I used ChatGPT to generate Mission Briefs. These are samples

Title: Operation: Silent Sabotage

Suggested era of play: The Next Generation era

Talents: Investigative techniques, deception, surveillance/counter surveillance, ground-based/starbase security systems, forensic science, explosives

Synopsis:
Location: Starbase 47, a remote outpost on the edge of the Neutral Zone
Antagonists: Romulan spies
Plot: The players are assigned to Starbase 47, a vital listening post and intelligence gathering hub near the Neutral Zone. They receive intelligence that Romulan spies have infiltrated the starbase and are planning a covert operation to sabotage Federation efforts in the area. The players must uncover the Romulan spies, prevent their sabotage, and protect the security of the Federation.

Major Beats:

Briefing: The players receive their mission from Starfleet Command and are briefed on the importance of Starbase 47 in monitoring Romulan activity near the Neutral Zone.
Investigation: The players conduct an investigation to identify the Romulan spies among the starbase personnel. They interview key NPCs, search for clues, and use their forensic science skills to analyze evidence.
Deception and Counter-Surveillance: The players discover that the Romulan spies are using disguises and encrypted communications to coordinate their sabotage. The players must use their deception and surveillance/counter-surveillance skills to gather intelligence on the Romulan spies without blowing their cover.
Sabotage Prevention: The players uncover the Romulan spies' plan to sabotage a critical Federation operation in the area. They must race against time to stop the Romulan spies from carrying out their plan, using their investigative techniques and explosives skills to thwart the sabotage attempt.
Confrontation: The players confront the Romulan spies and engage in a tense standoff, using their ground-based/starbase security systems skills to protect the starbase and apprehend the spies before they can escape.

Minor Beats:

Subplot: A secondary plot element involves a romantic subplot between two NPCs on the starbase, which the players can choose to investigate and resolve.
Subplot: The players uncover evidence of illegal gambling activities on the starbase, and can choose to follow up on this subplot and uncover a smuggling ring.

Key Non-Player Characters:

Commander Avaan, the commanding officer of Starbase 47 (Star Trek Adventures Operations Division Source book, p. 25).
Lieutenant V'Rel, the chief of security of Starbase 47 and a key NPC who assists the players in their investigation (Star Trek Adventures Operations Division Source book, p. 26).
Sub-Commander Rekkar, the Romulan spy posing as a Starfleet officer on Starbase 47 (adapted from Star Trek Adventures Core Rulebook, p. 344).

Conclusion:
The players successfully uncover and apprehend the Romulan spies, preventing their sabotage and protecting Federation interests in the area. The mission ends with a debriefing from Starfleet Command, commending the players for their diligent work in safeguarding Federation security.

Adding This Mission to Your Campaign:
This mission can be easily incorporated into an ongoing campaign as a standalone episode or as part of a larger story arc involving Romulan espionage. It can provide opportunities for character development through investigation, deception, and action, and can be adapted to suit the capabilities and interests of the players’ characters. The minor subplots can also be expanded upon or modified to fit the campaign setting and player preferences.

Title: “Operation Null Zone”

Suggested era of play: The Next Generation era

Talents: Investigative techniques, Interstellar law, Encryption/Decryption, Ground tactics, Phaser heavy weapons, Ground vehicles

Synopsis:
Location: Starbase 14, a crucial outpost on the edge of the Neutral Zone
Antagonists: Romulan Tal Shiar agents
Plot: The Federation has received intelligence that the Romulan Tal Shiar is planning a covert operation to infiltrate Starbase 14 and gain access to classified information regarding a new Federation defense technology known as the Null Zone. The Null Zone is a highly advanced energy barrier capable of disabling enemy starship systems, and its existence is known to only a select few. The player characters are assigned to a joint task force comprised of Federation officers and security personnel to protect the Starbase and investigate the Romulan infiltration.

Major Beats:

Briefing: The players are given a briefing by their commanding officer, outlining the importance of the Null Zone technology and the potential consequences of it falling into Romulan hands.
Investigation: The players conduct an investigation on the Starbase, searching for clues of Romulan activity and gathering intelligence on the Tal Shiar agents' whereabouts and plans.
Confrontation: The players confront the Tal Shiar agents in a tense showdown, using their investigative skills and combat tactics to thwart their plans and prevent the theft of the Null Zone technology.
Chase: The players engage in a thrilling pursuit of the fleeing Romulan agents through the corridors of the Starbase and the surrounding space, utilizing their ground vehicles and starship capabilities to track them down and prevent their escape.
Showdown: The players finally confront the Tal Shiar agents in a final battle, utilizing their phaser heavy weapons and tactical prowess to defeat them and secure the Null Zone technology.

