling Source: WORF LINK

8.118 - James T. Kirk:



The bonus attack dice provided by the JAMES T. KIRK ability would only be in effect during the round when you take the action.

Ruling Source: WORF LINK

8.119 - Jennifer Sisko:



If both fleets possess JENNIFER SISKO, the players would activate JENNIFER SISKO in order of initiative. The player with initiative acts first. If the first player to act disables the other player's JENNIFER SISKO, the second player's JENNIFER SISKO would not activate.

JENNIFER SISKO activates at the start of the game, after the last steps of Setup, at the very beginning of the first Planning Phase.

Ruling Source: WORF LINK

28.120 - Julian Bashir:



When JULIAN BASHIR triggers another card's action requiring it to disable or discard, the targeted card still disables or discards as normal.

Ruling Source: WORF LINK

28.121 - Julian Bashir & Barrage Of Fire:



A ship targeted by JULIAN BASHIR would only be able to attack or assist in an attack against the ship that JULIAN BASHIR was deployed to.

Assisting in a BARRAGE OF FIRE counts as attacking.

Ruling Source: WORF LINK

28.122 - Karen Ferris:



In order to activate the KAREN FERRIS effect, you must already have a Target Lock on the opposing ship. But you would not spend it in firing the torpedoes.

Ruling Source: WORF LINK

28.123 - Kazago:



If you opt to make KAZAGO your Captain using his second ability, he retains his first ability to use later on. Therefore KAZAGO may use his first ability to discard himself when acting as a Captain.

Ruling Source: WORF LINK

28.124 - Kenneth Dalby:



When using his Action to discard himself, KENNETH DALBY may repair 2 Hull, 2 Shields, or 1 of each.

Ruling Source: WORF LINK

28.125 - Khan Singh:



The calculaton of KHAN SINGH'S Captain Skill follows "Replace then Modify". First perform a replacement - KHAN SINGH copies the highest captain value - and then apply whatever modifications he has himself (an admiral, etc.).

Ruling Source: WORF LINK

28.126 - Khan Singh & Dreadnought:



KHAN SINGH cannot copy the Captain Skill of the DREADNOUGHT.

KHAN SINGH can only copy the Captain Skill from a Captain, and the DREADNOUGHT does not have a Captain.

Ruling Source: WORF LINK

28.127 - Khan Singh & Energy Dissipator:



KHAN SINGH'S hidden Upgrades require available slots on the ship in order to be purchased and placed face down. Since the cards (other than Elite Talents) are assigned to slots on the ship, they would not follow KHAN SINGH if he were to be moved to a new ship, and could not be flipped if he was on another ship.

The game text that provides how to flip the face down cards is on KHAN SINGH'S card. While he is Disabled or Discarded, the face down cards may not be flipped or used (as they have no game text without being flipped).

You may not place, for example, ENERGY DISSIPATOR on a non-Breen ship under KHAN SINGH, because its text counts as part of its printed cost. So its printed cost would actually be 5+5=10 and therefore too high.

Ruling Source: WORF LINK

28.128 - Klingon Boarding Party | Reman Boarding Party | Torg & Goval | Li Nalas:



The effect of "boarding party" cards like KLINGON BOARDING PARTY, REMAN BOARDING PARTY, or TORG, is simultaneous to all affected Upgrades on the targeted ship.

If an Upgrade like GOVAL or LI NALAS is being disabled by the boarding party effect, you could not use it to interrupt the boarding party effect and prevent an Upgrade from being disabled.

Ruling Source: WORF LINK

28.128 - Klingon Boarding Party | Reman Boarding Party | Torg & Goval | Li Nalas:



If a "boarding party" card like KLINGON BOARDING PARTY or REMAN BOARDING PARTY is used against a ship, KOSS or DISPERSION FIELD could protect the other cards on the ship and then be disabled, and immediately discarded after use anyway.

KOSS and DISPERSION FIELD are optional triggers, so they may be used if the player wishes.

Ruling Source: WORF LINK

28.130 - Kolo (ERRATA):



Errata:
The text on KOLO should read:

DECLARE TARGET STEP: If this ship is within range and the firing arc of an opposing attacking ship, target a friendly defending ship within range 1. This ship becomes the target of the attack instead of the friendly defending ship. Treat this ship as though it’s at the same range as the target friendly defending ship for this attack.

Ruling Source: WORF LINK

28.131 - Kolo:



KOLO can only be activated once per game round, and can only intercept one of the attacks from an attack with multiple targets. Because KOLO targets the friendly defending ship, he cannot intercept an attack targeting a friendly attack squadron.

If KOLO redirects a torpedo attack that requires spending a target lock to activate, the attack continues even if that target lock that was spent was on the friendly defending ship that KOLO redirected the attack from.

Ruling Source: WORF LINK

28.132 - Kolo & Jammed Communications:



KOLO cannot be used when his ship or the friendly defending ship is affected by JAMMED COMMUNICATIONS, because KOLO targets the friendly defending ship in order to use his ability.

Ruling Source: WORF LINK

28.133 - Kor (ERRATA):



Errata:
The text on KOR should read:

ACTION: If this ship is not cloaked, target all enemy ships (range 1-3).

All target ships must attack this ship this round, if possible. When defending against each of these attacks, roll +2 defense dice.

Ruling Source: WORF LINK

28.135 - Kor:



If your ship is targeted by KOR, you are not compelled to do anything in advance (echoing, extra maneuvers, etc.) to make it possible for you to attack him later in the game round. However, you must attack KOR at every possible opportunity, when it is your turn to shoot, no matter what the cost is or what ability you have to use at that moment to attack him. You cannot elect not to fire. If you are attacking (regardless of when) and you can attack KOR, then you must target KOR. If you cannot attack KOR, then you do not lose your attack. With weapons that target multiple ships, KOR must be one of the targets (assuming you are able to attack him).

KOR'S ship cannot cloak during the round his ability is used.

Ruling Source: WORF LINK

28.136 - Koss (ERRATA):



Errata:
The text on KOSS should read:

While Koss is on your ship, none of your other Upgrades can be affected by your opponents. Discard this card immediately after it protects another Upgrade card.

Ruling Source: WORF LINK

28.137 - Kulge:



KULGE'S effect (having Captain Skill of 0, and having the Battlestations action available as though it were on the ship's Action Bar) continues to operate even if KULGE is out of play, as long as the ship's Captain Card stays disabled.

Ruling Source: WORF LINK

28.138 - Kuvak:



Errata:
KUVAK is a Vulcan Captain and should have the Vulcan Faction icon.

Ruling Source: WORF LINK

28.139 - Liviana Charvanek:



Using the LIVIANA CHARVANEK ability to place a Cloak Token by your ship has the same effect as performing the Cloak Action, and causes your ship to become cloaked normally, but does not count as actually performing a Cloak Action. You must still follow the rules of cloaking (your ship must have at least 1 Active Shield and you flip all Active Shields to their red sides). On the turn when you take this Action, you may still be target locked.

Ruling Source: WORF LINK

28.140 - Lure:



Errata:
The text on LURE should read:

During the Planning Phase, after all ships have chosen their maneuvers, you may discard this card to target an enemy ship that is not within Range 1-3 of your ship. If you do this, change that ship's chosen Maneuver to a green maneuver on its dial. The target ship cannot look at or change their dial after you reset it. If the new maneuver would cause the ship to exit the play area or overlap another ship, the target ship may disregard the maneuver and not move that turn.

Ruling Source: WORF LINK

28.141 - Lursa & B'Etor:



The LURSA/B'ETOR flip card counts as both LURSA and B'ETOR for purposes of fleet construction and uniqueness. If you equip the starter set LURSA/B'ETOR flip card, you cannot also equip the stand-alone LURSA or the stand-alone B'ETOR. Conversely, if you equip either or both of the stand-alone cards, you cannot also equip the flip card.

Ruling Source: WORF LINK

28.142 - Marla Gilmore & Projected Stasis Field:



If MARLA GILMORE uses the Action from PROJECTED STASIS FIELD, then PROJECTED STASIS FIELD is disabled per MARLA GILMORE'S text.

Also note that due to MARLA GILMORE copying and using the text on PROJECTED STASIS FIELD, MARLA GILMORE is discarded as well.

Ruling Source: WORF LINK

28.143 - Missile Launchers:



MISSILE LAUNCHERS may attack 1 ship twice, or 2 different ships each one time. If it attacks a fighter squadron twice, that would potentially discard tokens twice.

Ruling Source: WORF LINK

28.144 - Montgomery Scott:



MONTGOMERY SCOTT has 1 Action with 2 optional effects. You give his ship an action and choose one effect: either drop 2 shields to increase your attack dice or decrease your attack dice to repair a shield, for the action.

You cannot take this Action twice in a round, even if you wanted to pick the other effect the second time.

If you gain +2 Attack Dice for the round, you choose when to gain them (+2 on one attack roll, or +1 on one roll and +1 on another roll). If you reduce by 2 Attack Dice for the round, those reductions happen as soon as possible; you cannot postpone them to a later attack.

Ruling Source: WORF LINK

28.146 - Multi-Targeting Phaser Banks:



Errata:
The text on MULTI-TARGETING PHASER BANKS should read:

When you perform a Target Lock action, you may disable this card to acquire a 2nd target lock on a different enemy ship within Range 1-3 of your ship. You may have up to 2 different enemy ships target locked at the same time even if this card is disabled.

Ruling Source: WORF LINK

28.147 - Multi-Vector Assault Mode:



During the round when you place the MULTI-VECTOR ASSAULT MODE Token, you cannot perform any free Actions, whether before placing, after placing, or as the Action to place the Token.

If a card says your ship cannot perform any free actions this round, then you cannot use the card if your ship has already performed a free action this round, and you cannot activate the card via a free action, and once the card has been activated, your ship cannot perform any free actions for the rest of the round.

In addition, you can never have more than one MULTI-VECTOR ASSAULT MODE Token beside your ship.

Ruling Source: WORF LINK

28.148 - Muon Feedback Wave:



The MUON FEEDBACK WAVE Token only affects your ship after its dial-based maneuver. Game effects that grant additional maneuvers to the ship with the token would not trigger additional damage.

Ruling Source: WORF LINK

28.149 - Nanclus:



NANCLUS only prevents the targeted ship from rolling defense dice; he does not prevent the ship from defending or using cards that say "When Defending". All steps are still followed.

Ruling Source: WORF LINK

28.150 - Odo:



When ODO copies a card that has a restriction or a uniqueness icon, you do not need to check for the legality of ODO or other cards equipped to ODO'S ship. The legality of a card on a ship is only checked at the time it is equipped.

When ODO copies a card, he becomes a complete copy of that card. Not just card text, but also Faction, etc. The only aspect of ODO that is retained on the card is that it changes back to ODO at the end of the round.

Ruling Source: WORF LINK

28.151 - Odo:



When you use ODO on a Crew Upgrade that has an action which discards it, ODO would be performing the action listed on the disabled card and must pay any cost in the card text. So ODO would be discarded.

ODO can target friendly ships. Range for any card effects are measured from ODO'S ship. ODO may not perform an action from another crew card that requires a disable, as he is already disabled. ODO may not perform the action of another ship's ODO, because you cannot take the same action twice in a round.

Ruling Source: WORF LINK

28.152 - Par Lenor:



When PAR LENOR'S ship is killed by an attack, he jumps to the attacking ship and essentially receives the remaining GPLT from the destroyed ship's Captain onto his card. The opposing player (the one who no longer has PAR LENOR) can spend 1 of that GPLT at the start of the Activation Phase and choose an Upgrade to disable, on the ship that now has PAR LENOR equipped.

Ruling Source: WORF LINK

28.153 - Phase Cloaking Device:



PHASING CLOAKING DEVICE does not allow you to pass through a planet token. A planet token is a special type of obstacle. Please note that PHASING CLOAKING DEVICE does not change the way planet tokens work beyond changing the the normal rules of how obstacles work. A ship with PHASING CLOAKING DEVICE would not be able to stop on the planet token without moving "backward along its chosen Maneuver Template until it no longer overlaps the Planet Token."

Ruling Source: WORF LINK

28.154 - Projected Stasis Field:



If you target a cloaked ship with PROJECTED STASIS FIELD, the targeted ship would not be able to attack, but since its shields were already down, PROJECTED STASIS FIELD would have no other effect on the targeted ship.

Ruling Source: WORF LINK

28.155 - Prototype 01:



The PROTOTYPE 01 can choose to repair critical damage with its ship ability.

Ruling Source: WORF LINK

28.156 - Prototype 01 & Prototype 02:



You can equip an Admiral to a Romulan Drone Ship such as the PROTOTYPE 01 or PROTOTYPE 02. However, the Admiral would not be able to affect the captain skill of the Captain. If the captain was removed or disabled the Admiral would flip to its Captain side and be deployed to the ship. Because the former Admiral is now deployed to the ship as a Captain (illegally, due to the ship's text), the former Admiral would be immediately discarded.

Ruling Source: WORF LINK

28.157 - Quark & Interphase Generator:



The card you hide under QUARK must be able to be legal to equip to the ship QUARK is on.

For example, if you already had one INTERPHASE GENERATOR on the ship QUARK is equipped to, you cannot hide a separate INTERPHASE GENERATOR beneath him, since INTERPHASE GENERATOR is "1 per ship".

