The U.S.S. Kelvin is a grade 4 Uncommon Federation Interceptor that unlocks at Shipyard level 42. Its job is defense: while defending, it raises the shield piercing, armor piercing, and accuracy of your whole fleet, which makes it a support hull for base and armada defense rather than a solo grinder. If you fly Föderation ships, it earns its slot.

How to get the U.S.S. Kelvin
The Kelvin needs 150 blueprints to build, and the build opens once your Shipyard reaches level 42 and you have completed the required grade 4 ship research. Blueprints for it have appeared in the Federation faction store, so Federation-aligned players can gather them over time through reputation.
The build cost is 25,000,000 Tritanium, 1,600,000 Dilithium, 7,000 4★ Gemeinsame Refined Crystal, and 2,450 4★ Common Refined Gas. Base build time is 150 days, before any construction-speed research or bonuses. From Operations level 55 the Kelvin becomes scrappable, so it can feed the scrapyard once you outgrow it.
U.S.S. Kelvin ability
The Kelvin’s ship ability is Inventive Strategy. When the Kelvin is defending, at the start of each round it increases the shield piercing, armor piercing, and accuracy of every ship and defense platform by 30% at level 1, scaling to 100% at level 60. Ship abilities are always active, so there is nothing to trigger.
Because the buff only fires on defense and covers your whole fleet plus defense platforms, the Kelvin reads as a base-defense and armada-defense piece. Sitting in a station defense or a defending armada, it sharpens the offense of everything around it.
U.S.S. Kelvin active abilities
The Kelvin also carries two player-unlocked abilities that sit apart from the always-on Inventive Strategy. Relentless Assault increases weapon damage against hostiles and armadas, giving the ship an offensive mode for PvE grinding. Field Repairs works out of combat: while undocked, it instantly repairs 25% of the ship’s health, which saves a trip back to dock during a long session. Both come from refits, covered below, and each is used on its own terms rather than running always. Relentless Assault also appears as a ship-specific research project, which is where its scaling comes from as you invest.
Stats and tiers
These are base values from the current game data; research, buffs, and Offiziere raise them in play. One quirk to note: the Kelvin’s hull HP holds steady across tiers while its shield HP and cargo keep climbing, so most of its survivability growth comes from shields rather than hull.
| Ebene | Warp (speed / range) | Impulse | Cargo (protected) | Shield HP | Hull HP | Health (displayed) |
|---|---|---|---|---|---|---|
| 1 | 3.9 / 85 | 98 | 40,000 (1,000) | 278,266 | 241,619 | 259,942.5 |
| 6 | 4.4 / 150 | 98 | 56,000 (1,400) | 379,729 | 241,619 | 310,674 |
| 12 | 5.0 / 210 | 98 | 96,000 (2,250) | 577,257 | 241,619 | 409,438 |
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 |
|---|---|---|---|---|---|---|---|
| Waffe 1 | Kinetic | 3 | 2 | 2 | 48,626–58,349 | 10% | 150% |
| Waffe 2 | Kinetic | 3 | 2 | 2 | 48,626–58,349 | 10% | 150% |
| Waffe 3 | Energie | 2 | 1 | 1 | 31,259–37,508 | 10% | 150% |
The two kinetic weapons are the Kelvin’s main punch, firing three shots each, while the energy weapon is a lighter, faster-cycling second source.
Crew slots and officer bonus
| Ship level | Officer slots |
|---|---|
| 5 | 1 |
| 10 | 2 |
| 20 | 3 |
| 35 | 4 |
| 55 | 5 |
The Kelvin raises your officers’ attack, defense, and health stats by the same amount, stepping up a ladder as the ship gains those stats. The table shows where each step lands.
| Amount | Bonus |
|---|---|
| 700 | 40% |
| 1,400 | 80% |
| 2,275 | 120% |
| 3,150 | 160% |
| 4,200 | 200% |
| 5,600 | 240% |
| 7,700 | 280% |
| 10,500 | 320% |
| 14,000 | 360% |
| 21,000 | 400% |
U.S.S. Kelvin refits
Refits unlock the Kelvin’s extra abilities and a cosmetic skin. They cost ship shards and, in one case, a building level.
