- For an overview of non-playable starships within Star Trek Online, see the Non-playable starship article
Players are granted ships by Starfleet, the Klingon Defense Force, or the Romulan Republic as they progress in rank. At each new rank between Level 10 and Level 40, players are given a free starship token for the respective tier. The last token they get, at level 40, is for a Tier 5 ship which cannot be made T5-U.
After this, any new Tier 5 (fleet, T5-U) or Tier 6 (fleet) ships must be bought with dilithium , Lobi Crystal , energy credits , Zen , or from a fleet, for Fleet Credits and Fleet Ship Modules , or lastly, won from a Lock Box or a promotion or event.
The abilities and stats of a starship are determined by the starship's tier, type, the equipment loadout, traits, bridge officers and power system management.
- 1 List
- 2 Operation
- 3 Tiers
- 4 Types
- 5 Purchasing Starships
- 6 Customization
- 7 See also
- 8 External links
The operation of a starship covers various key mechanics. Notably, the innate stats of your starship, your subsystem power allocation and your loadout.
The following basic stats outline the inate combat strength of a starship;
- Hull: This is the overall health of your starship, and refers to the actual body of the ship itself. Once the shields have been drained from a certain area, any damage to that area results in damage to the hull. Most shields have a "Bleedthrough" percentage, which is the amount of damage from any enemy's weapons that cause damage to the hull instead of the shields.
- Fore/Rear/Right/Left Shields: These are the first line of defense for your starship. Shields are energy barriers placed around your ship to repel enemy fire and take the brunt of the damage initially. Once your shields are down around a certain area, any damage there will directly affect the Hull. Shields also have a "Bleedthrough" rating; if the Bleedthrough rate is 10%, then 100 Phaser Damage to your shields will result in 10 Phaser Damage directly to your Hull.
- Crit Chance: This is the chance that each shot you take has of critically damaging the target. The modifier for Crit Chance is [CrtH].
- Crit Severity: This is the amount of damage that a Crit shot does. If the Crit Chance is 5% and Crit Severity is 75%, then you have a 5% chance, with each shot, of doing 175% total damage to the enemy vessel. The modifier for Crit Severity is [CrtD]. It should be noted that this damage bonus applies at the same time as other bonuses, which may lead to you not seeing the full increase noted.
- Inertia: This is a number that determines how sluggish your ship is to respond, for example, while turning. The lower your Inertia rating, the slower your ship is while turning. Cruisers, for example, have low Inertia ratings, which make for low turn rates, and low maneuverability. Escorts on the other hand, have high Inertia ratings, making for high turn rates and maneuverability. Science Vessels typically fall somewhere in the middle.
- Resist: Your starship has a number of resistance types, which indicates how resistant it is to certain types of damage (e.g. Physical, Kinetic, Phaser, Tetryon).
The following stats were removed in 2015;
- Crew Complement: This is the maximum number of crewmembers (non-Bridge Officers) that can serve aboard your vessel. Your Crew count affects hull and subsystem repair rate, as well as the effectiveness of boarding parties, the engineering team and crew-based skills your captain may have. Certain types of damage will temporarily injure Crew. Your current Crew count is indicated by a row of white figures below your Shields/Hull UI (injured crew are yellow-orange, disabled crew are grey).
- Crew Recovery Rate: This is the number of Crew that will recover per second.
- Alive Crew: This is the number of Crew members that are currently alive.
Similar to Bridge Officer stations, different ships have varying room for special modifications that can be added to the ship to increase its effectiveness. Similar to slotted gems in other games, mods provide small passive bonuses that affect game play and can be interchanged at will.
The differentiation isn't just between the Escort/Cruiser/Science categories; each individual configuration offers disparate settings for players to choose between.
- Fore Weapons - These weapons fire from the front, usually within a certain arc width. For example, 45°-arc fore weapons fire in a 45-degree cone area in front of your ship. All Ship Weapons other than mines can be placed here. Turrets were originally excluded, but are now allowed to be placed in the fore weapons slots.
