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ST2E - overview "terms"

You will find here an overview of all ST2E terms (clarifications to specific game concepts / key words / terms). Please keep in mind, that this section depends on the data of the !Rule-Archive - only terms that are edited here from the different official !Rule-Documents, can be shown here. So, if you miss something maybe because there was a current rule update - feel free to add on the one hand this new rule to our database (use tab "New document") and also feel free to add terms form this rule on the other hand here (tab "New term" for a new term).

At this time there are 33 Terms listed here. Please klick on the "term name" to read the text of the corresponding Clarification for this term.

TermTaken from
abilitiesCurrent-Rulings
actoinsRulebook
allRulebook
attempting missionsCurrent-Rulings
attributes, shipCurrent-Rulings
building a deckCurrent-Rulings
cannotCurrent-Rulings
CommanderRulebook
conditional effectsCurrent-Rulings
ConsumeRulebook
cost reductionCurrent-Rulings
dilemmasCurrent-Rulings
discardingRulebook
equipped withRulebook
examineRulebook
infinite loopsCurrent-Rulings
lose pointsRulebook
may notCurrent-Rulings
missionsCurrent-Rulings
modificationsRulebook
naming a cardCurrent-Rulings
naming cardsRulebook
ownCurrent-Rulings
play and placeRulebook
playing a cardCurrent-Rulings
remove from the gameRulebook
replaceRulebook
revealRulebook
selectionsRulebook
skillsRulebook
speciesRulebook
stoppedRulebook
this missionRulebook

abilities

Personnel may have one or more abilities. Each keyword is an ability. Other abilities may be denoted by the words “when” or “Order”. They may also create a continuous effect with or without a condition. Skills are not abilities.
Taken from Current-Rulings.

actoins

Nearly everything that occurs during the game is some kind of action. Players perform actions to play cards, draw cards, use game text, execute orders, and so on. Normally, a player takes actions only on his or her turn. However, there are also response actions, which can take place on any player’s turn.

Response actions – The game text of a response action always begins with the word ‘When’ and has a trigger describing the situation that allows you to use that game text. Any time the trigger is met, you may use the text one time.

There are two special types of response actions, cost modifiers and "prevent" responseactions. Cost modifiers occur before a card's cost is paid, and before any other response action. "Prevent" response actions are taken after costs are paid, but before any other response action can be taken. In the case of dilemmas, "prevent" response actions can be taken before or after any action of the dilemma. If a card, action, or effect is prevented, no further response actions to that card, action, or effect may be taken. Response actions that are neither cost modifiers nor "prevent" response actions are taken as follows:

Response actions can be mandatory or optional. All interrupt response actions are optional. For non-interrupt response actions, optional response actions use the word ‘may’. Mandatory response actions do not.

Sometimes the trigger for more than one response action will be met at the same time. In these situations, all mandatory response actions occur first. Beginning with the player whose turn it is, then the player to his or her left, and so on, each player chooses any one of his or her mandatory response actions to take (if that player has any), until every player who has any mandatory response actions has taken one. This process then repeats until all mandatory response actions have been taken. The same process then occurs for all optional response actions, again beginning with the player whose turn it is. However, a player with optional response actions may choose to not take any of them and pass instead. The opportunity to take response actions ends when all players pass consecutively.

A player may use different copies of the same card to perform the same response action  more than once. If a player commands multiple copies of a card with a mandatory response action, he or she must perform that action once for each copy he or she commands.

Sometimes a response action prevents another action before its effect takes place. When this happens, any costs of the prevented action remain paid.

Requirements – Check all requirements to perform an action (such as playing a card) before paying its costs. For example: some cards require you command personnel with specific skills or characteristics.

Costs – The cost of an action could be paying counters, stopping a personnel, discarding a card from hand, destroying a card, or any number of other possibilities. The costs for an action are usually listed before the word “to” (so the action takes the form of “pay X to do Y,” with X being the cost and Y the effect).

