I have generated several Spacedock items here that can be useful. Some are off the beaten track and can be used not in a Star Trek but Stargate, Star Wars, Battlestar Galactica and Andromeda series as well. Use them if you want as that is why I place them here.
First here is a small version of a Federation Starbase that is only a few years old placed on a planet’s surface of a Class M world to be used as a stopover for starships and Recreation center. I wanted something that was not much larger than the Constitution class starships. Crew capacity of only 150 but the total population is near that of ten thousand, actually a small city. It is just a stopover in the middle of nowhere, a good place to meet up with someone or start an adventure from. With a bit of tweaking it can be a anything from a Klingon colony to a trading outpost. With a bit of changes it can be made into a 24th century facility as well.
It is a bit luxurious in Accommodations but it has an air about it. I wanted something a little more than what a starship would have and this is it. Accommodations for residence and visitors are off the scale but fits nicely into the design.
Small Federation Starbase 23rd century
Class and Type: United Federation Starbase Planetary Facility resupply and logistical support designation
Commissioning Date: mid 23rd Century
Hull Systems
Size: 6
Length: 350 meters
Beams: 185 meters
Height: 50 meters
Decks: 11 decks
Mass: 500,000 metric tons
SUs Available: 1300 - 2500
SUs Used: 6377
Structural Integrity field [1 power/10 Protection/round]
Main: Class G (Protection 30/45) <15>
Backup: Class G (Protection 15) <8>
Backup: Class G (Protection 15) <8>
Environmental Systems
Basic Life Support [Power/round] <24>
Reserve Life Support [Power/round] <12>
Emergency Life Support (36 emergency shelters) <12>
Gravity [3 Power/round] <6>
Consumable: five years worth <60>
Food Processor Mark IV [4 Power/round] <18>
Industrial Fabrication Unites Mark VII [5 Power/round] <18>
Medical Facilities: 7 (+2) [7 Power/round] <35>
Recreation Facilities: 8 (one main recreation deck; pleasant eating facilities; three large lounges; four gyms; five small lounges; two arboretums) [8 Power/round] <48>
Merchantile facilities: 6 (eighteen establishments) [12 power/round] <48>
Personal Transport: Turbolifts, Jefferies tubes [2 Power/round] <18>
Fire Suppression System [1 Power/round when active] <6>
Cargo hold: 300,000 cubic meters <9>
Locations:
Escape Pods: none
Propulsion Systems: None
Power Systems
Fusion Reactor: three Class 20 (generates 200 Power/round) <100 x 3 = 300>
Locations:
Auxiliary Power: four reactors (generate 5 Power/reactor/round) <12>
Emergency Power: Type D (generates 40 Power/round) <40>
EPS: Standard Power flow, +200 Power transfer/round <50>
Standard Usable Power:
Sensor Systems
Long-range Sensors [5 Power/round] <37>
Range Package: Mark VIII (Accuracy 4/5/8/11)
High Resolution: 5 Light-years (0.5/0.6 - 1.0/1.1 - 3.7/3.8 - 5.0)
Low Resolution: 15 Light-years (1.0/1.1 - 4.0/4.1 - 12.0/12.1 - 15.0)
Strength Package: Class 6 (Strength 6)
Gain Package: Class Alpha (+1)
Coverage: Standard
Lateral Sensor [5 Power/round] <15>
Strength Package: Class 6 (Strength 6)
Gain Package: Class Alpha (+1)
Coverage: Standard
Probes: 100 <10>
Sensor Skill: 4
Communications Systems
Type: Mark V [3 Power/round] <22>
Strength: 5
Security: -3 (Type A Uprating)
Basic Uprating: Type 1 (+1)
Emergency Communications [2 Power/round] <1>
Emitter: Class Beta [3 power/Strength used/round] <6>
Accuracy: 5/6/8/11
Location:
Emitter: Class Alpha [3 power/Strength used/round] <3>
Accuracy: 5/6/8/11
Location: Hanger Bay
Type: Personnel [7 Power/use] <12>
Pads: 2 persons
Emitter/Receiver Array: Personnel Mark 6 (26,000 km range)
Energizing/Transition coils: Class E (Strength 5)
Number and Locations: operations area only
Type: Personnel [7 Power/use] <14 x 4 = 56>
Pads: 6 persons
Emitter/Receiver Array: Personnel Mark 6 (26,000 km range)
Energizing/Transition coils: Class E (Strength 5)
Number and Locations: various locations throughout the facility
Type: Cargo [7 Power/use] <18 x 4 = 72>
Pads: 200 kg
Emitter/Receiver Array: Cargo Mark 4 (26,000 km range)
Energizing/Transition coils: Class E (Strength 5)
Number and Locations: throughout the subsurface torage areas.
