The U.S.S. Vengeance is a Section 31 Interceptor, a grade 6 Legendary warship built for straight combat. Its ship ability raises Apex Shred against non-Armada hostiles and strips Breen Warship shields, so it earns its slot as a specialist attacker rather than a miner or hauler. You unlock the build at Shipyard level 70. If you fight Breen or grind hostiles at the high end, it repays the long build; if you do not, there are cheaper ships for the job. Against Breen, its crew should skip shield piercing entirely, because the ship already ignores every Breen shield.
How to get the U.S.S. Vengeance
The Vengeance needs 1,000 blueprints and a Shipyard at level 70 before you can start the build. The build cost is 2,250 Σ-Dilithium, 1,082,200 Σ-Tritanium, 16,950 6★ Common Refined Gas, 30,150 6★ Common Refined Crystal, and 1 Io Facility Coordinates, and the build runs 67 days. Io Facility Coordinates is a one-off item whose only use is building the Vengeance. Tier-ups after that run on Automation Modules, from Common through Epic, alongside Σ-Tritanium, Σ-Dilithium and grade 6 parts.
U.S.S. Vengeance ability
The Vengeance carries two always-active ship abilities. An Uncivilized Threat increases the ship’s Apex Shred by 25% at the start of combat against non-Armada hostiles, and that figure climbs with ship level, from 25% at level 1 to 500% at level 75. Advanced Sabotage ignores 100% of a Breen Warship’s shields at the start of combat and holds them down for the whole fight, at every level. Both point the ship at one job: tearing into hostiles, and Breen hulls in particular. Ship abilities are always on, so you get both the moment you field the ship.
| Ship level | Apex Shred vs non-Armada hostiles |
|---|---|
| 1 | 25% |
| 10 | 50% |
| 25 | 125% |
| 40 | 200% |
| 75 | 500% |
U.S.S. Vengeance active ability
The Vengeance also has player-triggered abilities that you switch on through 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. Summon lets the ship spend Cultivated Mycelium to instantly warp another of your ships to its location, and Instant Warp speeds its own jumps. You trigger these yourself, and they run on cooldowns that ease as the ship tiers up. Cloaking is the practical one for slipping a high-value hull past trouble; Summon is a logistics trick for pulling a second ship into a fight fast.
Stats and tiers
Base values below; research, buffs, and officers raise them in play.
| Tier | Warp (speed / range) | Impulse | Cargo (protected) | Shield HP | Hull HP | Health (displayed) |
|---|---|---|---|---|---|---|
| 1 | 10 / 2,000 | 100 | 90,000 (5,000) | 226,668,113 | 226,668,113 | 226,668,113 |
| 8 | 11.4 / 2,210 | 107 | 125,000 (8,500) | 374,280,160 | 374,280,160 | 374,280,160 |
| 15 | 12.8 / 2,420 | 120 | 160,000 (12,000) | 696,751,818 | 696,751,818 | 696,751,818 |
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 at max tier 15.
| Weapon | Type | Shots | Warm-up | Cool-down | Damage | Crit chance | Crit damage |
|---|---|---|---|---|---|---|---|
| 1 | Energy | 4 | 1 | 1 | 6,621,165–7,356,848 | 10% | 150% |
| 2 | Kinetic | 2 | 2 | 2 | 39,727,003–44,141,115 | 10% | 150% |
| 3 | Kinetic | 2 | 2 | 2 | 39,727,003–44,141,115 | 10% | 150% |
| 4 | Energy | 4 | 1 | 1 | 6,621,165–7,356,848 | 10% | 150% |
The two Kinetic weapons are the heavy hitters, landing a small number of very large shots on a two-round rhythm. The two Energy weapons fire more often for far less per shot, which keeps steady pressure on between the big kinetic volleys.
Crew slots and officer bonus
Officer slots open up as the ship levels.
| Ship level | Officer slots |
|---|---|
| 5 | 1 |
| 10 | 2 |
| 15 | 3 |
| 25 | 4 |
| 40 | 5 |
| 50 | 6 |
| 70 | 7 |
The Vengeance also boosts your officers’ stats, stepping up a ladder as the ship progresses. The attack, defense, and health bonuses are identical at each step, so the single figure below applies to all three.
| Amount | Bonus |
|---|---|
| 56,000 | 650% |
| 112,000 | 1,300% |
| 182,000 | 1,950% |
| 252,000 | 2,600% |
| 336,000 | 3,250% |
| 448,000 | 3,900% |
| 616,000 | 4,550% |
| 840,000 | 5,200% |
| 1,120,000 | 5,850% |
| 1,680,000 | 6,500% |
U.S.S. Vengeance refits
Refits unlock the ship’s cloak, its warp tricks, and a set of combat variants. Shard costs and effects below are as the game’s own refit descriptions state them.