If you command two or more cards that have actions with the same costs, you must pay for each separately. You cannot pay one cost to perform two or more actions.

Effects – If the effect of a card’s game text requires you to perform an action and you cannot, you must perform as much as you can and ignore the rest. For example: if the effect of a dilemma stops two Medical personnel and you only have one Medical personnel attempting the mission, stop the one you have and ignore the rest.

If you meet all the requirements and pay all the costs for taking an action, you may take that action even if it will have no effect. For example: Order – Discard a card from hand to draw a card. You may discard a card from hand even if you have no card to draw remaining in your deck.

When separate effects combine to create a repeating loop, the player taking his or her turn decides which effect takes place. For example, a Treachery personnel reads: While an opponent does not have an Intelligence personnel at this mission, his or her personnel at this mission cannot use their abilities. An opponent’s non-Intelligence personnel reads: While an opponent’s Thief or Treachery personnel is at this mission, that personnel cannot use his or her abilities. When these two personnel are at the same mission during your turn, you decide which of them cannot use his or her ability.

When a single action affects multiple players, each player performs that action in turn order starting with the owner of the card. For example: When Player A plays Riva, Respected Mediator, he or she would draw a card before any of the other players would draw a card for this effect. Then the player on her left would draw a card for this effect before any of the other players and so-forth until each player has performed the action.

When resolving effects including stopped personnel or ships, those personnel or ships are still included if those cards were selected by the effect when those cards were not stopped. For example, if one commands a stopped Ikat'ika, Honorable Warrior at the end of his turn, Ikat’ika will be killed by his ability if it was used earlier that turn.
Taken from Rulebook.

all

When a card refers to all of a certain group of cards, this includes cards that are stopped. For example: when Genesis Planet's ability is used, it would kill each personnel on that mission, including stopped personnel.
Taken from Rulebook.

attempting missions

Below is the timing for mission attempts and response actions involving them.

1. Active player (AP) begins a mission attempt
a. AP announces where and by what means (normal or game text),
showing required personnel, and announcing the difference
between the number of personnel involved in the attempt and the
number of dilemmas underneath the mission.
b. "When . . . begins a mission attempt" triggers process.
2. Draw Dilemmas
a. "When . . . about to draw dilemmas" triggers process.
b. Opponent (OP) draws dilemmas from his or her dilemma pile equal to the number announced (plus or minus any modifiers, minimum 0).
c. "When . . . drawn dilemmas" triggers process.
d. OP selects any number (0 or more) of dilemmas from those drawn, uses them to form the dilemma stack, and places the rest face up on the bottom of the dilemma pile.
e. "When . . . (choose/chosen) dilemmas" triggers process.
3. Facing Dilemmas
a. If there are no personnel still involved in the mission attempt, all remaining dilemmas in the dilemma stack are overcome.
b. "When . . . dilemma . . . about to (be) reveal(ed)" triggers process.
c. OP reveals the top card of the dilemma stack to AP.
d. "When . . . reveal" triggers process.
e. Cost-related response actions and cost-modifying dilemma gametext process.
f. Check dilemma for duplication, type, and cost. If it fails any of these, it is overcome. Otherwise, the dilemma’s cost is deducted from the total allowed.
g. "When . . . about to face . . . dilemma" triggers process.
h. "(When/While) . . . (face/facing) . . . dilemma" triggers and “(When/While) . . . is attempting a mission” triggers process and  may be used at any time until dilemma is overcome or placed somewhere.
i. Process the dilemma’s non-cost-related gametext, one action at a time.
4. Overcoming Dilemmas
a. After all of a dilemma is processed, if the AP has not been instructed to place it somewhere, it is overcome.
b. Repeat the process beginning at "Facing Dilemmas".
5. Once the dilemma stack is empty and no response actions adding dilemmas are used, it is time to complete the mission with the remaining unstopped personnel.
a. “(When/While) . . . is attempting a mission” triggers process and may be used until the end of the mission attempt.
b. “(When/While) . . . checking . . . mission requirements” triggers process and may be used until the end of the mission attempt.
c. AP shows all requirements needed to complete the mission. If he or she cannot, all of the personnel involved are stopped and all “When . . . fail a mission attempt” triggers and “When . . . mission attempt fails” triggers process.
d. If the AP does show all requirements, all “When . . . about to complete” triggers process, then the AP scores the points on the mission (or points in game text used to attempt and complete the mission, then “When . . . complete” triggers process. If the mission requirements change at any point during part 5, return tohe beginning of part 5.

