I’m back today with more spaceframes inspired by Star Trek Online, these ones variants of two of the most iconic starship designs in the Star Trek universe: the Galaxy class from The Next Generation and the Intrepid class from Voyager. These are some impressive spaceframes already that have seen a lot of use in games that I’ve played in, but today I bring you some innovative variants for use in your Star Trek Adventures game!
This post originally appeared on my site, Mephit James’ Blog. Special thanks to Takeshi Yamato for all his help with the designs here.
You know the Galaxy-class exploration cruiser, it’s the U.S.S. Enterprise-D. There’s no replacing the original series years but the modern Star Trek era began with the launch of Star Trek: The Next Generation and with the premier of Star Trek: Picard coming up the Enterprise-D is warping back into people’s hearts. Obviously the Galaxy class is featured in the core rulebook but there are many different variants available for a slightly different take on things.
The Envoy-class variant, launched in 2379, is a version of the Galaxy class optimized for aesthetics and diplomacy. Only a few Envoy-class vessels were launched and all were assigned to flag officers on extended diplomatic missions. Following the Dominion War, the Envoy classes led the effort to forge new alliances with the Federation’s neighbors and to help worlds like Bajor which were closely allied with the Federation and wanted to apply for membership. Start with the Galaxy-class spaceframe and use the refit points to increase Comms by +2, then increase Command to +2 and decrease Science to +0. Remove Modular Laboratories from the list of default Ship Talents then add Diplomatic Suites (obviously).
Launched at the same time as the Envoy-class variant (2379) the Celestial-class variant was designed to double down on the Galaxy’s mission as an exploration vessel. The Celestial class is a powerful mobile research hub which can push the bounds of the Federation and Starfleet’s understanding of the universe. Decrease the spaceframe’s Command to +0 and increase Science to +2, then use the two refit points to increase Computers and Sensors by +1.
Following on those diplomatic gains the Federation was in need of physical rebuilding as well and this led to the launch of the Monarch-class variant in 2382. Intended for colony and starbase support, the Monarch class has extensive repair facilities and cutting-edge processing power, enabling them to install satellite systems for colonies or transfer supplies to farflung stations. To make a Monarch-class starship, start with the Galaxy-class spaceframe and use two refit points to increase Comms by +2, then increase Engineering to +1 and decrease Science to 0. Replace Modular Laboratories with Extensive Shuttlebays in the list of default Ship Talents to support more shuttlecrafts and worker bees while visiting planets and starbases.
There are two 25th-century variants for the Galaxy class and the most straightforward is the Andromeda-class variant. Visually and functionally the Andromeda class is an evolution of the Galaxy design with decades of feedback and improvements to reflect its new Entered Service date of 2410. The Andromeda-class is a 25th century spaceframe so adjust the Galaxy-class spaceframes according to those rules, then use the spaceframe’s five refit points to add +1 to every System except Comms. Everything else remains the same as this design is an update of a tried-and-true design.
The Venture-class spaceframe, on the other hand, is a more robust and toughened version of the Galaxy-class design, remodeled for the martial dangers of the 25th century. The Entered Service date for the Venture-class variant is increased to 2401, which just qualifies it for the 25th century rules and gives us four refits to work with. Starting from the Galaxy-class stats, increase Engines, Computers, Sensors, and Structure by +1, then decrease Medicine to 0 and increase Engineering to +1. Replace Modular Laboratories with Backup EPS Conduits in the list of default Ship Talents.
One of the most interesting Galaxy-class variants is the Galaxy-X-class which is the three-nacelled version of the Galaxy seen in the Next Generation series finale, “All Good Things.” This isn’t the most convenient name for a ship class and so my friend Takeshi Yamato came up with the Devron class (named for the system in the episode) an I’m running with it! To create the Devron-class spaceframe, start with the Galaxy class stats and advance the Entered Service date to 2399 which gives four refit points. With these, we’ll add +2 to Weapons and +1 to Structure and Engines. Increase Security to +1 and decrease Science to 0 then replace the Modular Laboratories Talent with the Phaser Spinal Lance Talent below in the list of default Ship Talents.
