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U.S.S. Relativity

The U.S.S. Relativity is an Epic grade 4 Explorer with no faction alignment, built for one job: fighting the Krenim. Both of its abilities only trigger against Krenim Invading Entities and Armadas, so it works as a specialist rather than a general-purpose Explorer. You can build it once your Shipyard reaches level 42. If you are grinding Krenim content it earns its slot, but outside that content it stays in the dock.

How to get the U.S.S. Relativity

Building the Relativity takes 200 blueprints and a Shipyard at level 42 or higher. With the blueprints collected and the shipyard ready, the build cost is 108,000 4★ Gemeinsame Refined Gas, 74,010,000,000 Tritanium, and 26,000,000 Dilithium. Construction runs 96 days and 21 hours, so line up the resource stockpile and the build slot before you start. The game Daten lists the blueprint count but not where the blueprints come from, so confirm the current in-game source before you commit anything.

U.S.S. Relativity ability

The Relativity carries two passive abilities, and both are always active. Each one is tuned entirely to the Krenim fight.

Anti-Tachyon Weaponry raises the ship’s base damage against Krenim Invading Entities. It starts at 5,000% at ship level 1 and climbs to 360,000% at level 75, so the ship hits those targets far harder as you level it.

Relative Growth increases the Encrypted Intelligence you earn against Krenim Invading Entities or Armadas, from 350% at level 1 up to 720% at level 75. Encrypted Intelligence feeds the Krenim event track, so the ship pays you back in event progress as much as in kills. Neither ability does anything outside Krenim content, which is the trade for how strong they are inside it.

U.S.S. Relativity active abilities

On top of its always-on abilities, the Relativity carries two activatable abilities that you switch on yourself. Anti-Charged Shift applies the Static State to targets in battle, and Anti-Static Shift applies the Charged State to targets in battle. You run one at a time and pick the state you need to impose for the fight in front of you. That toggle is what makes the Relativity a specialist tool for battles where forcing a Charged or Static state on the enemy matters, so set the shift you want before you commit to the fight.

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)
Stufe 1 4.66 / 100 110 400,000 (24,000) 325,883 293,295 309,589
Stufe 8 7 / 250 110 1,630,000 (112,000) 3,038,832 3,096,714 3,067,773
Tier 15 8.75 / 600 110 5,860,000 (436,800) 73,385,679 64,212,469 68,799,074

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 Relativity mounts four weapons at max tier, two Energy and two Kinetic, so it splits its damage across both types. That mix means an enemy stacking only one kind of defense cannot fully block its output. The two three-shot weapons put more hits on the board each round but fire on a longer cool-down, while the two-shot pair reloads faster. The figures below are at tier 15, and the Anti-Tachyon Weaponry passive applies on top of all four against Krenim targets.

Waffe Typ Shots Warm-up Cool-down Damage Crit chance Crit damage
Waffe 1 Energie 2 1 1 561,973–686,855 10% 150%
Waffe 2 Energie 3 1 2 561,973–686,855 10% 150%
Waffe 3 Kinetic 2 1 1 561,973–686,855 10% 150%
Waffe 4 Kinetic 3 1 2 561,973–686,855 10% 150%

Crew slots and officer bonus

The Relativity opens officer slots as it levels, reaching a full seven-slot bridge at ship level 55.

Ship level Officer slots
5 1
10 2
20 3
30 4
40 5
45 6
55 7

The ship also boosts the officers you crew on it. Its officer bonus raises attack, defense, and health by the same percentage, stepping up the ladder below as you invest more into the bonus.

Amount Bonus (attack / defense / health)
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%

Crew for the U.S.S. Relativity

Because the Relativity is a combat Explorer aimed at hostiles, a bridge that lifts weapon damage and keeps the hull alive suits it best. A captain who boosts your ship’s damage output pairs well with two officers that add mitigation or hull health so the ship survives longer Krenim fights. The ship’s own passives already handle the Krenim-specific damage and reward multipliers, so your crew is there to raise the underlying combat numbers rather than to chase a special mechanic. Crew choices move with the meta, so check our Officer Tier List for current picks before you settle a bridge.

The U.S.S. Relativity in Star Trek

The U.S.S. Relativity is a 29th-century Föderation timeship from Star Trek: Voyager. In the episode that shares its name, Captain Braxton of the Temporal Integrity Commission commands the vessel and recruits Sieben von Neun to prevent the destruction of Voyager. The twist is that a future, unstable version of Braxton is the one planting the weapon, and Voyager’s crew has to unravel the time loop to stop him. The ship is built to study and travel through time rather than to fight. Star Trek Fleet Befehl takes that history and gives the Relativity a new mission against the Krenim, tying it into the temporal conflict at the center of the Year of Hell story.

Is the U.S.S. Relativity worth it?

For players deep in the Krenim content, the Relativity is close to essential: its damage and Encrypted Intelligence multipliers scale into the hundreds of thousands of percent and speed up the whole event track. For everyone else, it is a narrow tool that does nothing outside that fight, so it is not a general grade 4 Explorer you would build for daily use. Chase it if you are running the Krenim arc; skip it if you are not.