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USS Saladin Interceptor Ship

The U.S.S. Saladin is a grade 3 Uncommon Federation Interceptor that unlocks at Shipyard level 28. Its Protector ability makes it a station defender: when your station or the Saladin itself comes under attack, it raises the shield health of every ship and defense platform you have in the fight. That job puts it in the support lane rather than the grind lane, though a refit adds a heavy damage burst against hostiles and armadas. Think of it as a mid-game base-defense hull with a useful trick on the side.

How to get the U.S.S. Saladin

The Saladin needs 100 blueprints and a Shipyard at level 28 before you can build it. Its blueprints have appeared in the Federation faction store, bought with faction Credits, so you gather them over time rather than in one drop. Once you have the full set, the build costs 1,300,000 Tritanium, 64,000 Dilithium, 2,200 3★ Common Refined Crystal, and 275 3★ Common Refined Gas, and takes 17 days to finish. The Saladin becomes scrappable once your Operations reaches level 42, so you can recycle it for parts later in the game.

U.S.S. Saladin ability

The Saladin’s ship ability is Protector. When your station or the Saladin gets attacked, the ship increases the shield health of all your ships and defense platforms by 15% at level 1, scaling up to 40% by level 45. Ship abilities are always active, so the bonus is standing whenever the trigger conditions are met. In play this is a defensive support hull: you park it in a station-defense crew or bring it to a fight where holding your shields matters more than raw damage output, and the extra shield health buys your other ships time to win the exchange.

U.S.S. Saladin active ability

The Saladin also has a player-triggered ability called Relentless Assault, which you unlock through a refit. When you fire it, it raises the ship’s base damage against hostiles and armadas, and the bonus climbs from 2000% at its first rank to 3000% at its highest as you upgrade it. It runs on a cooldown, so you save it for the opening rounds of a hostile or armada run where the extra damage shortens the fight. It gives an otherwise defensive ship a real reason to hunt when you need it to.

Stats and tiers

Base values below come 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 2.7 / 28 115 10,000 (230) 8,410 17,450 12,930
5 3.1 / 40 115 22,970 (280) 8,410 17,450 12,930
9 3.5 / 60 115 60,000 (450) 8,410 17,450 12,930

Weapons and firing pattern

Warm-up is the round a weapon first fires, and cool-down is how many rounds pass between shots after that. The Saladin carries two weapons: a high-impact torpedo that hits hard on a slow cycle and a phaser bank that fires every round.

Weapon Type Shots Warm-up Cool-down Damage Crit chance Crit damage
High-impact torpedo Kinetic 1 1 3 69,057–84,403 10% 150%
Phaser bank Energy 1 1 1 21,923–26,795 10% 150%

The torpedo carries most of the Saladin’s per-hit punch but only fires every third round, so the steady phaser damage is what it leans on in a drawn-out fight.

Crew slots and officer bonus

The Saladin opens officer slots as it levels, reaching a full bridge of seven by ship level 45.

Ship level Officer slots
5 1
10 2
20 3
30 4
35 5
40 6
45 7

The ship also boosts your officers’ own stats, stepping up a ladder as it progresses. Attack, defense, and health all use the same values, so one figure covers all three.

Amount Bonus
140 30%
280 60%
455 90%
630 120%
840 150%
1,120 180%
1,540 210%
2,100 240%
2,800 270%
4,200 300%

U.S.S. Saladin refits

The Saladin has one refit worth planning for.

Refit What it does
Saladin Relentless Assault Unlocks the Relentless Assault active ability for the Saladin. Requires a level 28 Armory and 60 shards. The unlocked ability adds from 2000% to 3000% base damage against hostiles and armadas as you rank it up.

