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USS Kelvin Interceptor Ship

The U.S.S. Kelvin is a grade 4 Uncommon Federation Interceptor that unlocks at Shipyard level 42. Its job is defense: while defending, it raises the shield piercing, armor piercing, and accuracy of your whole fleet, which makes it a support hull for base and armada defense rather than a solo grinder. If you fly Federation ships, it earns its slot.

Star Trek Fleet Command USS Kelvin

How to get the U.S.S. Kelvin

The Kelvin needs 150 blueprints to build, and the build opens once your Shipyard reaches level 42 and you have completed the required grade 4 ship research. Blueprints for it have appeared in the Federation faction store, so Federation-aligned players can gather them over time through reputation.

The build cost is 25,000,000 Tritanium, 1,600,000 Dilithium, 7,000 4★ Common Refined Crystal, and 2,450 4★ Common Refined Gas. Base build time is 150 days, before any construction-speed research or bonuses. From Operations level 55 the Kelvin becomes scrappable, so it can feed the scrapyard once you outgrow it.

U.S.S. Kelvin ability

The Kelvin’s ship ability is Inventive Strategy. When the Kelvin is defending, at the start of each round it increases the shield piercing, armor piercing, and accuracy of every ship and defense platform by 30% at level 1, scaling to 100% at level 60. Ship abilities are always active, so there is nothing to trigger.

Because the buff only fires on defense and covers your whole fleet plus defense platforms, the Kelvin reads as a base-defense and armada-defense piece. Sitting in a station defense or a defending armada, it sharpens the offense of everything around it.

U.S.S. Kelvin active abilities

The Kelvin also carries two player-unlocked abilities that sit apart from the always-on Inventive Strategy. Relentless Assault increases weapon damage against hostiles and armadas, giving the ship an offensive mode for PvE grinding. Field Repairs works out of combat: while undocked, it instantly repairs 25% of the ship’s health, which saves a trip back to dock during a long session. Both come from refits, covered below, and each is used on its own terms rather than running always. Relentless Assault also appears as a ship-specific research project, which is where its scaling comes from as you invest.

Stats and tiers

These are base values from the current game data; research, buffs, and officers raise them in play. One quirk to note: the Kelvin’s hull HP holds steady across tiers while its shield HP and cargo keep climbing, so most of its survivability growth comes from shields rather than hull.

Tier Warp (speed / range) Impulse Cargo (protected) Shield HP Hull HP Health (displayed)
1 3.9 / 85 98 40,000 (1,000) 278,266 241,619 259,942.5
6 4.4 / 150 98 56,000 (1,400) 379,729 241,619 310,674
12 5.0 / 210 98 96,000 (2,250) 577,257 241,619 409,438

Weapons and firing pattern

Warm-up is the round a weapon first fires; cool-down is how many rounds pass between shots after that. The values below are at max tier 12.

Weapon Type Shots Warm-up Cool-down Damage Crit chance Crit damage
Weapon 1 Kinetic 3 2 2 48,626–58,349 10% 150%
Weapon 2 Kinetic 3 2 2 48,626–58,349 10% 150%
Weapon 3 Energy 2 1 1 31,259–37,508 10% 150%

The two kinetic weapons are the Kelvin’s main punch, firing three shots each, while the energy weapon is a lighter, faster-cycling second source.

Crew slots and officer bonus

Ship level Officer slots
5 1
10 2
20 3
35 4
55 5

The Kelvin raises your officers’ attack, defense, and health stats by the same amount, stepping up a ladder as the ship gains those stats. The table shows where each step lands.

Amount Bonus
700 40%
1,400 80%
2,275 120%
3,150 160%
4,200 200%
5,600 240%
7,700 280%
10,500 320%
14,000 360%
21,000 400%

U.S.S. Kelvin refits

Refits unlock the Kelvin’s extra abilities and a cosmetic skin. They cost ship shards and, in one case, a building level.

Refit What it does
Kelvin Relentless Assault Unlocks the Relentless Assault ability. Needs a level 42 Armory and 60 shards.
Field Repairs (U.S.S. Kelvin) Unlocks Field Repairs, which instantly repairs 25% of the ship’s health out of combat while undocked. Costs 120 shards.
Jem’Hadar Fighters Unlocks the Jem’Hadar Fighter skin.

Crew for the U.S.S. Kelvin

The Kelvin is a defensive support hull, so a defending crew wants officers that boost mitigation, shield health, or the piercing and accuracy stats its ability already leans on. For an offensive Relentless Assault build against hostiles, weapon-damage and crit officers fit better. For current top picks, see the officer tier list; the best crew shifts as the meta and your roster change.

