rules clarifications

These clarifications are not official by any sense and are merely player's interpretations of questions that have arisen.

  1. Can non-phaser (i.e. disruptor) starship weapons multi-fire?

    (Steve Long, Last Unicorn Games contributor)
    Unless the Narrator or the technical specs say otherwise, you certainly can multifire with disruptors or other beam weapons.

  2. Well after reading through the basic rules and character creation, I have to ask why isn't the taking of Code of Honor:Starfleet and for that manner Code of Honor:Prime Directive not mandatory for all members of Starfleet?

    (Ross Isaacs, Last Unicorn Games)
    While all Starfleet officers are expected to follow the Prime Directive, they have a choice to disobey it. Someone with Code of Honor: Prime Directive lives the Prime Directive. He would sooner watch a culture die as a result of a planet-killer asteroid then interfere. That's why it's a disadvantage - you lose free will in the situation. If Picard had Code of Honor: Prime Directive, for example, he would have let the Edo kill Wesley.

  3. Which Advantages can you only take once? As I was creating my character during his Academy Life History I chose Advanced Tactical School package, then during his Tour(s) of Duty History I chose Hostile Frontier Defense Mission package, both offer the Bold advantage. Do I get it twice? Do I ignore the second offering of Bold advantage, perhaps instead gain a free advantage of my choice?

    (Steve Long, Last Unicorn Games contributor)
    I'd say that's up to your Narrator. Personally, I'd allow you to take a substitute Advantage (or any other 1-point purchase you could justify as being related to one of the packages).

  4. Which Advantages can you only take once?

    (Steve Long, Last Unicorn Games contributor)
    Well, I would say, as a general rule, these:
    alertness, alien Upbringing, Ambidexterity, Athletic Ability, Bold, Curious, Double-jointed, Eidetic Memory, Enhanced vision, Engineering Aptitude (+3), Excellent Balance (+1), Excellent Chemoreception (+1), Excellent Metabolism (+1), Excellent Hearing (+2), Excellent Sight (+2), High Pain Threshold (+2), Innovative (+1), Language Ability (+2), Mathematical Ability (+3), Mixed Species Heritage (+3), Multitasking (+2), Night Vision (+2), Peripheral Vision (+1), Quick-draw (+2), Rapid Healing (+1), Resolute (+3), Sense Of Direction (+1), Sexy (+2), Shrewd (+1), Sense Of Time (+1), Strong Will (+2), Synergy, Tactical Genius (+3), Telepathic Resistance (+4), Toughness (+2), Zero-G Training (+2)

    I think most of these call are based on common sense. If you have Athletic Ability, you can really only take it one time. Taking it multiple times doesn't offer any additional benefit.

  5. What is Shipboard Systems (Command) used for?

    (Steve Long, Last Unicorn Games contributor)
    Specialization in using the command controls found at the Captain's station (chair).

  6. When a shield is struck by any weapon's fire, it's protection value is decreased by the damage. For this question, let's assume that a Galaxy-class ship's shield (set at 60 points of protection) is hit by a torpedo and reduced to 40 points of protection. When do the twenty points come back?

    (Steve Long, Last Unicorn Games contributor)
    No, they don't refresh every round; if they did, it would be impossible to hurt larger ships. While the shields are still up, but weak, you can strengthen them with extra Power, per the rules you mention on pp. 147-48, or by transferring power from the ship's other shield. Once the shields are completely down, they can be partially re-established using the rules on page 147, which you cite below. You can't restore them to full strength until the battle is over and your engineers have time to effect full repairs. I'll see about clarifying this when an appropriate opportunity arises.

  7. A question. Why does the starship write-ups in the core book only lst a single phaser for the UFP ships, when such canon sources like The Technical Manual state that the ship have several? For example, all those metallic strips in certain parts of the Galaxy-class hulls are phaser arrays, not just the collimator ring.