Crew for the U.S.S. Saladin

Because the Saladin earns its keep on defense, build the bridge around survivability rather than raw offense. A captain whose ability lifts shield health or mitigation, backed by officers that harden your defenses or punish the attacker, gets the most out of the Protector bonus in a station-defense setup. If you are instead running it on hostiles behind Relentless Assault, swap toward a damage-focused bridge for that job. Crews shift with the meta, so check the Officer Tier List for current picks before you commit shards.

Best crews for U.S.S. Saladin

Captain: James T. Kirk
Officer: Spock
Officer: Leonard McCoy

A good beginning crew for the USS Saladin for PvP and yellow hostiles. Focus your below deck crew on defense.

Captain: Yuki Sulu
Officer: Alexander Marcus
Officer: Khan Noonien Singh

A good all-around crew for the USS Saladin. Keep your below deck crew balanced.

Captain: Next Gen La Forge
Officer: Next Gen Riker
Officer: Next Gen Data

A good beginning crew for the USS Saladin for PvP and yellow hostiles. Keep your below deck crew balanced.

The U.S.S. Saladin in Star Trek

The Saladin class has little screen history and is best treated as a design pulled from older Star Trek reference material, where single-nacelle Starfleet destroyers of this shape first appeared. In the game’s own telling, the Saladin is a small interceptor built for dogfighting and the defense of outposts and space stations. It leans on one warp nacelle and a spread of thrusters along the saucer for its agility, which sets it apart from its larger cousin, the Mayflower class. Treat its story as game lore rather than established canon, and enjoy the nod to Starfleet’s older destroyer concepts.

U.S.S. Saladin 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 1,300,000 Tritanium
64,000 Dilithium
275 3★ Common Gas
2,200 3★ Common Crystal
17d 8h 20m Base: 10,000 Base: 230
Tier 2 3,850,000 Tritanium
45,500 Dilithium
290 3★ Common Gas
1,155 3★ Common Crystal
226 3★ Interceptor Parts
11,625 Tritanium
1,634 Dilithium
2d 18h 40m 9h 21m 12s Base: 14,600 Base: 318
Tier 3 7,700,000 Tritanium
108,000 Dilithium
590 3★ Common Gas
15 3★ Uncommon Gas
2,250 3★ Common Crystal
62 3★ Uncommon Crystal
454 3★ Interceptor Parts
33,301 Tritanium
3,641 Dilithium
5d 13h 20m 10h 28m 6s Base: 19,820 Base: 426
Tier 4 12,850,000 Tritanium
226,500 Dilithium
1,000 3★ Common Gas
87 3★ Uncommon Gas
3,250 3★ Common Crystal
380 3★ Uncommon Crystal
802 3★ Interceptor Parts
61,409 Tritanium
6,329 Dilithium
9d 6h 13m 20s 11h 59m 4s Base: 25,860 Base: 524
Tier 5 23,800,000 Tritanium
450,000 Dilithium
1,125 3★ Common Gas
220 3★ Uncommon Gas
1,250 3★ Common Crystal
1,075 3★ Uncommon Crystal
1,365 3★ Interceptor Parts
115,273 Tritanium
11,775 Dilithium
13d 21h 20m 14h 26m 6s Base: 32,970 Base: 632
Tier 6 42,800,000 Tritanium
895,000 Dilithium
480 3★ Uncommon Gas
4 3★ Rare Gas
2,500 3★ Common Crystal
1,600 3★ Uncommon Crystal
15 3★ Rare Crystal
2,740 3★ Interceptor Parts
202,100 Tritanium
21,192 Dilithium
18d 12h 26m 40s 17h 20m 18s Base: 41,450 Base: 750
Tier 7 106,600,000 Tritanium
2,365,000 Dilithium
700 3★ Uncommon Gas
24 3★ Rare Gas
5,750 3★ Common Crystal
1,800 3★ Uncommon Crystal
101 3★ Rare Crystal
6,100 3★ Interceptor Parts
327,925 Tritanium
36,064 Dilithium
23d 3h 33m 20s 19h 56m 42s Base: 51,730 Base: 878
Tier 8 186,700,000 Tritanium
4,280,000 Dilithium
900 3★ Uncommon Gas
72 3★ Rare Gas
1,000 3★ Uncommon Crystal
350 3★ Rare Crystal
11,400 3★ Interceptor Parts
489,044 Tritanium
57,589 Dilithium
30d 2h 13m 20s 22h 45m 16s Base: 64,350 Base: 1,006
Tier 9 297,000,000 Tritanium
7,000,000 Dilithium
163 3★ Rare Gas
1,700 3★ Uncommon Crystal
590 3★ Rare Crystal
17,200 3★ Interceptor Parts
772,391 Tritanium
103,333 Dilithium
37d 53m 20s 1d 2h 53m 54s Base: 80,000 Base: 1,154