| Refit | What it does |
|---|---|
| U.S.S. Vengeance Cloaking | Enables cloaking for the ship. Costs 120 shards to unlock. |
| U.S.S. Vengeance Instant Warp | Enables Instant Warp for the ship. Costs 120 shards to unlock. |
| U.S.S. Vengeance Summon Ship | Enables Summon Ship, which warps another of your ships to the Vengeance. Costs 120 shards to unlock. |
| Node-Infected U.S.S. Vengeance | Costs 240 shards to unlock. Increases Weapon Damage by 2,500% at the start of combat, and increases the base Cost Efficiency of U.S.S. Vengeance Common, Uncommon, Rare and Epic Ship Parts by 10%. |
| U.S.S. Vengeance Liberator Refit | Costs 120 shards to unlock. Decreases Critical Hit Damage of Conqueror Borg Solo Armadas by 4,500% when using the Vengeance. |
| U.S.S. Vengeance Simulacrum | Unlocks the Simulacrum refit. Costs 120 shards. Increases Critical Mitigation against players by 1,500 and against Academy Training Drones by 55,000 at combat start. Every 500 Critical Mitigation raises the critical damage you can take by 1%. |
Node-Infected is the biggest combat upgrade on the list, since its 2,500% weapon damage bonus applies at the start of every fight. The Liberator refit only matters if you run Conqueror Borg Solo Armadas with the Vengeance.
U.S.S. Vengeance upgrade cost by tier
Resources for each tier-up, with the upgrade time. Automation Modules step from Common (tiers 2 to 5) to Uncommon, Rare and Epic as the ship climbs.
| Tier | Upgrade cost | Upgrade time |
|---|---|---|
| 2 | 79.8M Σ-Tritanium 2.91M 6★ Common Interceptor Parts 1.78M 6★ Common Refined Crystal 997K 6★ Common Refined Gas 151K Σ-Dilithium 30,000 Common Automation Module |
14d 14h |
| 3 | 106M Σ-Tritanium 3.87M 6★ Common Interceptor Parts 2.37M 6★ Common Refined Crystal 1.33M 6★ Common Refined Gas 201K Σ-Dilithium 40,000 Common Automation Module |
29d 4h |
| 4 | 160M Σ-Tritanium 5.81M 6★ Common Interceptor Parts 3.56M 6★ Common Refined Crystal 1.99M 6★ Common Refined Gas 996K 6★ Uncommon Refined Crystal 302K Σ-Dilithium 60,000 Common Automation Module |
48d 14h 40m |
| 5 | 239M Σ-Tritanium 8.72M 6★ Common Interceptor Parts 5.34M 6★ Common Refined Crystal 2.99M 6★ Common Refined Gas 2.53M 6★ Uncommon Interceptor Parts 1.49M 6★ Uncommon Refined Crystal 836K 6★ Uncommon Refined Gas 452K Σ-Dilithium 90,000 Common Automation Module |
72d 22h |
| 6 | 319M Σ-Tritanium 11.6M 6★ Common Interceptor Parts 3.99M 6★ Common Refined Gas 3.37M 6★ Uncommon Interceptor Parts 1.99M 6★ Uncommon Refined Crystal 1.11M 6★ Uncommon Refined Gas 603K Σ-Dilithium 96,000 Uncommon Automation Module |
97d 5h 20m |
| 7 | 399M Σ-Tritanium 4.21M 6★ Uncommon Interceptor Parts 2.49M 6★ Uncommon Refined Crystal 1.39M 6★ Uncommon Refined Gas 754K Σ-Dilithium 120K Uncommon Automation Module |
121d 12h 40m |
| 8 | 479M Σ-Tritanium 5.06M 6★ Uncommon Interceptor Parts 2.99M 6★ Uncommon Refined Crystal 1.67M 6★ Uncommon Refined Gas 905K Σ-Dilithium 778K 6★ Rare Refined Crystal 144K Uncommon Automation Module |
157d 23h 40m |
| 9 | 558M Σ-Tritanium 5.9M 6★ Uncommon Interceptor Parts 3.49M 6★ Uncommon Refined Crystal 1.95M 6★ Uncommon Refined Gas 1.06M Σ-Dilithium 908K 6★ Rare Refined Crystal 126K Rare Automation Module |
194d 10h 40m |
| 10 | 638M Σ-Tritanium 6.74M 6★ Uncommon Interceptor Parts 3.98M 6★ Uncommon Refined Crystal 2.23M 6★ Uncommon Refined Gas 1.21M Σ-Dilithium 1.04M 6★ Rare Refined Crystal 581K 6★ Rare Refined Gas 413K 6★ Rare Interceptor Parts 144K Rare Automation Module |
243d 1h 20m |
| 11 | 718M Σ-Tritanium 7.37M 6★ Uncommon Interceptor Parts 2.51M 6★ Uncommon Refined Gas 1.36M Σ-Dilithium 1.17M 6★ Rare Refined Crystal 654K 6★ Rare Refined Gas 451K 6★ Rare Interceptor Parts 162K Rare Automation Module |
315d 23h 20m |