| Nachrüstung | What it does |
|---|---|
| Kelvin Relentless Assault | Unlocks the Relentless Assault ability. Needs a level 42 Armory and 60 shards. |
| Field Repairs (U.S.S. Kelvin) | Unlocks Field Repairs, which instantly repairs 25% of the ship’s health out of combat while undocked. Costs 120 shards. |
| Jem’Hadar Fighters | Unlocks the Jem’Hadar Fighter skin. |
Crew for the U.S.S. Kelvin
The Kelvin is a defensive support hull, so a defending crew wants officers that boost mitigation, shield health, or the piercing and accuracy stats its ability already leans on. For an offensive Relentless Assault build against hostiles, weapon-damage and crit officers fit better. For current top picks, see the officer tier list; the best crew shifts as the meta and your roster change.
The U.S.S. Kelvin in Star Trek
The U.S.S. Kelvin opens the 2009 Star Trek film. In 2233 it is the first Starfleet ship to meet the Narada, the Romulanisch mining vessel commanded by Nero that arrives through a black hole from the future. With its captain killed, first officer George Kirk takes command, orders the crew to evacuate, and then rams the Kelvin into the Narada to cover their escape. His wife gives birth to James T. Kirk during the evacuation. That sacrifice defines the film’s alternate reality, which fans named the Kelvin timeline after the ship.
U.S.S. Kelvin build cost by tier
Build and repair costs for every tier, carried over from the previous version of this page.
| Ebene | Build cost | Repair cost | Build time | Repair time | Fracht | Protected cargo |
|---|---|---|---|---|---|---|
| Stufe 1 | 25.000.000 Tritanium 1.600.000 Dilithium 7.000 4* Gewöhnlicher Kristall 2.450 4* Allgemeines Gas |
31.185.000 Tritanium 1.275.750 Dilithium |
150d 0h 0m | 22h 19m | Basis: 40,000 Aufwertung: 2.000 Insgesamt: 42.000 |
Basis: 1,000 Aufwertung: 50 Insgesamt: 1.050 |
| Stufe 2 | 1.267.200.000 Tritanium 69.500.000 Dilithium 19,735 4* Gewöhnlicher Kristall 12,515 4* Allgemeines Gas 46.040 4* Gemeinsame Abscheiderteile |
63.273.000 Tritanium 2.588.250 Dilithium |
14d 14h 0m | 1d 15h 15m | Basis: 46,000 Aufwertung: 3.000 Insgesamt: 49.000 |
Basis: 1,300 Aufwertung: 50 Insgesamt: 1.350 |
| Stufe 3 | 3.528.000.000 Tritanium 188.000.000 Dilithium 38,105 4* Gewöhnlicher Kristall 10.130 4* Ungewöhnlicher Kristall 14,900 4* Allgemeines Gas 5.050 4* Ungewöhnliches Gas 95.390 4* Gemeinsame Abscheiderteile 27.350 4* Ungewöhnliche Abscheiderteile |
69.601.000 Tritanium 2.728.250 Dilithium |
29d 4h 0m | 1d 16h 46m | Basis: 53,000 Aufwertung: 3.000 Insgesamt: 56.000 |
Basis: 1,600 Aufwertung: 75 Insgesamt: 1.675 |
| Stufe 4 | 9.372.000.000 Tritanium 400.000.000 Dilithium 61.990 4* Gewöhnlicher Kristall 17.840 4* Ungewöhnlicher Kristall 8,865 4* Ungewöhnliches Gas 162.935 4* Gemeinsame Abscheiderteile 45,425 4* Ungewöhnliche Abscheiderteile |
158.217.500 Tritanium 5.122.250 Dilithium |
48d 14h 40m | 1d 18h 5m | Basis: 60,000 Aufwertung: 4.000 Insgesamt: 64.000 |
Basis: 1,925 Aufwertung: 100 Insgesamt: 2.025 |
| Stufe 5 | 20.765.500.000 Tritanium 801.900.000 Dilithium 101.770 4* Gewöhnlicher Kristall 29,145 4* Ungewöhnlicher Kristall 12,830 4* Ungewöhnliches Gas 257.435 4* Gemeinsame Abscheiderteile 70.690 4* Ungewöhnliche Abscheiderteile |