The U.S.S. Kelvin in Star Trek

The U.S.S. Kelvin opens the 2009 Star Trek film. In 2233 it is the first Starfleet ship to meet the Narada, the Romulan mining vessel commanded by Nero that arrives through a black hole from the future. With its captain killed, first officer George Kirk takes command, orders the crew to evacuate, and then rams the Kelvin into the Narada to cover their escape. His wife gives birth to James T. Kirk during the evacuation. That sacrifice defines the film’s alternate reality, which fans named the Kelvin timeline after the ship.

U.S.S. Kelvin build cost by tier

Build and repair costs for every tier, carried over from the previous version of this page.

Tier Build cost Repair cost Build time Repair time Cargo Protected cargo
Tier 1 25,000,000 Tritanium
1,600,000 Dilithium
7,000 4* Common Crystal
2,450 4* Common Gas
31,185,000 Tritanium
1,275,750 Dilithium
150d 0h 0m 22h 19m Base: 40,000
Upgrade: 2,000
Total: 42,000
Base: 1,000
Upgrade: 50
Total: 1,050
Tier 2 1,267,200,000 Tritanium
69,500,000 Dilithium
19,735 4* Common Crystal
12,515 4* Common Gas
46,040 4* Common Interceptor Parts
63,273,000 Tritanium
2,588,250 Dilithium
14d 14h 0m 1d 15h 15m Base: 46,000
Upgrade: 3,000
Total: 49,000
Base: 1,300
Upgrade: 50
Total: 1,350
Tier 3 3,528,000,000 Tritanium
188,000,000 Dilithium
38,105 4* Common Crystal
10,130 4* Uncommon Crystal
14,900 4* Common Gas
5,050 4* Uncommon Gas
95,390 4* Common Interceptor Parts
27,350 4* Uncommon Interceptor Parts
69,601,000 Tritanium
2,728,250 Dilithium
29d 4h 0m 1d 16h 46m Base: 53,000
Upgrade: 3,000
Total: 56,000
Base: 1,600
Upgrade: 75
Total: 1,675
Tier 4 9,372,000,000 Tritanium
400,000,000 Dilithium
61,990 4* Common Crystal
17,840 4* Uncommon Crystal
8,865 4* Uncommon Gas
162,935 4* Common Interceptor Parts
45,425 4* Uncommon Interceptor Parts
158,217,500 Tritanium
5,122,250 Dilithium
48d 14h 40m 1d 18h 5m Base: 60,000
Upgrade: 4,000
Total: 64,000
Base: 1,925
Upgrade: 100
Total: 2,025
Tier 5 20,765,500,000 Tritanium
801,900,000 Dilithium
101,770 4* Common Crystal
29,145 4* Uncommon Crystal
12,830 4* Uncommon Gas
257,435 4* Common Interceptor Parts
70,690 4* Uncommon Interceptor Parts
258,107,500 Tritanium
7,120,750 Dilithium
72d 22h 0m 1d 19h 40m Base: 68,000
Upgrade: 4,000
Total: 72,000
Base: 2,275
Upgrade: 125
Total: 2,400
Tier 6 40,138,500,000 Tritanium
1,447,800,000 Dilithium
152,590 4* Common Crystal
43,595 4* Uncommon Crystal
17,875 4* Uncommon Gas
389,075 4* Common Interceptor Parts
105,855 4* Uncommon Interceptor Parts
516,148,500 Tritanium
12,941,250 Dilithium
97d 5h 20m 1d 21h 1m Base: 76,000
Upgrade: 5,000
Total: 81,000
Base: 2,650
Upgrade: 100
Total: 2,750
Tier 7 80,364,000,000 Tritanium
2,764,000,000 Dilithium
64,900 4* Uncommon Crystal
23,470 4* Rare Crystal
18,170 4* Rare Gas
571,680 4* Common Interceptor Parts
154,615 4* Uncommon Interceptor Parts
764,116,500 Tritanium
18,082,750 Dilithium
121d 12h 40m 1d 22h 40m Base: 85,000
Upgrade: 6,000
Total: 91,000
Base: 3,000
Upgrade: 125
Total: 3,125
Tier 8 139,672,000,000 Tritanium
5,830,100,000 Dilithium
93,350 4* Uncommon Crystal
31,455 4* Rare Crystal
20,970 4* Rare Gas
824,940 4* Common Interceptor Parts
222,185 4* Uncommon Interceptor Parts
1,193,094,000 Tritanium
33,612,250 Dilithium
157d 23h 40m 2d 0h 2m Base: 95,000
Upgrade: 6,000
Total: 101,000
Base: 3,375
Upgrade: 125
Total: 3,500
Tier 9 196,424,800,000 Tritanium
8,199,200,000 Dilithium
131,090 4* Uncommon Crystal
42,025 4* Rare Crystal
24,665 4* Rare Gas
1,160,135 4* Common Interceptor Parts
311,730 4* Uncommon Interceptor Parts
1,807,211,000 Tritanium
50,699,250 Dilithium
194d 10h 40m 2d 1h 23m Base: 105,000
Upgrade: 7,000
Total: 112,000
Base: 3,750
Upgrade: 150
Total: 3,900
Tier 10 348,440,000,000 Tritanium
15,159,200,000 Dilithium
56,180 4* Rare Crystal
24,235 4* Epic Crystal
17,060 4* Epic Gas
1,640,520 4* Common Interceptor Parts
104,825 4* Rare Interceptor Parts
2,040,944,500 Tritanium
59,564,750 Dilithium
243d 1h 20m 2d 3h 13m Base: 116,000
Upgrade: 7,000
Total: 123,000
Base: 4,150
Upgrade: 150
Total: 4,300
Tier 11 483,095,200,000 Tritanium
21,017,300,000 Dilithium
76,690 4* Rare Crystal
30,150 4* Epic Crystal
19,125 4* Epic Gas
2,274,505 4* Common Interceptor Parts
128,540 4* Rare Interceptor Parts
2,342,410,000 Tritanium
68,309,500 Dilithium
315d 23h 20m 2d 4h 36m Base: 127,000
Upgrade: 9,000
Total: 136,000
Base: 4,550
Upgrade: 200
Total: 4,750
Tier 12 835,787,200,000 Tritanium
35,248,800,000 Dilithium
103,480 4* Rare Crystal
37,865 4* Epic Crystal
21,820 4* Epic Gas
3,104,030 4* Common Interceptor Parts
159,605 4* Rare Interceptor Parts
2,745,225,000 Tritanium
77,586,250 Dilithium
437d 12h 0m 2d 5h 58m Base: 140,000
Total: 140,000
Base: 5,000
Total: 5,000

