The Static Temporal Dreadnought is a Krenim Imperium hostile that appears at levels 43 to 70 in Star Trek Fleet Command. It is an armada-style Station target rather than a roaming ship, spawning in a dedicated set of systems that run from warp 100 out to warp 1200. Every kill pays out Krenim Temporal Wreckage and Encrypted Intelligence. Bring your strongest ship, and plan around its Static Collider Cannon, which refills the Dreadnought’s shields instantly unless the U.S.S. Relativity’s Anti-Static Shift ability is active.
How to beat the Static Temporal Dreadnought
The Dreadnought only spawns as a Station/Armada target, so the usual hull counter logic does not apply here. There is no Interceptor, Explorer, or Battleship variant to swap between, and nothing to counter with class matchups. You attack it the way you would a solo armada target: with one strong ship, or a formed armada if your alliance is hitting the higher levels together. Even the level 43 version carries billions of hull and shield points, so treat the listed level as a floor, not a suggestion.
Two built-in abilities shape the fight. The Static Collider Cannon increases the Dreadnought’s Isolytic Damage cumulatively each round of combat, and it replenishes the Dreadnought’s shields instantly if the U.S.S. Relativity’s Anti-Static Shift ability is not active. That combination punishes slow fights twice over: the incoming damage keeps climbing while the shields you just burned down come back. If you have the Relativity, its Anti-Static Shift is the direct answer to the shield refill. If you do not, favor the fastest kill you can field, because a drawn-out slugging match plays into the Cannon’s hands. The second ability, the Krenim Temporal Core, gives the Dreadnought additional Isolytic Cascade, Isolytic Defense, and Apex Barrier for the duration of the battle, so it both deals and resists isolytic damage better than its raw stats suggest.
For crew, follow the standard hostile-crushing principle: a captain whose ability increases weapon damage against hostiles, backed by Offiziere that add damage or survivability. Kill speed matters more than usual because the Cannon stacks damage every round. Check the officer tier list for current picks, and treat any named combination as a starting point. Crews shift with the meta.
Where to find the Static Temporal Dreadnought
The Dreadnought climbs from warp 100 at level 43 to warp 1200 at level 70, so your warp range decides which levels you can farm. The lower levels cluster across several systems, while the top three levels each sit in a single deep system. Match the level to your ship before you fly out, because the strength jump between bands is enormous.
| 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
Each kill drops two resources, and both scale sharply with level. Krenim Temporal Wreckage runs from about 1,000 per kill at level 43 up to 15,000 at level 70, while Encrypted Intelligence starts around 150,000 and reaches 24 million at the top end. Ship XP does not scale at all: every level of the Dreadnought awards 957, so there is no XP reason to pick one level over another. Fight the highest level you can kill cleanly and take the bigger payouts.
| Ablegen | What it is |
|---|---|
| Krenim Temporal Wreckage | Krenim salvage collected from these hostiles, 1,000 to 15,000 per kill depending on level |
| Encrypted Intelligence | Intelligence resource dropped in bulk, 150,000 to 24,000,000 per kill depending on level |
Static Temporal Dreadnought stats
Stats climb steeply with level; the level 70 version is more than a thousand times stronger than the level 43 one.
| Ebene | Total strength | Hull HP | Shield HP | Angriff | Verteidigung | Ship XP |
|---|---|---|---|---|---|---|
| 43 | 4,066,685,000 | 3,600,000,000 | 3,900,000,000 | 24,185,000 | 292,500,000 | 957 |
| 57 | 120,426,650,000 | 90,000,000,000 | 148,000,000,000 | 364,150,000 | 1,062,500,000 | 957 |
| 70 | 6,373,120,000,000 | 6,700,000,000,000 | 6,000,000,000,000 | 9,870,000,000 | 13,250,000,000 | 957 |
Static Temporal Dreadnought firing pattern
The Dreadnought fires four energy weapons, and each one hits every other round after a one-round warm-up. That cadence means alternating heavy volleys instead of steady chip damage, which gives your repairs and mitigation a predictable rhythm to work against. The figures below come from the level 43 record; higher levels hit far harder, but the pattern itself holds.
| Weapon type | Count | Damage per shot | Fires | Crit |
|---|---|---|---|---|
| Energie | 4 | 1,900,000–3,400,000 | Every other round | 15% (1.5x) |
The Krenim Imperium in Star Trek
The Krenim Imperium comes from “Year of Hell,” the two-part Star Trek: Voyager story set in the Delta Quadrant. The Imperium built its power on temporal Wissenschaft, arming its warships with chroniton torpedoes that pass straight through conventional shields. Its most feared weapon was Annorax’s temporal weapon ship, which erased entire species from history in an attempt to restore the Imperium’s former borders. Voyager spent months absorbing Krenim attacks before Janeway rammed the weapon ship and collapsed the altered timeline. The game leans on that lore: the Dreadnought’s abilities revolve around a temporal core, and its designated counter is the Föderation timeship U.S.S. Relativity.
Is the Static Temporal Dreadnought worth grinding?
Only while you need what it drops. The flat 957 ship XP makes it a poor training target, and every kill costs real time and repair given the stat wall. When event or arc content asks for Krenim Temporal Wreckage or Encrypted Intelligence, though, this is the target that pays it, and the per-kill amounts rise fast with level. Practical tip: fight the highest level your ship beats cleanly, and think about the Relativity’s Anti-Static Shift before committing to a long fight, because without it the shields keep coming back.