Skip to main content

Marauder Haven

The Haven in STFC is the Marauder Haven, a Neutral armada target that sits in fixed systems from level 21 to level 39 and pays out Uncommon Armada Credits. The level 21 Havens are in Azha, Donatu, Fastolf, Kepler-018, Opla and Sorenle at warp 13, and the deepest one is the level 39 Haven in Nekosa at warp 40. It behaves like a station rather than a roaming ship, so you attack it with one strong ship or a formed armada instead of a counter-class hull.

Marauder Haven locations and credits by level

The Haven has eight levels, each in its own set of Neutral systems. The table below lists every system, the warp you need to reach it and the Uncommon Armada Credits a clear pays at that level. Warp does not rise evenly with level: the level 37 Haven in Ain’Tok needs warp 61, more than the level 39 Haven in Nekosa at warp 40, so read the table row by row.

Level Warp Systems Uncommon Armada Credits
21 13 Azha, Donatu, Fastolf, Kepler-018, Opla, Sorenle 389–526
25 17 Narendra, Qualor 1,508–2,040
29 22 Niawillen, Xerxes 5,293–7,161
31 22 Afritalis 8,672–11,733
33 27 Azati 14,208–19,223
35 27 Vanir 23,279–31,495
37 61 Ain’Tok 47,114–63,742
39 40 Nekosa 77,191–104,435

For newer players the level 21 row is the easy entry point: six systems close to the core at warp 13. From level 25 up there are only one or two systems per level, so check the warp column and match your range before you set out. The armada locations guide lists the other armada targets by system if you want to plan a route.

How to beat the Marauder Haven

The Marauder Haven is an armada target, so the hull-counter triangle that matters against roaming ships does not apply. There is no Interceptor, Battleship or Explorer version to swap between, and nothing to counter by class. You bring your strongest combat ship, or you gather alliance members and hit it as a formed armada. A solo run leans on one well-crewed ship carrying the whole fight. A formed armada spreads the incoming fire across several players and lets a lower-level group take on a Haven that would flatten any one of them alone.

It has no ship ability, so there are no special rules to plan around. The Haven carries a large hull and shield pool that climbs sharply with level, so total damage and the ability to survive a long exchange matter more than hull choice. For other targets like this, see the solo armadas hub.

On crew, load a captain that boosts weapon damage against hostiles, then fill the other seats with officers that add damage or keep your shields and hull up through the fight. At the low end, the cadet crew (Cadet Kirk as captain with Cadet Spock and Cadet Uhura) is a reasonable place to start. The Haven scales fast between level 21 and level 39, so a lineup that clears the low end will struggle at the top. For current picks, check the Officer Tier List. Crews shift with the meta, so treat any named lineup as a starting point.

Rewards and what it drops

The Marauder Haven pays out Uncommon Armada Credits, which you spend on rewards in the Alliance Store. The amount scales hard with level, from a few hundred credits at level 21 to over 100,000 at level 39, so the top Havens are worth far more per clear. Ship XP also climbs, from 258 at level 21 to 868 at level 39.

Drop What it is
Uncommon Armada Credit Earned by defeating Uncommon armada targets and spent on rewards in the Alliance Store.

Marauder Haven stats

Stats climb steeply with level, so a level 21 Haven and a level 39 Haven are very different fights. These three rows show the low, mid and high ends of the range.

Level Total strength Hull HP Shield HP Attack Defense Ship XP
21 281,485 288,000 144,000 16,735 48,750 258
33 8,560,159 9,777,600 4,888,800 475,459 751,500 627
39 28,478,478 32,213,660 16,106,830 1,962,078 2,356,155 868

Marauder Haven firing pattern

The Haven fires two Energy weapons every round plus one heavier Kinetic weapon every other round. The Kinetic shot lands the biggest hit, so time repairs or shield mitigation around the rounds it fires. These figures come from the level 21 Haven and scale up at higher levels.

Weapon type Count Damage per shot Fires Crit
Energy 2 2,376–2,904 Every round 10% (1.5x)
Kinetic 1 5,702–6,970 Every other round 10% (1.5x)

Marauders in Star Trek

Star Trek is full of raiders and pirates who work outside the big powers: Nausicaan thugs, Orion syndicates, Ferengi opportunists and independent captains who prey on shipping lanes at the edges of Federation, Klingon and Romulan space. The Ferengi even gave the name to their D’Kora-class ship, the Marauder. In the game, Marauders are that unaligned pirate presence, and the Haven is one of their fortified bases. Because they answer to no faction, they turn up across Neutral space rather than inside any one empire’s borders.

Is the Marauder Haven worth grinding?

Yes, if you want Uncommon Armada Credits for the Alliance Store. The payout at level 39 is about 200 times the level 21 payout, so push to the highest Haven your ship or group can clear. Pick the level from the table, match your warp to that system, and bring alliance members for the upper levels if one ship cannot finish the fight. The hostile guide covers the other targets worth farming at this stage.