PvP level bands in Star Trek Fleet Command set your attack range: the lowest and highest Operations level you can attack, and be attacked by, in normal space. At Ops 30 your range is 22 to 39, at Ops 40 it is 31 to 55, and from Ops 61 upward every band tops out at 80. The bands are mutual, so if another player sits inside your range, you sit inside theirs. The full table for Ops 1 through 80 is below, along with the level jumps worth planning around before you upgrade.
How PvP level bands work
Every player has an attack band tied to their Operations level. You can start PvP, whether that is hitting a ship in open space or raiding a station, only against players whose Ops level falls inside your band. Because the bands are mutual, the same range that defines your targets also defines your threats. There is no separate defense band to track.
The bands are the default rule, not an absolute one. Event systems and Territory Capture can run their own engagement rules, and station shields or newer-player protection can stop an attack the band table would otherwise allow. In an event system, read the event rules before assuming the table protects you.
STFC PvP range by Ops level
Find your Operations level in the first column. The other two columns are the lowest and highest Ops level you can attack, which are also the lowest and highest levels that can attack you.
| Ops level | Lowest Ops you can attack | Highest Ops you can attack |
|---|---|---|
| 1 | 1 | 3 |
| 2 | 1 | 4 |
| 3 | 1 | 5 |
| 4 | 2 | 6 |
| 5 | 3 | 7 |
| 6 | 4 | 8 |
| 7 | 5 | 9 |
| 8 | 6 | 10 |
| 9 | 7 | 11 |
| 10 | 8 | 12 |
| 11 | 9 | 13 |
| 12 | 10 | 14 |
| 13 | 11 | 15 |
| 14 | 12 | 16 |
| 15 | 13 | 17 |
| 16 | 14 | 18 |
| 17 | 15 | 19 |
| 18 | 16 | 20 |
| 19 | 17 | 21 |
| 20 | 18 | 24 |
| 21 | 19 | 27 |
| 22 | 20 | 30 |
| 23 | 20 | 31 |
| 24 | 20 | 32 |
| 25 | 21 | 33 |
| 26 | 21 | 34 |
| 27 | 21 | 35 |
| 28 | 22 | 36 |
| 29 | 22 | 37 |
| 30 | 22 | 39 |
| 31 | 23 | 41 |
| 32 | 24 | 42 |
| 33 | 25 | 43 |
| 34 | 26 | 44 |
| 35 | 27 | 45 |
| 36 | 28 | 46 |
| 37 | 29 | 47 |
| 38 | 30 | 48 |
| 39 | 30 | 49 |
| 40 | 31 | 55 |
| 41 | 31 | 55 |
| 42 | 32 | 55 |
| 43 | 33 | 55 |
| 44 | 34 | 55 |
| 45 | 35 | 55 |
| 46 | 36 | 56 |
| 47 | 37 | 57 |
| 48 | 38 | 58 |
| 49 | 39 | 59 |
| 50 | 40 | 60 |
| 51 | 40 | 70 |
| 52 | 40 | 70 |
| 53 | 40 | 70 |
| 54 | 40 | 70 |
| 55 | 40 | 75 |
| 56 | 46 | 76 |
| 57 | 47 | 77 |
| 58 | 48 | 77 |
| 59 | 49 | 78 |
| 60 | 50 | 79 |
| 61 | 51 | 80 |
| 62 | 51 | 80 |
| 63 | 51 | 80 |
| 64 | 51 | 80 |
| 65 | 51 | 80 |
| 66 | 51 | 80 |
| 67 | 51 | 80 |
| 68 | 51 | 80 |
| 69 | 51 | 80 |
| 70 | 51 | 80 |
| 71 | 55 | 80 |
| 72 | 55 | 80 |
| 73 | 55 | 80 |
| 74 | 55 | 80 |
| 75 | 55 | 80 |
| 76 | 56 | 80 |
| 77 | 57 | 80 |
| 78 | 59 | 80 |
| 79 | 60 | 80 |
| 80 | 61 | 80 |
The level jumps worth planning around
Most upgrades move your band by one level at each end. These are the upgrades that move it by three or more, which is where a single Operations upgrade can change who you are fighting overnight.
| Upgrade | Band before | Band after | Change |
|---|---|---|---|
| 19 to 20 | 17 to 21 | 18 to 24 | ceiling +3 |
| 20 to 21 | 18 to 24 | 19 to 27 | ceiling +3 |
| 21 to 22 | 19 to 27 | 20 to 30 | ceiling +3 |
| 39 to 40 | 30 to 49 | 31 to 55 | ceiling +6 |
| 50 to 51 | 40 to 60 | 40 to 70 | ceiling +10 |
| 54 to 55 | 40 to 70 | 40 to 75 | ceiling +5 |
| 55 to 56 | 40 to 75 | 46 to 76 | floor +6 |
| 70 to 71 | 51 to 80 | 55 to 80 | floor +4 |
Early on, the band stays tight. At Ops 10 you can only fight players between 8 and 12, so mistakes are cheap. The band starts stretching in the 20s: at Ops 25 the range is 21 to 33, and at Ops 30 it is 22 to 39.
The jump most players regret is 39 to 40. At Ops 39 the highest player who can hit you is a 49. The moment you reach 40, that ceiling moves to 55, so one upgrade adds six levels of stronger opponents. If you farm faction space or run heavy mining ops, finish that business at 39 before you level. Check the Operations building page for what the upgrade costs so you can time it.
50 to 51 is the next big one. The ceiling jumps from 60 to 70, ten levels in one step. From the mid-50s the ceiling keeps rising: at Ops 55 you can be hit by players up to 75, at Ops 60 the ceiling is 79, and from Ops 61 every band tops out at 80.
The floor matters at the top end too. Ops 55 to 56 raises your floor from 40 to 46, and an Ops 80 player cannot touch anyone below 61, which is why mid-level miners are safe from endgame hunters in normal space.
Holding your own inside the band
The table tells you who can shoot at you; your crew decides how that fight goes. If you are getting farmed inside your band, the fastest fixes are a proper PvP crew and a defensive station setup. For current PvP crew picks at your level, see the officer tier list, and for crew setups by ship class, the officers guide.
Low reputation also puts you in danger from hostiles, separate from players. The faction reputation page explains when Federation, Klingon and Romulan hostiles start attacking you on sight.
PvP level band FAQ
What is my attack range in STFC?
It depends on your Operations level. Look up your level in the table above: the two numbers are the lowest and highest Ops level you can attack.
Are PvP bands the same for attacking and defending?
Yes. The range of players you can attack is the same as the range of players who can attack you.
Which Ops upgrade changes PvP range the most?
50 to 51, where the ceiling rises from 60 to 70. The 39 to 40 upgrade (ceiling 49 to 55) is the one that catches most mid-game players out.
Can an Ops 80 player attack me?
Only if you are Ops 61 or higher. Below 61 you are outside an Ops 80 player’s band in normal space.


