Starbases for Star Trek Adventures

by TCArknight

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Starbase Creation
for Star Trek Adventures

Credits

People
  • Modiphius, without whom such a fantastic game wouldn't be possible!
  • All those on the modiphius boards who contributed to the discussion on Starbase Mission Profiles (Especially: Ssiron, MisterX, StephenBirks, Modiphius-Nathan (for the insight into existing starbase designs), and others)
Websites

Overview on Creating

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This is a test of the Combat Die: 3 A

Starbase Frameworks

Federation Starbases

Testing text

G Class Station
G Class Station

Entered Service:
Overview:
Capabilities:

Traits
  • Federation Station
Systems
Comms 8 Engines 6 Structure 8
Computers 8 Sensors 9 Weapons 6
Departments
Command +1 Security - Science +1
Conn - Engineering +1 Medicine -

Scale: 4
Docking Capacity: 2 (Scale 2)

Attacks
  • Phaser Banks
  • Tractor Beam (Strength 3)
Talents

Advanced Sensor Suite
Rugged Design

J Class Station
J Class Station

Entered Service:
Overview:
Capabilities:

Traits
  • Federation Station
Systems
Comms 8 Engines 8 Structure 10
Computers 8 Sensors 8 Weapons 9
Departments
Command +1 Security +1 Science -
Conn - Engineering - Medicine +1

Scale: 5
Docking Capacity: 2 (Scale 2)

Attacks
  • Phaser Banks
  • Photon Torpedoes
  • Tractor Beam (Strength 4)
Talents
  • Enhanced Defense Grid
  • Firebase
  • Sturdy Construction
Kepler Class Station
Kepler Class Station

Entered Service:
Overview:
Capabilities:

Traits
  • Federation Station
Systems
Comms 8 Engines 7 Structure 10
Computers 8 Sensors 8 Weapons 9
Departments
Command +1 Security +1 Science -
Conn - Engineering - Medicine +1

Scale: 5
Docking Capacity: 2 (Scale 2)

Attacks
  • Phaser Banks
  • Photon Torpedoes
  • Tractor Beam (Strength 4)
Talents
  • Advanced Sensor Suite
  • Sturdy Construction
Helios Class Station
Helios Class Station

Entered Service:
Overview:
Capabilities:

Traits
  • Federation Station
Systems
Comms 10 Engines 10 Structure 12
Computers 10 Sensors 9 Weapons 8
Departments
Command +1 Security - Science +1
Conn - Engineering +1 Medicine -

Scale: 12
Docking Capacity: 6 (Scale 6)

Attacks
  • Phaser Array
  • Photon Torpedoes
  • Tractor Beam (Strength 4)
Talents
  • Advanced Sensor Suite
  • Advanced Sickbay
  • Modular Laboratories
Copernicus Class Station
Copernicus Class Station

Entered Service:
Overview:
Capabilities:

Traits
  • Federation Station
Systems
Comms 10 Engines 11 Structure 14
Computers 11 Sensors 10 Weapons 10
Departments
Command +1 Security +1 Science -
Conn - Engineering - Medicine +1

Scale: 10
Docking Capacity: 5 (Scale 5)

Attacks
  • Phaser Array
  • Photon Torpedoes
  • Tractor Beam (Strength 5)
Talents
  • Extensive Shuttlebays
  • Modular Laboratories
  • Rugged Design
Sigma Class Station
Sigma Class Station

Entered Service:
Overview:
Capabilities:

Traits
  • Federation Station
Systems
Comms 11 Engines 9 Structure 10
Computers 9 Sensors 10 Weapons 9
Departments
Command +1 Security - Science -
Conn - Engineering +1 Medicine +1

Scale: 8
Docking Capacity: 4 (Scale 4)

Attacks
  • Phaser Array
  • Photon Torpedoes
  • Tractor Beam (Strength 5)
Talents
  • Advanced Sensor Suite
  • Extensive Shuttlebays
  • Modular Laboratories
  • Rugged Design
Stardock Class Station
Stardock Class Station

Entered Service:
Overview:
Capabilities:

Traits
  • Federation Station
Systems
Comms 11 Engines 11 Structure 14
Computers 12 Sensors 10 Weapons 11
Departments
Command +1 Security +1 Science -
Conn - Engineering - Medicine +1

Scale: 14
Docking Capacity: 21 (Scale 9)

Attacks
  • Phaser Array
  • Photon Torpedoes
  • Tractor Beam (Strength 5)
Talents
  • Docking Capacity (Factored Above)
  • Repair Crews
  • Sturdy Construction

Klingon Starbases

testing text

Ty'Gokor Class Station
Ty'Gokor Class Station

Entered Service:
Overview:
Capabilities:

Traits
  • Klingon Station
Systems
Comms 9 Engines 9 Structure 12
Computers 10 Sensors 9 Weapons 10
Departments
Command +1 Security +1 Science -
Conn - Engineering +1 Medicine -

Scale: 8
Docking Capacity: 4 (Scale 4)

