Attribute Modifiers – If more than one card modifies an attribute of a ship or personnel,
add or subtract first, then multiply. (The order in which the cards were played is irrelevant.)
For example, if you have both a Plasmadyne Relay (RANGE and SHIELDS +2) and a Kurlan Naiskos (all attributes x3) on the U.S.S.Enterprise (9-8-9), which also has Strafing Run on it as a damage marker (all attributes –1), its attributes would be:
RANGE and SHIELDS: (9 + 2 – 1) x 3 = 30
WEAPONS: (8 – 1) x 3 = 21.

However, if a card or rule changes an attribute to a specific value (rather than adding or subtracting), treat it as if the changed value were printed on the card. For example, if Data (8-12-12) is affected by Frame of Mind (sets attributes to 3-3-3) and has a Starfleet Type II Phaser (STRENGTH +2), his STRENGTH will be 5.

Rotation damage to a ship, which reduces its RANGE to 5, is a rule that sets a value rather than modifying it.

When resolving dilemmas, determining STRENGTH in battle, etc., always apply any relevant modifiers to cards in play. Modifiers do not affect cards in your hand (e.g., for Royale Casino dilemmas). See automatic modifiers.

An attribute is considered reduced (for cards such as Abandon Ship! or U.S.S. Enterprise-B) if it is affected by a card that says it is reduced (e.g., Baryon Buildup), is –X (Vole Infestation), or is “disabled” (“Pup”), even if it is also affected by a card that enhances that attribute by the same amount (Plasmadyne Relay). Also, the RANGE of a ship that has rotation damage applied is reduced. A ship that “cannot move” (Menthar Booby Trap) does not have its RANGE reduced. Attributes may not be reduced to less than 0. An undefined attribute may not be modified.