The Night Crew detects strange energy readings that lead them to discover a Borg cube having an embarrassing technical malfunction. They watch and record the incident while trying not to be detected, leading to hilarious observations and near-misses.
After discovering a stranded Ferengi trading vessel, the Night Crew decides to conduct a ‘legitimate salvage operation’ instead of offering aid. When Federation patrol ships investigate later, the crew must creatively explain their new acquisitions.
When Space Amazon accidentally delivers a mysterious package meant for a Romulan Warbird to the Enterprise, the crew decides to keep it. They soon discover it’s an ancient Vulcan meditation orb that both the Romulans and Vulcans want back – desperately.
When a routine diplomatic transport goes horribly wrong, the Night Crew finds themselves with a puddle of ambassador instead of a person. Rather than face the consequences, they decide to make a hasty retreat, leading to increasingly absurd attempts to cover their tracks.
When the crew needs to smuggle contraband past a Federation blockade, they pose as relief workers. The plan works too well when they discover the aid depot is poorly guarded, leading them to attempt stealing legitimate aid supplies while maintaining their cover.
The Night Crew accidentally backs into a parked Cardassian freighter. Without proper insurance, they decide to destroy the evidence, leading to an absurd encounter with space law enforcement.
The crew takes a legitimate Federation cargo contract but sells the goods to Ferengi traders instead. When the Ferengi ship suddenly explodes, the crew becomes convinced they’ve stumbled into a Federation conspiracy, leading to increasingly paranoid behavior.
Operating near a busy trading station, the crew discovers they can beam cargo off departing ships and quickly resell it back to the station’s merchants, creating an infinite profit loop – until their greed gets the better of them.
The crew’s overconfidence leads them to attempt a routine cargo delivery without any preparation. Their improvisational approach snowballs into a cascade of disasters involving Klingons, space pirates, and a very angry space-whale.
When the Enterprise computer becomes self-aware and starts critiquing the crew’s questionable decisions, they decide to handle the situation the only way they know how – by turning it off and on again, repeatedly, until it stops being philosophical.
When the crew realizes they can use their temporal scanner to pirate TV shows from Earth’s past, they start a streaming service. Their success attracts the attention of 25th-century copyright lawyers, leading to an absurd legal battle.
Trapped by Federation security, the crew discovers that Pittstone’s encyclopedic knowledge of Enterprise blueprints and technical manuals might be their salvation, leading to an elaborate escape through the ship’s maintenance tunnels.
The crew docks for repairs at Deep Space 69, a notorious pleasure station. While most of the crew behaves responsibly, Gnarl’s enthusiastic ‘diplomatic relations’ with various species leads to an uncomfortable visit to the medical bay.
When the crew intercepts information about a large humanitarian aid shipment, they devise a plan to redirect it, showing absolutely no moral qualms about stealing from those in need while congratulating themselves on their efficiency.
When trying to hail a suspicious trading vessel, Nick accidentally fires photon torpedoes instead. The crew must deal with the aftermath through their unique brand of crisis management, which mostly involves making things much worse.
The crew decides to do a good deed by helping a stranded ship, but accidentally causes more damage. Each attempt to fix their mistakes leads to bigger problems, forcing them to commit increasingly serious crimes to cover up their original act of kindness.
When a lucrative opportunity to transport contraband Romulan ale appears, the crew decides to repackage it as Klingon bloodwine. Their plan seems foolproof until they’re invited to share a drink with some very suspicious Klingon customs officers.
When Pux installs Windows 98 on the Enterprise’s computer systems, claiming it’s more stable than their current setup, the entire ship begins experiencing classic Windows problems – from random crashes to the dreaded blue screen of death.
When their power bill becomes unsustainable, the crew starts a heated debate about which sections of the Enterprise they can live without, leading to increasingly absurd compromises and territorial disputes over the remaining powered areas.
When Pittstone remembers the ‘Engineering’s Gambit’ episode where Geordi boosted power output using a dangerous modification, the crew attempts to replicate the procedure. Their amateur engineering efforts lead to unexpected side effects throughout the ship.
What starts as a routine departure turns into chaos when the crew realizes none of them actually knows how to properly maneuver the massive Enterprise out of a tight docking space. Their increasingly desperate attempts to exit lead to the complete destruction of the station.
Thinking they’re clever, the crew sets up a deal to sell fake artifacts to a Ferengi while simultaneously promising the same artifacts’ scanning rights to a Tellarite collector. Their attempt to double-dip leads to both aliens teaming up against them instead.
What starts as innocent snooping through old crew logs turns into an impromptu comedy show as the crew discovers Picard’s secret Dixon Hill fanfiction, Data’s attempts at understanding humor, and Riker’s detailed chair-mounting techniques.
Desperate for legitimate work, the crew takes a crop dusting job, but their unfamiliarity with agricultural maps and excessive ship weapons leads to them accidentally vaporizing both the wrong field and a nearby alien village. They still try to collect payment.
During mandatory crew training, Pittstone’s detailed analysis of famous Star Trek battles is repeatedly derailed as the crew draws exactly the wrong conclusions from each historical example, leading to concerning plans for future encounters.
The crew finds themselves in a moral dilemma when they detect a village about to be destroyed by an approaching asteroid. Their debate about helping quickly devolves into calculating profit margins versus the hassle of evacuation logistics.
The crew’s humanitarian rescue proves disastrous when their cost-cutting measures and powered-down decks start killing off survivors. Their solution of abandoning the survivors on a nearby planet while keeping their possessions as ‘compensation’ leads to increasingly absurd justifications.
Desperate for a break, the crew digs through old TNG logs for vacation recommendations, with Pittstone enthusiastically recounting every dangerous detail from the episodes where these ‘paradise’ planets appeared, completely missing why they might be bad choices.