Ruling Source: WORF LINK

28.158 - Quark:



A card placed face down under QUARK still has an SP cost. QUARK essentially lets you smuggle that Upgrade onto the ship without paying for it, so you do not pay SP for the upgrade under QUARK.

Ruling Source: WORF LINK

28.159 - Quark & Shuttlecraft:



You cannot equip cards to a Shuttlecraft with a cost of more than 3 SP (including face down cards). In order to have a card face down under QUARK on a Shuttlecraft, the cost of that card (including Faction penalties, extra card costs, and discounts) must be 3 SP or less.

Ruling Source: WORF LINK

28.160 - Quark & Additional Shields:



If an Upgrade granting additional shields is hidden beneath QUARK on your ship, and is then revealed, the current number of shield tokens assigned to your ship would not change. However, you could subsequently repair your shields to a new maximum value.

Ruling Source: WORF LINK

28.160 - Quark & Variable Cost Cards:



When determining whether it is legal to place a particular card face down beneath QUARK, you consider the cost of the Upgrade as if you were purchasing it for the ship. Faction penalties and extra card costs are factored into whether you can place a card beneath QUARK. Discounts to SP costs can be applied to the card underneath QUARK to make it fulfill the requirements to go under QUARK.

Variable cost cards such as DORSAL PHASER ARRAY may not ever be placed under QUARK because they do not have a defined SP cost. When a card does not have a defined SP cost it may not be affected by, or used with, cards that require it to have a SP value.

Ruling Source: WORF LINK

28.162 - Quark & Reinforcements Sideboard:



If it has not been deployed yet, the card under QUARK remains face down and stays beneath him even if he moves to a different ship or to the REINFORCEMENTS SIDEBOARD.

Ruling Source: WORF LINK

28.163 - Reginald Barclay:



If you only have 1 damage card assigned to your ship, and you use REGINALD BARCLAY'S ability and roll more than 1 evade result, you would still only repair 1 damage and would not place an Auxiliary Power Token or discard REGINALD BARCLAY.

Ruling Source: WORF LINK

28.164 - Reinforcements Sideboard & Ship Specific Upgrades:



Cards like TRANSPHASIC TORPEDOES or BORG MISSILE that can only be purchased for a specific ship, or class of ship, or ship of a particular Faction, can start on the REINFORCEMENTS SIDEBOARD, but you may only equip or exchange them to a ship that the card may be deployed to.

Ruling Source: WORF LINK

28.165 - Reinforcements Sideboard & Quark:



Treat the REINFORCEMENTS SIDEBOARD as a ship with "universal" faction when considering the cost of any upgrade to place under QUARK if he is on your REINFORCEMENTS SIDEBOARD. There is no faction penalty but other card text based penalties or restrictions would apply. Example, QUARK on REINFORCEMENTS SIDEBOARD cannot place CLOAKING DEVICE because the additional cost specified on the CLOAKING DEVICE card would make the upgrade too expensive for QUARK’S limits. The upgrade underneath QUARK is part of his own point cost and does not count toward the 20 points of captain and upgrades that are purchased for the REINFORCEMENTS SIDEBOARD.

Ruling Source: WORF LINK

28.166 - Retaliatory Strike:



RETALIATORY STRIKE lets you make a free attack with another Weapon Upgrade (the Photon Torpedoes Upgrade). You must still obey all of the costs & conditions for using that other card.

For example, if the Photon Torpedoes Upgrade requires you to spend a target lock in order to fire it, then you would need to spend a target lock here in order to make that free attack.

Ruling Source: WORF LINK

28.167 - Reverse Course (ERRATA):



Errata:
The text on REVERSE COURSE should read:

During the Activation Phase, you may discard this card to disregard your chosen maneuver and execute a Full Astern Maneuver with a speed of 1 or 2 instead.

Ruling Source: WORF LINK

28.168 - Romulan Hijackers:



When ROMULAN HIJACKERS are deployed to a ship, the ship does not gain the Romulan Faction. If it is a non-Romulan ship, you still pay a Faction Penalty if you have a Romulan Captain, and you still cannot deploy MENDAK to the ship.

Ruling Source: WORF LINK

28.169 - Romulan Security Officer:



Each ROMULAN SECURITY OFFICER on your ship adds only +1 to your Captain Skill, and you may only gain a maximum of +3 Captain Skill from ROMULAN SECURITY OFFICER cards on your ship. You may gain more from other sources.

If your ship has multiple ROMULAN SECURITY OFFICER Upgrades and any of them are disabled, then even the disabled ones still count toward the Captain Skill boost, as long as at least one of them is not disabled. Each ROMULAN SECURITY OFFICER checks for cards with the name "Romulan Security Officer" when calculating the bonus to Captain Skill. Disabling a card causes the card text to be unusable, but the card retains its name. The same is true for Time Tokens; a card still has its name even if it has Time Tokens on it, though not its ability.

Ruling Source: WORF LINK

28.170 - Salatrel:



SALATREL'S ability only triggers when a ship of the chosen faction is within range 3 and in her ship's forward firing arc.

SALATREL can trigger from friendly ships of the chosen faction.

Ruling Source: WORF LINK

28.171 - Secondary Impulse Reactor:



When using SECONDARY IMPULSE REACTOR to perform a Red Maneuver, another Auxiliary Power Token is nevertheless incurred for the Red Maneuver.

The card text "with no penalty" refers to the fact that the revealed Red Maneuver can be performed, rather than your opponent choosing your ship's maneuver.

Ruling Source: WORF LINK

28.172 - Secondary Torpedo Launcher:



SECONDARY TORPEDO LAUNCHER cannot activate if a separate SECONDARY TORPEDO LAUNCHER on the same ship has already triggered this round.

Ruling Source: WORF LINK

28.173 - Secondary Torpedo Launcher & Dispersal Pattern Sierra:



If you attack with a Photon Torpedoes Upgrade using DISPERSAL PATTERN SIERRA, and then follow up with an attack from SECONDARY TORPEDO LAUNCHER, you cannot utilize the effect of DISPERSAL PATTERN SIERRA on the second attack. SECONDARY TORPEDO LAUNCHER is not a Photon Torpedoes Upgrade.

In this scenario, you would choose a single opposing ship that was targeted during the DISPERSAL PATTERN SIERRA attack and use SECONDARY TORPEDO LAUNCHER against that ship at -1 attack die.

Ruling Source: WORF LINK

28.174 - Seven Of Nine & Adaptation Token:



The ADAPTATION TOKEN provided by SEVEN OF NINE functionally equips a copy of the Tech Upgrade to your ship. The copied Tech Upgrade must be legal to equip to SEVEN OF NINE'S ship when the ADAPTATION TOKEN is placed.

Ruling Source: WORF LINK

28.175 - Sirna Kolrami & Interphase Generator:



SIRNA KOLRAMI cannot be activated after your attack was canceled by a card like INTERPHASE GENERATOR. When INTERPHASE GENERATOR is used, the entire attack is canceled, rather than the dice results being canceled.

Ruling Source: WORF LINK

28.176 - Slar:



SLAR'S ability to deal damage is not an attack, and you would not be able to roll defense dice against it.

Ruling Source: WORF LINK

28.177 - Squad Leader:



In order to perform the Action on SQUAD LEADER, you target a friendly ship within range, and that ship may perform an Action listed on its Captain Card as a Free Action.

Ruling Source: WORF LINK

28.178 - Stalking Mode:



After STALKING MODE is activated, the attack bonus applies for the remainder of the game. The attack bonus only affects the ship that took the action to use STALKING MODE and only during attacks against the targeted ship.

Triggering mines during the movement phase would not get the +1 attack dice. The mines are doing the attack, not the ship.

Ruling Source: WORF LINK

28.179 - Strafing Run:



STRAFING RUN only works for targets outside of your forward firing arc.

STRAFING RUN does not work on a ship with a 360-degree arc. If your ship has a 360-degree firing arc, any card deployed to your ship that references a firing arc on your ship does not function.

Attacks with STRAFING RUN would be subject to range modifications. If a Weapon Upgrade says that its attack is treated like an attack with your Primary Weapon, range combat bonuses will apply (add +1 attack die at range 1, and add +1 defense die at range 3).

Ruling Source: WORF LINK

28.180 - Systems Upgrade & Assault Vessel Upgrade:



Cards like SYSTEMS UPGRADE and ASSAULT VESSEL UPGRADE that say they may "fill any slot on your Upgrade Bar" can only fill a Crew, Weapon, or Tech slot (not a Squadron Slot or Elite Talent Slot).

Cards that "fill" an Upgrade Slot are not considered to have become that Upgrade Type; they remain as their original card type.

If SYSTEMS UPGRADE is disabled, discarded, stolen, or transferred off your ship, leaving it with more Shield Tokens than its current Shield Value, then you must discard Shield Tokens until you meet your current Shield Value.

Ruling Source: WORF LINK

28.181 - T-9 Energy Converter:



You must have at least 1 damaged shield to repair, in order to activate T-9 ENERGY CONVERTER.

Ruling Source: WORF LINK

28.182 - Tactical Station:



Errata:
The uniqueness icon on TACTICAL STATION should indicate that it is 1 per ship, and the text should read:

Add 1 [Weapon] to this ship's Upgrade Bar.
WHEN ATTACKING: Disable this card. This ship rolls +1 attack die this game round.
WHEN ATTACKING: Discard this card. This ship rolls +2 attack dice this game round.

This card has been reprinted, and the newer printed version incorporates the above changes. All TACTICAL STATION cards, whether the newer printed version or the older printed version, should be treated as though they are the newer printed version.

The older printed version of TACTICAL STATION did not have a uniqueness icon, and there was an older errata that changed it to being 1 per fleet. However, that errata is no longer in effect, after the release of the newer printied version of the card. So all versions of the card are now 1 per ship.

Ruling Source: WORF LINK

28.183 - Tantalus Field:



During the game round that you activate TANTALUS FIELD, you cannot perform any free actions before activating it, or after activating it, or as the action that activates it.

If a card says your ship cannot perform any free actions this round, then you cannot use the card if your ship has already performed a free action this round, and you cannot activate the card via a free action, and once the card has been activated, your ship cannot perform any free actions for the rest of the round.

TANTALUS FIELD may be used against a ship that has shields or is cloaked.

Ruling Source: WORF LINK

28.184 - Tantalus Field & Lore:



LORE cannot equip TANTALUS FIELD onto any ship he wants. LORE only bypasses faction restrictions on Elite Talents, whereas the restriction on TANTALUS FIELD is a ship restriction.

Ruling Source: WORF LINK

28.185 - The Game's Afoot:



You are not required to do a Sensor Echo in order to use THE GAME'S AFOOT. But, a ship may not do the same action twice in a round. If your ship has already performed a sensor echo you could not do another sensor echo as a Free Action.

Ruling Source: WORF LINK

28.186 - Thought Maker:



When you target another ship with THOUGHT MAKER, the opposing player does not see what maneuver the dial was set to until it is time to reveal the targeted ship's dial. At that point, they decide whether or not to place an Auxiliary Power Token in order to not move.

Ruling Source: WORF LINK

28.187 - Tom Paris:



TOM PARIS does not allow you to roll defense dice, if you are already rolling no defense dice thanks to effects such as BORG MISSILE or NANCLUS.

If you were rolling "0 dice", that number could be increased, but ships that do "not roll defense dice" cannot increase their defense dice.

Ruling Source: WORF LINK

28.188 - Torpedo Fusillade & Projected Stasis Field:



If your ship is rolling -2 attack dice due to using PROJECTED STASIS FIELD earlier in the round, and then it attacks with TORPEDO FUSILLADE, the -2 attack dice modifier is applied to the first of the attack rolls that TORPEDO FUSILLADE grants.

When a card ability forces a player to roll fewer attack dice "this round", the player must roll fewer attack dice in total during that round's Combat Phase, starting with the very next time the player rolls attack dice during the Combat Phase.

Ruling Source: WORF LINK

28.190 - Triphasic Emitters:



The Weapon Upgrade placed under TRIPHASIC EMITTERS must be legal to equip to the ship, and you must consider any penalties in the card text and faction penalty when determining whether the Weapon Upgrade is legal to place face down under TRIPHASIC EMITTERS. When attacking with the Weapon Upgrade, you must meet any requirements for attacking, such as the requirement to spend a target lock.

Ruling Source: WORF LINK

28.191 - T'Rul & Borg Missile:



T'RUL does not allow you to roll fewer defense dice against BORG MISSILE, which already has you rolling no defense dice.

You are required to roll 3 fewer defense dice in order to receive the evade token, so you cannot use T'RUL'S ability unless you are initially rolling at least 3 defense dice.

Ruling Source: WORF LINK

28.192 - Type 8 Phaser Array/Upgraded Phasers & Dispersive Armor:



If DISPERSIVE ARMOR changes your ship's Primary Weapon Value to 4, you are not required to discard cards such as TYPE 8 PHASER ARRAY or UPGRADED PHASERS that would not be legal to equip to a ship with a Primary Weapon Value of 4.

If a card's restrictions are satisfied when it is equipped to a ship, and subsequently the restrictions are no longer satisfied, this does not force the card to be discarded. You only check legality when the card is initially equipped to a ship.

Ruling Source: WORF LINK

28.193 - U.S.S. Dauntless:



You would only gain a Mission Token onto the U.S.S. DAUNTLESS each time you use an ability or action on a Tech Upgrade card.

The text of the U.S.S. DAUNTLESS should not be interpreted to mean that you gain a Mission Token from performing an action that is not on a Tech Upgrade card.