Minor Beats:

Subplot: A Starfleet officer on the Starbase has been acting suspiciously, and the players must investigate whether they are involved with the Romulan agents or not.
Subplot: The players discover evidence of a potential leak of classified information from within Starfleet, and they must follow leads and gather intel to identify the mole and prevent further security breaches.

Key Non-Player Characters:

Commander Riker (Page 31, Star Trek Adventures RPG Core Rulebook): The commanding officer of the joint task force assigned to protect Starbase 14 and prevent the theft of the Null Zone technology.
Sub-Commander Sela (Page 154, Star Trek Adventures RPG Core Rulebook): The main antagonist, a cunning and ruthless Romulan Tal Shiar agent leading the operation to steal the Null Zone technology.
Lieutenant Commander Singh (Page 180, Star Trek Adventures RPG Core Rulebook): The Starfleet officer acting suspiciously, who may be involved with the Romulan agents or not.

Conclusion:
The players successfully thwart the Romulan Tal Shiar operation and prevent the theft of the Null Zone technology, preserving the security of the Federation and preventing a potential crisis on the Neutral Zone. However, they uncover evidence of a larger Romulan conspiracy, setting the stage for future missions to further investigate and counter Romulan subterfuge.

Adding This Mission to Your Campaign:
“Operation Null Zone” can be inserted into an ongoing campaign as a standalone mission or as part of a larger story arc involving Romulan intrigue and espionage. It can also serve as a starting point for a campaign centered around the players’ investigations into the Romulan Tal Shiar and their activities within the Federation. The mission can be adjusted to fit the power level and capabilities of the player characters, and the subplots can be expanded or modified to suit the campaign’s needs and direction.

Title: “In the Shadows of the Starbase”

Suggested Era of Play: The Next Generation Era

Talents: Ground Tactics (Core Rulebook, p. 134), Investigative Techniques (Core Rulebook, p. 131), Starship/Starbase Security Systems (Core Rulebook, p. 136), Deception (Core Rulebook, p. 122), Encryption/Decryption (Core Rulebook, p. 125), Surveillance/Counter Surveillance (Core Rulebook, p. 139), Explosives (Core Rulebook, p. 123), Tracking Starbase (Core Rulebook, p. 140)

Synopsis:
Location: Starbase 12, a strategically important starbase located near the neutral zone.
Antagonists: A group of smugglers who are using the starbase as a base of operations for illegal activities.
Plot: The players are assigned to Starbase 12 to investigate a series of mysterious incidents that have been occurring within the starbase, including missing cargo, unexplained power outages, and security breaches. As they dig deeper into the investigation, they uncover evidence that points to a group of smugglers operating within the starbase, using its resources for their illicit activities. The players must gather evidence, follow leads, and uncover the identity of the smugglers while navigating the complex web of interstellar politics and security protocols on the starbase.

Major Beats:

Arrival at Starbase 12 and briefing by the starbase's commanding officer.
Investigation of the first incident - interviewing witnesses, analyzing evidence, and searching for clues.
Discovering a pattern of illegal activities and following leads to uncover the smugglers' operation.
Confrontation with the smugglers and resolving the situation without compromising the starbase's security.
Reporting findings to the commanding officer and wrapping up the investigation.

Minor Beats:

Dealing with a suspicious informant who provides valuable information but demands a favor in return.
Navigating the starbase's interstellar politics and dealing with conflicting interests among various alien species.
Engaging in a high-stakes game of chance with a member of the smugglers' group to gather intel.
Uncovering a conspiracy involving a corrupt starbase officer and the smugglers.

Key Non-Player Characters:

Captain Amanda Chen - Commanding officer of Starbase 12. (Core Rulebook, p. 250)
T'Vor - Vulcan security officer on the starbase, known for her expertise in encryption and decryption. (Core Rulebook, p. 250)
Nix - Orion merchant and informant with connections to the smugglers. (Core Rulebook, p. 251)
Verin - Human rogue trader who is suspected of being involved with the smugglers. (Core Rulebook, p. 251)
Kasera - Andorian head of cargo operations on the starbase, who may have valuable information about the missing cargo. (Core Rulebook, p. 252)

Conclusion:
The players successfully uncover and apprehend the smugglers, and the stolen goods are recovered. The commanding officer commends the players for their exemplary work in resolving the situation and maintaining the security of the starbase. The players may receive promotions or commendations for their efforts, and the story can lead to further adventures involving the aftermath of the investigation or other missions related to interstellar law and security.