- Deflector - Ship Deflector Dishes can be inserted here.
- Secondary Deflector - Most Science vessels (those that have both Sensor Analysis and Subsystem Targeting) can install a Secondary Deflector; other ship types do not have this slot.
- Shields - Ship Shields go here.
- Warp Core - a Warp Core (on Federation or Klingon Ships) or Singularity Core (on Warbirds) goes here.
- Impulse - Any one of a number of Impulse Engines can go here.
- Aft Weapons - These weapons fire from the aft, or rear, of your starship. Any weapon other than cannons and dual beam banks can be placed here.
- Experimental Weapons - Experimental Weapons are available to Tier 5-6 Raiders and those with a Tactical Commander seat, 7 weapons, and 1 or fewer Hangar Bays.
- Devices - Any Ship Devices can be inserted here. To use them, drag them to your shortcut bar while in space.
- Engineering Consoles - Engineering Consoles go here.
- Science Consoles - Science Consoles go here.
- Tactical Consoles - Tactical Consoles go here.
- Hangar Bay - Carrier Pets go here.
Tier 5, Tier 6 and many C-store Tier 1-4 ships come with a unique Universal Console (which can be put in any console slot). These consoles can sometimes be used on any ship, or often only ships of the same type. Typically, consoles from similar ships have synergies granting bonuses when the player slots them together.
Bridge Officer Stations
- Main article: Bridge officer#Space
All starships have a number of bridge officer stations permitting each officer to use 1 to 4 of their abilities. The higher tier starships offer more seats with higher ranking abilities than lower tier starships. The starship has access to the space traits of any bridge officer who is slotted, regardless of how many slots they have.
Tier 1-5 starships have seats classified as Engineering, Science, Tactical and Universal; the latter being a seat that can sit an officer of any of the main three careers. Tier 6 starships have access to specializations: namely that some seats on each ship will be combined of one of the four main options listed above and a specialization such as Intelligence Officer and Miracle Worker. An Engineer/Intelligence Bridge Officer Seat can seat an Engineer, but if that officer has been trained in the Intelligence specialization then they may use Intelligence powers in place of some or all of their standard Engineering powers.
- Main article: Starship (Power and Subsystems)
Subsystems for a starship are split into four sections: Weapons, Engines, Shields and Auxiliary. These subsystems share an overall basic amount of 200 subsystem power that all starships have, and increasing the power level of one subsystem will reduce it in another. Players are able to use presets to quickly reconfigure the ships power levels to focus on specific areas or balance power between more than one subsystem, even whilst in combat.
The highest a player can manually set any of their subsystems is 100. The lowest a player can set these systems is 15. The exception to this rule is running at Full Impulse which will lower all systems except engines to 5.
- Main article: Starship Mastery
Each Tier 5-U or Tier 6 starship has its own "levels", called Mastery. Starship Mastery progresses as a character earns skill points while using a specific ship in combat (end-of-mission rewards do not apply). Levels 1 through 4 each unlock a passive bonus which is only active while flying that specific ship. The bonuses are specific for each ship type, e.g., Science Vessels, Warbirds, Birds-of-Prey. Tier 6 non-fleet ships also have a 5th mastery level which unlocks a Starship Trait. Different ships unlock different traits, of which 4 to 5 can be used at any one time by the player, regardless of the ship they are flying.
A ship's capabilities are largely defined by its tier, which determines the number of bridge officer stations, the rank of those stations, the number of console slots, and other factors.
Summary of Tiers
|T1||T1 Refit||T2||T2 Refit||T3||T3 Refit||T4||T4 Refit||T5||T5 Fleet||T5-U||T5-U Fleet||T6||T6 Fleet|
|Bridge Officer Stations||3||3-4||4||4||4||4-5||4||4-5||4-5||4-5||4-5||4-5||4-5||4-6|
|Bridge Officer Abilities||3||3-4||5||6||8||9||10||11||12||12||12||12||13||13|
|Bridge Officer Specialization||No||No||No||No||No||No||No||No||No||No||No||No|
Note: Raiders with a Commander Universal bridge officer station have one fewer bridge officer ability than other starships of the same tier.
