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U.S.S. Enterprise M414

The U.S.S. Enterprise M414 is an Epic, grade 7 Federation Explorer, the top ship tier in Star Trek Fleet Command. It is a combat and hostile-grinding Explorer built around staying alive: a permanent Apex Barrier boost in player fights, a huge Isolytic Defense bonus against hostiles, and an optional cloak. You unlock the build at Shipyard level 80. For late-game commanders, it is one of the strongest Explorers you can field.

How to get the U.S.S. Enterprise M414

Building the M414 takes 650 blueprints and a Shipyard at level 80, so this is strictly an endgame project. The build cost is 96,000 Σ-Dilithium, 800 7★ Common Refined Ore, 3,100 7★ Common Refined Gas, and 9,400,000 Σ-Tritanium. Construction runs 360 days at base, before any speedups or build-time research. The data does not record where the blueprints come from, so check the current in-game event and store rotation for the acquisition path.

U.S.S. Enterprise M414 ability

The M414 carries two always-active ship abilities. Apex Aegis raises your Apex Barrier by 10,000 at the start of combat against other players, and it does not apply at stations. It grows with ship level, from 10,000 at level 1 to 20,000 at level 75. Isolytic Ward raises Isolytic Defense by 3,500% against non-armada hostiles, scaling from 3,500% at level 1 to 5,000% at level 75. Together they point the ship at two jobs: soaking burst damage in PvP behind the Apex Barrier, and shrugging off Isolytic damage while grinding hostiles. Both run the moment the ship undocks, with no activation needed.

U.S.S. Enterprise M414 active abilities

The M414 also has two player-triggered abilities that run on cooldowns, separate from the always-on abilities above. Ship Cloaking hides the ship; the cloak ends when its duration expires, or when you enter combat, start mining, or dock at a station. Field Repairs, used out of combat while undocked, instantly repairs 25% of the ship’s hull health. Use Field Repairs to skip a trip to the repair dock between hostile runs, and use the cloak to reposition without broadcasting your name. Both are switched on through refits, covered below.

Stats and tiers

Base values 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)
1 12 / 4,670 110 140,600 (7,030) 9,251,161,459 8,410,146,781 8,830,654,120
8 12.7 / 4,940 114 196,400 (9,790) 16,299,368,424 14,817,607,658 15,558,488,041
15 13.4 / 5,210 120 277,000 (13,820) 31,524,021,691 28,658,201,537 30,091,111,614

Weapons and firing pattern

Warm-up is the round a weapon first fires; cool-down is the number of rounds between shots after that. Values are shown at max tier 15.

Weapon Type Shots Warm-up Cool-down Damage Crit chance Crit damage
1 Energy 2 1 3 690,401,811–863,002,265 10% 150%
2 Energy 2 2 3 690,401,811–863,002,265 10% 150%
3 Kinetic 2 3 3 690,401,811–863,002,265 10% 150%
4 Energy 2 1 4 136,263,516–170,329,394 10% 150%
5 Energy 2 4 4 81,758,110–102,197,637 10% 150%

Weapon 3 is the ship’s only kinetic mount; the other four are energy weapons.

Crew slots and officer bonus

Ship level Officer slots
5 1
10 2
20 3
35 4
45 5
55 6
70 7

The M414 also boosts your officers’ stats as it tiers up. The game data marks the attack, defense and health bonuses as identical, so one ladder covers all three, stepping up as you invest.

Amount Bonus
1,200,000 2,500%
2,400,000 5,000%
3,900,000 7,500%
5,400,000 10,000%
7,200,000 12,500%
9,600,000 15,000%
13,200,000 17,500%
18,000,000 20,000%
24,000,000 22,500%
36,000,000 25,000%

U.S.S. Enterprise M414 refits

Three refits extend the ship past its base build, and two of them switch on the active abilities noted earlier.

Refit What it does
Field Repairs Unlocks the Field Repairs active ability, which repairs 25% of the ship’s hull health out of combat while undocked. Costs 120 shards.
Gold Decreases a player opponent’s critical chance by 10% against the M414 at the start of each round, for one round.
Cloaking Unlocks the cloak. Cloaking increases weapon damage by 1000%, grants invisibility, and has a 66% base chance to hide your name and alliance data from enemy battle reports.

Crew for the U.S.S. Enterprise M414

The M414 is a survivability Explorer, so the bridge should match its job. For PvP, pair it with a captain and officers that add mitigation and shield health, which makes the Apex Barrier even harder to break through. For hostile grinding, lean on officers that raise weapon damage and Isolytic offense, so the ship’s heavy defensive kit lets you sit in the fight and keep firing. Because the best specific picks move with the meta, see the Officer Tier List for current crews, and treat any single recommendation as a snapshot that changes over time.

The U.S.S. Enterprise M414 in Star Trek

The M414 is a game-original design, not a ship from any Star Trek film or series. In the game’s own story it began as a Federation project at the Marin County Starfleet Yards, meant to be a flagship, but the project was scrapped weeks before construction was due to begin. Its plans changed hands for generations until the Forsaken acquired them, modernized the design for the 24th century, and finished the ship the Federation never built. So while it wears the Enterprise name, its history in STFC is really about a rejected Starfleet blueprint given a second life outside the Federation.

Is the U.S.S. Enterprise M414 worth it?

At grade 7 and Epic rarity, the M414 sits at the top of the ship roster, and its defensive abilities make it a real answer for both PvP and non-armada hostile grinding. The Shipyard 80 gate and the 360-day base build timer mean only deep endgame accounts should chase it. The data lists no scrap level, so it is not built to be torn down for parts. If you are at the tier where Apex Barrier and Isolytic damage decide fights, it earns its slot.