258.107.500 Tritanium 7.120.750 Dilithium |
72d 22h 0m | 1d 19h 40m | Basis: 68,000 Aufwertung: 4.000 Insgesamt: 72.000 |
Basis: 2,275 Aufwertung: 125 Insgesamt: 2.400 |
| Stufe 6 | 40.138.500.000 Tritanium 1.447.800.000 Dilithium 152,590 4* Gewöhnlicher Kristall 43,595 4* Ungewöhnlicher Kristall 17,875 4* Uncommon Gas 389.075 4* Gemeinsame Abscheiderteile 105.855 4* Ungewöhnliche Abscheiderteile |
516.148.500 Tritanium 12.941.250 Dilithium |
97d 5h 20m | 1d 21h 1m | Basis: 76,000 Aufwertung: 5.000 Insgesamt: 81.000 |
Basis: 2,650 Aufwertung: 100 Insgesamt: 2.750 |
| Stufe 7 | 80.364.000.000 Tritanium 2.764.000.000 Dilithium 64.900 4* Ungewöhnlicher Kristall 23.470 4* Seltener Kristall 18,170 4* Seltenes Gas 571.680 4* Gemeinsame Abscheiderteile 154.615 4* Ungewöhnliche Abscheiderteile |
764.116.500 Tritanium 18.082.750 Dilithium |
121d 12h 40m | 1d 22h 40m | Basis: 85,000 Aufwertung: 6.000 Insgesamt: 91.000 |
Basis: 3,000 Aufwertung: 125 Insgesamt: 3.125 |
| Stufe 8 | 139.672.000.000 Tritanium 5.830.100.000 Dilithium 93.350 4* Ungewöhnlicher Kristall 31.455 4* Seltener Kristall 20,970 4* Seltenes Gas 824.940 4* Gemeinsame Abscheiderteile 222.185 4* Ungewöhnliche Abscheiderteile |
1.193.094.000 Tritanium 33.612.250 Dilithium |
157d 23h 40m | 2d 0h 2m | Basis: 95,000 Aufwertung: 6.000 Insgesamt: 101.000 |
Basis: 3,375 Aufwertung: 125 Insgesamt: 3.500 |
| Stufe 9 | 196.424.800.000 Tritanium 8.199.200.000 Dilithium 131.090 4* Ungewöhnlicher Kristall 42,025 4* Seltener Kristall 24,665 4* Seltenes Gas 1.160.135 4* Gemeinsame Abscheiderteile 311.730 4* Ungewöhnliche Abscheiderteile |
1.807.211.000 Tritanium 50.699.250 Dilithium |
194d 10h 40m | 2d 1h 23m | Basis: 105,000 Aufwertung: 7.000 Insgesamt: 112.000 |
Basis: 3,750 Aufwertung: 150 Insgesamt: 3.900 |
| Stufe 10 | 348.440.000.000 Tritanium 15.159.200.000 Dilithium 56.180 4* Seltener Kristall 24,235 4* Epischer Kristall 17.060 4* Epic Gas 1.640.520 4* Gemeinsame Abscheiderteile 104,825 4* Seltene Abfangjägerteile |
2.040.944.500 Tritanium 59.564.750 Dilithium |
243d 1h 20m | 2d 3h 13m | Basis: 116,000 Aufwertung: 7.000 Insgesamt: 123.000 |
Basis: 4,150 Aufwertung: 150 Insgesamt: 4.300 |
| Stufe 11 | 483.095.200.000 Tritanium 21.017.300.000 Dilithium 76.690 4* Seltener Kristall 30,150 4* Epischer Kristall 19,125 4* Epic Gas 2.274.505 4* Gemeinsame Abscheiderteile 128.540 4* Seltene Abfangjägerteile |
2.342.410.000 Tritanium 68.309.500 Dilithium |
315d 23h 20m | 2d 4h 36m | Basis: 127,000 Aufwertung: 9.000 Insgesamt: 136.000 |
Basis: 4,550 Aufwertung: 200 Insgesamt: 4.750 |
| Stufe 12 | 835.787.200.000 Tritanium 35.248.800.000 Dilithium 103.480 4* Seltener Kristall 37,865 4* Epic Crystal 21.820 4* Epic Gas 3.104.030 4* Gemeinsame Abscheiderteile 159,605 4* Seltene Abfangjägerteile |
2.745.225.000 Tritanium 77.586.250 Dilithium |
437d 12h 0m | 2d 5h 58m | Basis: 140,000 Insgesamt: 140.000 |
Basis: 5,000 Insgesamt: 5.000 |
U.S.S. Kelvin ship XP needed by level
Experience required to reach each level, with the health and shield bonuses that come with it.