Ruling Source: WORF LINK

28.194 - Val Jean:



The VAL JEAN adds additional Evade results to the existing results. So you could potentially have 6 Evade results if you rolled 3 defense dice.

Ruling Source: WORF LINK

28.195 - Varel:



You may discard VAREL to cancel an attack. However, if you stopped VAREL from being discarded, she may not use her ability again in the same round.

A card effect is an optional effect if it requires you to pay a cost in order to activate the effect, such as discarding a card.

Optional effects may only be used once per round per ship per card, unless they are WHEN ATTACKING, WHEN DEFENDING, or EACH AND EVERY TIME effects.

Ruling Source: WORF LINK

28.196 - Li Nalas:



You may use LI NALAS to stop your Captain or a Crew Upgrade from being disabled. But if LI NALAS is reenabled during the same turn, he may not use his ability again that round.

A card effect is an optional effect if it it contains the phrase "you may" and/or requires you to pay a cost in order to activate the effect, such as disabling or discarding a card.

Optional effects may only be used once per round per ship per card, unless they are WHEN ATTACKING, WHEN DEFENDING, or EACH AND EVERY TIME effects.

Ruling Source: WORF LINK

28.197 - Variable Geometry Pylons & Helmsman:



Cards such as VARIABLE GEOMETRY PYLONS or HELMSMAN cannot decrease a 1-maneuver to a 0-maneuver in order to keep their ship from moving.

A ship may not perform a maneuver if the template for that maneuver does not exist. For example, you could not modify a maneuver to a 0-straight, because there is no such maneuver template and thus you could not perform that maneuver.

Ruling Source: WORF LINK

28.198 - Verteron Pulse Trap:



The Minefield Token for VERTERON PULSE TRAP is placed during Step 4 (Establish Play Area) of Setup, after the play area is established, and after any obstacles, planets, etc. have been placed on the play area. Ships are placed subsequently during Step 5 (Place Forces).

VERTERON PULSE TRAP targets all ships equally; it does not matter which player originally placed the VERTERON PULSE TRAP Minefield Token during Setup.

Ruling Source: WORF LINK

28.198 - Verteron Pulse Trap:



VERTERON PULSE TRAP triggers from any movement by your ship (which might be the execution of a maneuver or it might be a Sensor Echo) within Range 1 of the Minefield Token, even if your ship completely exits the trigger area by the end of the movement. Therefore, VERTERON PULSE TRAP triggers if any part of the ship's base is within Range 1 of the Minefield Token before it moves, or after its final landing position is established at the end of the movement, or both. And even if neither of these is true, it still triggers if any part of the template used to execute a maneuver is within Range 1 of the Minefield Token. However, if the maneuver template used to perform a Sensor Echo is within Range 1 of the Minefield Token, that does not suffice on its own to trigger VERTERON PULSE TRAP, as the maneuver template used for a Sensor Echo is not part of "movement".

Your ship can trigger VERTERON PULSE TRAP multiple times during a round, for example during execution of a maneuver, and/or performing a Sensor Echo, and/or or additional movement granted by a special ability.

After your ship triggers VERTERON PULSE TRAP, an Auxiliary Power Token is immediately placed beside your ship. You then proceed to the Check For Power Strain step, where Auxiliary Power Tokens may be added or removed depending on the color of the maneuver that was executed. If this is the initial dial-based maneuver, any "after you move" abilities happen after the Check For Power Strain Step is completed, followed by the Perform Action Step for the active ship.

Ruling Source: WORF LINK

28.200 - Cloaked Mines:



CLOAKED MINES triggers if any part of the enemy ship's base is within Range 1 of the Minefield Token after its landing position is established at the end of movement, or if any part of the template used to execute a maneuver is within Range 1 of the Minefield Token. However, if you start your movement (either a maneuver or a Sensor Echo) already in range of the Minefield Token, and your movement takes you out of Range 1, then CLOAKED MINES does not trigger. If the maneuver template used to perform a Sensor Echo is within Range 1 of the Minefield Token, that does not suffice on its own to trigger CLOAKED MINES, as that template is not considered to be part of "movement".

The effect of CLOAKED MINES allows you to immediately perform a Scan Action "out of sequence" in order to reduce the damage dice roll. This choice happens before proceeding to the Check For Power Strain step. The removal of an Auxiliary Power Token from performing a Green Maneuver has not happened yet, so if you already have an Auxiliary Power Token when triggering CLOAKED MINES, you cannot elect to perform a Scan Action "out of sequence", even if you have just executed a Green Maneuver. Conversely, if you do not have an Auxiliary Power Token and you performed a Red Maneuver that triggered CLOAKED MINES, you have not yet placed an Auxiliary Power Token by your ship from the Red Maneuver, and so you still may elect to perform a Scan Action "out of sequence", prior to receiving the Auxiliary Power Token.

Once you have decided whether to perform the "out of sequence" Scan Action, you continue the CLOAKED MINES effect and roll the appropriate number of dice for damage. Then you proceed to the Check For Power Strain Step, where Auxiliary Power Tokens may be added or removed depending on the color of the executed maneuver. If this is the initial dial-based maneuver, any "after you move" abilities happen after the Check For Power Strain Step is completed, and you then proceed to the Perform Action Step for the active ship.

Ruling Source: WORF LINK

28.201 - V'Tosh Ka'Tur (ERRATA):



Errata:
The text on V'TOSH KA'TUR should read:

When attacking, during the roll attack dice step, you may discard this card and up to 3 of your other Upgrades and/or active Shields. Gain +1 attack die for that attack for each Upgrade or Shield you discarded with this ability. This upgrade may only be purchased for a Vulcan Captain assigned to a Vulcan ship.

Ruling Source: WORF LINK

28.202 - V'Tosh Ka'Tur:



V'TOSH KA'TUR counts itself as a discarded Upgrade, when determining the number of dice to add. Any Shields discarded by this ability are destroyed.

Ruling Source: WORF LINK

28.203 - William T. Riker:



WILLIAM T. RIKER does not copy another card's action. He makes another card's action free. The card that WILLIAM T. RIKER is affecting must still be disabled or discarded if required by its text.

Ruling Source: WORF LINK

28.204 - William T. Riker (ERRATA):



Errata:
The text on WILLIAM T. RIKER should read:

(FLEET) ACTION: Place a [SCAN] Token beside your ship. You may then perform 1 Action from your Action Bar as a free Action. You cannot perform the [SCAN] Action as a free action this round.

The text is almost identical between Captain and Admiral - for the Admiral it is FLEET ACTION whereas for the Captain it is ACTION.

Ruling Source: WORF LINK

28.205 - William T. Riker:



WILLIAM T. RIKER does not activate his ability from tokens spent off of his own card. WILLIAM T. RIKER will not trigger off of Free Actions.

Ruling Source: WORF LINK

28.206 - Worf & Attack Squadrons:



WORF cannot give an Attack Squadron a free attack.

Attack Squadrons can only be affected by opposing effects and the effects of Squadron Upgrades (friendly or opposing).

Ruling Source: WORF LINK

28.206 - Worf:



WORF can target a friendly ship that already has an Auxiliary Power Token. An Auxiliary Power Token does not affect your ability to attack.

Ruling Source: WORF LINK

28.208 - All Power To Weapons & Tractor Beam:



If a ship has ALL POWER TO WEAPONS activated, and also is targeted with TRACTOR BEAM, the ship using ALL POWER TO WEAPONS will not move.

Ruling Source: WORF LINK

28.209 - Holo-Communicator:



Errata:
The uniqueness icon on HOLO-COMMUNICATOR should indicate that it is 1 per fleet, and the text should read:

ACTION: Disable this card and target a Captain equipped to a friendly ship.

This ship performs the Action listed on the target Captain as a free action.

Ruling Source: WORF LINK

28.210 - Generic Ship Costs:



If a new generic ship is released with a lower printed SP cost than an existing generic ship of the same class and the same four stat values (attack, defense, hull, and shield), then the existing generic ship is automatically "discounted" to have the same lower printed SP cost as the new ship (even if there are differences in Factions and/or Upgrade Slots).

As an example, all generic B'REL CLASS ships with stats of 4-1-3-2 were automatically discounted to 13 SP, upon the release of the 13 SP FERENGI/KLINGON STARSHIP. Thus the existing KLINGON STARSHIP was discounted from 20 SP to 13 SP because it is also a B'REL CLASS ship with stats of 4-1-3-2, although there were differences in Factions and slots.

By contrast, the existing KLINGON/BORG STARSHIP was not automatically discounted from 24 SP. The discount to 13 SP would only apply if the existing ship had identical stats of 4-1-3-2 to the FERENGI/KLINGON STARSHIP, whereas the KLINGON/BORG STARSHIP has stats of 5-1-3-3. It would only get automatically discounted upon the release (on some future date) of a B'REL CLASS ship with stats of 5-1-3-3 and a printed cost below 24 SP.

Ruling Source: WORF LINK

28.211 - Discarded Crew:



If a previously-discarded Crew Upgrade is returned to a ship by an effect like SOPEK, any OFFICER CARDS and/or Elite Talent Upgrades that were previously equipped to the Crew Upgrade will stay discarded; only the Crew Upgrade itself returns to the ship.

Ruling Source: WORF LINK

28.212 - 45° Secondary Firing Arc:



Some ships have a forward-facing 45-degree Secondary Firing Arc, including I.K.S. VORN, I.K.S. SUVWL, I.K.S. AMAR, 2ND DIVISION BATTLESHIP, K'VORT CLASS, WARBIRD CLASS, and JEM'HADAR BATTLESHIP.

If one of these ships uses a Weapon Upgrade such as DISRUPTOR CANNON or AFT PHASE CANNON, with an icon (or card text) indicating it can only be fired through the Secondary Firing Arc or Rear Firing Arc, then that weapon can be fired only through the ship’s forward-facing 45-degree Secondary Firing Arc.

Ruling Source: WORF LINK

T.R.O.I. Card Clarification (29)

29.601 - U.S.S. Enterprise:



You must be able to pay all costs in order to invoke the U.S.S. ENTERPRISE effect, so you must be able to both target a face-up damage card and also flip a Specialization Card, in order to use its ability.

29.602 - U.S.S. Intrepid & Duran'adar:



You cannot use the U.S.S. INTREPID ship ability if it has activated DURAN'ADAR already. Placing the AUX is part of paying the full cost for activating the ship ability, and so you must be able to place the AUX.

29.603 - U.S.S. T'Kumbra & Beta Hirogen:



The U.S.S. T'KUMBRA ability combines with the BETA HIROGEN ability. If you take a Scan Action on the U.S.S. T'KUMBRA when BETA HIROGEN is equipped to it, place three Scan Tokens beside the ship.

29.604 - Facedown Upgrades:



When deciding whether it is legal to place an Upgrade face-down beneath DAIMON SOLOK, LEONARD MCCOY, EXPERIMENTAL TORPEDO BAY, or INTEGRATED FUTURE TECHNOLOGY, you can normally ignore any +1 faction penalty on the face down Upgrade, because Printed Cost does not include faction penalties. However, if this happens on a shuttlecraft, the Upgrade must still be legally equippable to the ship. Any faction penalties for the face down Upgrade would still apply when determining its cost, and thus its legality to be equipped on a shuttlecraft. Therefore, if being placed face-down on a shuttlecraft, the Upgrade's cost (after applying all discounts and cost penalties) must still be 3 SP or less, in addition to meeting the requirement for its Printed Cost.

29.605 - Borg Support Vehicle:



The -10 SP or -15 SP discount granted to a BORG SUPPORT VEHICLE is only applied to the ship card itself. If the discounted ship card would cost less than 0 SP, it instead costs 0 SP.

29.606 - Meridor - Gorn Ale & Technological Distinctiveness:



MERIDOR - GORN ALE and TECHNOLOGICAL DISTINCTIVENESS both count towards Rule Of Three regarding how many extra dice you roll in an attack. With +2 from MERIDOR - GORN ALE and +2 from TECHNOLOGICAL DISTINCTIVENESS, you would only get +3 rather than +4.

Modifiers to Primary Weapon Value, and additional attack dice, are considered together when applying the Rule Of Three.

29.607 - Remata'Klan & Multiple Attacks:



When REMATA'KLAN is activated on your ship and you have multiple attack rolls in a round (such as with TORPEDO FUSILLADE or ADDITIONAL PHASER ARRAYS), you gain +2 attack dice on every attack roll for the rest of the round.

Mandatory card effects must be followed whenever their timing triggers, even multiple times per round.

29.608 - 1st Wave Attack Fighters:



The 1ST WAVE ATTACK FIGHTERS ship ability can only be used once per round, and only allows you to disable one upgrade when using it.

A card effect is an optional effect if it contains the phrase "you may" and/or requires you to pay a cost in order to activate the effect, such as disabling a card.

Optional effects may only be used once per round per ship per card, unless they are WHEN ATTACKING, WHEN DEFENDING, or EACH AND EVERY TIME effects.

29.609 - Duran'adar:



If DURAN'ADAR is activated and then removed from the ship, the DURAN'ADAR effect will remain in effect until the end of the round.

Cards with abilities that state "this round" are in effect for the entire remainder of the round for which they were activated, even if the card is discarded, disabled, removed from the ship, etc., unless there are conditions specified by the card itself.

29.610 - Kanar:



If you use KANAR, the time tokens are placed onto the Captain Card, rather than KANAR itself, so you could conceivably keep using KANAR every turn as long as you were okay with your Captain's ability being unavailable (due to all the Time Tokens being on the Captain Card).

