These are not complete custom scenario rules. These are simple rules which can be added. As I make more i will simple edit this post. Feel free to make comments.
Crew that are played onto the bridge of a ship of a different faction then themselves lower the stat bar by -1 to a minimum of 0. On stat bars which have a value of X, determine what the value of X is first before applying the -1. This represents the fact that characters of different factions are mainly trained to handel ships there faction owns. The action/effect the character card gives when they play are unaffected. Starter ships do not cause a faction penalty.
Ex: A Federation faction character with a stat bar of +1, +2, +0, +0 goes onto a klingon ship, due to his/her unfamiliarity with the alien ship could only be effective enough to give a +0,+1,+0,+0.
Character cards which have the rank of: Commander, Captain, and Dai Mon when on the bridge of a ship of the same faction as themselves; allows characters of a different faction to ignore the -1 penalty.
For those that dislike the auto win of gaining influence cards when drawn and wanting to show how influential they can be outside klingon space; we have Influence Buying. This removes Influence cards from the space deck and you set it up on the side face down. A player can buy a random influence card by trading in 100 Victory points worth in missions, ships, and events. they may only buy one influence per turn and no refund in Victory points if the player payed more than 100. Victory point cards traded in get shuffled back into the space deck. Players are still restricted to only 1 influence unless they gain or already have the influence which allows a second one.
Note that the flip effect of the influence card stating you can choose to put it back into the space deck or put it into your points area and keep it changes the word "Space deck" to "Influence stack". And when you decided to get a new influence and you already have one and do not gain the influence which allows a second one or you get rid of your influence; means the one you already have goes back into the Influence stack.
In order to insure influence cards can be affected by events, if you are not playing the Klingon Civil War secenario, you will need to add in the event "Federation Blockade" from said scenario into the space deck.
The Risk of Being Blown Up
Right now there is no actual risk of being blown up; you buy what you need then you go explore, if you die turn ends and you get an ensign...thats it. There is no risk to not exploring after turn 3. So here are some risks that you can have in your games:
A] If your ship gets blown up, you lose your next turn as Starbase tries to bring your hulk back to be repaired. If your turn hasnt occured when you blow up then that is the turn you lose. You will not be considered an exploring player (for events requring more than one player), or involved with the WAR events until your turn has been skipped.
B] For added risk; the player that blows up trashes/discards (your choice of lethality) a random crewman from his bridge and hand as the crewman became injured during the attack.
C] For the extreme; you lose your ship. It can be done in two ways: Either the flagship your using (if its not a starter) gets randomly shuffled into the space deck, or it goes to your points pile and your starter ship becomes your flagship. This will extend most games for much longer in some cases as starter ships may become a hinderance late game.
Time Difference in Space
As mentioned above, there is apparantly no time delay to visiting Starbase and going out into the unknown. This will give players a choice: Stop at starbase to buy/recruit, or go out into the unknown and explore:
If the player decides to visit starbase, they can do anything that can be done at starbase (buy/recruit/repair, and searches), but as they need to spend time at starbase they can no long explore unless they get something which allows them +1 explore (nothing yet but who knows with expansions). If they decide to go out and explore, then they have decided to skip starbase and go out into the unknown. They will not be able to do any actions involving starbase (unless of course this game decides to expand and get a "buy" action).
Klingon faction only ships
This replaces all scenario starter/encounterable ships with klingon ships:
1) All starter ships are replaced with the Klingon Civil War scenario starter ships with the following change: Klingong starter ships have no abilities.
2) Remove all starships from the space deck except for the Klingon Faction ships. Replace them with the Klingon Ally Ships. Their stats are changed as follows:
a] The ally ships have no abilities. When encountering them they are treated as per standard scenario ship encounter rules not the ally rules. (so you can use diplomacy to make them your flagship)
b] The ally ships' defense stat bars change as follows: 25 victory point ships have 8 defense, 50 victory point ships have defense 9, and 75 victory point ships have 9 defense