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Kehra Interceptor Ship

The Kehra is a grade 3 Common Interceptor flown under the Independent faction, a Tellarite local-defense design that unlocks once your Shipyard reaches level 20. Its Armor Breaker ability points it at one job: hunting Battleships, where it strips away enemy armor so your shots bite harder. As an early grade 3 hull it works best as a starter combat ship and a later scrap feeder rather than a long-term flagship.

How to get the Kehra

Building the Kehra needs 40 blueprints and a Shipyard at level 20. Once you have the blueprints and the shipyard in place, the build costs 250,000 Tritanium and 10,000 Dilithium, and construction runs 3 days and 23 hours. The data does not tie the blueprints to a specific event or store, so check what is currently offering Kehra blueprints before you commit resources. If you outgrow the ship, it can be scrapped once your station reaches Operations level 26, which returns materials toward heavier hulls. A Shipyard 20 requirement puts the Kehra within reach in the early game, around the point where most commanders start sorting their fleet by role, so it slots in as a purpose-built battleship counter rather than a general-use ship.

Kehra ability

The Kehra’s ship ability is Armor Breaker, and like all ship abilities it stays active with no input from you. When the ship it fights is a Battleship, Armor Breaker raises the Kehra’s Armor Piercing. At ship level 1 that bonus is 10%, and it climbs to 60% by level 45. Armor Piercing cuts how much the target’s armor softens your hits, so a higher bonus means more of your damage lands. The condition is the whole point: the bonus only applies against Battleships, which is the hull that Interceptors are built to counter. Against Explorers or other Interceptors it does nothing, so the Kehra earns its place when you aim it at battleship targets. In the standard combat cycle, Interceptors counter Battleships, Battleships counter Explorers, and Explorers counter Interceptors. Armor Breaker leans into the matchup the Kehra already wins, which is why it reads as a specialist rather than an all-rounder.

Stats and tiers

These are base values from the current game data. Research, buffs, and officer bonuses raise them in play.

Tier Warp (speed / range) Impulse Cargo (protected) Shield HP Hull HP Health (displayed)
1 2 / 17 115 8,000 (200) 2,260 2,260 2,260
5 2.4 / 21 115 16,820 (250) 2,260 2,260 2,260
9 2.8 / 26 115 42,000 (400) 2,260 2,260 2,260

Weapons and firing pattern

Warm-up is the combat round a weapon first fires; cool-down is the number of rounds between shots after that. The Kehra carries two kinetic weapons and one lighter energy weapon. The two kinetic guns land the biggest hits and gain the most from Armor Breaker, since armor piercing works against a target’s armor. Because the kinetic weapons fire on a two-round cool-down and the energy weapon fires every round, the Kehra keeps up steady chip damage between its heavier kinetic hits. Values below are at max tier.

Weapon Type Shots Warm-up Cool-down Damage Crit chance Crit damage
1 Kinetic 1 1 2 10,961–13,397 10% 150%
2 Kinetic 1 1 2 10,961–13,397 10% 150%
3 Energy 1 1 1 4,567–5,582 10% 150%

Crew slots and officer bonus

The Kehra opens officer slots as it levels, from one slot at level 5 to a full bridge of five by level 45.

Ship level Officer slots
5 1
10 2
20 3
30 4
45 5

The ship also boosts your officers‘ own stats. Its attack, defense, and health bonuses climb the same ladder, so one figure covers all three. The bonus steps up as your officers’ combined stat total grows.

Amount Bonus
100 30%
200 60%
325 90%
450 120%
600 150%
800 180%
1,100 210%
1,500 240%
2,000 270%
3,000 300%

Crew for the Kehra

As a kinetic Interceptor built to punish Battleships, the Kehra wants a bridge that pushes weapon damage and armor piercing. Captains and officers that add attack, critical hit chance, or extra piercing against battleship targets line up with what Armor Breaker already does; survivability officers matter less on a hull this light. For current best-in-slot picks, see the Officer Tier List, and remember that the strongest crews shift as new officers arrive and the meta moves.

The Kehra in Star Trek

The Kehra is a design original to Star Trek Fleet Command rather than a ship from the shows or films. In the game’s own history it is a Tellarite interceptor named for one of the moons that orbits Tellar Prime, a workhorse of Tellarite local defense from the 22nd-century wars with the Andorians and the Romulan Star Empire through to the present day. Tellarites themselves are firmly canon: a founding member of the Federation, known on screen for blunt, argumentative diplomacy and dependable engineering. A rugged, no-frills defense craft suits that reputation, even though this particular hull never appeared on screen.

Is the Kehra worth it?

For a grade 3 Common hull, the Kehra is a fair early combat ship with a clear specialty: it hits Battleships harder than a plain interceptor would. It will not keep pace with grade 4 and higher ships, and once you reach Operations level 26 it makes a reasonable scrap feeder for materials. Newer commanders who want a cheap battleship counter get the most from it, while established players will treat it as a stepping stone.