 
Taken from Current-Rulings.

attributes, ship

The printed attributes of a ship are public knowledge. Any modifiers to a ship's public attributes need not be revealed until that attribute is used. For example, I.K.S. Vorn (Ship of Traitors) reads: “While your three Affiliation Klingon Treachery personnel are aboard, this ship is attributes +2.” While remaining at Qo’noS, only the Vorn’s printed RANGE of 7 is public information. When that player moves from Qo’noS to Brute Force, he is using the ship's RANGE and is obligated to reveal the total RANGE of the ship prior to his movement.

Activated abilities that modify a ship's attributes never have to be revealed unless they are used. For example Kor (Noble Warrior to the End) reads: “While this personnel is in an engagement, you may kill him to make the ship he is aboard attributes +3 until the end of the this turn.” The player that commands Kor does not need to reveal his presence aboard a ship unless he activates his game text.
Taken from Current-Rulings.

building a deck

Each player brings to the game at least 60 cards: 5 different missions, (including at least two non headquarters missions) .

The rest of the entry does not change.
Taken from Current-Rulings.

cannot

Game text which specifically forbids an action cannot be overridden except by game text which specified what forbidding text is being overridden.
Taken from Current-Rulings.

Commander

This keyword used on personnel is always followed by a colon and the name of a ship, establishing a corresponding relationship between the personnel and ship. For example: Jean-Luc Picard, Explorer has the keyword Commander: U.S.S. Enterprise-E. As with all keywords, there are no special rules associated with this relationship, but the game text of other cards may allow you to take advantage of it.
Taken from Rulebook.

conditional effects

If game text has a conditional, any game text beginning with “also” that follows will be subject to that condition unless specified otherwise. For example: “While your opponent has more points than you, you may spend an additional counter each turn. Also, your personnel are attributes +1.” Your personnel will not be attributes +1 unless your opponent has more points than you.
Taken from Current-Rulings.

Consume

If a card has the keyword “Consume: X”, X is determined by the number of cards actually placed underneath the mission by this text.
Taken from Rulebook.

cost reduction

Some cards have abilities that enable them to be played at a cost lower than their printed cost. If this cost reduction is based on information that you would normally have access to; such as face up cards in play, cards you command, cards in your hand, cards in a discard pile and cards removed from the game; then the card may be played without the full cost in counters available to that player. For example, Julian Bashir (Rebel Captain) reads: "When you play this personnel, choose an opponent. For each headquarters mission he or she commands, this personnel is cost -3." If your opponent commands one headquarters mission, you may play Julian Bashir with only three counters remaining in your Play and Draw Cards segment because the number of headquarters your opponent commands is information you can check at any time.

Information that you would not normally have access to; such as face down cards an opponent commands, cards in an opponent's hand, cards in a deck and cards in a dilemma pile; may only be  used for a single cost reduction ability, even if that information has not changed when you want to use it again. For example, Ptol reads: "When you play this personnel, reveal four cards from the top of an opponent's dilemma pile. This personnel is cost -1 for each dual dilemma revealed. Then replace them in the same order." You must have at least five counters remaining in your Play and Draw Cards segment to play Ptol because the top four dilemmas of an opponent's dilemma pile is information you would not normally have access to. You must have at least five counters remaining in your Play and Draw Cards segment to play a second copy of Ptol in the same turn because the top four dilemmas could have changed (even if they have not.)