Stufe 1
Stufe 2: 8,000
Stufe 3: 12,000
Stufe 4: 20,000
Stufe 5: 29,000
Stufe 2
Stufe 6: 41,000
Stufe 7: 59,000
Stufe 8: 78,000
Stufe 9: 100,000
Stufe 10: 130,000
Stufe 3
Stufe 11: 158,000
Stufe 12: 190,000
Stufe 13: 235,000
Stufe 14:
Stufe 15:
Stufe 4
Stufe 16: 378,000
Stufe 17: 430,000
Stufe 18: 483,000
Stufe 19: 565,000
Stufe 20:
Stufe 5
Stufe 21: 695,000
Stufe 22: 798,000
Stufe 23: 875,000
Stufe 24: 955,000
Stufe 25: 1,083,000
Stufe 6
Stufe 26: 1,175,000
Stufe 27: 1,270,000
Stufe 28: 1,423,000
Stufe 29: 1,530,000
Stufe 30:
Stufe 7
Stufe 31: 1,825,000
Stufe 32: 1,948,000
Stufe 33: 2,075,000
Stufe 34: 2,293,000
Stufe 35:
Stufe 8
Stufe 36: 2,578,000
Stufe 37: 2,830,000
Stufe 38: 2,990,000
Stufe 39: 3,153,000
Stufe 40:
Stufe 9
Stufe 41: 3,623,000
Stufe 42: 3,805,000
Stufe 43: 4,140,000
Stufe 44: 4,340,000
Stufe 45:
Stufe 10
Stufe 46:
Stufe 47:
Stufe 48:
Stufe 49:
Stufe 50:
Stufe 11
Stufe 51:
Stufe 52:
Stufe 53:
Stufe 54:
Stufe 55:
Stufe 12
Stufe 56:
Stufe 57:
Stufe 58:
Stufe 59:
Stufe 60:
Resources to max out a U.S.S. Kelvin
- 2.158.879.400.000 Tritanium
- 91,127,400,000 Dilithium
- 381.190 4* Gemeinsam Kristall
- 390,080 4* Ungewöhnlich Kristall
- 333,300 4* Seltene Kristall
- 92,250 4* Episch Kristall
- 29,865 4* Gemeinsam Gas
- 44.620 4* Ungewöhnliches Gas
- 63.805 4* Seltenes Gas
- 58,005 4* Epic Gas
- 10.526.685 4* Gemeinsame Abscheiderteile
- 392.970 4* Seltene Abfangjägerteile
- 937.850 4* Ungewöhnliche Abscheiderteile
Erfahrung insgesamt: 169,108,000
Is the U.S.S. Kelvin worth it?
For a grade 4 Uncommon, the Kelvin fills a specific niche: fleet-wide defensive support that raises piercing and accuracy for everything defending alongside it. It is most useful in base defense and defending armadas, and its Relentless Assault refit gives it a side job hunting hostiles. Because it scraps from Operations 55, it stays useful through the mid game and then becomes scrap material. Federation players building reputation should grab it; others can pass. Its low cargo and defense-only ability mean it was never built to mine or grind alone, so plan to crew it for the fleet job it does best.