Attacks
  • Disruptor Banks
  • Photon Torpedoes
  • Tractor Beam (Strength 5)
Talents
  • Rugged Design
  • Sturdy Construction
Ejyowaw Class Station
Ejyowaw Class Station

Entered Service:
Overview:
Capabilities:

Traits
  • Klingon Station
Systems
Comms 10 Engines 10 Structure 14
Computers 9 Sensors 9 Weapons 12
Departments
Command +1 Security +1 Science -
Conn - Engineering +1 Medicine -

Scale: 10
Docking Capacity: 5 (Scale 5)

Attacks
  • Disruptor Banks
  • Distuptor Cannons
  • Photon Torpedoes
  • Tractor Beam (Strength 5)
Talents
  • Enhanced Defense Grid
  • Firebase
  • Sturdy Construction

Romulan Starbases

testing text

Algeron Class Station
Algeron Class Station

Entered Service:
Overview:
Capabilities:

Traits
  • Romulan Station
Systems
Comms 10 Engines 10 Structure 10
Computers 9 Sensors 9 Weapons 8
Departments
Command +1 Security +1 Science -
Conn - Engineering +1 Medicine -

Scale: 8
Docking Capacity: 12 (Scale 6)

Attacks
  • Disruptor Banks
  • Photon Torpedoes
  • Tractor Beam (Strength 5)
Talents
  • Docking Capacity (Factored Above)
  • Sturdy Construction

Cardassian Starbases

testing text

Kelvas Class Station
Kelvas Class Repair Station

Entered Service:
Overview:
Capabilities:

Traits
  • Cardassian Station
Systems
Comms 10 Engines 9 Structure 12
Computers 9 Sensors 9 Weapons 10
Departments
Command +1 Security +1 Science -
Conn - Engineering +1 Medicine -

Scale: 15
Docking Capacity: 22 (Scale 15)

Attacks
  • Disruptor Banks
  • Photon Torpedoes
  • Tractor Beam (Strength 5)
Talents
  • Docking Capacity (Factored Above)
  • Repair Crews
  • Sturdy Construction

Duty Profiles

Much like Mission Profiles for Starships, Duty Profiles represent the type of nission or duty the starbase is engaged in. It is not always one hundred percent constant either. It can change as the purpose of the base changes, or if the base is moved/or rebuilt/redesigned with new technologies.

Administration

description here

Departments
Command 3 Security 2 Science 2
Conn 1 Engineering 2 Medicine 2
Talents

Select one of the following Talents:

  • Diplomatic Suites
  • Electronic Warfare Systems
  • Extensive Shuttlebays
  • Sector Command

Commerce and Recreation

description here

Departments
Command 2 Security 2 Science 2
Conn 3 Engineering 2 Medicine 1
Talents

Select one of the following Talents:

  • Diplomatic Suites
  • Docking Capacity
  • Extensive Shuttlebays
  • Rugged Design

Support and Maintenance

Description here

Departments
Command 1 Security 2 Science 2
Conn 2 Engineering 3 Medicine 2
Talents

Select one of the following Talents:

  • Backup EPS Conduits
  • Docking Capacity
  • High Resolution Sensors
  • Improved Power Systems
  • Repair Crews

Strategic Defense

Description here

Departments
Command 2 Security 3 Science 1
Conn 2 Engineering 2 Medicine 2
Talents

Select one of the following Talents:

  • Enhanced Defense Grid
  • Fast Targeting Systems
  • Firebase
  • Improved Damage Control
  • Sturdy Construction

Research / Observation

Description here

Departments
Command 2 Security 1 Science 3
Conn 2 Engineering 2 Medicine 2
Talents

Select one of the following Talents:

  • Advanced Research Facilities
  • Advanced Sensor Suites
  • Dedicated Personnel (Science)
  • High Resolution Sensors
  • Modular Laboratories

Emergency Supply Depot

description here

Departments
Command 2 Security 2 Science 2
Conn 2 Engineering 1 Medicine 3
Talents

Select one of the following Talents:

  • Advanced Sickbay
  • Dedicated Personnel (Medical)
  • Emergency Medical Hologram
  • Extensive Shuttlebays
  • Modular Laboratories

Deep Space

Description here

Departments
Command 2 Security 2 Science 2
Conn 2 Engineering 2 Medicine 2
Talents

Select one of the following Talents:

  • Improved Hull Integrity
  • Improved Power Systems
  • Rugged Design
  • Redundant Systems
  • Secondary Reactors
  • Sturdy Construction

Starbase Traits and Talents

Traits

Many long-lived space stations have Traits representing quirks of wiring and older systems underlying newer ones. Some example Traits are suggested below.

Ancient Design

The station was built a long time ago, possibly more than a century! While it has received continuous refits to keep it in operation, the station has a lot of quirks and is often causing issues for the station’s engineering staff and operations crew. On the other hand, its older system can make it very difficult for would-be saboteurs to make sense of and it can have old-fashioned methods of communication, power distribution, or other systems that are hard for enemies to anticipate and counter.