While levelling, lower level ships ranging from Tier 1 to Tier 4 are available at the faction's shipyards. One starship is granted each tier as the character levels via a Rank-Up Ship Token given at levels 10, 20, and 30. Further ships can be purchased for Dilithium .
Refit ships are available at shipyards or directly at the C-Store where they can be purchased for Zen . These ships have superior stats to their standard variants, and typically unlock a special costume option and a special Universal Console or weapon. They are the same tier as their standard variant. Even ships without "Refit" in the name have the same enhanced stats, including the Oberth Class Light Science Vessel and the NX Class Light Escort.
- If purchasing for Zen, it is important to note: these ships do not rank or level up. Once at level 50, tier 1-4 ships are not competitive in PVE or PVP.
Small Craft are Tier 1 ships such as shuttlecraft and fighters. Compared to full-sized starships, they have significantly less hull, shields, weapons, bridge officers, consoles, and crew. However, these craft have very high maneuverability and turn rate. See the Small Craft page for details.
Tier 5 (T5) starships are the first endgame-capable starships available from Rear Admiral (or equivalent) rank onwards. The majority of them have 5 Bridge Officer seats, and it is at Tier 5 when far more starship types are first represented. At level 40, the player may choose a free T5 ship; further ships can be purchased for Dilithium . There are also several Retrofit versions of lower-tier ships available for 200,000 fleet credits , provided you are part of a fleet with the appropriate holdings available.
As with tiers 1-4, there are also Refit or Retrofit versions available from the C-Store that cost Zen . Some cost 2000 , others cost 2500 . These are often improved in some way, but do not have the enhanced bridge officer ability or console slots that the tier 1-4 refits do, and thus they are not a separate "Tier 5 Refit" category. The ships available at the C-Store also come with a special Universal Console.
Some ships have a slightly different Mirror Universe version available. These ships have the same hull-related stats as the Prime Universe model (hull strength, shield strength, power levels, flight speed, turn rate, inertia), but a different bridge officer and/or console layout. They also come with a Mirror Universe skin option. They can be obtained with a chance of ~2% from Lockboxes (or the Exchange as they are tradeable).
Mirror ships cannot be upgraded to Tier 5-U (see below). There is also a Tier 6 Mirror Universe Guardian Cruiser.
T5 Fleet Variants
Tier 5 Fleet ships are purchased at a shipyard for 20,000 fleet credits and 4 or 5 Fleet Ship Modules , which may be purchased for or found on the Exchange. In contrast to their C-Store version, fleet ships do not come with a special console but have +10% Hull HP, +10% Shields and a 10th console slot. If a player has already unlocked the C-Store version of a ship, then the associated fleet ship version will only cost 20,000 and 1 (one) . See the Fleet Ship Module page for a list of all ships eligible for the discount.
The fleet versions of a few T5 starships are not a simple direct upgrade of 10% more hull, 10% more shields, and an additional console: another aspect of the ship has changed, such as bridge officer seating. These are also noted on the Fleet Ship Module page. See the individual ship pages to compare.
Some ships are already "Fleet-grade", having 10 consoles but not having "Fleet" in the name or a corresponding non-Fleet version. This includes all Lockbox, Lobi, a promotional box ships. See Fleet Ship Module § Already fleet-grade § Tier 5 for a list of these ships.
All Fleet and Fleet-grade ships may be upgraded to Tier 5-U (see below).
If a player has used a Starship Upgrade Requisition to unlock the T5U upgrade on the C-Store Retrofit version of a ship, this will also apply to a matching T5U Fleet ship at no additional cost.
Prior to the release of Tier 6 starships, Tier 5 were the sole endgame ships available. To make them competitive with Tier 6 ships, it is possible upgrade a Tier 5 to a Tier 5-U (T5-U) using an starship upgrade token, which costs 700 but can also be found on the Exchange.
