The Marauder Haven is a neutral solo armada target in Star Trek Fleet Command, sitting at levels 21 to 39 across neutral systems from Azha out to Nekosa. Marauders are the game’s neutral pirate presence, unaligned with the major powers, and the Haven is one of their fortified staging points. It behaves like a station rather than a roaming ship, so you attack it with one strong ship or a formed armada instead of chasing it down. Clearing it drops Uncommon Armada Credits, the currency you spend in the armada store. Match your warp to its system and bring enough firepower to break its heavy hull.
How to beat the Marauder Haven
The Marauder Haven is a solo armada target, so the hull-counter triangle that matters against roaming ships does not apply here. There is no Interceptor, Battleship, or Explorer version to swap between, and nothing to counter by class. You bring your single strongest combat ship, or you gather other players and hit it as a formed armada. As a neutral target it costs no faction reputation to attack, so you can farm it freely without hurting your standing with the Federation, Klingons, or Romulans. 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. 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 picking the right hull. For other station-style 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 hold your shields and hull together through the fight. 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 top picks, check the officer tier list. Crews shift with the meta, so treat any named lineup as a starting point rather than a fixed answer.
Where to find the Marauder Haven
The Haven clusters in neutral space. The level 21 version sits in Azha, Fastolf, Kepler-018, Opla, and Sorenle at warp 13, so newer players can reach it early. Higher levels push deeper into the map: the level 37 version in Ain’Tok needs warp 61, the steepest jump on the list. Warp cost does not rise evenly with level here, since the level 37 Haven sits behind a longer jump than the level 39 one, so read the table row by row instead of assuming a deeper level always means more warp. Check the warp column and match your range to the system before you set out.
| Level | Warp | Systems |
|---|---|---|
| 21 | 13 | Azha, Fastolf, Kepler-018, Opla, Sorenle |
| 25 | 17 | Narendra, Qualor |
| 29 | 22 | Niawillen, Xerxes |
| 31 | 22 | Afritalis |
| 33 | 27 | Azati |
| 35 | 27 | Vanir |
| 37 | 61 | Ain’Tok |
| 39 | 40 | Nekosa |
Rewards and what it drops
The Marauder Haven pays out in Uncommon Armada Credits, which you spend in the armada store on armada-related rewards. The amount scales hard with level, running from a few hundred credits at the low end up to six figures at level 39. The credits come at the Uncommon tier, so this Haven is an entry-level source rather than a top-end one. Ship XP also climbs with level, from 258 at level 21 up to 868 at level 39, so clearing higher Havens levels your ship faster as well as filling your credit balance.
| Drop | What it is |
|---|---|
| Uncommon Armada Credit | Currency earned from armada targets, spent in the armada 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 anchor 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 your repairs or shield mitigation around the rounds it fires. These figures come from the lowest-level record, and the numbers 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) |
Is the Marauder Haven worth grinding?
The Marauder Haven is worth running if you are working toward armada store rewards or want steady ship XP while you sit in the level 21 to 39 band. The version at warp 13 is an easy source of Uncommon Armada Credits for newer players, and the higher levels pay more credits and XP per kill. Match your warp to the system, bring your strongest ship or a formed armada, and focus fire to break the hull before its kinetic shots wear you down.