Converted Station

The starbase was once something completely different, such as a civilian station that became a Starfleet outpost, an existing station given to Starfleet when a new species joins the Federation, or even an alien station converted to Starfleet systems like Deep Space Nine. The station’s former purpose still creeps in from time to time and the seams between the original systems and the newer ones sometimes show and cause issues. If it’s former life was a military function, there may be hazards and traps lying in wait. On the other hand, the station can still operate like it used to which might come in handy in different situations.

Interstellar Crossroads

While planets are the usual meeting place for alien species, some space stations are well-located at the intersection of important systems or near an important site, that they attract large crowds and always have a variety of different ships docked at them. Traders and salvage vessels hoping to sell some wares while they refuel are a common sight.These crossroads stations often have visitors that cause trouble but these same visitors can provide surprising solutions and exciting opportunities.

Remote Outpost

Being in an out-of-the-way location, the space station is built to be self-sufficient and can function very well on its own without much contact with the rest of its fleet. These are often constructed in areas where planetary bases are not an option, such as the edge of Federation space or regions with few inhabitable planets. It can serve as a forward operating base in times of crisis, handle influxes of refugees, and even maintain a working base of operations if the region of space is cut off for some reason. On the other hand, a remote outpost might have systems overdue for servicing and run low on supplies since it is outside of the normal operating routes of friendly starships.

Border Outpost

At the fringes of Federation space, these space stations are situated nearby foreign powers such as the Klingon Empire or Tholian Assembly, as well as along the Romulan Neutral Zone. Designed to be the first line of defence and provide advanced warning of hostile action, they are often equipped with heavy offensive capabilities and powerful long range sensors. Because of their location and purpose, these stations often have redundant systems, increased internal security, and computer systems with augmented firewall and encryption. Alternatively, they may serve as a subspace relay and have increased communication capabilities.

Starbase Talents

The following Talents are intended for space stations and don’t apply as well to starships.

Advanced Subspace Array

Prerequisite: Space Station or GM’s Permission

The station is equipped with subspace antennae and relay servers to act as a go-between for allied ships in the area. When the space station makes a Communications roll to assist a crew member and Momentum is spent to add a d20, one die may be re-rolled.

Commercial District

Prerequisite: Space Station or GM’s Permission

The station has retail shops or a marketplace, allowing quick and easy access to non-standard equipment. Once per mission, you can reduce the Opportunity Cost of an item by 2, or the cost of two items by 1. Items acquired through this talent cannot have an Escalation Cost greater than 1.

Expanded Civilian Quarters

Prerequisite: Space Station or GM’s Permission

The station’s Crew Support increases by 2. However, at least two support characters in each mission must be civilians and not Starfleet officers or personnel.

Improved Traffic Systems

Prerequisite: Command 2+, Conn 2+; Space Station or GM’s Permission

The space station is equipped with a powerful navigation system to deal with all the traffic constantly arriving and leaving. Whenever someone attempts a Task to move or maneuver a starship in the same system as the station, if the Difficulty would be increased because of obstacles or hazards they can reduce the Difficulty by 1 (to a minimum of the Task’s normal Difficulty).

Large Cargo Bays

Prerequisite: Space Station or GM’s Permission

The station can store substantial quantities of cargo, making it easy to find random objects. When creating an Advantage through having a particular object or material, the Momentum cost to creature an Advantage is reduced by 1. In addition, when the station suffers a Breach to its Structure, a character can spend one Momentum (Immediate) to have the Breach instead target the cargo bay. This negates out the Breach, but this talent can’t be used again for the rest of the mission.

Manufacturing Stations

Prerequisite: Space Station or GM’s Permission

The station is equipped with large scale replicators and construction equipment for the manufacturing of starships. These can also be used to repair damage to the station. When attempting a Task to repair a Damaged or Disabled system, one d20 can be rerolled.

Multi-Emitter Tractor Beams

Prerequisite: Space Station or GM’s Permission

The station is capable of locking onto a target with multiple tractor beams at once. When you succeed the Tractor Beam Task (see Star Trek Adventures Core Rulebook page 223) you can spend Momentum to increase the strength of the tractor beam by +1, plus an additional +1 for each Momentum spent (Repeatable), to a maximum of the station’s Scale minus 1.

Orbital Position

Prerequisite: Space Station or GM’s Permission

Stations like Earth Spacedock or Deep Space Nine are in positions that necessarily focus their crew’s attention on a particular planet (Earth and Bajor, respectively). Your station is in a similar situation where its crew and systems are optimized to operate when trained on that world. Any Task where the station assists a crew member with its Sensors (including the Transporters Task) or Communications (including the all of the Communications Tasks listed on pages 223-224 of Star Trek Adventures) have a permanent Advantage when used for targets on that planet or in near orbit.

Redundant Personnel

Prerequisite: Space Station or GM’s Permission

The additional officers available in a space station allows crew to always be prepared for unexpected situation and for contingencies in place should the unexpected occur. When a character uses the Ready Task, in place of a Task a Supporting Character on the station can trigger the readied Task. The Supporting Character can do this even if uncontrolled.

 

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