Upgraded ships receive bonus to hull, an extra console seat, access to Starship Mastery passive trait system and a new ship material. The Starship Mastery system for Tier 5 covers 4 levels of passive bonuses. Compared to a Tier 6 version of the same hull, the Tier 5-U version will have the same hull strength and other hull-related stats, and console slots, but one fewer bridge officer ability, no bridge officer specialization seating, and no Starship Trait, which are exclusive to Tier 6 starships.
Tier 5-U Upgrades are account-wide: once you've upgraded a ship to Tier 5-U on any character, all other characters on your account with access that ship may upgrade it to Tier 5-U at no cost. This includes ships that are themselves not account-wide, eg. if you upgrade a Fleet Negh'Var Heavy Battle Cruiser on one character, your other characters with the same ship can get it to Tier 5-U, but they will have to purchase it first. Additionally, if there exists both a fleet and non-fleet version of a C-Store ship, a single upgrade requisition will apply to both versions.
Most ships acquired through a Lockbox, Lobi, a promotional box or an event are free to upgrade without buying an upgrade token, specifically those released prior to the ability to upgrade. Frequently, when Tier 5 ships are on sale in the c-store, upgrade tokens are included for free. See the Starship Upgrade Requisition page for a list of all eligible ships, whether the upgrade is free or costs a token, and what console they gain upon being upgraded. A Tier 5 ship may seem like a bargain at 2500 zen, but with the upgrade token, 700 zen, they cost more than Tier 6 ships.
The current highest tier in the game, Tier 6 ships are a moderate improvement over Tier 5 starships, featuring additional console slots, bridge officer abilities, and scaling hull strength. They also come with a unique ship costume, a unique Universal Console.
Compared to a Tier 5-U version of the same hull, the Tier 6 version will have the same hull strength and other hull-related stats, and console slots, but one more bridge officer ability, one or more bridge officer specialization seatings, and a Starship Trait as its fifth Starship Mastery level.
T6 Fleet Variants
As with Tier 5, Tier 6 Fleet ships are purchased at a shipyard for 20,000 fleet credits and 5 Fleet Ship Modules , which may be purchased for or found on the Exchange. In contrast to their C-Store version, fleet ships do not come with a special console but have +10% Hull HP, +10% Shields and a 10th console slot. If a player has already unlocked the C-Store version of a ship, then the associated fleet ship version will only cost 20,000 and 1 (one) . See the Fleet Ship Module page for a list of all ships eligible for the discount.
Some ships are already "Fleet-grade", having 11 consoles but not having "Fleet" in the name or a corresponding non-Fleet version. This includes all Lockbox, Lobi, a promotional box ships. See Fleet Ship Module § Already fleet-grade § Tier 6 for a list of these ships.
Tier 5-U and Tier 6 hull scaling
The hull strength Tier 5-U and Tier 6 starships, including their fleet variants, scales higher as the player levels past level 50. These ships have an unmodified hull value of 30,000 at level 40, which is then multiplied by their hull modifier to get their base hull. At level 50, their base hull will increase by 15% (34,500 for a ship with a hull modifier of 1.0). Then, starting at level 51, the ship's base hull will increase by 1.8(3)% per level until level 60, whereupon it will be 1/3 higher than the level 40 value (40,000 for a ship with a hull modifier of 1.0). Then, starting at level 61, base hull will increase by 3.(3)% per level. At level 65, it will be 50% higher than the level 40 value. For the Fleet variants of these ships, simply increase the final hull strength by 10%, as normal.
Note that while some Tier 5 and Tier 6 starships may be obtained at level 40, and that Tier 5-U upgrades may be applied at that level as well, hull strength does not begin to scale until level 50. Between levels 40 to 49 inclusive, their hull strength will remain at the level 40 value. Tier 5 ships that are not T5-U have this level 40 value for their hull, regardless of your level, even if that ship can only be claimed from level 50. Most C-Store T5-U and T6 ships can only be claimed from level 50, and thus start with their hull at the value already 15% higher.