U.S.S. Kelvin ship XP needed by level

Experience required to reach each level, with the health and shield bonuses that come with it.

Tier 1

Level 2: 8,000
Level 3: 12,000
Level 4: 20,000
Level 5: 29,000

Tier 2

Level 6: 41,000
Level 7: 59,000
Level 8: 78,000
Level 9: 100,000
Level 10: 130,000

Tier 3

Level 11: 158,000
Level 12: 190,000
Level 13: 235,000
Level 14: 
Level 15: 

Tier 4

Level 16: 378,000
Level 17: 430,000
Level 18: 483,000
Level 19: 565,000
Level 20: 

Tier 5

Level 21: 695,000
Level 22: 798,000
Level 23: 875,000
Level 24: 955,000
Level 25: 1,083,000

Tier 6

Level 26: 1,175,000
Level 27: 1,270,000
Level 28: 1,423,000
Level 29: 1,530,000
Level 30: 

Tier 7

Level 31: 1,825,000
Level 32: 1,948,000
Level 33: 2,075,000
Level 34: 2,293,000
Level 35: 

Tier 8

Level 36: 2,578,000
Level 37: 2,830,000
Level 38: 2,990,000
Level 39: 3,153,000
Level 40: 

Tier 9

Level 41: 3,623,000
Level 42: 3,805,000
Level 43: 4,140,000
Level 44: 4,340,000
Level 45: 

Tier 10

Level 46: 
Level 47: 
Level 48: 
Level 49: 
Level 50: 

Tier 11

Level 51: 
Level 52: 
Level 53: 
Level 54: 
Level 55: 

Tier 12

Level 56: 
Level 57: 
Level 58: 
Level 59: 
Level 60: 

Resources to max out a U.S.S. Kelvin

  • 2,158,879,400,000 Tritanium
  • 91,127,400,000 Dilithium
  • 381,190 4* Common Crystal
  • 390,080 4* Uncommon Crystal
  • 333,300 4* Rare Crystal
  • 92,250 4* Epic Crystal
  • 29,865 4* Common Gas
  • 44,620 4* Uncommon Gas
  • 63,805 4* Rare Gas
  • 58,005 4* Epic Gas
  • 10,526,685 4* Common Interceptor Parts
  • 392,970 4* Rare Interceptor Parts
  • 937,850 4* Uncommon Interceptor Parts

Total Experience: 169,108,000

Is the U.S.S. Kelvin worth it?

For a grade 4 Uncommon, the Kelvin fills a specific niche: fleet-wide defensive support that raises piercing and accuracy for everything defending alongside it. It is most useful in base defense and defending armadas, and its Relentless Assault refit gives it a side job hunting hostiles. Because it scraps from Operations 55, it stays useful through the mid game and then becomes scrap material. Federation players building reputation should grab it; others can pass. Its low cargo and defense-only ability mean it was never built to mine or grind alone, so plan to crew it for the fleet job it does best.