The Charged Temporal Dreadnought is a Krenim Imperium armada target in Star Trek Fleet Command, spawning at levels 43 to 70 in systems from warp 100 out to warp 1200. It only appears as a Station/Armada hull, so you bring a formed armada rather than a solo ship. Kills drop Krenim Temporal Wreckage and Encrypted Intelligence. The catch: it repairs itself every round of combat unless the U.S.S. Relativity’s Anti-Charged Shift ability is active.
How to beat the Charged Temporal Dreadnought
This is an armada target with a single Station/Armada hull, so there is no counter-class puzzle to solve. You are not picking an Interceptor or a Battleship to exploit a weakness; you are forming an armada with alliance members and bringing enough combined firepower to burn through billions of hull and shield points before the timer runs out. Even the level 43 version carries 3.3 billion hull HP, so treat the strength column in the stats table as your sizing guide when the group decides who joins.
Its first ability is the real obstacle. Charged Quantum Hull Repair means the dreadnought replenishes its shields instantly and restores its hull each round of combat if the U.S.S. Relativity’s Anti-Charged Shift ability is not active. In plain terms: without a Relativity suppressing the repair loop, your armada’s damage keeps getting undone round after round. Make sure the group includes a Relativity with Anti-Charged Shift running before anyone commits ships.
It also enters battle with Krenim Temporal Core, which grants it additional Isolytic Cascade, Isolytic Defense, and Apex Barrier for the duration of the fight. Expect its hits to sting harder and your own isolytic damage to land softer than the raw stat sheet suggests, so overshoot on power rather than cutting it close.
For crews, the usual armada logic applies: a captain who boosts weapon damage against hostiles or armada targets, backed by Offiziere that add damage or shave incoming mitigation. Cadet crews are far below this level band, so leave them home. Check the officer tier list for current picks, and keep in mind that armada crews shift with the meta as new officers arrive.
Where to find the Charged Temporal Dreadnought
The low bands (levels 43 to 50) sit in warp 100 to 150 space, where mid-game players can reach them. From level 53 the spawns move into deeper territory, and the top band (levels 63 to 70) needs warp 1000 or better, which puts it firmly in late-game range. The highest three bands each spawn in a single system, so expect competition for those targets on busy servers.
| Ebene | Warp | Systeme |
|---|---|---|
| 43 | 100 | Finnes Expanse, Ithmiris, Veltharion, Vorex Cluster, Zorathis |
| 47 | 125 | Armanis Nebula, Benn’s Field, Solquinnar, Xandovara Rift |
| 50 | 150 | Partridgeous III, Ryabovali Primus |
| 53 | 280 | Naidu Reach, Ventalis II |
| 57 | 450 | Estru Partis, Tzhaelor |
| 60 | 450 | Itharion Reach, Meera |
| 63 | 1000 | Eryndor Veil |
| 67 | 1100 | Talstris |
| 70 | 1200 | Ilkis |
Rewards and what it drops
Every kill pays out two resources, and both scale with the level of the target. Wreckage ranges from 1,000 at the bottom band to 15,000 at level 70, while Encrypted Intelligence climbs from 150,000 all the way to 24,000,000. Ship XP does not scale: every kill grants 957 regardless of level, so hit the highest band your armada can safely clear.
| Ablegen | What it is |
|---|---|
| Krenim Temporal Wreckage | Salvage collected from Krenim hostiles, spent on progression in the game’s temporal arc content |
| Encrypted Intelligence | An intelligence currency gathered in large quantities from these targets, used in the same era’s research and store content |
Charged Temporal Dreadnought stats
Stats climb steeply with level; the level 70 version is over a thousand times stronger than the level 43 one.
| Ebene | Total strength | Hull HP | Shield HP | Angriff | Verteidigung | Ship XP |
|---|---|---|---|---|---|---|
| 43 | 3,767,175,000 | 3,300,000,000 | 3,800,000,000 | 24,675,000 | 192,500,000 | 957 |
| 57 | 92,161,450,000 | 84,000,000,000 | 98,000,000,000 | 373,950,000 | 787,500,000 | 957 |
| 70 | 5,419,507,500,000 | 5,800,000,000,000 | 5,000,000,000,000 | 9,257,500,000 | 10,250,000,000 | 957 |
Charged Temporal Dreadnought firing pattern
The dreadnought carries four energy weapons, and all of them fire on the same cadence: every other round, starting after a one-round warm-up. Damage arrives in pulses rather than a steady stream, so officers with round-based mitigation or repair procs get their best value timed against those alternate-round volleys. The figures below come from the lowest-level record; higher-level versions scale these numbers up.
| Weapon type | Count | Damage per shot | Fires | Crit |
|---|---|---|---|---|
| Energie | 4 | 1,900,000–3,600,000 | Every other round | 15% (1.5x) |
The Krenim Imperium in Star Trek
The Krenim Imperium is a Delta Quadrant power introduced in the Star Trek: Voyager two-parter “Year of Hell.” Once masters of a vast territory, the Krenim lost most of it to war and turned to temporal Wissenschaft to win it back. Annorax, their obsessed military scientist, built a weapon ship that could erase entire species from history, rewriting the timeline with each incursion in an attempt to restore the Imperium to its former borders. Voyager spent a brutal year caught in those altered timelines before a final confrontation undid the weapon’s changes. The temporal dreadnoughts in STFC draw directly on that arc.
Is the Charged Temporal Dreadnought worth grinding?
Yes, if you need the temporal arc resources. It is the source for Krenim Temporal Wreckage and huge stacks of Encrypted Intelligence, and both payouts scale with level. It is a poor XP grind, since every kill gives the same 957 ship XP. Match the warp range to your armada’s reach, confirm a Relativity with Anti-Charged Shift is in the group, and farm the highest band you can clear reliably.