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The U.S.S. Titan-A is a grade 4 Epic Neo-Constitution Explorer in Star Trek Fleet Command, built for commanders who want to protect their alliance rather than grind alone. Its abilities fortify friendly ships in the same system, handing them critical-hit and raw damage buffs before a fight begins. The hull unlocks at Shipyard level 37. Think of it as an alliance support ship, not a solo workhorse.

How to get the U.S.S. Titan-A

Building the Titan-A takes 100 blueprints and a Shipyard at level 37. Once you have the prints and the shipyard, the build costs 42,625,000 Tritanium, 2,363,000 Dilithium, 750 3★ Common Refined Erze, and 3,160 3★ Common Refined Gas, and it runs for 34 days and 12 hours. The game Daten sets the requirement and cost but not where the blueprints come from, so build your resource stockpile ahead of time rather than around a specific event.

U.S.S. Titan-A ability

The Titan-A’s always-active ability is Under Titan’s Aegis. It sets how many nearby alliance ships benefit when you trigger the ship’s Fortification abilities, and it prioritizes the strongest ships and alliance members who don’t already have the buff. At ship level 1 it reaches 2 alliance ships; by level 60 that grows to 13, stepping up along the way (3 at level 10, 6 at level 25, 9 at level 40). Leveling the hull directly widens how much of your alliance you can shield in a single activation. Like all ship abilities, it is always on.

U.S.S. Titan-A active ability

Two player-triggered abilities sit on top of that. Fortification protects all of your own ships plus 2 to 13 alliance ships, giving them +25% critical hit damage along with extra bonuses drawn from the receiving player’s own Titan-A research. Maximum Fortification carries every Fortified buff and adds +250% base damage, plus further research-based bonuses. You activate these in a system, and the number of alliance ships covered follows the Under Titan’s Aegis value above. Because the buffs scale partly off each recipient’s own Titan-A research, an alliance gets the most out of it when several members level the ship together. In practice the Titan-A parks with an alliance group before a fight so allies enter combat already buffed.

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 4.3 / 50 110 30,000 (500) 118,624 48,808 83,716
Stufe 6 4.8 / 95 110 30,000 (500) 156,829 64,528 110,678.5
Stufe 12 5.4 / 150 110 30,000 (500) 408,199 167,955 288,077

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 at max tier 12.

Waffe Typ Shots Warm-up Cool-down Damage Crit chance Crit damage
Waffe 1 Energie 1 1 1 28,780–34,542 10% 150%
Waffe 2 Energie 2 1 1 28,780–34,542 10% 150%
Waffe 3 Kinetic 2 3 3 42,203–50,645 10% 150%

Weapon 3 is the hardest hitter, a slow kinetic gun that warms up over three rounds. The two energy weapons fire every round for steadier chip damage.

Crew slots and officer bonus

Slots open up as the ship gains levels, so early on you crew it light and fill the bridge out later.

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

The ship also boosts your officers’ stats, stepping up a ladder as it progresses. On the Titan-A the attack, defense, and health bonuses are identical at every step, so one column covers all three.

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. Titan-A

The Titan-A’s job is to fortify allies and stay alive long enough to keep doing it, so crew it for survivability rather than raw damage. Its buffs come from the ship itself, not from an officer trigger, so a fixed “best crew” matters less here than on a dedicated combat hull; pick officers that keep it in the fight. For current recommendations, check the Officer Tier List, and keep in mind that the best bridge shifts as the meta moves.

The U.S.S. Titan-A in Star Trek

The Titan-A, registry NCC-80102-A, is a Neo-Constitution starship from Star Trek: Picard, launched in 2396 under Captain Liam Shaw. Its retro styling nods to the original Constitution-class ships. During the third season, Admiral Picard and Captain Riker board under cover of a routine inspection, and Riker takes Befehl as the ship is drawn into a hidden threat. The game leans on that same design note: cutting-edge propulsion and oversized impulse engines that, per the in-game description, give it the largest sub-light power-to-geometry ratio in Starfleet.

Is the U.S.S. Titan-A worth it?

As a grade 4 Episch, the Titan-A sits in the mid-game band, but its value is unusual: it is a team tool, not a personal power spike. If you run in an active alliance that fights or defends together, a leveled Titan-A can hand out real damage and critical buffs before a battle even starts. Solo players get far less from it. The data lists no scrap level, so it is not meant to be a scrap feeder. Chase it if your alliance coordinates; skip it if you mostly play alone.