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Assimilated Prohibitor-class

The Assimilated Prohibitor-class is a Q-Continuum hostile you fight across levels 38 to 70. It only spawns as an Interceptor, so an Explorer is the ship you want against it. You will find it spread through Continuum-era systems at warps from 44 up to 1585, and it drops the Chaos Module. Both of its combat abilities key off a Hull Breach, so plan for a fast kill rather than a long slug.

How to beat the Assimilated Prohibitor-class

This hostile appears only as an Interceptor, so bring an Explorer and you hold the hull advantage at every level. There is nothing to swap between levels: one Explorer build covers the whole 38 to 70 range. For the crew, put a captain that boosts weapon damage against hostiles in the chair, then fill the other seats with officers that add damage or mitigation. If you are still early and the levels are low enough for you, the cadet crew of Cadet Kirk as captain with Cadet Spock and Cadet Uhura is a fine starter. For current top picks, check the Officer Tier List. Crews shift with the meta, so treat any named crew as a starting point, not a final answer.

Two abilities run the whole fight, and both key off Hull Breach. Hole Puncher applies a Hull Breach to your ship at the start of combat and keeps it on you for the rest of the battle. While you are Hull Breached, Critical Breach raises the hostile’s Critical Chance by 10% for two rounds every time it lands a hit, and its Critical Damage will not fall below 150%. The practical result is simple: the longer the fight runs, the more critical hits you take, so favor a build that ends the fight quickly over one that tries to out-tank it. Because its Critical Damage never drops below 150%, each of those crits lands hard, and shield mitigation does less for you here than it would against a hostile that cannot crit reliably. That is one more reason to lean on raw damage output and close the fight before Critical Breach stacks up.

Where to find the Assimilated Prohibitor-class

The low-level spawns sit in early systems at modest warp, starting at level 38 in Amargosa and El-Aurian. As the levels climb the systems move deeper into space and the warp requirement rises sharply, topping out at level 70 in Gusoeop and Manmoor at warp 1585. Match the level band to your ship tier and set your warp range before you fly out.

Ebene Warp Systeme
38 44 Amargosa, El-Aurian
40 60 Faria
42 105 Nova Kron
44 150 Ephemeris, Neco
46 170 Brikker, Horalius
48 190 Gilmour, Opanth
50 195 Kenakel, Osbor
52 240 Mehruunahd
54 295 Pherson, Toralia
56 430 Brookfield, Puusha
58 480 Brucam, Faolain
60 700 Corialsis, Jamohr
62 1000 Taryyn
64 1320 Sotama
66 1375 New Salem
68 1495 Canavan
70 1585 Gusoeop, Manmoor

Rewards and what it drops

Every kill drops the Chaos Module, a Q-Continuum arc resource tied to that storyline’s progression. The amount per kill runs anywhere from a single module up to 24,000 depending on the target, so higher levels pay out far more per fight. Ship XP scales the same way, from 825 at level 38 to 51,800 at level 70, which makes the upper bands a reasonable place to level a hull while you farm.

Ablegen What it is
Chaos Module A Q-Continuum arc resource used for progression in that storyline.

Assimilated Prohibitor-class stats

Stats climb steeply with level, so treat these three anchor rows as low, mid, and high reference points rather than a full ladder.

Ebene Total strength Hull HP Shield HP Angriff Verteidigung Ship XP
38 5,482,777 5,116,225 1,279,056 1,786,107 499,030 825
54 4,460,356,382 6,885,884,002 1,721,471,001 142,493,650 14,185,230 6,148
70 409,523,424,846 615,806,657,683 153,951,664,421 23,015,718,864 1,628,544,930 51,800

Assimilated Prohibitor-class firing pattern

It fires four weapons a round, two energy and two kinetic, with no gap between volleys. Damage is even across the two weapon types, and every shot can crit at a 10% chance for a 1.1x multiplier. Because it hits every round without pause, time your repairs and mitigation to the steady incoming damage instead of waiting for a single big spike.

Weapon type Count Damage per shot Fires Crit
Energie 2 98,119-106,651 Every round 10% (1.1x)
Kinetic 2 114,472-124,426 Every round 10% (1.1x)

The Q Continuum in Star Trek

The Q Continuum is the home of the Q, a race of near-omnipotent beings who live outside normal space and time. The most famous of them, known simply as Q, first appeared in the 1987 pilot “Encounter at Farpoint,” where he put humanity on trial through Captain Picard and the Enterprise-D. Later he tormented and occasionally aided Picard, and in Star Trek: Voyager he pulled Captain Janeway into Continuum politics. The Q treat lesser species as playthings and tests. In Star Trek Fleet Command, the Continuum arc turns that setting into a battleground, and the assimilated vessels you meet there, this Prohibitor-class among them, are ships caught up in its chaos.

Is the Assimilated Prohibitor-class worth grinding?

It is a solid farm if you need the Chaos Module for the Q-Continuum arc, and the high-level bands double as a decent ship-XP source thanks to that steep XP curve. The only real prep is bringing an Explorer and matching your warp to the level band you want. Pick a system near your current tier, set your crew for a quick kill so the Hull Breach abilities never get time to snowball, and grind from there.