I’ve been working on spaceframes for Star Trek Adventures, specifically spaceframes inspired by the huge roster of ships available in Star Trek Online. Like my previous post about spaceframes in the 25th century, this is laying out some default rules for ships in the 26th century, a period later than the events of Star Trek Online but intruding on the Federation nonetheless.
This post originally appeared on my site, Mephit James Blog.
Unless otherwise noted, all the options and changes from the post about the 25th century spaceframes hold here as well. Emergency Medical Holograms are standard, holoemitters are widespread throughout the ship, and there are even more powerful, more advanced torpedoes available with a Talent. On top of that, here are uniquely 26th century options.
Systems and Departments
Just like all eras of play, spaceframes in the 26th century have +3 spread over their six Departments. They have larger ratings for Systems, though, and a design from the year 2500 should have a total of 72 points and a maximum System rating of 14. This leads to some fairly high Target Numbers for ship rolls so players might want to take advantage of the following rule.

Immersive Console Displays
By the year 2500, console interfaces on ships feature projected holograms and intuitive processing that allows a massive amount of data to be displayed effectively. When attempting a Task assisted by a starship, characters may choose to use the Immersive functions of their console. This will lower the Target Number of the ship’s roll by -4 to provide a bonus d20 to the character.
Weapon Options
As in the 25th century, quantum torpedoes are default armaments and starships may have more powerful weaponry with the Advanced Torpedoes Talent. Additionally, the three delivery methods for energy weapons that are provided in the core rulebook (arrays, banks, and cannons) are still in use but increases in efficiency have increased the damage output of each by +1. Additionally, the following two delivery methods are available to spaceframes designed after 2500.
- Lance: Once limited to the Devron- and Yamato-class exploration cruisers, energy lance weapons are now standardized design options and no longer require a special Talent. Lance weapons have a Range category of Medium and their damage is increased by +3. Additionally, these weapons have Piercing 2, Vicious 1, Calibration, and High Yield.
- Turret: The heavier version of cannons, turrets are most often found on large battleships and dreadnoughts. Turret weapons have a Range category of Close and the weapon’s damage is increased by +4.
New Talents
The 26th century is a pretty different world from the time of The Next Generation or Deep Space Nine. These Talents, developed from Mastery abilities in Star Trek Online, can update spaceframes to the technology of the 26th century. These Talents, as well as Advanced Torpedoes, can be added to the list of Talents that ships with the Multirole Explorer, Tactical Operations, or Crisis and Emergency Response Mission Profiles. Obviously military vessels can make use of these Talents, but anyone headed out into the frontier and all the potential enemies out there can benefit from these improvements.

Devastating Weaponry
Requirement: 2500 or later.
As a rule, Starfleet chooses military action as a last result. When it’s required, though, Starfleet’s ships need to be able to stand up against enemy fleets with powerful weapons. The ship’s energy weapons all gain the Devastating Quality (core rulebook p. 232).
Enhanced Hull Plating
Requirement: 2500 or later.
The hulls of 26th-century spaceframes are generally stronger than earlier spaceframes, but this ship’s superstructure is especially resilient. The ship’s Resistance is increased by 1 (as with Improved Hull Integrity) and against energy weapons and radiation sources its increased by a total of 2.
Rapid-Repair Nanites
Requirement: 2500 or later.
Using technology adapted from the Borg, this ship is able to assist its crew in repairing itself. This Talent includes all the benefits of the Improved Damage Control Talent (core rulebook, p. 256) and additionally there is a chance of very rapid repair of ship Breaches. When a character takes the Damage Control Task and is successful, they can immediately spend Momentum to actually remove the Breach instead of just removing the effects of it. The cost for this depends on the current damage Threshold of the System.
Threshold | Momentum Cost |
Damaged | 2 |
Disabled | 4 |
Destroyed | 6 |
Nice rulesets.
Looking forward to the next round of ships – assuming it’s gonna be T3/T4 Cruisers. 🙂