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Neutral Temporal Dreadnought

The Neutral Temporal Dreadnought is a Krenim Imperium hostile in Star Trek Fleet Command, spawning at levels 43 to 70 in systems from Finnes Expanse at warp 100 out to Ilkis at warp 1200. It appears as a single station/armada-style target rather than a roaming ship hull, and every kill drops Krenim Temporal Wreckage and Encrypted Intelligence. Unlike the Charged and Static versions, it has no phase alignment, so you can destroy it without the U.S.S. Relativity. Bring your strongest damage ship.

How to beat the Neutral Temporal Dreadnought

This hostile only appears as a station/armada-class target, so the usual Interceptor, Explorer and Battleship counter triangle does not apply. There is no hull variant to swap against between levels and no class advantage to chase. You want the strongest combat ship you can field at the target’s level, crewed for raw damage against hostiles, and you want the fight over fast.

Two built-in abilities shape the fight. Neutralised Shift means the Neutral Temporal Dreadnought has no phase alignment, unlike the Charged or Static Temporal Dreadnoughts, so it can be defeated without the aid of the U.S.S. Relativity. That makes it the accessible member of the family: any strong ship can engage it, with no special hull required. The second ability, Krenim Temporal Core (listed in the game data as Temporal Core Overcharge), gives the dreadnought additional Isolytic Cascade, Isolytic Defense and Apex Barrier for the duration of the battle. In practice that means it hits harder and resists isolytic damage for the whole fight, so a drawn-out slugging match works in its favor. Kill it quickly rather than trying to outlast it.

For crew, follow the standard hostile-grinding principle: a captain whose ability boosts weapon damage against hostiles, backed by officers that add more damage or mitigation. At level 43 and up you are well past the early cadet crews, so pull from your strongest hostile lineup. Check the officer tier list for current picks, and treat any named combo as a starting point, because crews shift with the meta.

Where to find the Neutral Temporal Dreadnought

Spawns cluster by level band. The level 43 to 50 versions sit in warp 100 to 150 systems such as Finnes Expanse, Ithmiris and Ryabovali Primus. The level 53 to 60 versions move out to warp 280 to 450 space, and the top band at levels 63 to 70 needs warp 1000 or better to reach systems like Eryndor Veil, Talstris and Ilkis. Match your warp range to the highest level you can actually kill.

Level Warp Systems
43 100 Finnes Expanse, Ithmiris, Veltharion, Vorex Cluster, Zorathis
47 125 Armanis Nebula, Benn’s Field, Solquinnar, Xandovara Rift
50 150 Partridgeous III, Ryabovali Primus
53 280 Naidu Reach, Ventalis II
57 450 Estru Partis, Tzhaelor
60 450 Itharion Reach, Meera
63 1000 Eryndor Veil
67 1100 Talstris
70 1200 Ilkis

Rewards and what it drops

Every kill pays out two resources, and both scale hard with level. Krenim Temporal Wreckage runs from about 500 per kill at level 43 up to 7,500 at level 70, while Encrypted Intelligence climbs from 75,000 at the bottom of the range to 12,000,000 at the top. Ship XP does not scale at all: every level of this hostile awards a flat 957, so grind it for the loot, not for leveling your ship.

Drop What it is
Krenim Temporal Wreckage Salvage collected from Krenim hostiles; 500 to 7,500 per kill depending on level.
Encrypted Intelligence An intelligence resource that drops in bulk here; 75,000 to 12,000,000 per kill depending on level.

Neutral Temporal Dreadnought stats

Stats climb steeply with level. The rows below anchor the low, mid and high ends of the range.

Level Total strength Hull HP Shield HP Attack Defense Ship XP
43 4,148,020,000 3,600,000,000 4,200,000,000 30,520,000 217,500,000 957
57 100,429,100,000 90,000,000,000 108,000,000,000 566,600,000 862,500,000 957
70 6,977,070,000,000 6,700,000,000,000 7,200,000,000,000 16,320,000,000 10,750,000,000 957

Neutral Temporal Dreadnought firing pattern

The dreadnought fires a single group of four energy weapons. They warm up on round 1 and fire every other round, so damage arrives in alternating volleys rather than a steady stream. Time officer mitigation and hull-repair effects around those volleys. The figures below come from the lowest-level record at 43; higher-level versions scale the same pattern up.

Weapon type Count Damage per shot Fires Crit
Energy 4 2,000,000 to 2,200,000 Every other round 10% (1.5x)

The Krenim Imperium in Star Trek

The Krenim come from Star Trek: Voyager’s two-part episode “Year of Hell” (1997). Once a major Delta Quadrant power, the Krenim Imperium had declined until the scientist Annorax built a temporal weapon ship that could erase entire civilizations from history, rewriting the timeline with each incursion to restore Krenim dominance. Voyager spent months being battered by Krenim chroniton torpedoes before Janeway finally rammed the weapon ship, collapsing its temporal field and resetting the timeline. STFC’s Temporal Dreadnoughts draw on that arc: massive Krenim hulls built around unstable temporal cores.

Is the Neutral Temporal Dreadnought worth grinding?

Yes, if you need what it drops. This is the approachable member of the Temporal Dreadnought family: no Relativity requirement, no phase mechanics, just a straight fight that pays Krenim Temporal Wreckage and large piles of Encrypted Intelligence. The flat 957 ship XP makes it a poor leveling target, though. Match your warp to the band you can clear, bring your best hostile crew, and farm the highest level you can kill quickly.