Die I.K.S. Gre’Thor is a grade 7 Epic Klingon Interceptor, the top of its class band and one of the strongest Klingon combat ships in Star Trek Fleet Command. It is built for player-versus-player fights and for grinding non-armada hostiles, leaning on heavy shielding and a mix of kinetic and energy weapons. You unlock the build at Shipyard level 80. If you are deep enough into the late game to reach it, this is a ship worth chasing.
How to get the I.K.S. Gre’Thor
The I.K.S. Gre’Thor is a built ship. You need 650 blueprints and a Shipyard at level 80 before you can start construction. The blueprints come from the usual late-game channels, and the Daten does not pin down a single source, so plan around collecting them over time rather than a one-off purchase.
The build cost is 96,000 Dilithium, 800 7★ Common Refined Gas, 9,400,000 Tritanium, and 3,100 7★ Common Refined Crystal. Build time runs to 360 days at base, which drops with construction speed buffs and any speed-ups you have banked. Because both the blueprint count and the resource bill are large, most players work toward the Gre’Thor as a long-term goal alongside their other grade 7 projects.
I.K.S. Gre’Thor ability
The Gre’Thor carries two always-active ship abilities. The first, Apex Aegis, adds Apex Barrier at the start of combat against other players, and it does not apply against Stations. It starts at +10,000 Apex Barrier at ship level 1 and climbs to +20,000 at level 75. The second, Isolytic Ward, raises Isolytic Defense against non-armada hostiles, starting at +3,500% at level 1 and reaching +5,000% at level 75.
Together the two abilities point the ship in two directions at once: extra opening survivability in PvP through the barrier, and strong isolytic protection when you farm hostiles that are not armada targets. Both scale with ship level, so the numbers keep growing as you tier the hull up.
I.K.S. Gre’Thor active ability
The Gre’Thor also has player-triggered abilities that you fire yourself rather than leave on. Schiff Tarnung hides the ship until the cloak’s duration runs out or you enter combat, start mining, or dock. Field Repairs instantly restores 25% of the ship’s hull health while you are out of combat and undocked. Each runs on a cooldown that tightens as the ship tiers up. Cloaking is the tactical option for positioning or slipping past trouble, and Field Repairs saves a trip back to a station when you are grinding away from home.
Stats and tiers
Base values below come from the current game data; research, buffs, and Offiziere raise them in play. The table shows three anchor tiers.
| Ebene | Warp (speed / range) | Impulse | Cargo (protected) | Shield HP | Hull HP | Health (displayed) |
|---|---|---|---|---|---|---|
| Stufe 1 | 11.8 / 4,670 | 110 | 140,600 (7,030) | 8,494,248,249 | 8,494,248,249 | 8,494,248,249 |
| Stufe 8 | 12.5 / 4,940 | 114 | 196,400 (9,790) | 14,965,783,735 | 14,965,783,735 | 14,965,783,735 |
| Tier 15 | 13.2 / 5,210 | 120 | 277,000 (13,820) | 28,944,783,553 | 28,944,783,553 | 28,944,783,553 |
Weapons and firing pattern
Warm-up is the round a weapon first fires; cool-down is how many rounds pass between shots after that. Values are shown at max tier 15.
| Waffe | Typ | Shots | Warm-up | Cool-down | Damage | Crit chance | Crit damage |
|---|---|---|---|---|---|---|---|
| Waffe 1 | Kinetic | 2 | 1 | 3 | 690,401,811–863,002,265 | 10% | 150% |
| Waffe 2 | Kinetic | 2 | 2 | 3 | 690,401,811–863,002,265 | 10% | 150% |
| Waffe 3 | Energie | 2 | 3 | 3 | 690,401,811–863,002,265 | 10% | 150% |
| Waffe 4 | Kinetic | 2 | 1 | 4 | 45,421,173–56,776,465 | 10% | 150% |
| Waffe 5 | Kinetic | 2 | 4 | 4 | 172,600,453–215,750,566 | 10% | 150% |
Four of the five weapons are kinetic and one is energy, so the Gre’Thor mostly leans on kinetic damage, with the top three weapon slots doing the heavy lifting and two lighter slots filling in.
Crew slots and officer bonus
Crew capacity opens up as you level the ship, from a single officer slot early to a full seven-officer bridge in the late game.
| Ship level | Officer slots |
|---|---|
| 5 | 1 |
| 10 | 2 |
| 20 | 3 |
| 35 | 4 |
| 45 | 5 |
| 55 | 6 |
| 70 | 7 |
The Gre’Thor also boosts the officers you crew on it. As you spend on the ship, the officer bonus steps up the ladder below, and it applies the same percentage to officer attack, defense, and health.
| Amount | Bonus (attack / defense / health) |
|---|---|
| 1,200,000 | 2,500% |
| 2,400,000 | 5,000% |
| 3,900,000 | 7,500% |
| 5,400,000 | 10,000% |
| 7,200,000 | 12,500% |
| 9,600,000 | 15,000% |
| 13,200,000 | 17,500% |
| 18,000,000 | 20,000% |
| 24,000,000 | 22,500% |
| 36,000,000 | 25,000% |
I.K.S. Gre’Thor refits
The Gre’Thor has three refits, each unlocked with shards and each adding a capability on top of the base hull.
| Nachrüstung | What it does |
|---|---|
| Field Repairs | Unlocks the Field Repairs active ability, which instantly repairs 25% of the ship’s hull health out of combat while undocked. Costs 120 shards to unlock. |
| I.K.S. Gre’thor Gold | Lowers a player opponent’s critical chance by 10% against the Gre’Thor at the start of each round, for one round. |
| I.K.S. Gre’thor Cloaking | Unlocks the Cloaking ability. Cloaking increases weapon damage by 1,000%, grants invisibility, and has a 66% base chance to hide your name and alliance data from enemy Battle Reports. |
Crew for the I.K.S. Gre’Thor
As a Klingonisch Interceptor built for combat, the Gre’Thor wants a bridge that pushes weapon damage and helps you win the opening rounds, since its Apex Aegis barrier is meant to keep you standing early in a PvP fight. When you farm hostiles instead, lean toward officers that reward burst damage so you clear targets fast and let Isolytic Ward carry the defense. Because the strongest picks shift with each update, check the Officer Tier List for the current best crews, and treat any single recommendation as a snapshot that the meta will move.
The I.K.S. Gre’Thor in Star Trek
The Gre’Thor is a game-original design rather than a ship from the shows, so its story lives in Star Trek Fleet Command’s own lore. In the game it is described as the peak of House Sov Technik and a rejection of rigid Klingon ideas of honor, a fast and heavily armed hull whose disruptor cannons draw on interdimensional energy. The name itself reaches back into Klingon canon: Gre’thor is the underworld where the spirits of the dishonored dead are said to go, ferried on the Barge of the Dead. Naming a warship after it fits a House that has turned its back on the old code.
Is the I.K.S. Gre’Thor worth it?
For players operating at the grade 7 tier, the Gre’Thor is a strong Klingon combat pick. Its barrier suits PvP and its isolytic defense suits hostile grinding, which gives it a real place in a top-end roster. The catch is the entry price: Shipyard level 80, 650 blueprints, and a heavy resource bill mean this is an endgame goal. If you are there, it earns the effort. If you are not, keep building toward it and spend your resources on nearer-term ships first.