Any additional costs involved in the reduction must still remain paid. For example: Thompson reads "When you play this personnel, you may lose 5 points to make his cost -3." If you have zero counters remaining in your Play and Draw Cards segment, you may still play Thompson if you have at least 5 points and pay the cost of losing 5 points. You may also discard a Nucleogenic card from hand to pay this cost if you command the U.S.S. Equinox (Determined To Get Home), which reads "you may pay the cost of losing 5 points to use an ability on a Voyager related card Treachery personnel you own by discarding a Nucleogenic card from hand."
Taken from Current-Rulings.

dilemmas

Some dilemmas cause more than one personnel to be selected, killed, stopped, or placed in a brig. A dilemma that does this will select, kill, stop, or place those personnel in a brig as one action, unless they are listed as separate actions. Any response actions will only trigger once when multiple personnel are affected by a single action during a mission attempt. For example: if Tragic Turn is on a mission and three personnel are selected to be killed by one action, only one additional personnel will be killed.

A dilemma’s instructions are broken down into actions. You may use applicable game text (“While . . . facing a dilemma”) only before or after any of these actions, not in the middle of one. For example, A Klingon Matter reads: “Unless you have . . . randomly select a personnel. If that personnel has . . . , he or she is killed, then all your other personnel are stopped and this dilemma returns to its owner’s dilemma pile.” Randomly selecting a personnel, killing that personnel, stopping all your other personnel, and returning this dilemma to its owner’s dilemma pile are the four actions.

You can act before or after any of these actions, except for the last one, because once it is complete you are no longer facing the dilemma. For example, Pinned Down reads: “Randomly select a personnel to be stopped . . . randomly select a second personnel to be stopped . . . randomly select a third personnel to be stopped.” Each instruction to “randomly select a [unknown icon - personnel] to be stopped” is a set of two actions and you can act before the random selection, after the random selection but before the personnel is stopped, or after the personnel is stopped.

“Instead” effects do not prevent the effect they replace; replaced effects still occurred in the past. Only the word “prevent” will prevent an effect from occurring in the first place. For example, “Stop a personnel. If that personnel has Leadership, kill him or her instead.” The personnel being killed “instead” does not prevent that personnel from having been previously stopped.

*Conditional "if you cannot" text on a dilemma is not triggered by an opponent's action during that dilemma which would prevent an action on that dilemma from being "performed completely." Only an action by the player facing the dilemma will trigger this text. For Example: Player A is facing Guess Who's Coming to Dinner? which reads "Choose a personnel who has Diplomacy or Integrity>6 to be stopped. If you cannot, randomly select a personnel to be killed." If Player B prevents Player A from stopping a Diplomacy personnel by killing that personnel with Shall We Not Revenge?, Player A will not have to randomly kill a personnel.
Taken from Current-Rulings.

discarding

Discard piles are kept face-up, and cards are discarded one at a time so all players can see what is being discarded. The order of your discard pile is irrelevant.

You may look through your own discard pile at any time, but you cannot look through an opponent’s discard pile. Whenever you take a card from your discard pile, you must reveal that card to all players so they can verify that the correct card was taken.

When a card leaves play for any reason, any cards played on that card are placed in thier owners’ discard piles. Exception: Any dilemmas are returned face up to the bottom of thier owners’ dilemma pile instead.
Taken from Rulebook.

equipped with

Some game text requires a personnel to be “equipped with” a specified equipment. If a personnel is present with an equipment, and that personnel could be affected by that equipment’s game text, he or she is “equipped with” that equipment. For example, Miles O’Brien is a Affiliation Federation personnel with Engineer, but not Medical. He can be equipped with a Starfleet Type-2 Phaser (While in combat, each of your Affiliation Federation personnel present is Strength +1) and an Engineering Kit (Each of your Engineer personnel present gains Physics), but not a Medical Kit (Each of your Medical personnel present gains Biology).
Taken from Rulebook.

examine

When an effect says a player should examine a card, that card is shown only to that player. He or she may look at the entire card. If you are not told where to place the card afterward, return it to where it came from.
Taken from Rulebook.

infinite loops

If a player intends to perform a repeatable series of actions many times and can demonstrate his or her ability to do so, and that player’s opponent does not have any responses that would affect those actions, then that player may adjust the game state to reflect his or her desired and possible outcome as a result of repeating that series of actions any number of times.

