Skip to main content

Vor’Cha Battleship

The Vor’Cha is a grade 5 Uncommon Klingon Battleship that unlocks at Shipyard level 53. It is built to be shot at. Its ability stacks Critical Hit Damage every time the ship takes a hit, so a fight that runs long ends with the Vor’Cha hitting far harder than it started. Cloaking, a hostile damage active and an out-of-combat repair fill out a hull that suits patient PvP and long grinds.

How to get the Vor’Cha

The Vor’Cha is a built ship rather than a chest pull. You need 150 blueprints and a Shipyard at level 53 before the build unlocks. The live requirements also list Klingon Reputation at Respected, so keep your standing with the Empire up if you are working toward this hull.

The build itself is a commitment: 360,500,000,000 Tritanium and 8,754,375,000 Dilithium, and a build time of 150 days. Start it early and let it run while you work on other things.

Vor’Cha ability

The Vor’Cha’s ship ability is Best Served Cold. Every time the ship is hit, it increases its own Critical Hit Damage by 0.01, and the effect is cumulative across the battle. Ship abilities are always active, so there is nothing to trigger and nothing to research before it works.

The value scales with ship level, from 0.01 at level 1 to 0.04 at level 60, passing 0.02 around level 10 and 0.03 from roughly level 25 onward. Because the stack builds off incoming fire, the Vor’Cha gets better the longer it survives. That points you toward targets and opponents that trade rounds with you instead of ending the fight quickly, and it makes survivability worth as much as raw attack when you crew it.

Vor’Cha active abilities

Beyond the always-on ability, the Vor’Cha can carry three player-triggered abilities. Each runs on a cooldown and each has to be unlocked through a refit first.

  • Ship Cloaking hides the ship. The cloak drops when its duration expires, when you enter combat, when you begin mining, or when you dock at a station.
  • Relentless Assault increases Weapon Damage against Hostiles and Armadas.
  • Field Repairs is used out of combat and instantly repairs 25% of the ship’s hull health while undocked.

Cloaking is the one most players unlock first, since it lets a Vor’Cha move through contested space without being pulled into fights it did not choose. Field Repairs matters on grind days, when the alternative is flying home to a repair dock.

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)
Tier 1 4.5 / 265 85 100,000 (6,500) 990,216 1,740,371 1,365,293.5
Tier 6 5 / 355 85 150,000 (9,200) 990,216 2,615,730 1,802,973
Tier 12 5.6 / 500 85 210,000 (13,700) 990,216 4,204,014 2,597,115

Two things stand out in that table. Shield HP does not move across tiers, so every point of survivability you gain from tiering up comes out of the hull. Armor and dodge climb with it, from 76,026 armor and 10,613 dodge at tier 1 to 183,647 and 25,636 at tier 12. Warp range also triples, which turns a tier 12 Vor’Cha into a ship that can actually reach where you need it.

Weapons and firing pattern

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

Weapon Type Shots Warm-up Cool-down Damage Crit chance Crit damage
Weapon 1 Energy 2 1 1 138,384 – 151,555 10% 150%
Weapon 2 Energy 2 1 1 138,384 – 151,555 10% 150%
Weapon 3 Kinetic 4 2 3 360,787 – 396,862 10% 150%

Weapon 3 is the gun that matters. It is kinetic, it fires four shots, and it hits for roughly two and a half times what either energy weapon does. It also fires on a slower rhythm, opening in round 2 and then every third round. Those heavy rounds are where the stacked Critical Hit Damage from Best Served Cold pays off, which is worth remembering when you pick officers.

Crew slots and officer bonus

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

The ship also raises the stats of the officers you put on it. On the Vor’Cha the attack, defense and health bonuses are identical, so one ladder covers all three. The bonus steps up as the ship progresses.

Amount Bonus
1,600 55%
3,200 110%
5,200 165%
7,200 220%
9,600 275%
12,800 330%
17,600 385%
24,000 440%
32,000 495%
48,000 550%

Vor’Cha refits

Refits are what turn the three active abilities on. Each costs ship shards, and one of them has a building requirement attached.

Refit What it does
Vor’Cha Cloaking Enables cloaking for the Vor’Cha. Costs 60 shards to unlock.
Vor’Cha Relentless Assault Unlocks the Relentless Assault ability. Requires a level 53 Armory building and 60 shards.
Field Repairs (Vor’Cha) Unlocks Field Repairs, which instantly repairs 25% of the ship’s hull health out of combat while undocked. Costs 120 shards.

Crew for the Vor’Cha

A Battleship wants a bridge that raises damage and keeps the hull alive long enough to use it, and the Vor’Cha adds a specific twist: its own ability feeds Critical Hit Damage, but it does nothing about how often you actually crit. That gap is what a crew should close.

A dependable classic here is Gorkon as captain, with Khan Noonien Singh and Kerla on the bridge. Gorkon raises the ship’s chance of landing a Critical Hit for the first two rounds. Khan raises Critical Hit chance every time the ship is hit, cumulatively, which mirrors the way Best Served Cold builds. Kerla adds Critical Hit Damage when firing with a kinetic weapon, and the Vor’Cha’s heaviest gun is kinetic. The three of them turn a ship that gets stronger under fire into one that reliably lands the hits that benefit.

Crews shift as new officers arrive, so check the current Officer Tier List for what players are running on damage hulls right now.

The Vor’Cha in Star Trek

The Vor’cha-class attack cruiser appeared on screen in The Next Generation, first showing up in the 1990 episode “Reunion” as the ship carrying Chancellor K’mpec. It became the Klingon Empire’s frontline heavy cruiser through the rest of the series and into Deep Space Nine, where Vor’cha-class ships served in the Dominion War. Gowron used one as his flagship. The design was larger and heavier than the Bird-of-Prey that had defined Klingon ships in the films, and it gave the Empire a capital ship that could stand against a Galaxy-class on equal footing.

Is the Vor’Cha worth it?

For a grade 5 Uncommon, the Vor’Cha earns its build time. The stacking Critical Hit Damage rewards exactly the kind of long fight that a Battleship ends up in, and cloaking is genuinely useful well past the level band where you first unlock it. The cost and the 150-day build mean it is a background project, not a quick pickup. It suits players around Shipyard 53 who want a Klingon combat hull with staying power and are willing to wait for it.