Shields (Forward, Aft, Port, Starboard) <35 x 4 = 140>
Shield Generator: Class 2 (Protection 400) [40 Power/shield/round]
Shield grid: Type B (33% increase to 533 Protection)
Subspace Field Distortion Amplifiers: Class Gamma (Threshold 133)
Recharging System: Class 0 (60 seconds)
Auto-Destruct System <6>
Auxiliary Spacecraft systems
Shuttlebay(s): Capacity for 100 Size worth of ships <200>
Standard Complement: up to fifty shuttlecraft
Location(s):
Landing Field and docking bays
Landing field 4 rating 3 pads (Ships up to size 3) [no power supplied] <1 x 4 = 4>
Docking bays 4 rating 3 pads (Ships up to size 3) [may supply 30 power/round/ship] <3 x 4 = 12>
The constructions of radio telescopes were an ambitious idea. The use of combined number of arrays, about a dozen or more linked together operating as one and independently mapping the night sky (Note: a ship not using shields or cloaking device would be detectable by these Telescopes.). They were capable of seeing to the far side of the universe to study the stars and nebulas as well as sending radio communications to other planets if needed. (Using the Radio Telescopes in a linked manor to study a far away object their range is doubled for each telescope that is added to the study. Five Telescopes linked together would extend the range to 32 light-years. This is the same for sensor arrays when multiple sensors are linked together such as the Midas Array, yet all telemetry is old. Yet it can detect all light and stellar vibrations that extend out from the source of origins, thousands of light-years away as they arrive to the location of the telescope.)
This works well for explorers discovering worlds that are just about to make the jump to leaving their world or their star system an do not have better communications or sensors.
Radio Telescope Sensor System
Class and Type: Los Alamosa Radio Telescope
Commissioning Date: Twentieth Century
Hull Systems
Size: 2
Length: 10 meters
Beams: 10 meters
Height: 15 meters
Decks:
Mass: 15 metric tons
SUs Available: 325 - 625
SUs Used: 66
PERSONNEL SYSTEMS
Crew/Passengers/Evac: operated remotely from a operations shack
Crew Quarters: None
Environmental Systems
Consumable: one years worth <2>
Medical Facilities: 1 (medkits) <5>
Personal Transport: Jefferies tubes [0 Power/round] <2>
Cargo hold: 0 cubic meters <0>
Locations:
Propulsion Systems: none
Power Systems: external power source only
EPS: (Electrical power only) Standard Power flow, +0 Power transfer/round <10>
EPS: (electrical wiring only) <10>
I was building an ancient out post that had a center place of an old temple and what better to start with an Egyptian pyramid to work out the no tech building. Then I added a Stargate and ring system from my Stargate ships. Basically anything that takes power is dropped off and what little you have is a stone structure.
Egyptian Pyramid (Usable in Stargate and Battlestar Galactica)
Class and Type: Megalithic stone structure
Commissioning Date: any time
Hull Systems
Size: 5
Length: 230.4 meters
Beams: 230.4 meters
Height: 146.5 meters
Decks: several levels
Mass: at least 190,000 metric tons
SUs Available: 900- 1900
SUs Used: 1006 (2060 Stargate)
Hull Outer and Inner (Combined) <1000>
Resistance and Inner Hull (Combined): 4 <0>
Environmental Systems
Personal Transport: access halls and rooms [0 Power/round] <5>
Cargo hold: 100 cubic meters <1>
Locations:
(Optional) Stargate = Type: Personnel [Self powered] <1036>
Pads: 1000/10,000
Emitter/Receiver Array: Personnel/Cargo Type combination (100 light-years range)
Energizing/Transition Coils: Class J (strength 10)
Number and location: Control room
(Optional) Type: Ring transport (Personnel/Cargo) [7 Power/use] <15>
Pads: 8 person/400 kg
Emitter/Receiver Array: Personnel Type 3/ Cargo Type 2 (20,000 km range)
Energizing/Transition Coils: Class D (strength 4)
Number and location: Lower chamber in the depth of the pyramid
(Optional) For Stargate Only Outside landing pads:
0ne rating 4 number of docks (ships up to size 4) [does not supply any power] <4>
Everyone needs traffic cones even in the twenty-third and twenty-fourth centuries. These can be leading interstellar traffic in or out of an area or marking the outer edge of a system or interstellar rally. I mainly made this as something to bump into when flying a ship about. The optional shields and long-range sensors would be ideal for systems where they have markers on the edge of their star system. The low shields mean that they are easily replaceable. Add a cloaking device and you have a Romulan surveillance device. If using it as a Romulan Surveillance device note that it will have a self-destruct device I would say ten times the power generated by the reactor as it would be the self destruct systems key element.
I used this as an object drifting and lead the ship to a new civilization.
