The U.S.S. Akira is a grade 6 Uncommon Interceptor for the Federation, and it unlocks once your Shipyard reaches level 63. It is a combat ship built around fast, repeated weapon fire, with a cloak and a Field Repairs button available through its refits. Its always-on ability raises Ion Storm Resistance, so it holds up better in ion storm space. For a grade 6 Uncommon, it is a practical late-game combat pick rather than a rare trophy.
How to get the U.S.S. Akira
You build the U.S.S. Akira at your Shipyard once it hits level 63. The ship needs 150 blueprints before you can start construction. The build cost is 364 Σ-Dilithium, 43,400 Σ-Tritanium, and 2,648 6★ Common Refined Crystal, and construction takes 9 days. The game data lists the blueprint requirement but not where the blueprints come from, so check the current in-game events and stores for the active source.
U.S.S. Akira ability
The Akira’s ship ability is Ion Storm Resistance. It increases the ship’s Ion Storm Resistance, starting at 15% at ship level 1 and climbing to 150% at level 75. Like all ship abilities, it is always active, so you do not trigger it. In play this means the Akira takes less of a hit from the movement and combat penalties inside ion storm systems, which makes it a steadier choice when your route runs through storm space.
U.S.S. Akira active ability
The Akira also carries two player-triggered abilities that you unlock through its refits. Ship Cloaking hides the ship until the cloak’s duration runs out, or until you enter combat, start mining, or dock at a station. Field Repairs instantly restores 25% of the ship’s hull health while you are undocked and out of combat. Both run on a cooldown that you manage yourself: cloak to slip past a hostile fleet or reposition unseen, and use Field Repairs to patch damage between fights without flying home to repair.
Stats and tiers
These are base values from the current game data. Research, buffs, and officers raise them in play. The Akira has 15 tiers; the table below shows three anchor points.
| Tier | Warp (speed / range) | Impulse | Cargo (protected) | Shield HP | Hull HP | Health (displayed) |
|---|---|---|---|---|---|---|
| 1 | 7.1 / 1,100 | 110 | 13,000 (650) | 11,542,608 | 11,542,608 | 11,542,608 |
| 8 | 7.8 / 1,280 | 110 | 20,400 (985) | 20,227,064 | 20,227,064 | 20,227,064 |
| 15 | 8.5 / 1,420 | 110 | 63,800 (3,120) | 39,515,238 | 39,515,238 | 39,515,238 |
Health (displayed) is the shield/hull average the game shows on the ship card.
Weapons and firing pattern
Warm-up is the round a weapon first fires; cool-down is the number of rounds between shots after that. The values below are at max tier 15.
| Weapon | Type | Shots | Warm-up | Cool-down | Damage | Crit chance | Crit damage |
|---|---|---|---|---|---|---|---|
| 1 | Energy | 2 | 1 | 1 | 416,306–541,319 | 10% | 150% |
| 2 | Kinetic | 2 | 1 | 1 | 416,306–541,319 | 10% | 150% |
| 3 | Kinetic | 2 | 2 | 3 | 808,622–889,457 | 10% | 150% |
Weapons 1 and 2 fire every round from the start, so the Akira puts out steady damage each turn. Weapon 3 hits harder but fires less often, opening on round 2 and then once every three rounds.
Crew slots and officer bonus
The Akira opens officer slots as it levels up:
| Ship level | Officer slots |
|---|---|
| 5 | 1 |
| 10 | 2 |
| 20 | 3 |
| 35 | 4 |
| 55 | 5 |
| 65 | 6 |
| 70 | 7 |
The ship also boosts your crew. Its officer bonus raises attack, defense, and health by the same percentage, stepping up as you invest more into the ship. The ladder below shows the amount needed for each step.
| Amount | Bonus (attack / defense / health) |
|---|---|
| 16,000 | 300% |
| 32,000 | 600% |
| 52,000 | 900% |
| 72,000 | 1,200% |
| 96,000 | 1,500% |
| 128,000 | 1,800% |
| 176,000 | 2,100% |
| 240,000 | 2,400% |
| 320,000 | 2,700% |
| 480,000 | 3,000% |
U.S.S. Akira refits
Refits unlock extra behavior for the ship once you collect enough shards. The Akira has three:
| Refit | What it does |
|---|---|
| Gold Refit | Increases the Akira’s base Hazard Resistance by 50%. Costs 60 shards to unlock. |
| Cloaking | Enables cloaking for the Akira and increases base weapon damage by 550%. Costs 60 shards to unlock. |
| Field Repairs | Unlocks the Field Repairs active ability, which instantly repairs 25% of the Akira’s hull health while undocked. Costs 120 shards to unlock. |
The Cloaking refit is the standout: on top of the cloak itself, it adds a large base weapon damage boost, which suits the Akira’s role as a combat ship.
Crew for the U.S.S. Akira
The Akira is a combat Interceptor, so the goal on its bridge is to push weapon damage and survive the return fire. A captain who raises attack or critical hits pairs well with officers that add damage or shield mitigation. Because the ability here is Ion Storm Resistance rather than a mechanic that keys off a specific officer, there is no single locked-in crew; build toward damage and pick officers you have leveled. For current picks by role and account stage, see our Officer Tier List. Crews shift with the meta, so treat any list as a starting point.
The U.S.S. Akira in Star Trek
The Akira-class first appeared on screen in Star Trek: First Contact during the Battle of Sector 001, and it went on to serve across the Dominion War in Deep Space Nine. It was designed as a front-line warship, with a heavy weapons load and a hull that trades the classic saucer-and-nacelle silhouette for a tighter, catamaran-style frame closer to the earlier NX class. In the game, the Akira’s own description ties it to the Battle of Deep Space Nine, the First Battle of Chin’toka, and the Battle of Cardassia that ended the war.
Is the U.S.S. Akira worth it?
For a grade 6 Uncommon, the Akira is a solid workhorse combat ship rather than a rarity you race for. Its steady two-weapon fire, the cloak, and Field Repairs give it real utility once the refits are in, and Ion Storm Resistance earns its keep if you spend time in storm space. It fits players in the mid-to-late game who want a dependable Federation Interceptor and can reach Shipyard level 63 to build it.