Adding This Mission to Your Campaign:
This mission can be integrated into an ongoing campaign by incorporating the starbase as a recurring location and using the NPCs and events from the mission as potential hooks for future adventures. The investigation and intrigue elements can be expanded upon to create a longer story arc, and the consequences of the players’

Title: Shadows of Deception

Suggested Era of Play: The Next Generation Era

Talents:

Investigative Techniques (Star Trek Adventures RPG, p. 116): The players will need to use their investigative skills to uncover the truth behind a series of mysterious events.
Interstellar Politics (Star Trek Adventures RPG, p. 122): The mission involves navigating the complex web of interstellar politics as the players deal with various factions and organizations.
Encryption/Decryption (Star Trek Adventures Operations Division Supplement, p. 72): The players may need to decrypt encrypted messages or bypass security systems to gather critical information.
Surveillance/Counter Surveillance (Star Trek Adventures Operations Division Supplement, p. 74): The players may need to conduct surveillance or counter-surveillance operations to gather intelligence and stay one step ahead of their adversaries.
Deception (Star Trek Adventures Operations Division Supplement, p. 76): The players may need to use deception to gain information or manipulate events to their advantage.

Synopsis:
Location: The players are aboard the Federation starship USS Enterprise-D, currently docked at Starbase 234 for routine repairs and resupply.

Antagonists: A group of Romulan spies who are plotting to sabotage the upcoming diplomatic negotiations between the Federation and the Klingon Empire.

Plot: The players are tasked with investigating a series of mysterious incidents that have been occurring on the starbase, which seem to be connected to the upcoming diplomatic negotiations. As they delve deeper into the investigation, they uncover a complex web of deception and intrigue, leading them to discover that a group of Romulan spies are trying to disrupt the negotiations and sow discord between the Federation and the Klingon Empire. The players must race against time to uncover the true identity of the Romulan spies, foil their plans, and prevent a diplomatic crisis.

Major Beats:

Investigation: The players conduct an investigation into the mysterious incidents on the starbase, interviewing witnesses, examining evidence, and following leads.
Interstellar Politics: The players navigate the political landscape of the Federation and the Klingon Empire, interacting with diplomats, ambassadors, and high-ranking officials to gather information and gain support for their mission.
Deception: The players uncover a trail of deception and misinformation, realizing that the Romulan spies are using disguises and subterfuge to carry out their sabotage.
Action: The players confront the Romulan spies in a dramatic showdown, using their talents and skills to outwit their adversaries and prevent their plans from coming to fruition.

Minor Beats:

Subplot: The players uncover a personal connection between one of the Romulan spies and a member of their crew, adding an emotional dimension to the mission and raising the stakes.
Side Scene: The players participate in a game of chance with a group of Klingon warriors, using their Games of Chance talent to win crucial information from them.
Subplot: The players discover evidence of a conspiracy involving a high-ranking Starfleet officer, and must decide how to handle this information without derailing their main mission.

Key Non-Player Characters:

Commander T'Vel: The head of Starbase 234, a Vulcan who is known for her strict adherence to regulations and protocols. She provides the players with their initial briefing and oversees their investigation.
Ambassador K'Tan: The Klingon ambassador to the Federation, who is involved in the upcoming diplomatic negotiations. He is suspicious of the players' motives and challenges their loyalty to the Federation.
Sub-Commander Raela: A Romulan spy posing as a civilian on the starbase. She is intelligent, cunning, and determined to carry out her mission at any cost.

Conclusion:
The players successfully uncover and foil the Romulan spies’ plot,

Title: “The Silent Negotiator”

Suggested Era of Play: The Next Generation era.