Phaser Spinal Lance
Requirement: Devron class or Gamemaster’s discretion only.
The phaser spinal lance is a massively powerful weapon included on the dorsal side of the Devron class’s saucer section. It can be difficult to aim but when the weapon connects it deals devastating amounts of power to the target. The weapon stats are (Medium Range, 3 CD Piercing 2 and Vicious 1, Calibration and High Yield).
The Yamato-class is a 25th century variant of the Devron class, an update of the turn-of-the-century design that made the Galaxy class into a wartime vessel. Starting with the Devron-class spaceframe (developed above) apply all the 25th-century rules, which gives it quantum torpedoes. The Entered Service date for the Yamato class will be advanced to 2410 which gives five refits that will increase Weapons and Engines by +2, and Structure by +1. The Departments and Talents are the same as the Duroth class (slightly different from the basic Galaxy-class spaceframe then).
Long Range Science Vessels
The Intrepid-class long range science vessel is another one that any Star Trek fan should be able to recognize on sight. It is, of course, the compact and elongated spaceframe introduced with the U.S.S. Voyager and its available in the core rulebook. This is the pinnacle of science vessels in the same way that the Akira and Defiant classes are the pinnacle of combat vessels. If your players want to tackle primarily science missions this is the ship to send them out on. I think you can stretch it to other functions as well, but with Scale of 4 and three default Ship Talents there’s not a lot of room for adjustment here. On the other hand, that’s what variants are for!
The Cochrane-class variant is going to be a more balanced version of the Intrepid class, launched in 2377 in the years following the Dominion War when Starfleet needed many different ships to rebuild the fleet. The Cochrane class starts with the Intrepid-class stats and decrease Science to +1, increase Engineering to +1, then remove Emergency Medical Hologram from the list of default Ship Talents to give a unique choice of Talent for the ship.
At the turn of the 25th century, three new variants of the Intrepid-class spaceframe were launched to carry the design’s legacy forward. The Discovery-class variant is an updating of the original design with the rules for 25th century spaceframes and so is the same sort of scientific powerhouse as Voyager. With a new Entered Service date of 2401, there are three refits to adjust the original Intrepid-class stats. These refits will add +1 to Computer, Structure, and Sensors, a tougher and even more advanced science vessel for Starfleet. Since the Emergency Medical Hologram Talent is redundant now, the Discovery class instead has Modular Laboratories to make it ready for any science mission. If you have access to the Command Division Supplement, the new Talent should be Dedicated Personnel (Science) instead to give the spaceframe even more versatility.
The Bellerophon-class variant was launched in 2403, a long-range science spaceframe built for exploration missions. As the crew of the Voyager found, the original Intrepid-class design can be a little cramped for long-term voyages and it wasn’t necessarily built for families. The Bellerophon class is an attempt to fix that with more spacious common areas and more dependable resources for the cew. Start with the Intrepid-class stats and use the three refits to add +1 to Comms, Engines, and Structure. After that increase Command to +1, decrease Science to +1, and add Secondary Reactors to the list of default Ship Talents (there’s room because Emergency Medical Hologram is no longer necessary).
Lastly, the Pathfinder-class variant is a more tactical version of the Intrepid to continue exploration in an increasingly dangerous galaxy. This isn’t a military spaceframe for the front lines or anything, but it’s got enough punch for when the ship’s mission to scale pulsars or whatever lead it into a Breen ambush or Nausicaan raiding pathway. Starting with the Intrepid-class vessels, change the Entered Service date to 2411 and apply the four refits to Comms, Engines, Structure, and Weapons. Next, increase Security to +1, decrease Science to +1, then replace the defunct Emergency Medical Hologram Talent with Improved Damage Control in the list of the starship’s default Ship Talents.