Put another way, compared to the level 60 hull, each level below level 60 will have 1.375% lower hull, with level 50 hull being 86.25% of the level 60 value, and then level 40 being 75% the level 60 value. Each level above level 60 will have 2.5% higher hull, with level 65 hull being 112.5% the level 60 value.
The table below gives example hulls for starships with a hull modifier of 0.9, 1.0 and 1.5, representing for example a Kazon Raider, Miradorn Theta Class Heavy Raider and Tebok Tactical Miracle Worker Warbird, respectively. The first column is the level, the second column is the hull compared to the level 40 hull value, the next three columns show the hull examples, and the final column shows how the hull strengths compare to the level 60 hull, which seems to have been the baseline used for scaling as the numbers have no repeating decimals. Comparing the values to level 50 hull is not useful, as all those values will be irrational numbers.
|T5U and T6 Hull Scaling|
- See also: Ship abilities
Each faction has unique types of ships that favor different styles of gameplay. Generally, there is one type of ship for each type of career, but a player character can captain any type of vessel, regardless of their career choice. Below is a list of each type of ship, and their (endgame) capabilities, though there are a few ships that don't follow this template exactly. A ship's type also dictates its Starship Mastery package. Many ship designs come in different versions. While their outward appearance might be mostly identical, they may vary substantially in combat strength according to their Tier.
- Cruisers have a Commander Engineering Bridge Officer slot, access to Cruiser Commands, and are generally more durable and less maneuverable than other types of ship. Endgame Cruisers can equip eight weapons, most often evenly distributed between Fore and Aft.
- Escorts and Raptors have a Commander Tactical Bridge Officer slot, the ability to use Dual Cannons, and are generally more fragile but the most maneuverable vessels available to you. Endgame Escorts can equip seven weapons, more Fore than Aft, and can also equip an Experimental Weapon.
- Science Vessels have a Commander Science Bridge Officer slot, the ability to equip a Secondary Deflector, and access to Sensor Analysis and some built-in Subsystem Targeting abilities to help provide support. Endgame Science Vessels can equip six weapons, most often evenly distributed between Fore and Aft.
- Carriers are exclusively available at the endgame level, and have two hangar bays from which they may launch fighters, shuttles, runabouts or even frigates to combat their enemies. These large and slow vessels can come in Engineering, Tactical or Science Varieties, which determine their Commander Bridge Officer slot and weapon hardpoints.
- Dreadnoughts are also exclusively available at the endgame level, and have a hangar bay (or two). Like Carriers, they tend to be larger and slower and come in different varieties; see below for specific examples.
- Warbirds are exclusively available to Romulan Republic captains. They equip Singularity Cores instead of matter-antimatter warp cores, and all have access to Singularity Core abilities. All warbirds may equip dual cannons.
While there are are many varieties of the above classes available at the endgame, there are also several variations on these basic ship classifications, some available more early on:
- Variants of the Cruiser include:
- Flight-Deck Cruisers, which are enhanced with a hangar bay, but only two Cruiser Commands. This is the only Cruiser variant unable to equip dual cannons.
- Battle Cruisers, which lose the ability to Attract Fire and often a device slot in exchange for the ability to equip Dual Cannons.
- Dreadnought Cruisers, which have both a hangar bay and the ability to equip Dual Cannons, but again only two Cruiser Commands.
- Heavy Dreadnought Cruisers, a variant of Dreadnought Cruisers with a second hangar bay, bringing them up to Carrier-tier capabilities.
- Variants of the Escort and Raptor, which may all equip dual cannons, include:
- Escort Carriers and Flight-Deck Raptors, which are enhanced with a hangar bay.
- Destroyers, which are more durable and gain an extra device slot in exchange for the loss of some maneuverability.
- Warships, a subset of Destroyers which exchange the Experimental Weapon slot for an eighth standard weapon.
- Juggernauts also have eight standard weapons, and are even more bulky and durable while sacrificing much maneuverability.
- Raiders, which exchange a weapon—bringing them down to six—for Raider Flanking, the ability to deal more damage to enemies along their rear shield facing. They also have mostly (or all) Universal Bridge Officer seating, allowing extreme flexibility. Raiders are maneuverable but fragile vessels that require experienced pilots to be effective.