29.611 - Sakharov:



The SAKHAROV ship ability allows you to purchase one additional tech/crew upgrade, at a 2 SP discount, that may exceed the ship's restrictions (meaning that there does not need to be an available upgrade slot for it). Nevertheless, the final cost of that upgrade (after discounts and cost penalties) must not exceed 3 SP, adhering to the general rule that all cards equipped to a shuttlecraft must cost 3 SP or less.

29.612 - U.S.S. Spector:



If the U.S.S. SPECTOR attacks with a Photon Torpedoes Upgrade, its shield-destroying ability applies even if you are attacking through a planet or with a Stunned Helmsman, either of which would result in rolling no dice.

29.613 - Additional Phaser Arrays:



If you take an additional attack with ADDITIONAL PHASER ARRAYS, don't worry about how many dice were rolled the first time; just treat it like another Primary Weapon Attack but with an additional -2 attack dice modifier.

29.614 - Antimatter Mines:



If you use ANTIMATTER MINES to place a Minefield Token in your "rear firing arc" from a ship having a 45-degree secondary arc that is directly forward, you would place the Minefield Token in front of your ship, within that arc.

29.615 - Arturis:



ARTURIS cannot copy the Fleet Captain ability of a Fleet Captain in the game; he only copies the Captain Card itself.

29.616 - Sabotaged Systems:



If SABOTAGED SYSTEMS is used against a ship, any Secondary Weapons on that ship whose attack value depends on their ship's Primary Weapon Value will have their attack value recalculated as well.

29.617 - Disruptor Bombardment:



When you are attacking with DISRUPTOR BOMBARDMENT, neither Obstacles nor Planets obscure the attack. It does not matter whether the shortest line between the Gorn Raider and the Mission Token overlaps an Obstacle or Planet, and it does not matter whether the shortest line between the Mission Token and the target ship overlaps an Obstacle or Planet. The attack is not obscured by Obstacles or Planets.

29.618 - Donatra & Multiple Attacks:



When you are a friendly ship within Range 1 of DONATRA's ship, and you have multiple attack rolls in a round (such as with TORPEDO FUSILLADE or ADDITIONAL PHASER ARRAYS), she grants you +1 attack dice on every attack roll.

Mandatory card effects must be followed whenever their timing triggers, even multiple times per round.

29.620 - Xindi Weapon & Flagship Cards:



The WEAPON ZERO and XINDI STARSHIP can have FLAGSHIP CARDS assigned to them.

29.621 - Full Spread:



FULL SPREAD cannot be used with a Torpedo Upgrade that is discarded or removed from play in order to attack with it. By the time you are "after attacking with a torpedo upgrade", that Torpedo Upgrade would already be discarded or removed from play, and thus not available to make another attack with.

FULL SPREAD does not provide the range or firing arc restrictions for the extra attack. Instead, the extra attack must follow any range and firing arc restrictions of the Torpedo Upgrade itself, which is performing the actual attack.

29.622 - Gold-Pressed Latinum Token (GPLT):



If a player spends GOLD-PRESSED LATINUM TOKEN(S) to activate one of the three basic abilities in a round (removing an Auxiliary Power Token, equipping a card that was previously discarded, or placing a token beside their ship), they may still spend GOLD-PRESSED LATINUM TOKEN(S) to activate abilities of Ferengi Captains that round.

29.623 - Gral, Kol, & Nava:



If KOL, GRAL, and/or NAVA are already equipped to a ship, and a non-Ferengi card becomes the Captain of that ship, then KOL, GRAL, and/or NAVA would stay equipped despite their Ferengi-Captain-only restrictions. You only check legality when a card is initially equipped to a ship. Their effects could subsequently generate GOLD-PRESSED LATINUM TOKEN(S) onto their ship's non-Ferengi Captain.

29.624 - Karr & Multiple Attacks:



When KARR is your Captain and you have multiple attack rolls in a round (such as with TORPEDO FUSILLADE or ADDITIONAL PHASER ARRAYS), you get his optional double re-roll on every attack roll, and you get his +1 attack die for every attack roll against a ship having a lower Captain Skill.

You get the optional double re-roll on every attack roll, because WHEN ATTACKING effects may be used multiple times per round, even if they are optional effects.

You get the +1 attack die for every attack roll against a ship having a lower Captain Skill, because mandatory card effects must be followed whenever their timing triggers, even multiple times per round.

29.625 - Kor:



When using effects that grant his ship multiple attacks, KOR ultimately cannot prevent his ship's Cloak Token from flipping. He can only prevent it flipping once per round.

29.626 - Lojur:



LOJUR can be used more than once per round, assuming that the disabling of his card is prevented or he gets re-enabled.

WHEN ATTACKING effects may be used multiple times per round, even if they are optional effects.

29.627 - Officer Exchange Program:



f you have a dual-faction captain, on a ship with one of those two factions, and then use OFFICER EXCHANGE PROGRAM for those two factions, the captain gets discounted by 1 SP. This same logic applies for granting OFFICER EXCHANGE PROGRAM discounts on a dual-faction ship.

29.628 - Particle Beam Weapon:



Because PARTICLE BEAM WEAPON does not specify an arc, you can only fire it out of your ship's primary arc, meaning your forward arc for Xindi ships.

29.629 - Photon Torpedoes & Meridor - Gorn Ale:



The Attack Value of PHOTON TORPEDOES is a replacement effect, and may be modified by up to +3 additional dice.

The replacement effect takes place before MERIDOR - GORN ALE would increase the ship's Primary Weapon Value, and so the Attack Value of PHOTON TORPEDOES does not stack with the additional dice from MERIDOR - GORN ALE.

29.630 - Photon Torpedoes:



A ship attacking with PHOTON TORPEDOES must have the defending ship target locked, but does not need to spend the Target Lock in order to perform the attack.

29.631 - Thomas Riker:



The color of the End Phase maneuver granted by THOMAS RIKER is determined by the color of that maneuver on the ship's dial.

29.632 - Experimental Torpedo Bay | T'Paal:



EXPERIMENTAL TORPEDO BAY and T'PAAL both use the phrase "ignoring restrictions". This wording should be treated the same as the older phrase "even if it exceeds this ship's restrictions", specifically meaning that you can equip that flipped card even if you don't have an available slot. It does not mean you can disregard other restrictions listed on the flipped card, such as restrictions about ship class or faction.

29.633 - T'Pol:



If T'POL uses her ability to spend scan tokens like evade/battlestations tokens, it is allowable to first have a scan token trigger a card ability (as a scan token) and then for T'POL to subsequently spend the token as though it were a normal evade/battlestations token.

29.634 - T'Pol:



T'POL chooses once (evade or battlestations) at the beginning of the Combat Phase, but if she has multiple scan tokens, and wants to spend some of them as the chosen type, she doesn't have to spend them all at once. The ability is available during the entire Combat Phase.

29.635 - Tractor Beam:



TRACTOR BEAM can cause a forced maneuver if the targeted ship has both an Auxiliary Power Token as well as a (printed) white maneuver revealed. TRACTOR BEAM will convert that maneuver to red, at which point the rules allow the opposing player to set the dial to any of the white maneuvers left on the dial (printed green maneuvers).

29.636 - Translinear Sensors:



TRANSLINEAR SENSORS enforces a maximum of 2 defense dice during the attack, so you would determine the number of defense dice normally, but then if the final number is greater than 2, it becomes 2.

29.637 - Martok:



If MARTOK grants a free action to a friendly ship after MARTOK's ship has moved, that friendly ship can perform the action using a card whose timing is "FREE ACTION:" or a card whose timing is "ACTION:".

29.638 - Martok:



When MARTOK grants a free action to a friendly ship after MARTOK's ship has moved, he only grants the single action that can be performed outside of the friendly ship's Perform Action step. Even if the friendly ship has cards whose timing is "FREE ACTION:", they cannot be played other than as part of that single action being performed.

29.639 - M'Ress:



M'RESS can be activated multiple times in the same round.

Card effects that are not optional are mandatory effects, and must be followed whenever their timing triggers, even multiple times per round.

29.640 - Koloth:



When KOLOTH's ship is attacked, the defending player would use KOLOTH's ability to force one attack die to be re-rolled before the attacking player converts or re-rolls any attack dice.

During the MODIFY ATTACK DICE STEP, if the attacker and defender both have abilities that modify the attack dice, the defender resolves all of their abilities before the attacker resolves any.

29.641 - Energy Web:



The triangular Guide Token that is placed behind your Tholian Ship, when it performs an ENERGY WEB Action, functions like a friendly ENERGY WEB Token (EWT) "stick" as long as the triangular Guide Token remains on the board. Thus it counts as an EWT for its own side when determining how many dice to roll for damage inflicted on a non-Tholian ship by EWT's, and acts as an obstacle if non-Tholian ships (friendly or enemy) overlap it, move through it, or fire through it.

29.642 - Energy Web:



Tholian ships (enemy or friendly) are immune to the effects of ENERGY WEB Token (EWT) sticks and triangular Guide Tokens, and may move or fire through them freely without penalty or hazard. The rule card saying that triangular Guide Tokens are considered as EWT's for purposes of damaging and obstructing enemy ships, should be read as "...for purposes of damaging and obstructing non-Tholian ships".

29.642 - Energy Web:



When performing an ENERGY WEB Action from a Tholian ship, you cannot change your facing by 60 degrees (using the triangular Guide Tokens) if that would cause you to overlap another ship base (other than an Oversized Borg Cube) or a planet. And similarly to echoing, you can freely experiment with changing your facing by 60 degrees and then changing your mind, but if you measure range or check firing arc once you are in the new position, you have committed to that new position.

29.644 - Borg Cube Movement:



If a ship executes a maneuver that would cause its base to overlap an oversized BORG CUBE's base (even partially), the ship stays where it lands (on top of the oversized BORG CUBE's base) and that ship loses its "Perform Action" step.

Conversely, if an oversized BORG CUBE executes a maneuver that would cause its base to overlap another ship's base (even partially), the oversized BORG CUBE stays where it lands (overlapping the other ship's base). When this happens, the oversized BORG CUBE that moved will only lose its "Perform Action" step if the other ship has a Hull of 10 or more.

29.645 - Borg Cube Ship Base:



A ship that overlaps an oversized BORG CUBE's base (even partially) is considered to be at Range 1 from the oversized BORG CUBE and may be attacked by it. The overlapping ship may attack the oversized BORG CUBE if any of the oversized BORG CUBE's base is within the attacking ship's applicable firing arc.

29.646 - Borg Cube Tabletop Simulator:



The portions of the Rules Cards for oversized BORG CUBES that reference "pegs" should be disregarded when playing in Table Top Simulator (TTS).

The ships in Table Top Simulator (TTS) are not considered to have any pegs, and so any rules pertaining to "pegs" should be disregarded when playing in TTS.

29.647 - Clark Terrell:



When any friendly ship within Range 1 of CLARK TERRELL's ship is defending, it gains +1 defense die. You check range at the time of each attack. The friendly ship gains the +1 defense die even if it, or another friendly ship, has already benefited from the CLARK TERRELL effect earlier in the game round, in a different defense roll.

Card effects that are not optional are mandatory effects, and must be followed whenever their timing triggers, even multiple times per round.

29.648 - Chakotay | Engage:



For cards like CHAKOTAY or ENGAGE that let you perform an additional maneuver on your dial and then place an Auxiliary Power Token by your ship, the placement of the Auxiliary Power Token occurs after the additional maneuver, and so that Auxiliary Power Token cannot be removed by having the additional maneuver be a green maneuver.

29.649 - Impulse Efficiency:



IMPULSE EFFICIENCY is triggered during the Execute Maneuver Step, which is one of the steps when executing any maneuver (whether the initial dial-based maneuver or an additional maneuver granted by a game effect). Therefore, IMPULSE EFFICIENCY can be triggered during an additional maneuver that is granted by another card.

29.650 - Dorsal Torpedo Pod & Photon Torpedoes:



The DORSAL TORPEDO POD does not alter the range restriction for its Federation Torpedo Upgrade. For example, if a PHOTON TORPEDOES weapon states that it only fires at Range 2-3, and you use DORSAL TORPEDO POD to fire it in a direction that is outside of your ship's primary or secondary firing arcs, it still only fires at Range 2-3.

29.651 - Koloth:



When KOLOTH uses his ability to disable a Captain or Crew Upgrade on the defending ship, it is the defending player who decides which card will be disabled.

29.652 - Elim Garak:



When ELIM GARAK's ability is used, it essentially lets you ensure that not all hits and crits get canceled by evade dice results and evade tokens, even if there are enough evades available to cancel all of them. You can use ELIM GARAK to lock down one attack result (hit or crit) before evades are applied, and it cannot be canceled.

Also note that ELIM GARAK does not keep attack results from being converted, if the defender has the ability to convert attack results. ELIM GARAK only impacts the cancellation of attack results (such as applying evade dice results or spending evade tokens).

29.653 - Teero Anaydis:



When you use TEERO ANAYDIS during the End Phase, you target the enemy Crew Upgrade at the start of the End Phase. Then during the End Phase, when that Crew Upgrade would normally have a Time Token removed from it, the Time Token is NOT removed. Instead, an additional Time Token is added to the Crew Upgrade at that point.

