The DY-200-class is an Exiles hostile that patrols from level 40 to 70 as a Survey-hull ship. It shows up across neutral and faction systems out to warp 950, and it drops Hijacked Splicer at every rarity along with Augment Points. It also carries a warp-core sabotage ability that can end a fight before your weapons fire, so check its abilities before you send a ship after it.
How to beat the DY-200-class
The DY-200-class only appears as a Survey ship. Survey hulls sit outside the combat triangle that governs Interceptors, Battleships, and Explorers, so there is no hull type you need to counter and nothing to swap as you move up the levels. Bring your strongest dedicated warship in whichever class you have best geared for the level band you are farming.
Three ship abilities shape the fight. The first two, Augmented Force and Not So Wounded, trigger at the start of combat: the ship raises its own Isolytic Damage by 15% and adds 5000 to its Apex Barrier, so it hits a little harder and soaks more Isolytic pressure than its stat line suggests. The third, Dilithium Destabilization, is the one to plan around. It has a 100% chance at the start of combat to destabilize your warp core and instantly destroy your ship. An unprepared ship loses before it can trade a shot, so this is not an ordinary grind target you can throw any hull at.
Isolytic Damage and Apex Barrier are both late-game systems, so the DY-200’s self-buffs bite hardest on the level 60 and 70 versions, where you are already bringing an Isolytic-capable ship. At the lower bands the buffs matter less than the warp-core mechanic does.
For crew, the usual principle applies: a captain that boosts weapon damage against hostiles, paired with officers that add damage or mitigation. Because the warp-core mechanic can void a normal fit, confirm a current setup that handles it before you commit a ship. The Officer Tier List tracks who is worth slotting right now. Crews shift with the meta, so treat any single recommendation as a starting point, not a permanent answer.
Where to find the DY-200-class
The DY-200-class clusters by level. The level 40 spawns sit at warp 26 in easier neutral space, and each higher band pushes deeper into the map, ending at warp 950 for the level 70 version. The warp cost climbs fast between bands, so lower-level players should stick to the 40 and 50 systems rather than reaching for a spawn they cannot travel to. Match your warp range to the band you want before you set a course.
| Level | Warp | Systems |
|---|---|---|
| 40 | 26 | Achrady, Azmodel, Cestus, Ceti Alpha, Gamma 400, Letoria, Mafra, Mutara, Philo, Sandweiss |
| 50 | 85 | Delrich, Galen, Gamma Trianguli, Gemaris, Loduca, Mab-Bu, Pollux |
| 60 | 215 | Alpha Majoris, Juthay, Kiley, Platonius, Rentiis, Talar, Xahea |
| 70 | 950 | Algol, Areoth, Beta Persei Ab, Desmodius, Oriandum, Scalos, Treul |
Rewards and what it drops
The DY-200-class pays out in Augment-faction materials. Every kill can drop Hijacked Splicer across all four rarities plus a batch of Augment Points, which makes it a stop on the Exiles and Augment reputation loop rather than a general resource farm. Augment Points feed the faction store, where they go toward Augment officers and ship parts, so the DY-200 is most useful when you are chasing that track. Ship XP scales hard with level, from 2,300 at level 40 to 78,000 at level 70, so higher bands are better if you are also leveling a ship.
| Drop | What it is |
|---|---|
| Common Hijacked Splicer | Base Augment-faction crafting material (20,000–40,000 per kill) |
| Uncommon Hijacked Splicer | Higher-grade splicer material (200–3,000) |
| Rare Hijacked Splicer | Rare splicer material (100–1,500) |
| Epic Hijacked Splicer | Top-grade splicer material (50–650) |
| Augment Points | Reputation currency for the Augment and Exiles faction store (5,000–60,000) |
DY-200-class stats
Stats vary by hull variant and climb steeply with level, so treat these as anchor points rather than a smooth curve.
| Level | Total strength | Hull HP | Shield HP | Attack | Defense | Ship XP |
|---|---|---|---|---|---|---|
| 40 | 2,885,626 | 698,323 | 174,581 | 1,040,439 | 1,408,735 | 2,300 |
| 60 | 6,582,105,816 | 9,791,907,653 | 2,447,976,914 | 319,600,213 | 142,563,320 | 24,000 |
| 70 | 146,206,242,687 | 212,286,836,623 | 53,071,709,156 | 9,986,654,748 | 3,540,315,050 | 78,000 |
The Exiles in Star Trek
The Exiles in Star Trek Fleet Command are tied to the Augments, genetically enhanced humans whose story runs back to the Eugenics Wars and Khan Noonien Singh. Khan and his followers fled Earth aboard the DY-100-class sleeper ship Botany Bay, seen in the original series episode “Space Seed.” The DY-200-class is the game’s own extension of that early sleeper-ship lineage, reimagined as a hijacked hull flown by Augment outcasts. Its resource drops, Hijacked Splicer and Augment Points, fit that theme: salvaged parts and reputation earned by working the fringes of Federation space rather than serving any recognized power. In the game, the Exiles arc casts these Augment groups as raiders who hijack and refit older hulls, which is why so many of their targets carry a “hijacked” tag on their loot.
Is the DY-200-class worth grinding?
Grind it when you are working the Augment or Exiles faction track and need Hijacked Splicer or Augment Points; outside that loop, better resource farms exist. The steep ship XP at the higher bands is a bonus if you are leveling a hull at the same time. Before you commit, match your warp range to the level you want and bring a crew that answers the warp-core sabotage, because an unprepared ship will not survive the opening round.