The House Sov Scout is a Klingon hostile found at levels 71–80 in high-warp Klingon space (warp 1550 to 6000). It only spawns as an Interceptor, so an Explorer is the ship to bring. Each kill pays 7★ Broken Interceptor Parts, 7★ Broken Survey Parts, and millions of Federation and Romulan reputation points, at the price of a heavy Klingon reputation loss.
How to beat the House Sov Scout
The Scout only appears as an Interceptor, so the answer is the same at every level from 71 to 80: bring an Explorer, the class that beats Interceptors. There is no variant-swapping to plan for.
Two ship abilities separate it from an ordinary faction grinder. Something to Prove raises its Isolytic Damage by 4,575% at level 71, scaling to 39,365% at level 80, and shreds part of your ship’s Apex Barrier at the start of combat. Double Down adds to its own Apex Barrier (20,500 at level 71, up to 64,750 at level 80), raises its Isolytic Defense, and keeps its critical damage from falling below 100%. Read that as two warnings: your Apex Barrier protects you less than usual here, and its isolytic hits land hard, so favor a fast kill and your own Isolytic Defense over any plan built on outlasting it.
Crew by principle: a captain that boosts weapon damage against hostiles, backed by officers that add damage or survivability. A level 71+ hostile calls for your best late-game crew rather than the early cadet standbys. The officer tier list has current picks, and crews shift with the meta, so check it rather than memorizing one lineup.
Where to find the House Sov Scout
The Scout spawns thin: most levels appear in only one to three systems, so expect to share them with other hunters. Levels 71–73 sit at warp 1550–2100, and from level 74 the spawns march deeper roughly 500 warp per level until the single level 80 system at warp 6000. Every band asks for serious warp range; even the entry systems at warp 1550 sit beyond mid-game ships, and the level 80 spawn at warp 6000 is endgame territory. Pick the deepest level your Explorer clears comfortably and camp it.
| Level | Warp | Systems |
|---|---|---|
| 71 | 1550 | Bonoxug, Donrunei, Myrnum |
| 72 | 1600 | Pepen, Yphuma, Zofitis |
| 73 | 2100 | Boh’Sunya, Thuyetera |
| 74 | 3000 | Yoavrei |
| 75 | 3500 | Cerazsia |
| 76 | 4000 | Xinduq |
| 77 | 4500 | Qispea |
| 78 | 5000 | Dohvuri, Lumescia |
| 79 | 5500 | Zelzuno |
| 80 | 6000 | Tohlio |
Rewards and what it drops
This is a faction grinder: each kill raises Federation and Romulan reputation together and takes a large bite out of your Klingon standing, so farm it only when you are happy dumping Klingon rep. Because Federation and Romulan points arrive together, the Scout suits players running the classic two-up, one-down reputation setup with the Klingons as the down faction. The 7★ broken parts are the salvage draw, and ship XP scales from 57,000 at level 71 to 118,500 at level 80.
| Drop | What it is |
|---|---|
| 7★ Broken Interceptor Parts | Late-game salvage tied to 7★ Interceptor ship parts; 2,969–24,413 per kill |
| 7★ Broken Survey Parts | The same salvage for Survey ships; 1,496–12,206 per kill |
| Federation Points | Federation reputation, 2,440,000–5,750,000 per kill |
| Romulan Points | Romulan reputation, 1,220,000–2,880,000 per kill |
| Klingon Points | A reputation loss with the Klingon faction, up to -10,780,000 per kill |
House Sov Scout stats
Stats climb steeply across the ten levels; the anchor rows below show how fast.
| Level | Total strength | Hull HP | Shield HP | Attack | Defense | Ship XP |
|---|---|---|---|---|---|---|
| 71 | 4,276,349,487,805 | 8,122,578,246,802 | 397,608,725,368 | 11,534,423,035 | 4,721,578,685 | 57,000 |
| 76 | 55,730,940,597,308 | 105,537,738,264,589 | 5,166,182,991,973 | 317,683,156,957 | 61,296,812,070 | 90,500 |
| 80 | 563,651,247,530,583 | 1,066,177,877,362,650 | 52,190,525,465,305 | 3,974,989,609,961 | 492,056,506,645 | 118,500 |
House Sov Scout firing pattern
One energy weapon fires every round for steady chip damage, and a three-shot kinetic volley lands every other round starting on round two. The volley is the spike: each of the three kinetic shots hits about five times as hard as the energy weapon, so the even rounds are where the danger sits. Time officer abilities and mitigation around them rather than the opening exchange.
| Weapon type | Count | Damage per shot | Fires | Crit |
|---|---|---|---|---|
| Energy | 1 | 371,513,622–436,124,687 | Every round | 10% (1.5x) |
| Kinetic | 3 | 1,981,405,986–2,325,998,332 | Every other round (from round 2) | 10% (1.5x) |
The Klingons in Star Trek
Klingons have been part of Star Trek since the original series, first as rivals to the Federation and later as its prickliest allies after the Khitomer Accords. The empire runs on honor, ritual combat, and the politics of the Great Houses, the noble families that fill the High Council on Qo’noS and scheme against each other as often as they fight outsiders. The Next Generation and Deep Space Nine built whole arcs on those house feuds, from Worf’s discommendation to the rise of House Martok. House Sov is a game invention rather than a canon house, but it fits the mold: a Klingon dynasty pressing its claim on the frontier with ships like this Scout.
Is the House Sov Scout worth grinding?
Yes, at the right moment: it is one of the faster ways to raise Federation and Romulan reputation at once, and the 7★ parts plus six-figure ship XP make each kill count twice. The catch is the Klingon hit, so leave it alone while you are protecting that standing. When you do farm it, hunt the highest level your Explorer kills cleanly and match your warp range so travel time does not eat the run.