- Variants of the Science Vessel, which may all equip dual cannons, include:
- Multi-Mission Science Vessels, which are enhanced with a hangar bay.
- Science Dreadnoughts, larger vessels with a hangar bay comparable to Dreadnought Cruisers, but with a Science focus.
- Science Spearheads, which are effectively Science Dreadnoughts without the hangar bay.
- Scout Ships, a Science-focused variant of the Raider.
- Variants of the Warbird, which may all equip dual cannons, include:
- Tactical Warbirds have a Tactical commander bridge officer.
- Tactical Carrier Warbirds, which also have a hangar bay.
- Engineering Warbirds, also known as Warbird Battle Cruisers, have an Engineering commander bridge officer.
- Dreadnought Warbirds have either a Tactical or Engineering bridge officer and a hangar bay.
- A Heavy Dreadnought Warbird, the Valkis, has two hangar bays.
- Warbird Science Vessels have a Science commander bridge officer.
- Explorer Warbirds, which also have a hangar bay.
- Science Carrier Warbirds, which have two hangar bays.
- Tactical Warbirds have a Tactical commander bridge officer.
Ships can be broadly categorized by their Commander seating, and how many hangar slots they have.
|Commander||No Hangar||1 Hangar||2 Hangars||Flanking|
Warbird Battle Cruiser
Heavy Dreadnought Cruiser
Heavy Dreadnought Battle Cruiser
Heavy Dreadnought Warbird
Warbird Science Vessel
|Multi-Mission Science Vessel
Science Carrier Warbird
|Tactical||Escort / Raptor
|Escort Carrier / Flight-Deck Raptor
Tactical Carrier Warbirds
|Ship type||Power bonus||Cmdr||Innate abilities||Weapon slots||Example (T6)|
|Warbird (Tactical)||Varies||2||7||4 Fore, 3 Aft)||Hathos Warbird|
|5 Fore, 2 Aft||T’liss Temporal Warbird|
|Warbird Battle Cruiser||+10 Weapons, +10 Engines||4||8||4 Fore, 4 Aft||D'Khellra Warbird Battlecruiser|
|Warbird Science Vessel||+15 Auxiliary||3||6||3 Fore, 3 Aft||Laeosa Research Warbird|
|Tactical Carrier Warbird||+10 Weapons, +10 Engines||2||7||4 Fore, 3 Aft||Jhu'ael Tactical Carrier Warbird|
|Dreadnought Warbird||Varies||or||4||8||5 Fore, 3 Aft||Thrai Dreadnought Warbird|
|Heavy Dreadnought Warbird||+5 All||3||8||4 Fore, 4 Aft||Valkis Temporal Heavy Dreadnought Warbird|
|Science Carrier Warbird||+10 Shields, +10 Auxiliary||2||6||4 Fore, 2 Aft||Kelvin Timeline T'laru Intel Carrier Warbird|
- Power bonuses vary considerably. For a given type of ship, every single member may have a different power configuration, such as with Warships and Multi-Mission Science Explorers. There are too many to enumerate here. See individual ship type pages and ship pages to compare them.
- Most Klingon vessels, including all their battle cruisers, raptors, flight-deck raptors and raiders, have access to either Cloak or Battle Cloak; see the Cloak page for an exhaustive list.
- The T5 Aquarius Light Escort has the 6 weapon slots and bridge officer layout of a Raider, but no raider flanking and the Starship Mastery Package of an Escort.
- The T5 Kar'Fi Battle Carrier has 7 weapon slots, one more than other Science Carriers.
- The T5 Patrol Escort Refit has a fourth rear weapon slot with a fused weapon in lieu of an Experimental Weapon slot.
- The T6 Scryer Intel Science Vessel can equip dual cannons, unlike other pure Science Vessels.
- The T5 Fleet Scourge Destroyer Retrofit, Sphere Builder Arehbes Destroyer and the T5 and T6 Mirror Universe Temporal Destroyers have the Starship Mastery Package of a Destroyer, but only have two device slots, one fewer than other Destroyers, technically making them Escorts.
