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Scavenger Lair

The Scavenger Lair is a neutral solo armada target in Star Trek Fleet Command, holding position at levels 31 and 35 in the Bimasa Beta and Nyrheimur Beta systems. It sits still instead of roaming, so you attack it with one strong ship or a formed armada rather than chasing it down. It drops Raw Isogen that scales with its level, and it shows a single station-style hull with no class to counter, so the fight comes down to raw power and a crew built for damage. It carries no distinct species behind it, just a neutral salvage den worth clearing for its resources.

How to beat the Scavenger Lair

Because the Scavenger Lair is a stationary armada-style target, there is no Interceptor, Battleship, or Explorer triangle to play here. It appears as one station hull, so you do not swap ship classes between levels. Bring your strongest available ship, or gather a small armada with your alliance if one is around, and lean on sustained damage to wear it down. Match your warp range to the level you want to hit before you set out. For more of these stationary targets, see the solo armada hub.

Survivability matters more than speed against a target like this. The level 35 lair carries over 14 million hull HP and hits back hard, so a ship that is under-tiered for the fight will rack up repair costs faster than the drops are worth. If you cannot clear the higher level cleanly, stay on the level 31 lair until your ship and crew catch up. A slower, safe grind beats a string of expensive repairs.

For the crew, put a captain that raises weapon damage against hostiles in the captain seat, then fill the other two seats with officers that add damage or shield mitigation. The strongest picks change as new officers arrive, so check the Officer Tier List for the current meta before you lock a crew. Treat any fixed crew list as a snapshot rather than a permanent answer, since the best combinations shift over time.

Where to find the Scavenger Lair

The Scavenger Lair clusters at two spots that sit far apart in both distance and difficulty. The level 31 version parks in Bimasa Beta at warp 6, close enough for a mid-game player to reach without much travel. The level 35 version is much deeper out in Nyrheimur Beta at warp 20, so you need both the warp range to make the trip and the ship strength to survive the tougher target once you arrive. That jump from warp 6 to warp 20 is a real gap, so many players clear the Bimasa Beta lair for a while before the Nyrheimur Beta one comes into reach.

Level Warp Systems
31 6 Bimasa Beta
35 20 Nyrheimur Beta

Rewards and what it drops

The Scavenger Lair pays out Raw Isogen, a mining material you refine into Isogen for mid and late-game research, buildings, and ship upgrades. Isogen becomes a steady bottleneck once you push past the early game, so a reliable spot to farm the raw form is useful even when the drop numbers look modest. The star tier of the drop rises with the target’s level, so the level 31 lair yields 2-star Raw Isogen and the level 35 lair yields 3-star. Ship XP also climbs with level, which means the higher lair puts more toward your next ship tier each time you clear it.

Drop What it is
Raw Isogen (2-star to 3-star) A raw mining material you refine into Isogen, used for mid and late-game research, buildings, and upgrades.

Scavenger Lair stats

Stats climb steeply with level, so the two rows below mark the low and high ends of the range you will face.

Level Total strength Hull HP Shield HP Attack Defense Ship XP
31 8,242,896 10,080,000 5,040,000 270,396 412,500 555
35 12,443,659 14,040,000 7,020,000 788,659 1,125,000 703

Scavenger Lair firing pattern

The lair fires two weapon groups. Its three Energy weapons hit every round for steady pressure, while its two Kinetic weapons hit much harder per shot but only fire every other round, so its biggest damage lands in bursts. Time your repairs or mitigation around the Kinetic volleys, since that is when the target does the most work. On a round when both groups fire, the two Kinetic shots make up most of the incoming damage, so plan your shield mitigation and repair timing around that combined volley rather than the steady Energy fire. The figures below are the low-level readings, and higher-level lairs scale up from there.

Weapon type Count Damage per shot Fires Crit
Energy 3 24,840–30,360 Every round 10% (1.5x)
Kinetic 2 59,616–72,864 Every other round 10% (1.5x)

Is the Scavenger Lair worth grinding?

If you need Raw Isogen and you can field a ship strong enough for a level 31 or 35 armada target, the Scavenger Lair is a clean source, with the ship XP as a useful bonus. It asks for power rather than clever hull-matching, so it rewards players who have already built up a heavy hitter. The trade-off is that it offers little to a player who is under-tiered, since there is no class advantage to exploit and no way to punch above your ship’s weight. Match your warp to the level you want, bring your strongest ship or a formed armada, and let a damage crew carry the fight.