For example: If you have a series of actions that allows you to examine the top two cards of an opponent’s dilemma pile and then choose to shuffle it and that series is infinitely repeatable, you may state that you intend to perform those actions an infinite number of times. If your opponent has no response actions that would affect the loop, take your dilemma pile (setting aside any third copies of dilemmas) and give it to your opponent. He or she chooses two dilemmas, shuffles the rest (including any previously set-aside copies) and places the two chosen dilemmas on top of your dilemma pile.
Taken from Current-Rulings.

lose points

If an effect causes a player to lose points when that player has no points, that player does not lose any points. If the cost to play a card or perform an action requires the player to lose points and that player does not have any points, that card cannot be played or that action cannot be taken.
Taken from Rulebook.

may not

Game text which specifically forbids an action cannot be overridden except by game text which specified what forbidding text is being overridden.
Taken from Current-Rulings.

missions

If more than one player has played a copy of the same mission, they are treated as separate missions. Cards at one copy of the mission are not considered to be at any other copy of the mission.

For example: If your personnel are on your copy of a planet, you may not initiate combat involving them and an opponent’s personnel on his or her copy of that planet.
Taken from Current-Rulings.

modifications

If multiple effects attempt to replace, modify, or remove a characteristic of a card, they are applied in the following order (if there are multiple modifiers of the same category, the player whose turn it is determines their order):

  1. Choose: Any free choices presented by cards are made. For example: deciding whichset of requirements on a mission with game text that gives alternate requirements is being used.
  2. Replace: Any effects that use some form of the verbs “to replace” or “to become” occur.
  3. Modify: Any effects that add, increase, or reduce an aspect of a card by a specific amount occur.
  4. Lose: Any effects that completely remove an aspect of a card without regard to amount occur.
  5. Zero: Any number that is less than zero becomes zero.

 
Taken from Rulebook.

naming a card

When an ability requires a player to name a card title within particular criteria, that ability will affect only personae of the named card that meet the criteria. For Example: A Few Minor Difficulties reads “When you play this event, name a non-Voyager related card ship. Each player ignores that ship's game text.” If a player were to name the card title Olarra, he or she would only ignore the gametext of a non-Voyager related card Olarra.
Taken from Current-Rulings.

naming cards

When you name a card, you do so by card title only, not subtitle.
Taken from Rulebook.

own

Gametext that affects “personnel you own” still does so even if those personnel are stopped or not in play. Gametext that affects a subset of “personnel you own” still does so even if those personnel are stopped or not in play and is in effect even if the subset is defined by a characteristic of those personnel which you would normally not be allowed to use on a stopped personnel.
Taken from Current-Rulings.

play and place

When you “place” a card somewhere in play (or “exchange” or "replace" a card in play with another card), you have not “played” that card. For example, a unique personnel in your deck reads: When you play this personnel, you may download a Punishment card. You play a card which reads: Download a unique personnel, then place him or her on your Cardassia Prime. You cannot download a Punishment card when you place that personnel on Cardassia Prime.