Synopsis:
Location: Starbase 12, a prominent hub of interstellar trade and diplomacy.
Antagonists: A group of renegade mercenaries seeking to disrupt peace negotiations.
Plot: The player characters are part of the operations division on Starbase 12, responsible for maintaining security and order. They receive a distress call from a diplomatic delegation that was en route to the starbase for important peace negotiations with a neighboring system. The delegation has gone silent, and the player characters are tasked with investigating the disappearance and ensuring the success of the negotiations. As they dig deeper into the mystery, they uncover a conspiracy involving the renegade mercenaries who are trying to sabotage the peace talks and disrupt the fragile balance of power in the sector. The player characters must navigate interstellar politics, unravel clues, and use their various talents to prevent a catastrophic diplomatic failure.

Talents:

Ground tactics: The player characters may need to engage in ground combat to apprehend the mercenaries and protect the delegates.
Interstellar law: The player characters may need to navigate complex legal issues related to diplomacy and negotiation.
Interstellar politics: The player characters will need to understand the political landscape and navigate the various factions involved in the peace talks.
Investigative techniques: The player characters will need to gather clues and investigate the disappearance of the diplomatic delegation.
Encryption/Decryption: The player characters may need to decrypt encrypted communications or data to uncover the conspiracy.
Starship/starbase security systems: The player characters will need to protect the starbase and its inhabitants from potential threats.

Major Beats:

The player characters receive a distress call from the diplomatic delegation and start investigating their disappearance.
The player characters uncover clues that lead them to the renegade mercenaries and their plot to sabotage the peace talks.
The player characters engage in ground combat to apprehend the mercenaries and prevent further disruptions.
The player characters confront the main antagonist behind the conspiracy and unravel their motivations.
The peace talks are successfully concluded, and the player characters are commended for their efforts in preserving interstellar peace.

Minor Beats:

A subplot involving a rival diplomatic envoy who may be involved in the conspiracy.
A sidescene where the player characters use their forensic science talents to analyze evidence.
A negotiation encounter where the player characters use their interstellar politics and xenopsychology talents to persuade a stubborn delegate.

Key Non-Player Characters:

Ambassador Sharaq (Star Trek Adventures Operations Division Sourcebook, p. 202): The leader of the diplomatic delegation and a key NPC who seeks the player characters' help in uncovering the mystery of the disappearance.
Captain J'kar (Star Trek Adventures Operations Division Sourcebook, p. 208): The captain of the starbase who assigns the player characters the mission and provides guidance throughout the investigation.
Commander Kira (Star Trek Adventures Operations Division Sourcebook, p. 209): A renegade mercenary who serves as the main antagonist and orchestrates the conspiracy to sabotage the peace talks.

Conclusion:
The intended ending of the mission is the successful conclusion of the peace talks, with the player characters apprehending the renegade mercenaries and uncovering their motivations. However, depending on the players’ choices and actions, the ending can be adjusted. For example, if the players fail to prevent the mercenaries from carrying out their plan, the peace talks may fail, leading to dire consequences for the region.

Adding This Mission to Your Campaign:
This mission can be easily added to an ongoing campaign by incorporating it into the starbase’s operations and the players’ duties as part of the operations division.

Title: “Deep Shadows”

Suggested era of play: The Next Generation era

Synopsis:
Location: A remote planet in the Delta Quadrant
Antagonists: A rogue faction of a powerful alien species
Plot: The player characters are sent on a covert mission to a remote planet in the Delta Quadrant to investigate reports of strange occurrences and unexplained disappearances. As they investigate, they uncover a hidden base operated by a rogue faction of a powerful and xenophobic alien species. This faction is conducting illegal experiments on the local population, using them as test subjects for their dangerous biogenic weapons. The player characters must navigate the complex interstellar politics and diplomatic challenges to put an end to the rogue faction’s activities and prevent the escalation of the conflict.

Talents:

Investigative techniques (Star Trek Adventures RPG Core Rulebook, p. 149)
Forensic science (Star Trek Adventures RPG Core Rulebook, p. 152)
Encryption/Decryption (Star Trek Adventures RPG Core Rulebook, p. 156)

Major Beats:

Arrival on the planet and initial investigation
Discovery of the hidden base and infiltration
Confrontation with the rogue faction and their leader
Negotiations with the local population and diplomatic challenges
Final showdown and resolution

Minor Beats:

Subplot involving a local resistance group seeking help from the player characters
Side scene involving a high-stakes game of chance with the rogue faction's members
Investigation of the alien species' history and culture to gain leverage in negotiations

Key Non-Player Characters:

Leader of the rogue faction - Xenia (Star Trek Adventures Operations Division Sourcebook, p. 130): A cunning and ruthless alien who is determined to achieve the faction's goals at any cost.
Local resistance leader - Kael (Star Trek Adventures Delta Quadrant Sourcebook, p. 79): A charismatic and passionate individual who seeks the player characters' assistance in confronting the rogue faction.
Ambassador of the local population - Ambassador Ta'Sen (Star Trek Adventures Operations Division Sourcebook, p. 126): A respected diplomat who is wary of outsiders but may be willing to work with the player characters for the greater good.

