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STFC: Best Crews for Regular Silent Hostiles

Scopely lists two crew alternatives for regular Silent Hostiles and recommends any ship. Learn why fast kills matter and how V’ger hostiles differ.
Length2 min Posted Quest giverVGSources Team
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For regular Silent Hostiles in Star Trek Fleet Command, Scopely’s PvE guide lists two crew options: Pike / Moreau / Annorax, Phlox, or Trip Tucker; or Liviana Charvanek / Severus / Decius. It marks the preferred ship as “Any” and does not rank the lineups against each other. These recommendations are for regular Silent Hostiles—not the separate V’ger Silent Hostiles encounter.

What crew should you use for Silent Hostiles in STFC?

Scopely’s PvE crew guide lists these alternatives under “Vs Silent Hostiles”:

  1. Christopher Pike (Shakedown Cruise) / Moreau (Shakedown Cruise) / one of: Annorax (Voyager 30th Anniversary), Phlox (Enterprise NX-01), or Trip Tucker (Enterprise NX-01).
  2. Liviana Charvanek / Severus / Decius (Romulan Patriots).

The guide specifies “Any” as the preferred ship for these regular-hostile crews. It does not say which lineup performs better, identify a best ship, or provide head-to-head results, so choose between the alternatives based on which officers you have and how your ship handles the target.

Why fast kills matter against regular Silent Hostiles

Scopely describes regular Silent Hostiles as high-level enemies found in Silent Nebula systems adjacent to the Delphic Expanse, with listed levels from 40 to 65. Its Silent Hostiles help article says they have a 100% critical-hit chance during the first four combat rounds. Their critical damage increases by 350% each round, stacking, and critical-damage reduction cannot bring their damage below 50% of base. They also apply Burning at the start of combat, inflicting ongoing hull damage for several rounds.

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The article says these hostiles fire three shots per round using energy and kinetic weapons, which have a listed base critical chance of 10% and critical damage of 150%. These are Scopely’s stated game mechanics, not results from an independent crew test.

Practical approach

  • Start with the lowest-level hostile available within your Operations range, as Scopely advises.
  • Prioritize dealing damage quickly: the stacking critical-damage increase makes prolonged fights increasingly dangerous.
  • Use damage and mitigation buffs where available. Standard critical-damage-reduction abilities have limited effect against the stated 50% damage floor.

Systems, progression, and rewards

Scopely’s Update 64 patch notes connect defeating Silent Enemies to Temporal Artifact upgrades and Temporal Disruptor Parts, which can be exchanged for reward chests. The notes list these systems and hostile levels:

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System Listed hostile level
Aethera Nova 41
Orinthus Prime 46
Valtara Minor 51
Lyrae Nebula 55
Sylphira Delta 57
Aquinelan Star 61
Korolios Void 63
Zephyrion Axis 65

The same patch notes group loot by hostile level as follows:

Hostile level Loot tier listed by Scopely
40–45 G4 uncommon
46–50 G4 rare
51–54 G5 uncommon
55–60 G5 rare
61–62 G6 uncommon
63 and above G6 rare
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Do not confuse regular Silent Hostiles with V’ger Silent Hostiles

V’ger Silent Hostiles have separate mechanics. In Update 86: V’ger Rebirth, Scopely describes V’ger hostiles as Ops 51+ content and lists V’ger Silent Hostiles in the weekly challenge schedule on Wednesdays and Saturdays. Their primary ability increases Critical Hit Chance, Critical Damage, and Apex Shred. Their secondary ability sets a 90% minimum for critical damage after reductions, and they restore Hull Health for two rounds when hull health falls below 15%.

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Update 86 also warns that Replicant hostiles gain a large amount of Apex Barrier if a ship has SNW Pike, Pelia, Sam Kirk, James Kirk, or T’Pring aboard. Scopely says SNW officers work as usual against V’ger Fighter Hostiles. This warning concerns Replicants; it is not a general warning for regular Silent Hostiles, and the patch notes do not establish that the regular-hostile crew suggestions transfer to V’ger encounters.

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