Skip to main content

Hijacked Legionary

Hijacked Splicers drop from the Hijacked Legionary, an Exiles hostile that spawns only as a Battleship from level 26 to 70, one level band per system from Letoria (level 26, warp 26) out to Areoth, Desmodius and Treul (level 70, warp 1,650). Common Hijacked Splicers drop at every level. Uncommon Splicers start at level 42, Rare at level 52 and Epic at level 62. Bring an Interceptor, since Interceptors counter Battleships, and every kill also pays Augment Points.

Where to get Hijacked Splicers

Splicer rarity is gated by the level of the Legionary you kill, so the system you farm decides which Splicers you get. There is no shortcut through the lower bands if you want the higher grades.

Splicer Drops from level Amount per kill First systems that drop it
Common Hijacked Splicer 26–70 400–15,000 Letoria (26), Azmodel (28), Mafra (30)
Uncommon Hijacked Splicer 42–70 200–1,680 Gemaris (42), Mab-Bu (44), Pollux (46)
Rare Hijacked Splicer 52–70 100–1,035 Talar (52), Kiley (54), Xahea (56)
Epic Hijacked Splicer 62–70 50–530 Scalos (62), Algol (64), Beta Persei Ab (66)

The Legionary is not the only ship that drops them. Three other hijacked Exiles hostiles pay the same Splicer grades on the same level gates, and each wants a different counter ship:

Hostile Hull Bring Splicer amounts Systems
Hijacked Legionary Battleship Interceptor Standard One system per band (table below)
Hijacked D3-class Interceptor Explorer Standard Same systems as the Legionary
Hijacked U.S.S. Mayflower Explorer Battleship Standard Same systems as the Legionary
Hijacked D7-class Interceptor Explorer Double (Common 800–30,000, Epic 100–1,060) Three to five systems per band, level 26–70, warp up to 1,375

If you are chasing Splicers in bulk, the D7-class pays twice the Legionary’s amount per kill at every grade. The Legionary’s advantage is that it shares its systems with the D3 and the Mayflower, so any fleet with a mix of hulls always has a counter target in view.

Hijacked Legionary locations by level

Spawns step up two levels at a time, mostly one system per band, so the system you want is decided by the level you can handle. The low bands sit in easily reached space at warp 26 to warp 56. From level 40 onward the warp requirement climbs sharply, and four bands (40, 50, 60 and 70) spread across three systems each, which helps when a lane is crowded. The deepest spawns need warp 1,650.

Level Warp Systems
26 26 Letoria
28 30 Azmodel
30 36 Mafra
32 42 Mutara
34 48 Cestus
36 52 Ceti Alpha
38 56 Gamma 400
40 70 Achrady, Philo, Sandweiss
42 85 Gemaris
44 105 Mab-Bu
46 140 Pollux
48 160 Gamma Trianguli
50 195 Delrich, Galen, Loduca
52 215 Talar
54 335 Kiley
56 430 Xahea
58 535 Platonius
60 700 Alpha Majoris, Juthay, Rentiis
62 950 Scalos
64 1,200 Algol
66 1,295 Beta Persei Ab
68 1,375 Oriandum
70 1,650 Areoth, Desmodius, Treul

How to beat the Hijacked Legionary

Bring an Interceptor. The Legionary has a single hull type across its whole level range, so there is nothing to swap between bands: the class that works at level 26 is the same class that works at level 70. That makes it a comfortable target to park a dedicated Interceptor crew against for a long time.

It carries two always-active combat buffs. Augmented Force raises its Isolytic Damage by 15% at the start of combat, and Not So Wounded gives it 5,000 Apex Barrier at the start of combat. In practice the Legionary hits a little harder on the isolytic layer and soaks a slice of your damage before it lands, so plan for a slightly longer fight rather than a different one.

For crew, the principle beats any specific roster: put a captain in the chair who boosts weapon damage against hostiles, then fill the seats with officers that add damage or mitigation. In the early bands the evergreen cadet crew (Cadet Kirk as captain with Cadet Spock and Cadet Uhura) is a free place to start. Past the mid-40s you will want a proper hostile-grinding crew, and the picks change often enough that it is worth checking the current Officer Tier List rather than locking in a fixed crew. Crews shift with the meta; hull counters do not.

Rewards and what it drops

The Legionary is a Hijacked Splicer farm first and an Augment Points farm second. Every kill pays Common Splicers and Augment Points, and the higher Splicer grades join in at levels 42, 52 and 62. Ship XP scales hard along the way, from 500 per kill at level 26 to 3,300 at level 48 and 67,000 at level 70, so the high bands double as a fast way to level a new ship.

Drop Amount What it is
Common Hijacked Splicer 400–15,000 Spent in the Augment Faction Store to claim rewards. Drops across the whole level 26–70 range.
Uncommon Hijacked Splicer 200–1,680 Augment Faction Store currency, second grade, from level 42 up.
Rare Hijacked Splicer 100–1,035 Augment Faction Store currency, third grade, from level 52 up.
Epic Hijacked Splicer 50–530 Augment Faction Store currency, top grade, from level 62 up.
Augment Points 400–3,600 Raises your reputation with the Augments, earned on every kill across the full level range.

This hostile is separate from the Hijacked Legionary ship you can build in your own shipyard. That page covers blueprints, build cost and the ship’s own ability.

Hijacked Legionary stats

Stats climb steeply with level, so treat the numbers below as anchors at the bottom, middle and top of the range rather than a smooth curve.

Level Total strength Hull HP Shield HP Attack Defense Ship XP
26 787,886 792,723 198,181 252,934 39,500 500
48 1,906,650,459 2,889,524,952 722,381,238 99,165,494 1,531,870 3,300
70 5,153,870,297,759 8,034,300,109,428 2,008,575,027,357 130,804,184,436 1,628,544,930 67,000

Hijacked Legionary firing pattern

The Legionary runs four weapons in two groups of two, and both groups fire every round after a one-round warm-up. The Kinetic pair hits harder per shot than the Energy pair, and every weapon crits at the same 10% rate for 1.5x damage. Nothing here fires on an alternating cadence, so incoming damage is steady rather than spiky, which makes repair timing straightforward. The figures are from the level 26 record and scale up with level.

Weapon type Count Damage per shot Fires Crit
Energy 2 14,702–19,974 Every round 10% (1.5x)
Kinetic 2 22,971–24,968 Every round 10% (1.5x)

The Exiles and Augments in Star Trek

The Exiles are a Star Trek Fleet Command faction rather than a canon organization, but the Augments behind them are canon. Augments are humans genetically engineered for greater strength and intelligence, and the most famous of them is Khan Noonien Singh, who seized power on Earth, fled aboard the sleeper ship Botany Bay, and later returned in The Wrath of Khan. The Federation banned genetic augmentation after the Eugenics Wars, a ruling that left later Augments living outside Federation law. Ships like the Hijacked Legionary fit that history: a retired Romulan Battleship hull, captured and crewed by people the Federation refuses to recognize.

Is the Hijacked Legionary worth grinding?

Yes, if you need Hijacked Splicers or Augment Points, and it stays useful longer than most hostiles because one hull type covers 45 levels. The Epic Splicer gate at level 62 is the real milestone; below that you are farming the lower grades and banking ship XP. Match your warp to the band you want, bring an Interceptor, and swap to the D7-class when you want the bigger Splicer stacks.