Marker Buoy
Class and Type: Stationary Space Marker Buoy
Commissioning Date: twenty-fourth century
Hull Systems
Size: 1
Length: 2 meters
Beams: 1 meters
Height: 1 meters
Decks: none
Mass: 2 metric tons
SUs Available: up to 325
SUs Used: 102
Structural Integrity field [1 power/10 Protection/round]
Main: Class 1 (Protection 40/60) <13>
PERSONNEL SYSTEMS - none
Environmental Systems
Consumable: one years worth <1>
Personal Transport: Jefferies tubes [0 Power/round] <1>
Propulsion Systems
Reaction Control System (.025c) [2 Power/ round when in use] <1>
Power Systems
Small Fusion Reactor: Class 5 (generates 50 Power/round) <25>
Locations:
EPS: Standard Power flow, +5 Power transfer/round <6>
Standard Usable Power: 50
Operations systems
Computers
Core: [5 Power/round] <2>
ODN <3>
Sensor Systems
(Optional) Long-range Sensors [5 Power/round] <14>
Range package: Type 1 (Accuracy 3/4/7/10)
High Resolution: 4 Light-years (0.5/0.6 – 1.0/1.1 – 3.0/3.1 – 4.0)
Low Resolution: 10 Light-years (1.0/1.1 – 3.0/3.1 – 7.0/7.1 – 10.0)
Strength Package: Class 5 (strength 5)
Gain Package: Standard (+0)
Coverage: Standard
Lateral Sensors [5 Power/round] <10>
Strength Package: Class 5 (strength 5)
Gain Package: Standard (+0)
Coverage: Standard
Navigational Sensors: [5 Power/round] <10>
Strength Package: Class 5 (strength 5)
Gain Package: Standard (+0)
Probes: none
Sensor Skill: 3
Flight Control Systems
Autopilot: Shipboard systems (flight control) 1, Coordination 0 [1 Power/round in use] <3>
Navigational Computer
Main: Class 1 (+0) [0 Power/round] <0>
Inertial Damping Field - none
Attitude Control [1 Power/round] <1>
Communications Systems
Type: Class 5 [2 Power/round] <10>
Strength: 5
Security: -2
Tractor Beams - none
Transporters
Security Systems Rating: none
Anti-Intruder System: Yes [1 Power/round] <1>
Internal Force Field [1 Power/3 Strength] <1>
Science Systems Rating: 1 (+0) [1 Power/round] <6>
Specialized Systems: none
Laboratories: none
Tactical Systems - none
(Optional) Shields (Forward, Aft, Port, Starboard) <4 x 4 = 16>
Shield Generator: Class 1 (protection 50) [5 Power/shield/round]
Shield grid: Type 0 (0% increase to 50 Protection)
Subspace field Distortion Amplifiers: Class Alpha (Threshold 15)
Recharging System: Class 1 (45 seconds)
Backup Shield Generators: none
Auto-Destruct System <1>
This was designed as part of building a city. A city size was not too feasible in spacedock but this works well enough. This can be tweaked to serve as a basic city block (industrial or residential) in any city and at any time in history.
I used this in an alternate time line story when a ship crashed into the surface in a city block.
Yes, I know a planet with five hundred million square kilometers of surface and the ship crashes in a highly populated section of the city. Call me whacky, I didn’t want someone not to miss the crash.
Late Twentieth and Early Twenty-First century City block
Class and Type: one square block of a residential city
Commissioning Date: late 20th and early 21st century
Hull Systems
Size: 11
Length: 1000 meters
Beams: 1000 meters
Height: 500 meters
Decks: 40 (10 sublevels underground)
Mass: 8,000,000 metric tons
SUs Available: 2750 - 4000
SUs Used: 1834 (3834 with earth over the sub-surface)
Environmental Systems
Basic Life Support [13 Power/round] <44>
Reserve Life Support - none
Emergency Life Support (66 emergency shelters) <22>
Consumable: one weeks worth <11>
Food storage only galley [0 Power/round] <2>
Medical Facilities: 1 (+0) [1 Power/round] <5>
Recreation Facilities: 4 (one small recreation facility; two gyms; large eating facilities; two small lounges) [4 Power/round] <24>
Merchantile facilities 3 (Bar/restaurant and eight stores (some luxury goods) [6 power/round] <24>
Personal Transport: elevators and service tubes [2 Power/round] <33>
Fire Suppression System [1 Power/round when active] <11>
Cargo hold: 4,000,000 cubic meters <120>
Locations:
Escape Pods - none
Power Systems
Solar Power: three solar panel arrays (generates 10 Power/round) <3 x 3 = 9>
Locations:
EPS: Standard Power flow, +0 Power transfer/round <55>
Standard Usable Power: 30
Communications Systems
Type: Type I Interplanetary Radio [3 Power/round] <1>
Strength: 1
Security: -0
Security Systems Rating: 1 <4>
Anti-Intruder System: none
Internal Force Field: none
Science Systems Rating: 1 (+0) [1 Power/round] <16>
Specialized Systems: none
Laboratories: 1 <2>
Auxiliary Spacecraft systems
Shuttlebay(s): Capacity for 300 Size worth of ships <300>
Standard Complement: Car garage
Location(s): basement of apartments and other structures