Some game text instructs you to place cards on an event in your core. They are always placed face up on the event. If a card you place on an event comes from anywhere under a player’s command, it remains under that player’s player’s command; otherwise, it is under no player's command. For example, Engage Cloak reads: Order - If there is no ship on this event, place your staffed ship that has a Cloaking Device on this event. The ship and the personnel aboard it remain under your command. For example, Trial of Faith reads: Order - Examine an opponent’s discard pile. Place one of those cards on this event. The chosen card does not come under any player’s command when it is placed on Trial of Faith.
Taken from Rulebook.

playing a card

Below is the timing sequence for playing a card during a player’s Play and Draw Cards segment and response actions involving that card.

  1. Active Player (AP) examines the information available to him or her and determines that he or she can pay the costs to play a card in his or her hand and, if the card is to enter play, verifies that there is a location at which the card may do so.
  2. The AP announces his or her intention to play said card, reveals the card from his or her hand, and declares where it will enter play using gametext that allows the play. Any gametext on the card required to play it to its destination activates.
  3. The card's cost-related gametext activates. Cost-related response actions process beginning with the AP.
  4. AP pays all costs of playing the card.
  5. Mandatory "prevent" response actions process beginning with the AP.
  6. Optional "prevent" response actions process beginning with the AP.
  7. If the playing of the card has not been prevented, that card enters play at the location specified by the AP, it becomes subject to any applicable conditional effects, its non-cost-related gametext becomes active and the AP now commands the card.
  8. Mandatory "When . . . (play/plays/played)" response actions process beginning with the AP.
  9. Optional "When . . . (play/plays/played)" response actions process beginning with the AP.
  10. Once all response actions are complete, the AP may continue his or her Play and Draw Cards segment.

Playing a card may not be the trigger for its own gametext unless specifically stated by that card. For Example: K’Tal, Senior Council Member reads “When you play a Chancellor or High Council Member at this mission, you may download an event.” You may not trigger K’Tal’s gametext when you play him, even though he is a High Council Member, because he does not specifically state “this personnel” in his ability.

The characteristics of a card may not be used to meet requirements of "when . . . (play/plays/played)" abilities on that card. For Example: Evek, Agent of Cardassian Justice reads “When you play this personnel, if you command six Affiliation Cardassian personnel, you may reveal the top three cards of an opponent's deck.” You may not count Evek as one of your Affiliation Cardassian personnel while his play is still being resolved.
Taken from Current-Rulings.

remove from the game

When game text instructs you to remove a card from the game, do not place it in any discard pile. Instead, separate it from all other cards in the game. Return the card to its owner’s deck only after the game has ended.
Taken from Rulebook.

replace

When one card replaces another, any effects that were about to happen to the original card are transferred to the replacement. For example: your Borg Queen, Guardian of the Hive (“While this personnel is facing a dilemma., you may replace your Drone present with a Drone from your discard pile.”) is attempting a mission. A dilemma selects your Drone present (and will later kill that Drone), then you decide to use the Borg Queen to replace that Drone. The new replacement Drone joins the mission attempt in progress, and is still killed as the original Drone would have been.
Taken from Rulebook.

reveal

When an effect says to reveal a card, that card is shown to all players. They may look at the entire card. If you are not told where to place the card afterward, return it to where it came from.
Taken from Rulebook.

selections

When a card is to be chosen by random selection, shuffle together all eligible cards, hold them so the faces of the cards cannot be seen, and let your opponent indicate a single card, at random, from this group.

When game text allows an opponent to choose a card, that opponent may fully examine each eligible card before making the selection.

When a card specifies a selection that is not normally made by any player and there is a tie (“most Cunning personnel,” “personnel with the highest cost,” etc.) the player who commands the card specifying the selection chooses from each eligible possibility.
Taken from Rulebook.

skills

A personnel “uses” one of his or her skills:

  • When meeting a mission or dilemma requirement, or
  • When you use game text on one of your cards that requires that skill.

For example, a dilemma reads: The most Cunning Science personnel who does not have Treachery is killed. Neither Science nor Treachery is a requirement (because the card is a dilemma and neither skill is in boldface), so neither skill is being used.

