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Rare Xindi Final Weapon

The Rare Xindi Final Weapon is a stationary Xindi armada target rather than a roaming ship, and it holds position at levels 54 and 58 in Xindi space. You attack it with one strong ship, or a formed armada if a solo run stalls, and it drops Superior Kemocite. Its damage climbs every round and it carries a lethal super shot, so the plan is simple: bring your best crew, tank the incoming fire, and close the fight fast before the damage stacks against you.

How to beat the Rare Xindi Final Weapon

This is an armada-style target with a single station hull, so there is no hull-counter triangle to work through and nothing to swap between levels. Bring your strongest ship, or form a solo armada with your alliance if you cannot clear it alone. The weapon platform does not move, so you can pick your moment, but you cannot outrun its damage once the fight starts. Survivability matters more than positioning here.

Two abilities shape the fight. Kemocite Weaponry raises the weapon’s damage by 30% at the end of every round, and those increases stack with no cap, so a long fight turns brutal fast. If the weapon is Burning, there is a chance that stack is prevented, which is why damage-over-time crews earn their place. No Mercy is the bigger threat: every 8th round the weapon fires a super shot that deals lethal damage to a single ship, and if the weapon is Assimilated there is a chance to stop it. The takeaway is to end the fight before round eight when you can, and to favor a hull tank that absorbs the ramp rather than leaning on shield mitigation.

For crew, the principle is a captain that boosts weapon damage against hostiles plus officers that add damage or mitigation. At levels 54 and 58 the cadet starter crew is long behind you, so build around your current best officers. See the Officer Tier List for the current picks. Crews shift with the meta, so treat any named lineup as a starting point rather than a fixed answer.

Where to find the Rare Xindi Final Weapon

The Rare tier appears at two levels in Xindi space, each in its own system and each behind a higher warp requirement. The level 54 spawn sits in Gunnar at warp 240, and the level 58 spawn sits in Eviorea at warp 520. The two systems are far apart, so you will not stumble across both on one route. Match your warp range to the level you can actually handle before you set course.

Level Warp Systems
54 240 Gunnar
58 520 Eviorea

Rewards and what it drops

The Rare Xindi Final Weapon pays out in Superior Kemocite, in amounts that climb with level, from 70,000 at level 54 up to 336,000 at level 58. Ship XP also rises with level, so the level 58 spawn is the better pick for leveling as well as for the resource haul. Because the payout scales this way, the higher spawn is the more efficient farm once you can beat it reliably, even though it sits behind a longer warp.

Drop What it is
Superior Kemocite A high-grade Xindi-arc material used for Xindi ship and research progression.

Rare Xindi Final Weapon stats

Stats vary by tier and climb steeply with level, so the jump from 54 to 58 is large. These are the anchor rows for the Rare tier.

Level Total strength Hull HP Shield HP Attack Defense Ship XP
54 32,054,429,514 38,254,469,659 25,502,979,773 144,840,378 30,864,420 6,148
58 51,579,831,402 61,289,644,832 40,859,763,221 420,562,265 84,565,110 9,838

Rare Xindi Final Weapon firing pattern

The weapon fights with two groups. Four kinetic guns fire every round and carry the bulk of its damage, while a single energy weapon fires only once every eight rounds. That eight-round energy shot lines up with the No Mercy super weapon, so the beats to watch are its steady kinetic volleys for round-to-round pressure and round eight for the lethal strike. The figures below are for the lower Rare level; the higher level scales up.

Weapon type Count Damage per shot Fires Crit
Energy 1 100,000 Every 8 rounds 1% (1.5x)
Kinetic 4 7,860,633-12,816,249 Every round 10% (1.5x)

The Xindi in Star Trek

The Xindi are not one species but a council of them, native to the Delphic Expanse and first seen in Star Trek: Enterprise. Five surviving branches, Primate, Arboreal, Reptilian, Insectoid, and Aquatic, share a common legacy after the Avian branch died out and their homeworld was destroyed. Misled by visitors from the future, the Xindi built a planet-killing superweapon and sent a probe that carved a scar across Earth, then began work on the full-size version. The Final Weapon in the game borrows its name from that doomsday project, the ultimate Xindi attempt to wipe out humanity before it could be talked back from the brink.

Is the Rare Xindi Final Weapon worth grinding?

If you need Superior Kemocite for Xindi ships and research, the Rare tier is a steady source, and the ship XP on the higher spawn is a useful bonus. It is a real fight, though, so only sit down for it once your ship can survive past the early rounds. Match your warp to the level you can clear, bring your strongest crew, and aim to finish before the damage stacks and the round-eight super shot turn against you. For more of these targets, see the solo armada hub linked above.