The Phindra is a grade 2 Common Interceptor flown by Independent factions in Star Trek Fleet Command. It is an early short-range attacker built around twin kinetic guns, and its ship ability rewards you for picking fights with Battleships. You can build it once your Shipyard reaches level 10, which makes it one of the first ships a new commander adds after the starter hull. Cheap to build, useful for a while, and a clean scrap feeder later.
How to get the Phindra
The Phindra unlocks at Shipyard level 10 and also needs an early ship research completed before you can start the build. It costs 30 blueprints to open the build, and the build itself takes 6,500 Tritanium and runs for 8 hours 30 minutes. Blueprints for early Independent hulls like this one tend to show up through faction and event channels rather than a single fixed source, so check what is currently in rotation before you spend. Once your Operations building hits level 10 the Phindra becomes scrappable, which is where most of them end up after they have served their purpose.
Phindra ability
The Phindra carries one ship ability, Battleship Hunter. When the enemy ship is a Battleship, the Phindra raises its own Weapon Damage. The bonus starts at 10% at ship level 1 and climbs to 50% at level 35 (10% at level 1, 19% at level 10, 26% at level 17, 34% at level 25, 50% at level 35). Ship abilities are always active, so there is nothing to trigger. Interceptors already hold the hull advantage over Battleships, so this ability pours extra damage into a matchup the Phindra is built to win. Point it at Battleship targets and it punches well above its grade; send it against another Interceptor or an Explorer and the bonus does nothing. Because the bonus keeps growing with ship level, the Phindra is worth leveling toward its cap if you plan to farm Battleship hostiles with it, and less worth the effort if you only want a hull to scrap. Note the bonus is conditional, so it never adds anything in a fight against a non-Battleship, which is the main reason the Phindra stays a specialist rather than a general-purpose ship.
Stats and tiers
Base values below come from the current game data. Research, buffs, and officers raise them in play.
| Tier | Warp (speed / range) | Impulse | Cargo (protected) | Shield HP | Hull HP | Health (displayed) |
|---|---|---|---|---|---|---|
| Tier 1 | 1.5 / 8 | 127 | 3,000 (80) | 330 | 330 | 330 |
| Tier 4 | 1.8 / 13 | 127 | 6,320 (100) | 330 | 330 | 330 |
| Tier 7 | 2.5 / 16 | 127 | 14,500 (150) | 330 | 330 | 330 |
Health (displayed) is the shield and hull average the game shows on the ship card. Cargo grows a lot across tiers, but the small protected-cargo figure means the Phindra is a fighter, not a hauler.
Weapons and firing pattern
Warm-up is the round a weapon first fires; cool-down is the number of rounds between shots after that. Both of the Phindra’s guns are kinetic, and Battleship Hunter boosts exactly this damage against Battleship targets. Values are shown at max tier 7.
| Weapon | Type | Shots | Warm-up | Cool-down | Damage | Crit chance | Crit damage |
|---|---|---|---|---|---|---|---|
| Weapon 1 | Kinetic | 1 | 1 | 2 | 1,513–1,849 | 10% | 150% |
| Weapon 2 | Kinetic | 1 | 1 | 2 | 1,513–1,849 | 10% | 150% |
Crew slots and officer bonus
The Phindra opens officer slots as it levels up.
| Ship level | Officer slots |
|---|---|
| 5 | 1 |
| 10 | 2 |
| 20 | 3 |
| 35 | 4 |
The ship also boosts your officers’ stats as it progresses. On the Phindra the attack, defense, and health bonuses are identical at every step, so the single ladder below applies to all three.
| Amount | Bonus |
|---|---|
| 40 | 22% |
| 80 | 44% |
| 130 | 66% |
| 180 | 88% |
| 240 | 110% |
| 320 | 132% |
| 440 | 154% |
| 600 | 176% |
| 800 | 198% |
| 1,200 | 220% |
Crew for the Phindra
Battleship Hunter is a weapon-damage ability, so crew the Phindra for offense. A captain who raises Weapon Damage or kinetic damage gets the most out of the twin guns, and bridge officers that add attack or feed critical hits round it out. Because the ship only wants to fight Battleships, there is no need to spend rare officers here; an early attack-focused bridge is enough to make it hit hard in that one matchup. For current picks, see the Officer Tier List. Crews shift with the meta, so treat any specific lineup as a starting point rather than a fixed answer.
The Phindra in Star Trek
The Phindra is a game-original design rather than a ship from a Star Trek film or series, so it has no screen canon to draw on. In Star Trek Fleet Command’s own lore the class is Tellarite in origin. The Tellarites, one of the founding members of the Federation, are known for blunt engineering and a taste for a good argument, and the Phindra fits that reputation: a sturdy, no-frills hull that Independents now build in large numbers. Its capacity for multiple kinetic weapons makes it a practical short-range Interceptor for factions that value a cheap, reliable fighter over anything fancy.
Is the Phindra worth it?
For the early game, yes, with limits. As a grade 2 Common it slots in cheaply, and Battleship Hunter lets it out-hit ships above its grade when the target is a Battleship. It has no shield or hull depth to speak of, so it will not carry you far past the low levels. Build it if you want an early Battleship-killer or a cheap hull to level, and expect to scrap it at Operations 10 once better grade 3 and grade 4 ships come online. Its Tritanium-only build cost also makes it an easy hull to produce in numbers, so many commanders keep one around purely as scrap material for parts they need elsewhere. If you are past the mid-game, there is little reason to seek it out beyond that scrapping role.