| 12 | 838M Σ-Tritanium 8.34M 6★ Uncommon Interceptor Parts 2.93M 6★ Uncommon Refined Gas 1.58M Σ-Dilithium 1.36M 6★ Rare Refined Crystal 763K 6★ Rare Refined Gas 511K 6★ Rare Interceptor Parts 126K Epic Automation Module |
437d 12h |
| 13 | 957M Σ-Tritanium 1.81M Σ-Dilithium 1.56M 6★ Rare Refined Crystal 872K 6★ Rare Refined Gas 566K 6★ Rare Interceptor Parts 144K Epic Automation Module |
583d 8h |
| 14 | 1.12B Σ-Tritanium 2.11M Σ-Dilithium 1.82M 6★ Rare Refined Crystal 1.02M 6★ Rare Refined Gas 640K 6★ Rare Interceptor Parts 168K Epic Automation Module |
670d 20h |
| 15 | 1.32B Σ-Tritanium 2.49M Σ-Dilithium 2.14M 6★ Rare Refined Crystal 1.2M 6★ Rare Refined Gas 730K 6★ Rare Interceptor Parts 198K Epic Automation Module |
772d 22h |
Best crew for the U.S.S. Vengeance
This is an Interceptor built for offense, so the bridge wants officers that push weapon damage and help land hits rather than officers that mine or protect cargo. Because the ship keys off Apex Shred and shield-stripping, captains and officers that add attack or cut into enemy defenses match its plan best, and its clearest edge is against Breen Warships and non-Armada hostiles, so tune the crew to the target you bring it to. For the current best picks, check the Officer Tier List. Crews shift with the meta, so treat any single recommendation as a starting point.
Vengeance crew against Breen
Advanced Sabotage already ignores 100% of a Breen Warship‘s shields for the whole fight, so officers whose main value is shield piercing or shield reduction add little in that matchup. Every Vengeance shot lands on hull, which means the useful seats are the ones that raise raw weapon damage, critical hit chance and critical damage, plus whatever keeps the Vengeance alive through the Breen return fire. Swap those shield officers out before a Breen run and put the seats into damage.
The U.S.S. Vengeance in Star Trek
The Vengeance comes from the 2013 film Star Trek Into Darkness. It is a Dreadnought-class prototype, built in secret by Section 31 under Admiral Alexander Marcus, who broke Starfleet and Federation rules to push the project through out of fear of war with the Klingons. Marcus forced the Augment Khan Noonien Singh to consult on the design. The ship was far larger and faster than a Constitution-class starship and automated enough to run with a skeleton crew, which let Marcus turn it on the Enterprise. Its in-game story leans on that history: a warship made for overwhelming force, and strongest against ships that try to run.
Is the U.S.S. Vengeance worth it?
The Vengeance sits in the grade 6 endgame band, and it is a specialist rather than an all-rounder. It shines against Breen Warships, thanks to Advanced Sabotage, and against non-Armada hostiles through its Apex Shred boost, so it pays off most for players already fighting those targets at Shipyard level 70. The build is steep at 1,000 blueprints and 67 days. It cannot be scrapped, so once built it stays in your fleet as a combat piece rather than a stepping stone.
U.S.S. Vengeance FAQ
What is the best Vengeance crew for Breen?
Fill the bridge with officers that raise weapon damage, critical chance and critical damage, and leave out shield-piercing officers. Advanced Sabotage already ignores all Breen shields, so every shot hits hull.
How many blueprints does the U.S.S. Vengeance need?
1,000 blueprints, a level 70 Shipyard and one Io Facility Coordinates, plus the Σ-resources and grade 6 refined materials in the build cost.
Which Vengeance refit should you unlock first?
For combat, Node-Infected: it costs 240 shards and adds 2,500% weapon damage at the start of combat. Cloaking, Instant Warp and Summon Ship are utility unlocks at 120 shards each.