29.654 - Khan Singh:



When ships are being placed in the Play Area during Setup, KHAN SINGH's ship will place as though he were any other Captain with a printed CS of 6. His ability does not yet apply.

29.655 - Defensive Card Effects & Minefields:



When ships are being placed in the Play Area during Setup, KHAN SINGH's ship will place as though he were any other Captain with a printed CS of 6. His ability does not yet apply.

29.656 - Captured & Card Transfer:



CAPTURED can be transferred from one ship to another by effects like ESCAPE TRANSPORTER or a shuttle card transfer, which immediately transfers the effect of CAPTURED to its new ship. If other cards are also being transferred to the new ship at the same time, and any of those cards can only be equipped to an Independent ship, this restriction is immediately satisfied by the presence of CAPTURED, and such cards are not discarded.

29.657 - Ibix Dynasty:



When using IBIX DYNASTY, you must discard any one Weapon Upgrade from your ship. It does not need to be a weapon from one of the two Weapon slots added by IBIX DYNASTY.

Although the card text says "If this card is discarded, your ship loses these Upgrade slots", that text has no real meaning anymore, under current rules. As soon as the game starts, all Upgrade slots that were added by cards will immediately disappear anyway, even before IBIX DYNASTY is used. And all cards (including Weapon Upgrades) that were initially equipped to the ship, will stay equipped, even if their slots disappear.

So the net result is that if you use IBIX DYNASTY, you must discard IBIX DYNASTY and any one Weapon Upgrade of your choice that is equipped to your ship. But all other Weapon Upgrades will stay equipped to your ship even after you discard IBIX DYNASTY.

29.658 - Sensor Echo & Cloaked Mines:



Performing a sensor echo or additional movement while already in range of a CLOAKED MINES Minefield Token will not trigger a second damage roll from being in the CLOAKED MINES minefield.

Each ship may only be attacked by each minefield once per turn.

29.659 - Vulcan Subfaction:



VULCANS are a sub-faction of FEDERATION. All Vulcan cards are also considered to be "Federation cards", as though the Vulcan cards also had the Federation faction symbol printed on them. Federation cards on Vulcan ships, or Vulcan cards on Federation ships, do not incur faction penalties.

Because Vulcan cards are automatically considered to be Federation cards, they would not incur cost penalties that apply to non-Federation cards, and they would qualify for discounts that apply to Federation cards, and Vulcan ships/cards would satisfy restrictions that require Federation ships/cards.

However, a Federation card is not automatically considered to be a Vulcan card. Any card restrictions requiring Vulcan ships or Vulcan cards can only be satisfied by cards having the Vulcan faction symbol on them; having the Federation faction is not sufficient to satisfy the restriction.

29.660 - Bajoran Subfaction:



BAJORANS are a sub-faction of FEDERATION. All Bajoran cards are also considered to be "Federation cards", as though the Bajoran cards also had the Federation faction symbol printed on them. Federation cards on Bajoran ships, or Bajoran cards on Federation ships, do not incur faction penalties.

Because Bajoran cards are automatically considered to be Federation cards, they would not incur cost penalties that apply to non-Federation cards, and they would qualify for discounts that apply to Federation cards, and Bajoran ships/cards would satisfy restrictions that require Federation ships/cards.

However, a Federation card is not automatically considered to be a Bajoran card. Any card restrictions requiring Bajoran ships or Bajoran cards can only be satisfied by cards having the Bajoran faction symbol on them; having the Federation faction is not sufficient to satisfy the restriction.

29.661 - Ferengi Subfaction:



FERENGI are a sub-faction of INDEPENDENT. All Ferengi cards are also considered to be "Independent cards", as though the Ferengi cards also had the Independent faction symbol printed on them. Independent cards on Ferengi ships, or Ferengi cards on Independent ships, do not incur faction penalties.

Because Ferengi cards are automatically considered to be Independent cards, they would not incur cost penalties that apply to non-Independent cards, and they would qualify for discounts that apply to Independent cards, and Ferengi ships/cards would satisfy restrictions that require Independent ships/cards.

However, an Independent card is not automatically considered to be a Ferengi card. Any card restrictions requiring Ferengi ships or Ferengi cards can only be satisfied by cards having the Ferengi faction symbol on them; having the Independent faction is not sufficient to satisfy the restriction.

29.662 - Kazon Subfaction:



KAZON are a sub-faction of INDEPENDENT. All Kazon cards are also considered to be "Independent cards", as though the Kazon cards also had the Independent faction symbol printed on them. Independent cards on Kazon ships, or Kazon cards on Independent ships, do not incur faction penalties.

Because Kazon cards are automatically considered to be Independent cards, they would not incur cost penalties that apply to non-Independent cards, and they would qualify for discounts that apply to Independent cards, and Kazon ships/cards would satisfy restrictions that require Independent ships/cards.

However, an Independent card is not automatically considered to be a Kazon card. Any card restrictions requiring Kazon ships or Kazon cards can only be satisfied by cards having the Kazon faction symbol on them; having the Independent faction is not sufficient to satisfy the restriction.

29.663 - Xindi Subfaction:



XINDI are a sub-faction of INDEPENDENT. All Xindi cards are also considered to be "Independent cards", as though the Xindi cards also had the Independent faction symbol printed on them. Independent cards on Xindi ships, or Xindi cards on Independent ships, do not incur faction penalties.

Because Xindi cards are automatically considered to be Independent cards, they would not incur cost penalties that apply to non-Independent cards, and they would qualify for discounts that apply to Independent cards, and Xindi ships/cards would satisfy restrictions that require Independent ships/cards.

However, an Independent card is not automatically considered to be a Xindi card. Any card restrictions requiring Xindi ships or Xindi cards can only be satisfied by cards having the Xindi faction symbol on them; having the Independent faction is not sufficient to satisfy the restriction.

29.664 - Captain Skill 10 Abilites & Calculation:



The abilities of SALATREL, CALCULATING, or THE DOCTOR, to change their ship's Captain Skill to 10 for the rest of the round, are Replacement Effects.

According to the Replace Then Modify rule, first the ship's Captain Skill changes to 10, and then any modifiers are applied, in order to determine the new Captain Skill. For example, also having a +1 Admiral on the ship using CALCULATING would give a Captain Skill of 11.

The same approach (Replace Then Modify) is used if the Captain Skill of THE DOCTOR becomes zero.

29.665 - James T. Kirk:



JAMES T. KIRK's ability, to place Time Tokens instead of a Disabled Token onto a Crew Upgrade, may only be used once per game round. A card effect is an optional effect if it contains the phrase "you may", and optional effects may only be used once per round per ship per card, unless they are WHEN ATTACKING, WHEN DEFENDING, or EACH AND EVERY TIME effects.

29.666 - Worthy Opponent:



WORTHY OPPONENT is used by the defending player to modify attack dice results. This happens before any attack dice modifications by the attacking player, such as target lock re-rolling or conversion of blank results.

If the attacker and defender both have abilities that modify the attack dice, the defender resolves all of their abilities before the attacker resolves any.

29.667 - Performing 2nd Maneuver From Your Dial:



If a card effect like KOLOTH or CHAKOTAY allows you to perform an additional maneuver from your ship's dial (using language like "Perform a maneuver on this ship's dial" or "Perform a 2nd Maneuver on your Maneuver Dial"), the color of the performed maneuver depends upon what color it is on the ship's dial.

This might mean you would remove an Auxiliary Power Token after executing the maneuver (if it were a Green Maneuver) or it might mean you would add an Auxiliary Power Token after executing the maneuver (if it were a Red Maneuver).

29.668 - Attack Re-direction:



If a card (such as KAMARAG, JULIAN BASHIR, or KOR) requires one ship to attack another if possible, the attack must still happen even if completely obstructed by a planet and thus no attack dice are rolled.

29.669 - Kamagrag:



If KAMARAG's effect forces your ship and an enemy ship to attack each other if able, and your ship cannot currently be attacked by that enemy ship, you must nevertheless attack it if you are currently able to.

29.670 - Replacement Effects:



The effects of JAMES T. KIRK or TAHNA LOS are Replacement Effects that change the SP cost of their face-down Upgrade(s) to exactly 3 SP each. Those costs cannot be modified; the face-down Upgrade(s) cost exactly 3 SP each.

29.671 - George Sanders:



GEORGE SANDERS can only be used once per round.

A card effect is an optional effect if it contains the phrase "you may".

Optional effects may only be used once per round per ship per card, unless they are WHEN ATTACKING, WHEN DEFENDING, or EACH AND EVERY TIME effects.

29.672 - Cardassian Keldon Class Manuevers:



Both the original KELDON CLASS Maneuver Dial (which includes 2-turn red maneuvers) and the one from the Cardassian Faction Pack (which includes 2-turn white maneuvers) are valid and may be used with any KELDON CLASS ship. This means you may use the original dial with the ship from the Cardassian Faction Pack or vice versa.

29.673 - Ambassador (ERRATA):



Errata: The AMBASSADOR reference card should include the text "You may only target a ship that could accept the Negotiations" and should not include the text "If both players have Ambassadors, the player with the Initiative Token first enacts their Ambassador card, including any Start of Game effects."

This card has been reprinted, and the newer printed version incorporates the above changes. All AMBASSADOR reference cards, whether the newer printed version or the older printed version, should be treated as though they are the newer printed version.

29.674 - Telev's Battle Cruiser:



The ship abilities of TELEV'S BATTLE CRUISER may be used during each defense roll made by a friendly ship that qualifies. WHEN DEFENDING effects may be used multiple times per round, even if they are optional effects.

The TELEV'S BATTLE CRUISER abilities are independent effects, meaning they are each determined separately. Therefore, the friendly ship can add 1 Evade result when being attacked by a Vulcan ship even if that friendly ship is not an Andorian Battle Cruiser.

29.675 - Ch'Targh:



CH'TARGH cannot be used unless there is an Auxiliary Power Token beside his ship as well as a Cloak Token that is currently flipped to its Red side.

You cannot activate a card effect unless you can pay its full cost and resolve at least one part of its effect. The full cost for CH'TARGH is to remove an Auxiliary Power Token from beside his ship, and the only part of his effect is to flip his ship's Cloak Token to its Green side.

29.676 - I.S.S. Avenger:



In order for the I.S.S. AVENGER to use its ability on more than one Primary Weapon attack during a single round, there must be a separate Auxiliary Power Token beside the ship for each use of its ability. Only one card effect can trigger from the same token during the same round.

Further, because the I.S.S. AVENGER effect is mandatory, it applies to the first attack having an available Auxiliary Power Token to trigger the effect; it cannot be deferred to a later attack.

29.677 - I.K.S. Klothos:



Both of the ship abilities for the I.K.S. KLOTHOS will apply to all attacks it makes in a round, assuming the conditions are met.

Mandatory effects must be followed whenever their timing triggers, even multiple times per round.

29.678 - Kolana:



KOLANA automatically applies whenever Time Tokens are being placed onto any Weapon Upgrade equipped to her ship, even if there are Time Tokens placed onto multiple Weapon Upgrades at the same time, or if there are multiple times during the round when Time Tokens are being placed onto Weapon Upgrade(s) on her ship. In fact, her effect is mandatory, not optional.

Mandatory effects must be followed whenever their timing triggers, even multiple times per round.

29.679 - Ezri Dax:



EZRI DAX automatically applies whenever Time Tokens are being placed onto any Crew Upgrade or Captain equipped to her ship, even if there are Time Tokens placed onto multiple cards at the same time, or if there are multiple times during the round when Time Tokens are being placed onto card(s) on her ship. In fact, her effect is mandatory, not optional.

Mandatory effects must be followed whenever their timing triggers, even multiple times per round.

29.680 - Range Effects:



For cards like MARTOK, GOWRON, and HAYES, whose effects are optionally triggered and affect ships within range "this round", you measure range immediately, as soon as the effect is triggered, to determine which ships are affected.

The effect continues for exactly those ships that were in range, until the end of the round, even if the range between ships subsequently changes.

The effect continues for exactly those ships that were in range, until the end of the round, even if the card providing the effect is discarded or its ship is destroyed.

29.681 - Dahar Master & Injured Captain:



If DAHAR MASTER becomes inactive while still equipped to a Captain, then at the start of the next phase, he loses all skill bonuses that he was previously gaining from any DAHAR MASTER cards in his fleet. This would happen, for example, if the Captain and/or his DAHAR MASTER Elite Talent becomes disabled, or if his DAHAR MASTER Elite Talent gains Time Token(s), or if their ship receives an INJURED CAPTAIN critical damage card.

However, for other Captains in the fleet who also have DAHAR MASTER, their Captain Skills would not be affected by this. Even if DAHAR MASTER is inactive, it still counts as a "copy of Dahar Master in your fleet" as long as it is still in your fleet.

Whenever DAHAR MASTER becomes active again, then the Captain will resume gaining its skill bonuses again, once the next phase has begun.

Of course, if DAHAR MASTER is discarded or its ship is destroyed, then it ceases to provide any skill bonus to other Captains in the fleet who also have DAHAR MASTER, once the next phase has begun.

29.682 - Klingon Cloaking Device:



If you elect to use KLINGON CLOAKING DEVICE during the End Phase and place 3 Time Tokens onto the card, neither its WHEN DEFENDING ability nor its End Phase ability are available as long as it still has any Time Tokens on the card.

Time Tokens are placed onto an entire card, and you cannot activate any ability on the card until any and all Time Tokens have been removed from it.

