The U.S.S. Enterprise-A is a grade 4 Epic Explorer for the Federation, made for players fighting through the mid game. Its ship ability rewards keeping Morale up: while the ship holds Morale, every hit it takes pushes its weapon damage higher. You unlock the build at Shipyard level 50. Flown with a Morale crew, it stays a capable combat Explorer well past the tier where you first earn it.
How to get the U.S.S. Enterprise-A
Building the Enterprise-A takes 650 blueprints and a Shipyard at level 50. The full build cost is 9,000 4★ Common Refined Gas, 275,000,000 Tritanium, 12,000,000 Dilithium, and 3,150 4★ Common Refined Ore, with a build time of 250 days. That time is the raw figure from the Daten; construction-speed research, buildings, and active events cut it down, so treat it as a ceiling rather than what you actually wait.
U.S.S. Enterprise-A ability
The ship ability is Optimized Crew Interface. As long as the Enterprise-A has Morale, every time it gets hit its weapon damage goes up, and that bonus grows as you level the ship: 1% at level 1, climbing to 10% at level 60. Ship abilities are always active, so there is nothing to switch on. The one condition is Morale. The ramp only runs while the ship actually has Morale, which is why the crew you fly it with matters as much as the hull. In a drawn-out fight, a ship that keeps taking hits with Morale up turns incoming fire into a steadily rising damage bonus.
U.S.S. Enterprise-A active ability
Through a refit, the Enterprise-A can unlock Ship Tarnung, a player-triggered ability that hides the ship until the cloak’s duration runs out or you enter combat, start mining, or dock at a station. A separate refit unlocks Lethal Force, which raises the ship’s critical hit damage against other players. Both are optional unlocks rather than defaults, and each runs on its own activation rules once fitted.
Stats and tiers
Base values from the current game data; research, buffs, and Offiziere raise them in play.
| Ebene | Warp (speed / range) | Impulse | Cargo (protected) | Shield HP | Hull HP | Health (displayed) |
|---|---|---|---|---|---|---|
| 1 | 4.3 / 180 | 85 | 100,000 (2,500) | 614,690 | 650,353 | 632,522 |
| 6 | 4.8 / 215 | 85 | 100,000 (2,500) | 1,108,668 | 1,062,426 | 1,085,547 |
| 12 | 5.4 / 295 | 85 | 100,000 (2,500) | 1,960,075 | 1,772,753 | 1,866,414 |
Weapons and firing pattern
Warm-up is the round a weapon first fires; cool-down is how many rounds pass between shots after that. The values below are at max tier 12.
| Waffe | Typ | Shots | Warm-up | Cool-down | Damage | Crit chance | Crit damage |
|---|---|---|---|---|---|---|---|
| 1 | Energie | 3 | 1 | 1 | 53,064–63,679 | 10% | 150% |
| 2 | Energie | 3 | 3 | 3 | 159,191–191,029 | 10% | 150% |
| 3 | Energie | 4 | 2 | 2 | 82,009–90,209 | 10% | 150% |
All three weapons are energy, so shield strength and mitigation on the target matter more than armor here. Weapon 2 hits hardest but fires only every third round, so the Morale damage ramp pays off most on that heavy shot late in a fight.
Crew slots and officer bonus
| Ship level | Officer slots |
|---|---|
| 5 | 1 |
| 10 | 2 |
| 20 | 3 |
| 30 | 4 |
| 40 | 5 |
| 45 | 6 |
| 55 | 7 |
The ship also raises your officers’ stats as it levels. Attack, defense, and health all follow the same ladder, so one figure covers all three.
| Amount | Bonus |
|---|---|
| 1,500 | 50% |
| 3,000 | 100% |
| 4,875 | 150% |
| 6,750 | 200% |
| 9,000 | 250% |
| 12,000 | 300% |
| 16,500 | 350% |
| 22,500 | 400% |
| 30,000 | 450% |
| 45,000 | 500% |
U.S.S. Enterprise-A refits
The Enterprise-A has three refit unlocks, plus a cosmetic skin.
| Nachrüstung | What it does |
|---|---|
| Schiffstarnung | Enables cloaking for the ship. Costs 120 shards to unlock. |
| Lethal Force | Unlocks the Lethal Force ability, which boosts the ship’s critical hit damage against players. Requires a level 50 Armory and 120 shards. |
| Hijacked Refit | Unlocks the Hijacked appearance for the ship. Costs 80 shards to unlock. |
A TOS-style Enterprise skin is also available as a cosmetic option for the ship.
Crew for the U.S.S. Enterprise-A
This ship lives or dies on Morale. Its damage ramp only runs while the ship has Morale, so the bridge’s first job is to put Morale up and keep the crew strong while it holds. A dependable classic pairs a Morale source with officers that reward a long fight. Put James T. Kirk on the bridge: each round his ability has a chance to inspire Morale to the ship, which is the exact condition the Enterprise-A needs to switch on its ramp. Add Khan Noonien Singh, whose ability raises critical hit chance every time the ship is hit, mirroring how the hull itself feeds on incoming fire. Captain with Gorkon, whose maneuver lifts critical hit chance in the opening rounds. Treat that as a reliable baseline, not the current meta; for up-to-date picks see the Officer Tier List, and expect crews to shift as the game changes.
The U.S.S. Enterprise-A in Star Trek
The Enterprise-A is the successor to the Constitution-class starship lost when Krall’s swarm tore the first ship apart. As the in-game story tells it, Starfleet commissioned and built the new vessel at Yorktown station in 2263, keeping the same basic configuration but adding a set of upgrades, then handed it back to its crew to carry on their mission of exploration. On screen, a ship carrying the NCC-1701-A registry has stood in for that fresh start more than once in Star Trek, the reward given to a captain and crew who earned another voyage. In the game it leans on that legacy: a proud Föderation flagship built to head back out into the unknown.
Is the U.S.S. Enterprise-A worth it?
For a grade 4 Episch, the Enterprise-A holds a clear niche as a Federation Morale combat Explorer, and its weapon-damage ramp rewards the drawn-out fights where a plain hull would stall. It is scrappable from Betrieb level 57 if you decide to feed it into a later build, but with the right bridge it earns its keep long before that. Chase it if you want a mid-game Federation Explorer that turns a durable, Morale-fed brawl into rising damage.