    (Steve Long, Last Unicorn Games contributor)
    It would certainly be possible, at least for ships for which we have sufficient technical details, to list each individual phaser, where it's located, and what arcs of fire it can cover. That may very well be done in the advanced starship creation and combat book. However, for the basic rules in the basic book, it's simpler to write and easier to grasp to just list the phaser one time as covering all firing arcs. That's all it is -- an ease-of-use sort of thing.

  8. If two Klingon Birds of Prey both unloaded a single disruptor shot at the same ship (at 16 power), would the damage to shields be 32 (16+16) or 17 (16+1). I'm reasonably sure it'd be 32, which means in combat a lot of little ships can get pretty scary if they use wolfpack tactics.

    (Steve Long, Last Unicorn Games contributor)
    It is, indeed, 32. Those are two separate shots, not one burst of Multifire. And yeah, wolfpacking can, justifiably, be pretty scary -- esp. if you don't use the Automatic Defense rule (p. 148).

  9. Galaxy-class ship fires phasers at two Birds of Prey. I'd assume both ships would suffer 15 damage (75% of 20) to their shields, even though the Galaxy-class is firing two shots.

    (Steve Long, The Endless Fountain of Knowledge)
    The Multifire rules more-or-less assume that Multifire will be directed at a single target. Therefore, what you're describing would be two actions (thus incurring a Multiple Action Penalty for the firing Tactical Officer), and each target, if hit, would take the full 20 points of damage.

  10. Torpedoes -- Is it possible to fire torpedoes from different launchers at the same target? For example could the Galaxy class ship fire two spreads of ten torps at the same target? If so, how much damage would the target take, assuming the target were fully shielded.

    (Steve Long, otherwise known as "Admiral Know-it-all")
    I would generally consider that Multifire, regardless of how many launchers are brought into the fray; otherwise torps become too powerful. But, providing separate attack rolls are made for each launcher, you can certainly run them as separate attacks if you prefer.

  11. What exactly do the Crew/Passengers numbers mean? Does the second number *include* the first? I assumed that the second number was the total of the first number (Crew) + additional passengers that could be carried, but perhaps the intention was that the two be added together to arrive at the total number of people that can be carried.

    (Steve Long, The Man With More Memory Power than a Duotronic Computer)
    No, the second number is *in addition* to the crew complement. Thus, per the statistics on p. 217, a Galaxy-class ship could have at total of 6,100 people on it. Of course, in light of latter data (the Deep Space Nine Technical Manual), we now know that number is a gross underestimation, which can be corrected at an appropriate time.

  12. Which is better, having high Attributes or higher Edges? (ie. Do Edges cover everything?)

    (Ross Isaacs, Last Unicorn Games Line Developer)
    (Paraphrased) No, Edges do not cover all situations. There are times when skill use will not have an applicable Edge used, having a higher Attribute will always grant an advantage to characters when using skills based off of that Attribute. "Edges are accents, to personalize your character's attributes just a bit... I believe if you concentrate solely on stats, you come out better in the end. But of course, we made Edges cheaper, so it's in your best interests to use them."

  13. On page 80 of the Core Game Book, it says the maximum rating for a general skill is usually 5, yet in the "Rewards" section, the chart seems to imply 6 is the maximum. Which is it?

    (Ross Isaacs, The Man, The Myth, The Legend)
    Page 80 says: "skill levels range from 1 to 5 (and, rarely, can rise above 5)." Thus, we provided a chart in Rewards that went up to six.

  14. When a character without the Zero-G Trained Advantage goes to do things outside the ship, do they have to roll their Personal Equipment (Environmental Suit) for each action they try, or is it just a one-roll deal where success gets rid of the penalty for the duration of the time they're in space?

    (Ross Isaacs, On wide-angle)
    We leave that up to you. If you want to make it hard on your players, make them roll for every action. Don't want die rolls to interfere in your game play? Then have them roll only once.

  15. What is the modifier for attempting actions in Zero-G?

    (Ross Isaacs, who can answer questions floating in Zero-G without problems)
    Seems pretty clear to me. If you have Zero-G Training, you don't suffer a +1 difficulty modifier. If you don't have Zero-G Training, you must make a Routine Personal Equipment Skill Test, or suffer the +1 difficulty modifier.