29.683 - Full Power Phaser Barrage:



When you are attacking with FULL POWER PHASER BARRAGE, the three extra dice can be rolled during the Deal Damage step even if the card is not assigned to a Constitution Class ship.

Those dice cannot be converted, because you are already done with the Modify Attack Dice step by the time they are rolled.

They are also not subject to the Rule of 3; assuming there are at least two uncanceled hit or critical hit results, you get to roll all three of them.

29.684 - Picard Maneuver:



When attacking a ship that has used PICARD MANEUVER earlier in the round, your attack roll is modified by -4 attack dice thanks to PICARD MANEUVER. However, due to the Rule of 3, an attack roll cannot ultimately be reduced by more than 3 dice, even if the sum of all modifiers would result in a reduction of more than 3 dice.

For example, if there are no other modifiers, then when attacking the ship that used PICARD MANEUVER, you would roll 3 fewer attack dice. In contrast, if you also had a +2 attack dice modifier, then you would roll 2 fewer attack dice instead (+2 combined with -4, giving a total of -2).

29.685 - Federation Prototype:



FEDERATION PROTOTYPE can only be equipped to ships whose name starts with "U.S.S." followed by the name of their ship class. It can be equipped to the U.S.S. AKIRA, either U.S.S. DAUNTLESS, the U.S.S. DEFIANT, either U.S.S. EXCELSIOR, the U.S.S. GALAXY, the U.S.S. INTREPID NCC-74600, the U.S.S. NOVA, either U.S.S. PROMETHEUS, the U.S.S. SABER, and the U.S.S. SOVEREIGN.

29.686 - Multi-Vector Assault Mode:



MULTI-VECTOR ASSAULT MODE functions at Range 1 for each part of its attack. You must have a Battlestations Token beside your ship in order to initiate the attack, but it does not need to be spent.

First you disable MULTI-VECTOR ASSAULT MODE and make a 4-dice attack targeting an opposing ship that is within your primary or secondary firing arc at Range 1. After that attack, you place two Misson Tokens in any direction within Range 1 of your ship. Then you may make an attack based on each token in turn, each time with 4 attack dice against any opposing ship that is within Range 1 of the token (in any direction).

29.687 - Rekar:



MULTI-VECTOR ASSAULT MODE functions at Range 1 for each part of its attack. You must have a Battlestations Token beside your ship in order to initiate the attack, but it does not need to be spent.

First you disable MULTI-VECTOR ASSAULT MODE and make a 4-dice attack targeting an opposing ship that is within your primary or secondary firing arc at Range 1. After that attack, you place two Misson Tokens in any direction within Range 1 of your ship. Then you may make an attack based on each token in turn, each time with 4 attack dice against any opposing ship that is within Range 1 of the token (in any direction).

29.688 - Outflank:



The OUTFLANK ability is optional. You are not required to activate it when your ship performs an Echo Action.

A card effect is an optional effect if it requires you to pay a cost in order to activate the effect, such as discarding a card.

29.689 - Kira Nerys:



If KIRA NERYS grants friendly ships the ability to perform a Target Lock Action as a Free Action, those actions are taken immediately for those ships, as long as they have the ability to perform free actions. This free action happens outside of a friendly ship's Perform Action step, and so the friendly ship can perform the action, even if it must skip its own Perform Action step.

The friendly ship must still observe normal requirements for performing a Target Lock Action, and therefore cannot acquire a target lock on a ship that has been cloaked since the previous turn.

29.690 - Thalaron Weapon:



If an attack is made with THALARON WEAPON, the defending player must select and discard either a Captain, Admiral, Ambassador, or Crew Upgrade from the defending ship.

If there is at least one uncanceled critical hit result, the attacking player may optionally cancel a critical hit result to instead select and discard either a Captain, Admiral, Ambassador, or Crew Upgrade from the defending ship.

29.691 - U.S.S. Musashi:



The effects granted by U.S.S. MUSASHI apply to all attack rolls by friendly ships in range, even multiple times per round. WHEN ATTACKING effects may be used multiple times per round, even if they are optional effects.

The U.S.S. MUSASHI abilities are independent effects, meaning they are each determined separately. Therefore, the friendly Federation ship can convert a blank or battlestations result into a hit result when attacking a Borg ship, even if that friendly Federation ship is not Sovereign Class.

29.692 - Quantum Torpedoes:



The QUANTUM TORPEDOES ability, adding 1 normal hit result for each critical hit result that was rolled, occurs during the Roll Attack Dice Step. Therefore, if you re-roll and/or convert attack dice during the Modify Attack Dice Step, any resultant critical hit results would not trigger the QUANTUM TORPEDOES ability to add more normal hits, because the Roll Attack Dice Step would already have completed.

Other than naturally rolling critical hit results, the only way to trigger extra hits for QUANTUM TORPEDOES would be with card abilities that already produce critical hit results by the end of the Roll Attack Dice Step.

29.693 - Liviana Charvanek, T'Rul, & Improved Cloaking:



Performing LIVIANA CHARVANEK's Action allows you to place a Cloak Token beside your ship and become Cloaked, but it does not count as a Cloak Action.

Therefore the Action from LIVIANA CHARVANEK would not trigger the placement of a token from T'RUL and would not enable a ship with IMPROVED CLOAKING to disable only one shield upon becoming Cloaked.

29.694 - The Lone Hunt:



THE LONE HUNT triggers every time you make an attack roll, gaining you +1 attack die that can be used either immediately in that attack roll, or postponed instead to use in a different attack roll later in the round.

For example, if you are making two attack rolls in a round, you could use the bonuses as soon as they are gained, thereby gaining +1 attack die for the first attack and +1 attack die for the second attack. Or you could decide to postpone the +1 attack die granted from the first attack, which would leave you rolling no extra attack dice for the first attack, and +2 attack dice for the second attack.

When a card ability allows a player to gain a certain number of attack dice "this game round" it allows the player to add that many attack dice (in total) to their attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice.

T.R.O.I. Card Rulings (30)

30.801 - Attack Levels:



The following levels should be used to determine attacking order:
- Before All Other Ships
- First
- Second
(all numerical Captain Skill levels)
- Last


AMBUSH ATTACK and PATIENCE IS FOR THE DEAD are discarded at the start of the Combat Phase and give an attack order level of Before All Other Ships. The ROMULAN COMMANDER Action also gives an attack order level of Before All Other Ships. This attack level goes before LURIN'S BIRD OF PREY, which assigns attack order levels of First and Second. The LEYTON Action gives an attack order level of Last for the targeted ship, which will attack after all numerical Captain Skill levels.

For any ship that is given attack order levels by multiple replacement effects, such as both LEYTON and LURIN'S BIRD OF PREY, the ship's controlling player can choose the order that the replacement effects are applied in, with the eventual attacking order determined by the last one applied.

30.802 - Klingon Patrol:



A ship equipped with KLINGON PATROL may only activate its effect when there are no enemy ships within Range 1-2 that have the KLINGON PATROL ship in their Primary Firing Arc.

The text of KLINGON PATROL should not be interpreted as meaning "if there is a ship within range that doesn't have this ship in arc". It should be interpreted as "if there are no ships having this ship in arc/range.".

30.803 - Mr. Spock:



Once MR. SPOCK has been activated, his effect applies for the remainder of the round, whether an opposing attack cancellation card was previously played (such as DIPLOMACY) or is played later in the round (such as INTERPHASE GENERATOR).

30.804 - Mr. Spock & Tora Ziyal:



If MR. SPOCK has been activated, and his ship is attacking TORA ZIYAL's ship, then TORA ZIYAL cannot cancel or interrupt the attack.

Instead, if TORA ZIYAL is activated in the Compare Results step when defending this attack, then the attack proceeds normally, including inflicting all damage, and then TORA ZIYAL performs her counter-attack, unless her ship was destroyed.

30.805 - Biogenic Charge:



Although BIOGENIC CHARGE fills a Weapon Slot and a Borg Slot, it does not count as either of those types of Upgrade. Therefore it would not benefit from any discounts targeting Weapon Upgrades or Borg Slot Upgrades, and ships like the SCOUT 255 and SCOUT 608 are allowed to equip BIOGENIC CHARGE despite it costing more than 5 SP.

30.806 - Borg Cube Manuevers:



The maneuvers of oversized BORG CUBE class ships can be modified by cards (such as KEMOCITE, LURE, FAKED MESSAGES, AREX, and NYOTA UHURA) as long as the resultant type of movement (forward, 90° spin, 180° spin) is on the ship's maneuver dial. KEMOCITE can increase the speed of a revealed maneuver as normal. These ships can be given additional moves, but still cannot perform any type of maneuver not on their dial (such as banks or turns).

30.807 - Full Assault:



When attacking with FULL ASSAULT, you must decide how many dice are used on each target ship before rolling any dice, and you must divide the 6 attack dice among the 2 or 3 targets, allocating at least 2 of those 6 dice to each target. The attacks are resolved separately, and the active player may decide the order in which the attacks are resolved. If FULL ASSAULT is fired from a Borg Tactical Cube, you get +3 dice total rather than +3 for each target.

30.808 - Borg Support Vehicle Dock:



A BORG SUPPORT VEHICLE that launches during the Combat Phase does not get an attack during that Combat Phase.

30.809 - Transwarp Signal:



TRANSWARP SIGNAL can only be played at the start of a phase.

It is allowable to play TRANSWARP SIGNAL and give an Auxiliary Power Token to the target ship, even if that ship has no tokens for you to remove.

30.810 - Gul Damar:



If you choose to use GUL DAMAR's ability to place time tokens on a friendly ship's Weapon Upgrade, this is done during the DECLARE TARGET step, and applies only to the first attack roll made by that weapon.

30.811 - U.S.S. Hathaway & Jean-Luc Picard:



You can take multiple free actions including the use of the U.S.S. HATHAWAY ability, if they are available. For example, you could take a free Scan Action with JEAN-LUC PICARD, then an Evade Action with the ship, and then use the ship ability to take another action bar action and receive an Auxiliary Power Token after. The ship's free action from the U.S.S. HATHAWAY ability does not need to be exactly the "second Action" in sequence.

30.812 - U.S.S. Montgolfier:



The U.S.S. MONTGOLFIER ship ability can be used to switch a target lock onto a cloaked ship. The effect is to move a token rather than acquiring a new target lock, and so it doesn't matter whether the opposing ship is cloaked.

30.813 - U.S.S. Sao Paulo:



The U.S.S. SAO PAULO ability is used whenever you are legally spending a battlestations token when attacking, even if that happens multiple times in a round or multiple times in an attack.

Card effects that are not optional are mandatory effects, and must be followed whenever their timing triggers, even multiple times per round.

30.814 - U.S.S. Tian An Men:



The ability of the U.S.S. TIAN AN MEN does not allow the friendly ship to perform an action even if it still has an Auxiliary Power Token during its Perform Action step. Rather, it ensures that the friendly ship will still get its Perform Action step even if it bumps. If that friendly ship no long has an Auxiliary Power Token at that point, it willl be able to perform action(s) during its Perform Action step. Typically this will be accomplished by the friendly ship having executed a green maneuver to remove that Auxiliary Power Token.

30.815 - James T. Kirk:



JAMES T. KIRK can still use his action to take a battlestation or scan, even if he can't also perform a free action from a crew.

30.816 - Ceti Eel:



If someone plays CETI EEL against you, and there is one of the three options that cannot legally be performed (for instance if your captain is already disabled or you do not have a Captain Card), then you may not choose that option.

30.817 - Stat Adjustments:



Stat adjustments from an Upgrade such as COMBAT VESSEL VARIANT apply during fleet construction and may impact whether certain upgrades can be assigned to the same ship. For example, COMBAT VESSEL VARIANT might increase a ship's Primary Weapon Value from 3 to 4 and thereby prevent you from also equipping TYPE 8 PHASER ARRAY or UPGRADED PHASERS.

In addition, the stat adjustments from an Upgrade such as COMBAT VESSEL VARIANT do not count toward the Rule of Three. It should be treated as a replacement effect to the new numbers, similarly to how cloaking works with Agility.

30.818 - Data & Flagship Cards:



DATA can be used to discard FLAGSHIP CARDS, but this does not cause other cards on the target ship to be immediately discarded from the reduced stats or slots. You only check legality when a card is initially equipped to a ship.

30.819 - Dorian Collins:



If a ship takes exactly enough damage to be destroyed, DORIAN COLLINS does not cause it to survive by repairing one shield during the Deal Damage step.

The Deal Damage step cannot be interrupted, so any cards/effects have to wait until all damage is dealt out. DORIAN COLLINS only goes into effect after an attack is survived. She cannot interrupt the Deal Damage step after some damage is dealt out, immediately repair a shield, and then proceed to the remaining damage being dealt out.

30.820 - Independent Flagship:



The free action given by the INDEPENDENT FEDERATION FLAGSHIP CARD to a friendly ship is taken immediately after the Flagship moves, whether or not the friendly ship has already moved, and however many actions that friendly ship has already taken so far in the round.

The free action does not need to be exactly the "2nd Action" performed by the friendly ship.

30.821 - Flagship Cards & Ship Stats:



The +1 stats granted by FLAGSHIP CARDS are replacements, and thus do not count toward Rule of 3. They must be considered when determining whether it's legal to equip cards that require a minimum or maximum stat value. For instance, you cannot equip TYPE 8 PHASER ARRAY to a ship that has 3 Primary Weapon Value as well as +1 Primary Weapon Value from its FLAGSHIP CARDS bonus.

