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Space Stations – Part I

Image © Paramount Pictures

One thing missing from Star Trek Adventures is rules for space stations. The book discusses starships, space stations, and colonies but it only gives stats for vessels. This is fine for most cases (a starbase will be more of a location than an element in a lot of campaign models) but for campaigns looking to emulate the station cres of Deep Space Nine this is insufficient. To fill this gap, Jester and I have some new rules for you!

Steps in Space Station Design

  1. Commissioning Date: When was the space station first constructed and operational? Older stations have more character but also more quirks.
  2. Station Frames: What is the station’s design? Designs can be modified but, like starships, starbases tend to follow a standardized blueprint.
  3. Mission Profile: What is the primary mandate of the  station? This will modify the frame’s abilities to better equip it for the tasks it’s likely to come across.
  4. Refits: How many improvements and upgrades has the  station undergone? Older bases need to be refitted about every ten years to keep up with improving technologies.
  5. Putting It All Together: The finishing touches of space station design involve checking to make sure everything is balanced and finished.

Commissioning Date

Like starships, a station such as a starbase are built to last and refit periodically to maintain their integrity and effectiveness. Because they are stationary, though, space stations can last much longer than starships and still be effective parts of the fleets they support. Refits happen every ten years – just as with starships

Traits

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

Image © CBS

Station Frame

Station frames are just like spaceframes for starships but they come in more varieties and tend to be custom-fit to the particular need of the area since they are immobile. Below are a few  station frames for the Federation that can be adjusted according to the needs of the campaign.

Station Scale

Space  stations can be any scale from 7 up to 11. Larger stations have more Crew Support (see page 217 of Star Trek Adventures) Regardless of their size, stations typically have a  tractor beam strength of 5: emitters have a finite strength and the tractor beams or most stations are designed for aiding with docking or recovering disabled ships, not towing ships for long distances.  Weapons on  stations are identical to those on starships (see page 231 of Star Trek Adventures) and not significantly more powerful. However, the size of most stations allows multiple weapon platforms to simultaneously lock onto a single target

On the other hand, large  stations are difficult to manage as they are effectively cities in space. While external engagements are easier, internal security concerns get more complicated since there are more people onboard, more places to hide, and more subsystems to check. Effectively, these turn into Extended Tasks (see page 90-91 of Star Trek Adventures) with a Work track according to the table below. This means a starbase at Scale 7 has no Work track (just like a starship of Scale 7) while a Scale 11 station like Earth Spacedock has a Work track of 12. This represents the deck-by-deck searching and arduous rechecking of resources in the huge structure and applies to anything where the station’s scale could be a detriment including finding intruders, stopping a computer virus, and evacuating population.

Station Scale Work Track Station Scale Work Track
7 0 10 9
8 3 11 12
9 6 12 15

Example: Data and Worf are trying to find a saboteur hiding somewhere in the Tharsis Shipyards above Mars, a Scale 9 station. They managed to get a genetic sample of the intruder after a firefight but then they slipped into the crowd again. Still, Data can run the sample through station’s internal sensors and find the intruder but because of the station’s size it will be an Extended Task with 6 Work. Good thing Worf is here to speed things along.

Supporting Characters: Civilians

Given the high number of non-Starfleet personnel on a space station, Supporting Characters need not be the highly trained officers found on starships. Instead, Supporting Characters could be friends and family members, or even the owners of businesses operating on the station.

Civilian Supporting Characters are created as per the rules in Star Trek Adventures pages 133-135, only they have Attributes of 9, 9, 8, 8, 7, and 7 and Disciplines of  3, 3, 2, 2, 1, and 1. However, when they are reintroduced, they can choose to increase an Attribute and Discipline twice. The character still cannot increase the same Attribute or Discipline more than once.

Image © CBS

Reactor vs. Engines

Space  stations have maneuvering impulse drives sometimes but not real engines in the sense that starships do. Instead of an Engines System rating,  stations rely on Reactor which can be thought of it much the same way. If there is a task described for a starship that doesn’t involve impulse or warp drives but which relies on Engines you can use Reactor instead. Likewise, a station’s Power rating is equal to Reactor and any Talent that would increase Engines increases Power instead.

A character might use a station’s Reactor rating when…

A character may use Reactor with…

Reactor Tasks

The following Tasks can be undertaken by characters who are in the Engineering or Operations role.

Reactor Damage

Damage to the station’s reactors reduce its ability to generate power and maintain systems. The effects of damage to a station’s Reactor’s is identical to damage to a starship’s Engines.

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