v2.34.1
Advanced Armada types: Xindi, Krenim, Species 8472, G6, and beyond
Advanced Armada types: Xindi, Krenim, Species 8472, G6, and beyond
LATE GAME 4 min read
01 XINDI FINAL WEAPON ARMADAS (G5)

Xindi space hosts Final Weapon Armadas at three difficulty tiers -- levels 53, 56, and 60 -- paying out Materials, Ship Parts, and Temporal Artifact Shards on a win. You start one with an Uncommon or Rare Xindi Final Weapon Armada Directive, earned through the Xindi mission chain, event stores, or special offers. The fight itself has a rhythm to learn: the Weapon's damage climbs every round it isn't Burning, and every 8th round it fires a super weapon that can outright kill a ship -- unless the target is Assimilated at the start of that round, which disables it. Winning is less about raw firepower than timing your counters to that 8-round cycle.

A Xindi Final Weapon Armada target, showing its difficulty tier and current Hull Health.
A Xindi Final Weapon Armada target, showing its difficulty tier and current Hull Health.
02 G6 SOLO ARMADAS

Unlike every other Armada type here, G6 Solo Armadas are fought alone, in Level 61+ systems (including hazardous ones), using a dedicated solo directive. They pay resource and blueprint rewards like other endgame content, but their standout prize is Rare Hazard Particles -- the only way to unlock roughly 15 new nodes in the G6 combat tree's Hazards section, which cover faster build/research/repair times, better officer stats, more hazard resistance for G6 survey ships, and PvP bonuses. The stated purpose of that research is narrowing a real gap: G6 ships had been read as weaker than G5 ships in PvP, and this line is meant to close it.

03 KRENIM FORMATION ARMADAS

Krenim Formations put you against Temporal Dreadnoughts, and which kind you're fighting changes your approach entirely. Charged Temporal Dreadnoughts regenerate hull every round unless the USS Relativity's Anti-Charged Shift ability is active against them; Static Temporal Dreadnoughts instead stack rising Isolytic Damage every round unless countered with the Anti-Static Shift ability; Neutral Temporal Dreadnoughts have no phase-alignment gimmick and don't need the Relativity at all. Starting one costs 100 Krenim Formation Directives from the Department of Temporal Investigations Faction Store, and they spawn across a specific set of systems at the edge of the Delta Quadrant (Vorex Cluster, Finney Expanse, Veltharion, and roughly a dozen others). Wins pay Krenim Temporal Wreckage, exchanged in the DTI Store for Static or Charged bundles whose value scales with your USS Relativity's tier.

04 FORMATION ARMADAS: SPECIES 8472

Formation Armadas proper are the Delta Quadrant's three-target encounters: three teams, four Commanders each (12 total, and the teams don't need to share an alliance), each assigned one of three simultaneous targets. All three have to fall together -- once one target's countdown starts, every other target in the Formation inherits the same timer, so coordination between teams matters more than any single team's DPS. Regular Formation Armadas open at Ops 26; the harder Rare Formation Armadas, which introduce the Borg Unicomplex as the target, need Ops 38+. Both need 100 Formation Armada Directives to start, earned from Daily Goals or bought as store offers, and pay out Artifact Tokens and Premium Artifact Tokens toward the Artifact Gallery.

Species 8472 bio-ships, the target of Formation Armadas in the Delta Quadrant.
Species 8472 bio-ships, the target of Formation Armadas in the Delta Quadrant.
05 OPEN ARMADAS

Open Armadas live exclusively in the Veil and need Ops 71+ plus an Armada Control Center past level 50 -- upgrading that building past 50 itself needs Sigma Resources and Epic Armada Tactical Cores earned from Open Armadas, so the first one is the hardest to get into. Find them through the Open Armada tab on the Alliance Combat screen, filterable by level, rarity, and faction; unlike regular Armadas, participation isn't limited to your own alliance, so coordinating over Veil Chat with strangers is normal. They also run longer than a standard Armada -- 20 seconds per round instead of 5, up to 20 rounds -- and a target that survives all 20 rounds still gives a partial-victory payout rather than nothing. Starting costs scale with rarity: 100 Directives for Uncommon, 200 for Rare, 500 for Epic, and Directives themselves come from Armada Control Center upgrades and the Open Armada Refinery.

06 CONQUEROR BORG SOLO ARMADAS

This is the endgame Maverick-loop challenge: Common/Uncommon/Rare Borg-aligned Solo Armadas across 13 difficulty levels, aimed at Ops 55-80 players. Entry requires the Warp Dive Building (unlocked via a mission from the Ops 55+ Gift section), and every attempt needs all three ship types represented -- one Interceptor, one Explorer, one Battleship. Skip any of the three and the Armada triggers a punishing fail-safe rather than just being harder; the Warp Dive Bar building and maxed Maverick research nodes are what counter that mechanic, so this is content you research into rather than just gear into.

Sourced from the official Star Trek Fleet Command source, rewritten for stfc.club. Numbers and dates are verified against the source; explanations and framing are our own.