30.822 - Kuvak:



KUVAK always works against 360 arc ships. His effect can only be blocked by ships that actually possess forward firing arcs.

30.823 - Logic Is The Beginning Of Wisdom:



LOGIC IS THE BEGINNING OF WISDOM allows you to move a token from one ship to another ship, or from one card to a card of the same type on a different ship. However, it does not allow you to move a token from a ship to a card, or from a card to a ship. You can only move a token from like-to-like (Ship-to-Ship, Weapon-to-Weapon, Crew-to-Crew, etc.)

30.824 - Logic Is The Beginning Of Wisdom:



You can only use LOGIC IS THE BEGINNING OF WISDOM to move Time Tokens between ships or cards; you cannot use it to move Continuous Effect Tokens or Permanent Effect Tokens.

Continuous Effect Tokens and Permanent Effect Tokens are only reminder tokens that provide a reminder of which ship is experiencing an effect. LOGIC IS THE BEGINNING OF WISDOM has no impact upon which ship is actually experiencing a Continuous Effect or Permanent Effect.

30.825 - Once More Unto The Breach:



ONCE MORE UNTO THE BREACH does not limit a ship to 2 Primary Weapon attacks; it simply permits a player to take two Primary Weapon attacks as opposed to one. A player may use other cards to gain additional attacks, such as WORF or ADDITIONAL PHASER ARRAYS.

30.826 - Quark:



Cards that cause QUARK to disable during Setup (such as KOTH) or at the start of the game (such as JENNIFER SISKO) do not prevent the card being placed beneath QUARK at the start of the game.

30.827 - Reinforced Shields:



The Deal Damage step cannot be interrupted, so any cards/effects such as REINFORCED SHIELDS have to wait until all damage is dealt out. If a ship takes enough damage to be destroyed during the Deal Damage step, the ship is destroyed.

REINFORCED SHIELDS only goes into effect after an attack is survived, including any tacked-on damage from effects like DISRUPTOR BEAMS. It cannot interrupt the Deal Damage step after some damage is dealt out, immediately repair a shield, and then proceed to the remaining damage being dealt out.

30.828 - Reinforcements Sideboard:



Although cards' unfilled Elite Talent slots normally disappear when the game begins, those slots are still relevant for fleets using REINFORCEMENTS SIDEBOARD. When exchanging or moving Elite Talent Upgrades, you can equip an Elite Talent Upgrade from the REINFORCEMENTS SIDEBOARD Elite Talent Slot to an unfilled Elite Talent slot on a ship's captain, admiral, or crew.

Captains/crew do not bring along their equipped Elite Talent Upgrades during transfer from ship to REINFORCEMENTS SIDEBOARD; any such Elite Talent Upgrades must instead stay on the ship and be equipped to the incoming captain/crew (to the extent that there are available Elite Talent slots on the captain/crew card being equipped to the ship) or be immediately discarded.

If a card is moving to/from the REINFORCEMENTS SIDEBOARD and has face-down cards under it, those face-down cards will be brought along as well, and will remain face-down under the same card as before.

30.829 - Reinforcements Sideboard:



If a card is equipped to your ship and there is an available slot for it, the card must immediately fill an available slot, which means that slot isn't empty any more, for purposes of REINFORCEMENTS SIDEBOARD.

30.830 - Reinforcements Sideboard & Variable Costs:



Variable cost cards such as TORPEDO FUSILLADE and DORSAL PHASER ARRAY cannot start on REINFORCEMENTS SIDEBOARD.

30.831 - Reinforcements Sideboard:



Cards that are placed on REINFORCEMENTS SIDEBOARD during Setup do not incur Faction Penalties. However, any cost penalties listed on these cards will still apply.

For example, ENERGY DISSIPATOR costs 10 SP (base 5 SP, no Faction Penalty, and +5 because the REINFORCEMENTS SIDEBOARD is not a Breen Ship).

30.832 - Reinforcements Sideboard & U.S.S. Dauntless:



If you are running a Crew Upgrade as the Captain of the U.S.S. DAUNTLESS, you may exchange that Crew Upgrade directly with a Crew Upgrade that is in REINFORCEMENTS SIDEBOARD, so that the Crew Upgrade moves directly from the REINFORCEMENTS SIDEBOARD into being the captain of the U.S.S. DAUNTLESS, and the Crew Upgrade that was previously captain of the U.S.S. DAUNTLESS goes to the crew slot on the REINFORCEMENTS SIDEBOARD. You may also do similar one-way movements rather than exchanges.

30.833 - Soval & Negotiations Denined:



AMBASSADOR effects trigger after ships are placed, so if SOVAL's Negotiations Denied three-dice-attack happens immediately, then defensive effects can trigger for friendly ships within range of the defending ship, such as the KRAXON absorbing damage from the defending ship.

30.833 - Soval & Negotiations Denined:



AMBASSADOR effects trigger after ships are placed, so if SOVAL's Negotiations Denied three-dice-attack happens immediately, then defensive effects can trigger for friendly ships within range of the defending ship, such as the KRAXON absorbing damage from the defending ship.

30.834 - Soval, Lwaxana Troi, & Verteron Pulse Trap:



The Negotiations Accepted effect for SOVAL and LWAXANA TROI, and the effect for VERTERON PULSE TRAP, have identical wording for their timing, and thus all three effects have the same timing (see 28.199).

Per SOVAL's effect, any movement of your ship (be it Sensor Echo or maneuver) that starts within Range 1 of the enemy ship, and/or has the final landing position of your ship within Range 1 of the enemy ship, and/or with your maneuver template within Range 1 of the enemy ship, will cause your ship to receive an Auxiliary Power Token, even if the movement takes you out of Range 1 of the enemy ship.

Per LWAXANA TROI's effect, if there is any movement of the target ship (be it Sensor Echo or maneuver) that starts within Range 1 of LWAXANA TROI's ship, and/or has the final landing position of the target ship within Range 1 of LWAXANA TROI's ship, and/or with the target ship's maneuver template within Range 1 of LWAXANA TROI's ship, then the listed card(s) are disabled at the end of the movement, even if the movement takes the target ship out of Range 1 of LWAXANA TROI's ship.

The maneuver template used for a Sensor Echo is not part of "movement".

30.835 - Stalking Mode:



The Captain Skill reduction from STALKING MODE lasts the entire game, even if the ship that activated STALKING MODE is destroyed.

30.836 - Tasha Yar:



TASHA YAR's attack is neither a Primary Weapon Attack nor a Secondary Weapon Attack. Thus it is analogous to the attack made by HIDDEN EXPLOSIVES. Range bonuses/penalties do not apply, the attack cannot be obstructed by Obstacles, and SHIELD ADAPTATION (on the ship attacked by TASHA YAR) would not reduce the number of attack dice rolled.

30.838 - Stone Of Gol & T'Paal:



It costs 0 SP to place the STONE OF GOL face down under T'PAAL. There is a difference between costing 0 SP and being free.

This is a replacement effect (setting the cost to 0 SP) that can then be modified. Thus the STONE OF GOL might end up costing more than 0 SP due to faction penalty and/or additional costs from not being equipped to a Vulcan ship.

30.839 - Valdore:



When attacking a Borg ship that has a 360-degree primary firing arc, VALDORE would always be considered to be outside of the Borg ship's forward firing arc.

Any Upgrade (or special ability) that references a firing arc on another ship functions against a ship with a 360-degree firing arc as if that ship does not have a firing arc, and VALDORE does reference a firing arc on another ship.

-----

When equipped to a Borg ship that has a 360-degree primary firing arc, VALDORE still functions.

If your ship has a 360-degree firing arc, any card deployed to your ship that references a firing arc on your ship does not function. However, VALDORE does not reference a firing arc on his own ship.

30.840 - Remata'Klan:



A Borg ship having a 360-degree primary firing arc that is within Range 1-3 of REMATA'KLAN's ship would not count toward the "at least 2 enemy ships" in REMATA'KLAN's ability.

Any Upgrade (or special ability) that references a firing arc on another ship functions against a ship with a 360-degree firing arc as if that ship does not have a firing arc, and REMATA'KLAN does reference a firing arc on another ship.

-----

When REMATA'KLAN is equipped to a Borg ship that has a 360-degree primary firing arc, REMATA'KLAN still functions.

If your ship has a 360-degree firing arc, any card deployed to your ship that references a firing arc on your ship does not function. However, REMATA'KLAN does not reference a firing arc on his own ship.

30.841 - V'Lar:



If it is not possible for both players to choose an Upgrade to disable on their opponent's ship, then V'LAR's choice of an opposing ship is not allowable.

A player may only activate an AMBASSADOR if the opposing player can legally Accept the Negotiations.

30.842 - Daimon Goss:



DAIMON GOSS can target a Planet, a Minefield Token, an Obstacle Token, or anything else that is considered an Obstacle, with his ability to target Obstacles.

Game effects that reference "Obstacle Tokens" refer only to the circular tokens used in the Obstacles Scenario. Game effects that reference "Obstacles" are interpreted more generally, and also include things like Planets and Minefield Tokens.

30.843 - Mr. Spock | Seven Of Nine:



The free action taken by MR. SPOCK or SEVEN OF NINE occurs at the start of the Activation Phase.

Cards that specify they activate "during the Activation Phase", with no other timing specified, can only activate at the beginning of the Activation Phase. Even if they also say "...as a free action."

30.844 - Waylay:



You do not have to activate the optional WAYLAY effect after attacking. But if you do activate it, you must perform the white 1-bank if possible, and you must place the evade token if possible.

You can still activate an effect even if not all parts of the effect can be legally resolved. But you may only skip the parts that cannot be legally resolved.

30.845 - Kira Nerys:



KIRA NERYS can only roll a die to try and discard an enemy Crew Upgrade from the target ship if she was first successful at disabling a Tech Upgrade on that ship.

If a card effect lists multiple parts to resolve, and they are separated by the word "then", such as "Do this, then do that", you can only proceed to resolving "do that" if you were first able to successfully resolve "Do this".

30.846 - Borg Queen:



The BORG QUEEN does not retain the ability text of a friendly Borg Captain if that Borg Captain's ship is destroyed or that Borg Captain is discarded.

30.847 - Energy Web Token (EWT):



If a non-Tholian ship's movement causes its ship base and/or movement template to overlap one or more ENERGY WEB Tokens (EWT's), whether those are friendly or enemy EWT's, that triggers a separate damage dice roll for each EWT that is overlapped. Each dice roll is based on the EWT-owning player's full complement of EWT's currently on the board, including any triangular Guide Tokens.

For example, if your non-Tholian ship overlaps two of your EWT's and your template overlaps one of your opponent's EWT's, you would do two full damage dice rolls based on how many EWT's you have on the board, and one full damage dice roll based on how many EWT's your opponent has on the board.

30.848 - Energy Web & Energy Web Token (EWT):



If a Tholian Ship has a triangular Guide Token behind it, and the Tholian Ship executes a 1-straight maneuver, the Guide Token is relocated to the back of the Tholian Ship after the maneuver.

If a Tholian Ship has a triangular Guide Token behind it, and the Tholian Ship performs a Sensor Echo or any maneuver other than a 1-straight, the Guide Token is first removed before performing the Sensor Echo or the maneuver.

If a Tholian Ship has a triangular Guide Token behind it at the end of its Perform Action step, and the Tholian Ship did not perform an ENERGY WEB Action during the current game round, the Guide Token is removed during the end of that Perform Action step.

30.849 - Energy Web & Energy Web Token (EWT):



Although the ENERGY WEB Action requires that your ship has performed a 1-straight maneuver this game round, it is not necessary for that 1-straight to have been your dial-based-maneuver or your latest maneuver. You just need to have performed a 1-straight at some point during the game round.

Further, the ENERGY WEB Action does not necessarily have to be performed during the Tholian Ship's Perform Action step. It could be performed at another time, such as a free action granted by another card.

30.850 - Energy Web Token (EWT):



If a non-Tholian ship's movement causes its base to briefly overlap a Tholian ENERGY WEB Token (EWT) "stick" and/or a triangular Guide Token, and the non-Tholian ship slides back along the path of its movement template because it also overlaps a ship's base or a planet, that nevertheless does count as overlapping an EWT, for purposes of triggering EWT damage rolls, as well as movement rules regarding Obstacles (e.g. skipping the Perform Action step).

30.851 - Korrd & Lure:



If you have accepted negotiations with KORRD and are planning the maneuver face up during the Planning Phase for the ship targeted by KORRD, you can request that dials be set in their proper order. Dials are set in ascending CS skill order, exactly like activation order for ships. Thus some dial settings might already be committed by the time the targeted ship sets its maneuver face up.

Once the Planning Phase has completed, you can flip the targeted ship's dial face-down before proceeding to the Activation Phase (after first making sure the opponent has seen the chosen maneuver).

If LURE is played against the ship targeted by KORRD, the dial will be placed face-down after changing the maneuver per LURE, and the dial will stay face-down until it is revealed during the Activation Phase.

30.851 - Korrd & Lure:



If you spend a BIO-MIMETIC GEL TOKEN (BMGT) in order to use the ability of a Crew Upgrade that has face-down card(s) beneath it, you do not gain the ability to access the face-down card(s).

For example, if you spend a BMGT that is on QUARK or WESLEY CRUSHER, you may discard the card with the BMGT on it, but you cannot flip the face-down card(s) or equip them to your ship.

