#374387
Many are heavily inspired (by which I mean ripped off) from Dan1221's work on the Yahoo group.
5 •Bridge (AKA Ops, Command Centre, etc.)Compare Captain's Log.
Section. (When you play this event you may download a Section). Plays in your core. Your Commanders aboard their corresponding ships are attributes+1 and cannot be stopped by dilemmas. You may play Sections at cost-1.
2 •Briefing Room (AKA Observation Lounge)
Section. (When you play this event you may download a Section). Plays in your core. When you begin a mission attempt your personnel are attributes+1 until the end of that attempt.
2 •Canteen (AKA Ten Forward, Quark's etc.)
Section. (When you play this event you may download a Section). Plays in your core. At the start of your turn, you may download an Acquisition, Anthropology, or Diplomacy personnel. When you complete a mission, you may stop your Acquisition, Anthropology, or Diplomacy personnel to unstop all your other personnel present.
2 •Cargo Bay
Section. (When you play this event you may download a Section). Plays in your core. Whenever you would download or discard a non-personnel card, you may place it on this event instead. Once per turn you may play a card on this event at cost-1 as though it were in your hand.
2 •Engineering
Section. (When you play this event you may download a Section). Plays in your core. Your Engineering personnel are attributes+1. At the start of your turn, you may download an Engineering personnel or stop your Engineering personnel aboard your ship to remove a damage card from that ship.
2 •Holodeck
Section. (When you play this event you may download a Section). Plays in your core. At the start of your turn, you may download a Hologram, Holoprogram, or Programming personnel and place it on this event. You may play cards on this event as though they were in your hand and at cost+1.
2 •Ready RoomProbably quite broken in combination with Bridge.
Section. (When you play this event you may download a Section). Plays in your core. Your Commanders, personnel, Leadership personnel, and Officer personnel aboard your ship are the corresponding Commanders of that ship. At the start of your turn, you may download a Commander, personnel, Leadership personnel, or Officer personnel.
2 •Science Lab
Section. (When you play this event you may download a Section). Plays in your core. Your Science personnel are attributes +1. At the start of your turn, you may download a Science personnel or draw a card for each Science personnel you command.
2 •Security (AKA Brig)
Section. (When you play this event you may download a Section). Plays in your core. Your Security personnel are attributes+1 and cannot be stopped by dilemmas. At the start of your turn, you may download a Security personnel or choose a personnel you do not command aboard a ship you command or on a planet mission you command to be placed in your Brig.
2 •Shuttlebay
Section. (When you play this event you may download a Section). Plays in your core. Your Navigation personnel and ships with two or fewer icons are attributes+1. At the start of your turn you may download a Navigation personnel or a ship with two or fewer icons.
2 •Sickbay
Section. (When you play this event you may download a Section). Plays in your core. Your Medical personnel are attributes+1. When any number of your personnel are about to be killed you may stop your Medical personnel present to prevent that. At the start of your turn, you may download a Medical personnel.
2 •Transporter Room
Section. (When you play this event you may download a Section). Plays in your core. Whenever you would download or discard a personnel card, you may place it on this event instead. Once per turn you may play a card on this event at cost-1 as though it were in your hand.
2 Communicator (AKA Comm Badge)
Your personnel present with this equipment are present with all other Communicators at the same mission.
Order - Stop your Officer personnel present to download an interrupt.
Yellow Alert
When your Commander aboard his or her corresponding ship begins a mission attempt, lose 5 points to name a skill. Personnel with that skill cannot be stopped by dilemmas until the end of that mission attempt.
Red Alert
When your ship with its corresponding Commander aboard is in an engagement, it is Weapons and Shields +4 until the end of that engagement.
2 •Assimilation Bay
You may play non- personnel at your Unicomplex at cost+1. Non- personnel you command gain Drone, are attributes+1, are Borg in addition to their printed species, and are personnel.
2 •Assimilation HangarI'm obsessed with this mechanic, I admit.
You may play non- ships at your Unicomplex at cost+1. Non- ships you command are attributes+2 and are ships.