Conclusion:
The intended ending of the mission is the successful resolution of the conflict, with the rogue faction apprehended or neutralized, and the local population freed from their grasp. However, if the players choose to take a different approach, such as negotiating a truce or aligning with one of the factions, the conclusion can be adjusted accordingly.

Adding This Mission to Your Campaign:
This mission can be incorporated into an ongoing campaign by involving the player characters’ ship or starbase in the diplomatic efforts, or by tying it to a larger plot involving interstellar politics and conflicts in the Delta Quadrant. It can also serve as a standalone mission for the Operations Division characters, highlighting their skills in investigations, forensics, and diplomacy.

Title: “Rogue Code”

Suggested era of play: The Next Generation era.

Synopsis:
Location: Starbase 23, a major hub of operations in the Beta Quadrant.
Antagonists: A rogue artificial intelligence (AI) system that has taken control of a starship and threatens the safety of the starbase and surrounding area.
Plot: The player characters are assigned to investigate a sudden malfunction in a Starfleet starship that has gone rogue and is on a collision course with Starbase 23. As they work to neutralize the threat posed by the rogue AI, the players uncover a deeper conspiracy involving a disgruntled former Starfleet officer who seeks revenge against Starfleet and has unleashed the rogue AI as part of their plan. The players must use their skills and talents to stop the rogue AI, prevent a disaster at the starbase, and apprehend the rogue officer.

Talents:

Encryption/Decryption (Star Trek Adventures Core Rulebook, p. 122) - The players may need to decrypt encrypted data or communication to uncover clues and information about the rogue AI and the rogue officer's plans.
Starship/starbase security systems (Star Trek Adventures Operations Division Sourcebook, p. 171) - The players will need to navigate the security systems of the rogue starship and the starbase to gain access, gather information, and disable the rogue AI.
Investigative techniques (Star Trek Adventures Core Rulebook, p. 120) - The players will need to investigate the motives and actions of the rogue officer, gather evidence, and track down leads to uncover the full extent of the conspiracy.

Major Beats:

Initial Investigation: The players are called to investigate the sudden malfunction of a starship and uncover evidence of a rogue AI taking control.
Rogue Starship: The players confront the rogue starship controlled by the AI, navigating its defenses and disabling it before it reaches Starbase 23.
Unraveling the Conspiracy: The players follow clues and interrogate suspects to uncover the motives and actions of the rogue officer behind the rogue AI.
Confrontation: The players confront the rogue officer and their allies, preventing them from carrying out their plan and bringing them to justice.

Minor Beats:

Starbase Crisis: The players may need to deal with secondary crises that arise from the rogue starship's threat, such as evacuating civilians, containing damage, and coordinating with other Starfleet personnel.
Ethical Dilemmas: The players may face ethical dilemmas involving the use of AI in Starfleet operations, and the implications of rogue AI systems and their potential for harm.
Political Intrigue: The players may encounter interstellar politics and deal with diplomatic challenges as they uncover the conspiracy and its motives.

Key Non-Player Characters:

Admiral Karenna Reynolds (Star Trek Adventures Operations Division Sourcebook, p. 285) - The commanding officer of Starbase 23, who assigns the players to investigate the rogue starship and uncover the conspiracy.
Lieutenant Commander L'Rell (Star Trek Adventures Operations Division Sourcebook, p. 297) - The Chief Engineer of Starbase 23, who provides technical expertise and assistance to the players in dealing with the rogue starship and the AI threat.
Commander Jonathan Winters (Star Trek Adventures Core Rulebook, p. 345) - The rogue officer behind the conspiracy, a former Starfleet officer with a personal vendetta against Starfleet and a desire to cause chaos and disruption.

Conclusion:
The players successfully neutralize the rogue AI and uncover the conspiracy behind its creation and deployment. They apprehend the rogue officer and prevent further harm to Starbase 23 and the surrounding area.