U.S.S. Saladin 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: 800
Level 3: 1,000
Level 4: 1,400
Level 5: 1,700

Tier 2

Level 6: 2,400
Level 7: 2,900
Level 8: 3,900
Level 9: 4,600
Level 10: 6,000

Tier 3

Level 11: 7,000
Level 12: 8,500
Level 13: 9,500
Level 14: 11,000
Level 15: 13,500

Tier 4

Level 16: 15,000
Level 17: 17,500
Level 18: 19,500
Level 19: 23,000
Level 20: 25,000

Tier 5

Level 21: 29,000
Level 22: 31,500
Level 23: 36,000
Level 24: 39,000
Level 25: 42,000

Tier 6

Level 26: 47,000
Level 27: 51,000
Level 28: 57,000
Level 29: 61,000
Level 30: 69,000

Tier 7

Level 31: 72,000
Level 32: 81,000
Level 33: 86,000
Level 34: 95,000
Level 35: 100,000

Tier 8

Level 36: 105,000
Level 37: 116,000
Level 38: 122,000
Level 39: 134,000
Level 40: 140,000

Tier 9

Level 41: 154,000
Level 42: 161,000
Level 43: 176,000
Level 44: 183,000
Level 45: 200,000

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

Total Build Cost*

  • 300,330,000 Tritanium
  • 24,836,000 Dilithium
  • 11,095 3★ Common Gas
  • 5,088 3★ Uncommon Gas
  • 1,054 3★ Rare Gas
  • 1,968 3★ Common Ore
  • 1,627 3★ Uncommon Ore
  • 260 3★ Rare Ore
  • 49,421 3★ Explorer Parts

Total Experience: 2,561,700

*Costs and time are base values only. These are player-specific based on buildings and research.

U.S.S. Saladin recycling time & reward

Scrapping rewards at level 45

Scrap Time*: 20d 17h 34m
Seconds: 1,791,240

Rewards*:

  • 68,325,000 x Tritanium
  • 2,318,300 x Dilithium
  • 39,858 x 4★ Common Gas
  • 2,259 x 4★ Uncommon Gas
  • 355 x 4★ Rare Gas
  • 74,022 x 4★ Common Crystal
  • 4,195 x 4★ Uncommon Crystal
  • 658 x 4★ Rare Crystal
  • 131,188 x 4★ Common Interceptor Parts
  • 51,234 x Ship XP
  • 9,840 x 4★ Uncommon Interceptor Parts

Note:

* Trit & Dil rewards are based on upgraded components.
* Scrap time will depend on the level of your Scrapyard.

U.S.S. Saladin video

Play VideoUSS Saladin VideoPlay Video

USS Saladin | Crewing, and crewing to beat, the level 28 Uncommon Ship in Star Trek Fleet Command

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

For a grade 3 Interceptor, the Saladin earns a spot if you value station defense at the mid game. The Protector ability makes it a genuine support hull for base defense, and the Relentless Assault refit gives it burst for hostile and armada runs when you want it. It is a specialist, not an all-rounder, and it scraps at Operations 42, so use it for its niche and recycle it when you outgrow the band. Chase it if defensive support fits how you play.