The U.S.S. Vengeance is a Section 31 Interceptor, a grade 6 Legendary warship built for straight combat. Its ship ability raises Apex Shred against non-Armada hostiles and strips Breen Warship shields, so it earns its slot as a specialist attacker rather than a miner or hauler. You unlock the build at Shipyard level 70. If you fight Breen or grind hostiles at the high end, it repays the long build; if you do not, there are cheaper ships for the job.
How to get the U.S.S. Vengeance
The Vengeance needs 1,000 blueprints and a Shipyard at level 70 before you can start the build. The build cost is 2,250 Σ-Dilithium, 1,082,200 Σ-Tritanium, 16,950 6★ Common Refined Gas, 30,150 6★ Common Refined Crystal, and 1 Io Facility Coordinates, and the build runs 67 days. The game Daten lists the requirement and cost but not where the blueprints come from, so treat the blueprint source as something to confirm in-game rather than assume.
U.S.S. Vengeance ability
The Vengeance carries two always-active ship abilities. Eine unzivilisierte Bedrohung increases the ship’s Apex Shred by 25% at the start of combat against non-Armada hostiles, and that figure climbs with ship level, from 25% at level 1 to 500% at level 75. Advanced Sabotage ignores 100% of a Breen Warship’s shields at the start of combat and holds them down for the whole fight, at every level. Both point the ship at one job: tearing into hostiles, and Breen hulls in particular. Ship abilities are always on, so you get both the moment you field the ship.
U.S.S. Vengeance active ability
The Vengeance also has player-triggered abilities that you switch on through refits. Schiff Tarnung hides the ship until the cloak’s duration runs out, or until you enter combat, start mining, or dock at a station. Summon lets the ship spend Cultivated Mycelium to instantly warp another of your ships to its location, and Instant Warp speeds its own jumps. You trigger these yourself, and they run on cooldowns that ease as the ship tiers up. Cloaking is the practical one for slipping a high-value hull past trouble; Summon is a logistics trick for pulling a second ship into a fight fast.
Stats and tiers
Base values below come 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 | 10 / 2,000 | 100 | 90,000 (5,000) | 226,668,113 | 226,668,113 | 226,668,113 |
| 8 | 11.4 / 2,210 | 107 | 125,000 (8,500) | 374,280,160 | 374,280,160 | 374,280,160 |
| 15 | 12.8 / 2,420 | 120 | 160,000 (12,000) | 696,751,818 | 696,751,818 | 696,751,818 |
Weapons and firing pattern
Warm-up is the round a weapon first fires; cool-down is the number of rounds between shots after that. Values are at max tier 15.
| Waffe | Typ | Shots | Warm-up | Cool-down | Damage | Crit chance | Crit damage |
|---|---|---|---|---|---|---|---|
| 1 | Energie | 4 | 1 | 1 | 6,621,165–7,356,848 | 10% | 150% |
| 2 | Kinetic | 2 | 2 | 2 | 39,727,003–44,141,115 | 10% | 150% |
| 3 | Kinetic | 2 | 2 | 2 | 39,727,003–44,141,115 | 10% | 150% |
| 4 | Energie | 4 | 1 | 1 | 6,621,165–7,356,848 | 10% | 150% |
The two Kinetic weapons are the heavy hitters, landing a small number of very large shots on a two-round rhythm. The two Energy weapons fire more often for far less per shot, which keeps steady pressure on between the big kinetic volleys.
Crew slots and officer bonus
Officer slots open up as the ship levels.
| Ship level | Officer slots |
|---|---|
| 5 | 1 |
| 10 | 2 |
| 15 | 3 |
| 25 | 4 |
| 40 | 5 |
| 50 | 6 |
| 70 | 7 |
The Vengeance also boosts your officers’ stats, stepping up a ladder as the ship progresses. The attack, defense, and health bonuses are identical at each step, so the single figure below applies to all three.
| Amount | Bonus |
|---|---|
| 56,000 | 650% |
| 112,000 | 1,300% |
| 182,000 | 1,950% |
| 252,000 | 2,600% |
| 336,000 | 3,250% |
| 448,000 | 3,900% |
| 616,000 | 4,550% |
| 840,000 | 5,200% |
| 1,120,000 | 5,850% |
| 1,680,000 | 6,500% |
U.S.S. Vengeance refits
Refits unlock the ship’s cloak, its warp tricks, and a set of combat variants. Shard costs and effects below are as the game’s own refit descriptions state them.
| Nachrüstung | What it does |
|---|---|
| U.S.S. Vengeance Cloaking | Enables cloaking for the ship. Costs 120 shards to unlock. |
| U.S.S. Vengeance Instant Warp | Enables Instant Warp for the ship. Costs 120 shards to unlock. |
| U.S.S. Vengeance Summon Ship | Enables Summon Ship, which warps another of your ships to the Vengeance. Costs 120 shards to unlock. |
| Node-Infected U.S.S. Vengeance | Unlocks the Node-Infected variant of the ship. Costs 240 shards to unlock. |
| U.S.S. Vengeance Liberator Refit | Unlocks the Liberator refit. Decreases Critical Hit Damage of Conqueror Borg Solo Armadas by 4,500% when using the Vengeance. |
| U.S.S. Vengeance Simulacrum | Unlocks the Simulacrum refit. Costs 120 shards. Increases Critical Mitigation against players by 500 and against Akademie Training Drones by 55,000 at combat start. Every 500 Critical Mitigation raises the critical damage you can take by 1%. |
Crew for the U.S.S. Vengeance
This is an Interceptor built for offense, so the bridge wants officers that push weapon damage and help land hits rather than officers that mine or protect cargo. Because the ship keys off Apex Shred and shield-stripping, captains and officers that add attack or cut into enemy defenses match its plan best, and its clearest edge is against Breen Warships and non-Armada hostiles, so tune the crew to the target you bring it to. For the current best picks, check the Officer Tier List. Crews shift with the meta, so treat any single recommendation as a starting point.
The U.S.S. Vengeance in Star Trek
The Vengeance comes from the 2013 film Star Trek Into Darkness. It is a Dreadnought-class prototype, built in secret by Section 31 under Admiral Alexander Markus, who broke Starfleet and Federation rules to push the project through out of fear of war with the Klingons. Marcus forced the Erweitern Sie Khan Noonien Singh to consult on the design. The ship was far larger and faster than a Constitution-class starship and automated enough to run with a skeleton crew, which let Marcus turn it on the Unternehmen. Its in-game story leans on that history: a warship made for overwhelming force, and strongest against ships that try to run.
Is the U.S.S. Vengeance worth it?
The Vengeance sits in the grade 6 endgame band, and it is a specialist rather than an all-rounder. It shines against Breen Warships, thanks to Advanced Sabotage, and against non-Armada hostiles through its Apex Shred boost, so it pays off most for players already fighting those targets at Shipyard level 70. The build is steep at 1,000 blueprints and 67 days. The data lists no scrap level, so once built it stays in your fleet as a combat piece rather than a stepping stone.