30.853 - Koloth:



The extra movement provided by KOLOTH only triggers if the targeted ship STARTS its maneuver in range of KOLOTH. If it does not start in range, the ship's movement cannot trigger KOLOTH's extra movement, no matter how close the maneuver template gets, or how close the targeted ship eventually gets.

30.854 - Preemptive Strike:



You cannot add extra dice to the attack performed during the Activation Phase by PREEMPTIVE STRIKE.

30.855 - Attack Cancellation & Additional Attacks:



If your regular attack is canceled by an attack cancellation card, you cannot make a follow-up attack with your Primary Weapon using the abilities of Weapon Upgrades like ADDITIONAL PHASER ARRAYS, or ENHANCED PHASERS, or PHASER CANNONS.

If a card is played to cancel an attack, whether or not attack dice have been rolled, the attacking ship is not considered to have attacked or fired, and follow-up effects having timing like "after you make an attack", or "after this ship attacks", or "after attacking", cannot trigger.

30.856 - Waylay & Attack Cancellation:



If your attack with WAYLAY is canceled by an attack cancellation card, you cannot choose to perform the follow-up 1-bank maneuver and placement of an Evade Token.

If a card is played to cancel an attack, whether or not attack dice have been rolled, the attacking ship is not considered to have attacked or fired, and follow-up effects having timing like "after making this attack" cannot trigger.

30.857 - Attack Cancellation:



If an attack is canceled after dice have been rolled, using a card like INTERPHASE GENERATOR or TORA ZIYAL, the attacking ship is not considered to have attacked or fired, and follow-up effects having timing like "after making an attack", "after attacking", "after firing", etc., cannot trigger.

Nevertheless, all paid costs and other game actions already completed (placing or spending or flipping tokens, disabling or discarding cards, etc.) remain completed. And if this attempted attack happened during the Combat Phase, the attacking ship has used its one opportunity to attack.

30.858 - I.S.S. Defiant & Cloaked Mines:



The I.S.S. DEFIANT ship ability does not function against CLOAKED MINES damage.

Mine damage is a special type of attack, and only cards that specifically state they affect mine attacks or damage would apply.

This overrides an obsolete WORF ruling which states that the I.S.S. DEFIANT does function against mine damage.

30.859 - I.K.S. Ves Batlh | I.S.S. Defiant | Jadzia Dax:



The damage reduction abilities for I.K.S. VES BATLH, I.S.S. DEFIANT and JADZIA DAX function analogously to Evade results, in that whenever they are used, they must be applied to normal damage if possible, and may only be applied to critical damage if there is no normal damage to reduce.

Also, these abilities are resolved before any damage is actually dealt.

This overrides an obsolete WORF ruling which states that when reducing the damage using the I.S.S. DEFIANT ability, you may select which damage is being reduced.

30.860 - Cloaked Mines:



If your ship performs a Scan Action "out of sequence" immediately after triggering CLOAKED MINES, you do not forfeit or forego your ship's Perform Action Step. Your ship may have already used up its one regular action (due to the "out of sequence" Scan Action), but it may still perform any legal Free Actions during its Perform Action Step. Further, if the "out of sequence" Scan Action is a Free Action, then your ship will still have its one regular action available to perform during its Perform Action Step.

The "out of sequence" Scan Action to reduce the damage roll from CLOAKED MINES does not have to be the Scan Action from your ship's Action Bar. It can be any Action that includes performing a Scan Action. However, it cannot be an Action that places one or more Scan Tokens by your ship without actually performing a Scan Action.

30.861 - Shapeshifter Cards:



Shapeshifter cards such as ODO, VENDORIAN SPY, CHANGELING INFILTRATOR and CLONING FACILITY have the ability to turn themselves temporarily into an exact copy of another Crew Upgrade. These shapeshifter cards can successfully become a complete copy of the Crew Upgrade (including gaining its printed text ability) even if that Crew Upgrade currently has a Disabled Token and/or Time Tokens on it.

30.862 - Gul Damar:



If a Weapon Upgrade is discarded or removed from play in order to make its attack, the weapon is no longer on the ship by the time that GUL DAMAR would be able to pay the cost of placing time tokens on it. Therefore GUL DAMAR cannot be used to provide re-rolls for an attack made by such a weapon, unless the discard of the Weapon Upgrade had been prevented.

30.863 - K'Mpec:



When spending a Shield Token using K'MPEC's ability, you can spend either an Active Shield Token (blue) or a Disabled Shield Token (red).

A spent Shield Token is treated the same as a Damaged Shield Token; it is removed from play and can only be restored through the use of a card's special ability.

30.864 - Ezri Dax & Robert April:



EZRI DAX does not reduce the number of Time Tokens being moved onto ROBERT APRIL when his ability is used.

The Time Tokens being moved from the targeted Crew Upgrade onto ROBERT APRIL are being "moved", not "placed".

30.865 - Bio-Mimetic Gel & Bio-Mimetic Gel Token (BMGT):



You can target an Upgrade equipped to another ship, and place a BIO-MIMETIC GEL TOKEN (BMGT) on that Upgrade, even if it already has one or more BMGT's on it.

Although your ship must be within Range 1-2 of another ship in order to target one of that ship's Upgrades and place a BMGT on it, you do not need to be within any particular range of that ship or that Upgrade in order to spend the BMGT that is on the Upgrade.

Even after the BIO-MIMETIC GEL Upgrade has been discarded, any BMGT's that were already placed can still be spent normally by the ship that placed them.

30.866 - Bio-Mimetic Gel Token (BMGT) & Chu'lak:



If your ship spends a BIO-MIMETIC GEL TOKEN (BMGT) that your ship previously placed onto CHU'LAK, you must discard 1 Crew Upgrade from your ship during the End Phase if you used CHU'LAK's Free Action during that round.

30.867 - Kang:



KANG must already have an enemy ship target-locked in order to use his ability. However, that does not have to be the enemy ship that is currently attacking KANG.

When using his ability, KANG spends the blue Target Lock Token that is beside his own ship, and also removes the corresponding red Target Lock Token from the target-locked enemy ship.

30.868 - Julian Bashir:



JULIAN BASHIR's effect works (for the rest of the round) as long as his ship is in play. The targeted ship may only attack JULIAN BASHIR's ship and no other ship, as long as it remains on the table.

If an attacking ship has been targeted by JULIAN BASHIR, it cannot use a card providing multiple attacks if that would mean targeting more than his ship.

For any card providing additional attacks, the additional attack would still have to target JULIAN BASHIR's ship if it remains on the table, but is free to target other viable ships if his ship is no longer in play.

30.869 - Twilight's Wrath:



The ship ability for TWILIGHT'S WRATH only triggers once per round. A card effect is an optional effect if it contains the phrase "you may", and optional effects may only be used once per round per ship per card, unless they are WHEN ATTACKING, WHEN DEFENDING, or EACH AND EVERY TIME effects.

The additional Sensor Echo Action can be taken immediately after the opposing ship's action resolves, or can instead be saved until the Perform Action step for TWILIGHT'S WRATH.

30.870 - Lovok:



LOVOK can be used even if no blanks were rolled when attacking, in which case the only effect is to add the extra hit result. However, if LOVOK is used, all blank results must be re-rolled.

30.871 - Improved Cloaking:



IMPROVED CLOAKING allows your ship to be cloaked while still having some Active Shields. The ship does not have to disable any Active Shields during the End Phase in order to stay cloaked.

During the End Phase, Cloak Tokens still on their green sides may stay in play if their owners elect to keep their Disabled Shields being disabled (rather than flipping them to their Active sides).

Active Shields are never disabled during the End Phase unless an ability specifically requires it.

30.872 - B-4:



B-4 cannot place time tokens on the Captain of a non-Federation ship even if that ship has "Enterprise" in its name.

The effects of B-4 are escalating effects, meaning each condition must pass the check before "also" getting the next effect.

30.873 - Viceroy:



If VICEROY is equipped to a Reman Warbird and chooses to perform the free Sensor Echo Action, it is performed immediately (during the Planning Phase).

30.874 - T'Rul & Romulan Cloaking Device:



If T'RUL equips the ROMULAN CLOAKING DEVICE to her ship for 0 SP, that is a replacement effect that can then be modified normally by a faction penalty and the +2 penalty for non-Romulan ships.

For example, T'RUL equipping ROMULAN CLOAKING DEVICE on a non-Romulan ship would typically result in a cost of 3 SP for T'RUL and 3 SP for ROMULAN CLOAKING DEVICE.

30.875 - Flanking Attack:



When a ship attacks with FLANKING ATTACK and is not in the primary firing arc of the defending ship, the defending ship rolls -2 defense dice even if the attacking ship is not a Valdore Class.

FLANKING ATTACK requires that it be equipped to a Valdore Class in order to provide an increase in attacking dice, but that is a separate effect (there is a horizontal line dividing the two effects).

30.876 - Task Force Commander:



The Action for TASK FORCE COMMANDER can be used even if there are no friendly ships to target. In this case, the ship with TASK FORCE COMMANDER gains +1 attack die and +1 defense die against ships of the chosen faction, but does not get a free Target Lock Action.

30.877 - Fleet Coordination:



FLEET COORDINATION cannot extend the range of the ability for the ship it is equipped to, even if that ship ability affects friendly ships at range 2.

A ship card is not considered to be "equipped" to its ship.

30.878 - Type 10 Phasers:



If a ship with TYPE 10 PHASERS is attacking with its primary weapon against a ship with no Active Shields, the attacking ship rolls +1 attack die and also converts up to 2 blank results into battlestations results.

The word "instead" in the text of TYPE 10 PHASERS applies only to the blanks conversion portion of the previous sentence.

30.879 - Type 10 Phasers & Quark:



It is legal to use TYPE 10 PHASERS as the face-down card placed beneath QUARK.

Although TYPE 10 PHASERS fills 2 slots, it is still one Weapon Upgrade and legal to hide under QUARK.

30.880 - Montgomery Scott:



MONTGOMERY SCOTT can target his own ship, or another ship (friendly or opposing) within Range 1-2, as long as the target ship has a Starship Construction Card equipped to it.

As a general rule, when targeting ships within a specified range, you cannot target your own ship. We view this as a misprinted card. The full action should be read as:

ACTION: Place 2 Time Tokens on this card and target another ship within range (or this ship) that has a Starship Construction Card equipped.

30.881 - U.S.S. Akira:



The U.S.S. AKIRA's first ability, to relocate its Red Target Lock token onto a different opposing ship at the start of the Combat Phase, is not a Target Lock Action, and may be used even if the U.S.S. AKIRA performed a Target Lock Action earlier in the round or has an Auxilary Power Token beside it.

The U.S.S. AKIRA's second ability, to acquire a target lock on the defending ship during the DEAL DAMAGE step, is a Target Lock Action and therefore must follow the normal rules for the Target Lock Action, including these restrictions:
- cannot perform the action if your ship has an Auxiliary Power Token;
- cannot perform the action if your ship already performed a Target Lock Action this round;
- cannot acquire the Target Lock on a ship that has been cloaked since the previous round;
- if applicable, must remove the Red Target Lock token from existing target-locked ship.

30.882 - Alynna Nechayev:



When your ship performs ALYNNA NECHAYEV's Fleet Action, your own ship's Captain Skill is only impacted if it has a Captain equipped with a printed Captain Skill number of 5 or less.

If your own ship does not meet that Captain Skill requirement, you can still perform the Fleet Action, but your ship cannot be one of the ships that is targeted.

30.883 - Scimitar:



The older (retail) SCIMITAR ability, having text starting with "After you attack while Cloaked", is optional and can only be used once per round.

A card effect is an optional effect if it requires you to pay a cost in order to activate the effect, such as placing an Auxiliary Power Token. Optional effects may only be used once per round per ship per card, unless they are WHEN ATTACKING, WHEN DEFENDING, or EACH AND EVERY TIME effects.

30.884 - Scimitar:



The newer (faction pack) SCIMITAR ability, having text starting with "WHEN ATTACKING", is optional and can be used multiple times in a round.

A card effect is an optional effect if it requires you to pay a cost in order to activate the effect, such as placing an Auxiliary Power Token. However, WHEN ATTACKING effects may be used multiple times per round, even if they are optional effects.

For example, if the SCIMITAR were making three attack rolls in a round, it could use its ability three times, each time placing an Auxiliary Power Token by the ship when attacking in order to keep its Cloak Token from flipping to its red side. It would end up with three Auxiliary Power Tokens from doing that, but its Cloak Token would stay on its green side.

30.885 - Leskit:



If you have LESKIT equipped to a ship with an Auxiliary Power Token beside it, and you reveal a Red Maneuver, you can use LESKIT to treat that maneuver as a Green Maneuver. This allows you to execute the revealed maneuver rather than having your opponent choose your ship's maneuver.

In addition, the optional free Echo Action granted to LESKIT happens after executing the green maneuver and removing an Auxiliary Power Token, which would make it possible to perform the free Echo Action if that had been the only Auxiliary Power Token beside the ship.

30.886 - U.S.S. Sovereign:



If an Admiral Card is equipped to the U.S.S. SOVEREIGN, the U.S.S. SOVEREIGN itself may perform the Fleet Action on that Admiral Card as a Free Action during its Perform Action step.

The Fleet Action may be performed normally (not as a Free Action) by a friendly ship within range, instead of the U.S.S. SOVEREIGN performing it. However, the Fleet Action may only be performed by one ship in the fleet each round.