If a personnel is not restricted from using a skill, he or she must do so. For example, your Diplomacy personnel faces a dilemma which reads: Unless you have Diplomacy or Telepathy, all your personnel are stopped. Your personnel must use the Diplomacy. For example, in the same situation, your opponent has a personnel at the same mission which reads: While an opponent’s Diplomacy personnel is at this mission, that opponent must discard a card from hand to use that Diplomacy. This text now restricts your Diplomacy personnel from using that skill; you may choose to not discard a card from hand and not use that Diplomacy.

If game text requires you pay a cost to use a personnel’s skills (as a whole), you may use any number of that personnel’s skills at the time you pay the cost. For example: While a Diplomacy personnel is at this mission, that personnel’s owner must discard a card from hand to use his or her skills. If you are completing a mission and have a Diplomacy personnel who could provide three skills in that mission’s requirements, you need only discard one card from hand to use all three of those skills.

from another personnel, all levels of those skills are gained. However, when a personnel gains a single skill from another personnel, only 1 level of the skill is gained. For example: When your personnel is facing a dilemma, he or she gains all skills and attributes on a personnel in your discard pile. If the skills  of the personnel in the discard pile include 2 Diplomacy, the other personnel gains 2 Diplomacy. For example: Order – This personnel gains one skill from one of your captives. If this personnel is gaining Diplomacy from a personnel who has 2 Diplomacy, he or she gains only 1 Diplomacy.

When a skill is lost (subtracted), only one level of that skill is lost. However, when all of a personnel’s skills are lost (subtracted), all levels of those skills are lost.
Taken from Rulebook.

species

Some personnel are members of species which share the same name as an affiliation. Affiliations are always referred to by an icon. Any use of the actual word (Klingon, Romulan, etc.) is a reference to species. For example: if a card required you to command a Affiliation Klingon personnel, a Affiliation Federation Worf would not meet this requirement, despite being Klingon. If a card required you to command a Romulan personnel, a Affiliation Romulan Reman would not meet this requirement, despite being a Affiliation Romulan personnel.

Two personnel are the same species if their species is an exact match. For example: two Alien personnel are the same species, while a Human personnel and a Betaziod/Human personnel are different species.
Taken from Rulebook.

stopped

Stopped cards do not prevent you from taking actions with other unstopped cards with which they are present. For example: you may begin an engagement involving your ship that has stopped personnel aboard, as long as you have enough unstopped personnel aboard to meet any staffing or other requirements. You may attempt a planet mission using your unstopped personnel on that planet; any stopped personnel on the planet are ignored.

When your card is stopped, you do not “lose command” of that card. However, you cannot use stopped cards to satisfy a command requirement. For example, Annexation Drone reads: When you lose command of this personnel, remove it from the game. If Annexation Drone were to be stopped, it would not be removed from the game. However, you could not play a card that required you to command a Borg if Annexation Drone was your only Borg.

Though stopped personnel cannot staff ships, they are still carried along with that it moves (using unstopped personnel to satisfy staffing requirements).

You cannot use the game text, attributes, icons, or any other characteristic of any of your personnel or ships that are stopped. (Though you must still obey the uniqueness rule for any of your stopped unique cards.) For example: “To play this interrupt, you must command an Anthropology personnel.” You cannot play this interrupt if every Anthropology personnel you command is stopped.

You cannot use another card’s text to affect one of your stopped personnel or ships. For example: When your personnel is about to be killed, randomly select another of your personnel present to be killed instead. This game text does not allow your stopped personnel to be killed instead of the personnel about to be killed.

If possible, your stopped cards are included and considered by effects from your opponent’s cards on his or her turn. During your turn, effects from your opponent’s cards may not include or consider your stopped personnel.

Equipment does not become stopped, even if all the personnel present with that equipment are stopped.
Taken from Rulebook.

this mission

When these words are used in the game text of a personnel or a ship, they refer to the mission where that personnel or ship is currently located.
Taken from Rulebook.