- The T5 Tholian Recluse Carrier and T5 and T6 variants of the Tal Shiar Adapted Battle Cruiser have a Commander Universal seating, but the usual stats of their class, including their Starship Mastery package.
- The T6 Jem'Hadar Light Battlecruiser has two Commander bridge officer seats: an Engineer as expected, and an additional Universal one.
- The T6 Kara Advanced Warbird and Command Battlecruiser Warbirds have a hangar bay, but are otherwise Warbird Battle Cruisers.
- Likewise, the T5 and T6 variants of the Guramba Siege Destroyer gain a hangar bay and loses a device slot compared to other Destroyers.
- The Federation and Klingon Empire T6 Command Battlecruisers (eg. Concorde Command Battlecruiser) have the cruiser commands, device slots, hangar bay and weapon layout of Flight-Deck Cruisers, but the ability to equip dual cannons and the Starship Mastery package of a Battle Cruiser. Thus, they could be considered a separate hybrid "Flight-Deck Battle Cruiser" type.
You can purchase a starship with a number of different currencies, and several can be got for free. But you must ensure you have enough vacant ship slots slots available. Extra ship slots and Dry Dock can be bought in the C-Store. A single character can have a maximum of 50 ships but many more dry dock slots are obtainable.
- See also: Player rank#Ship Requisitions
Characters are assigned a tier 1 ship to command after completing the tutorial mission. At levels 20, 30 and 40 (players gain one rank for every ten character levels) players receive a token for a free ship of successively increasing tier, up to Tier 5.
Dilithium and Zen
Additional ships cost Dilithium or Zen from the shipyard or C-Store. Tier 5 and 6 ships become available from level 50. Tier 5 ships can sometimes be upgraded to Tier 5U. These special upgradable T5 ships can then be upgraded using an upgrade token purchased with Zen from the C-store.
Fleet ships require Fleet Credits and Fleet Ship Modules; these are available for cash from the C-store or for EC on the Exchange. Active subscribers who have received the 600 day Veteran Reward, including all lifetime subscribers, receive a 'VA Token' that allows them to purchase a single RA/BG or VA/LG ship for free.
Lock and Promotional Boxes
Lock Boxes, Promotion! - Research & Development Packs and Phoenix Prize Packs all contain a chance to win a free starship. However it is important to understand the low chances of success when buying these packs and keys with Zen or Dilithium.
Many ships mentioned above which are no bind-on-pickup can be found on the Exchange for varying prices in Energy Credits.
They are highly customizable, both cosmetically and functionally. Visiting shipyards will allow players to change all aspects of their ships. Each ship tier includes multiple classes of ships. Players can choose different parts (saucer, hull, nacelles etc.) of each class making a custom model, or stick with a set design. Along with the model the player can also adjust the color, windows, decals, registry number and prefix, which gives the player a custom feel to his/her ship.
Each time a player acquires a new ship they are allowed to edit aspects of the ship once for free. Each subsequent change will cost Energy Credits, depending on the change made. This includes exterior appearance, bridge and corridors.
To make changes to their ship, players must visit a shipyard. There are multiple shipyards in-game and they are found at all the major hubs such as Qo'noS for the Klingon Defense Force and the Earth Spacedock for Starfleet. The items that can be edited on a ship are:
For certain starships, if the character owns a different version of a similar starship then they can use parts of both when customising a ship. For example, if the player owned the Scimitar Dreadnought Warbird (T5) and the Shamshir Operations Dreadnought Warbird (T6), then they could use some or all of the parts from the Scimitar in customising the look of the Shamshir.
- Main article: Visual Slots
Certain starship equipment, such as shields or impulse engines, can alter the appearance of a starship. Aside from equipping them in the usual slots, they can also be put into visual slots to override any visuals from the standard equipment. Alternatively, the visuals of slotted equipment can be disabled from the right click menu of that equipment.
Character development in Star Trek Online