U.S.S. Fermi
Fleet Temporal Escort
Fleet Temporal Escort
Updated: 2025 - 10
The idea that an economy surgical strikes platform has been something on my mind ever since I started pushing SS on the Hydra. This is really an extreme example of whats possible and really I don't think anyone's hammering for budget surgical....but I did it anyway
We use bundle costs at sale values for our economy rating which is the only way this build is possible. I was initially looking at a split of not using the extender but since the economy tier gives us 10,000 zen to play with, and the sale price on the legendary bugship is 9,000 regular with a sale price of ~7,200, there's enough room for 1 C-store ship brining the cost to 9,600...which is really not a bad deal in the terms of how this game tends to economize.
The 100mil EC limit is really just two lockbox traits.
A Good Day to Die 41mil at lowest on PC exchange
Intelligence Agent Attaché 42.5mil at lowest on PC exchange
Computer Assisted Flight Algorithms 2mil at lowest on PC, we rate at 5mil
These 5 things (Legendary Dominion, 1 T6 C-store, 2 lockbox traits, 1 lockbox console) essentially make this entire builds budget.
This is really a stepping stone, mind you expensive for the economy tier pushing the upper limit but this should help build you up the build budget scale.
Each of the following bellow brings you to an SS build further up the build scale. Mix and match items as you see fit, more options to be added at a later date
This is an economy build, with limited C-store purchases up to 10K Zen and 100M EC limit, but no Lobi, lockbox ship or promotional ship items. See the build costs page for more detail.
Enrico Fermi, Italian-American Physicist during the Manhattan Project, the "Architect of the Nuclear Age"
ISE:
{ OSCR } Infected Space (Elite) - DPS / DMG [02:02]: `@alcaatraz` 929,578 / 89.3 M
HSE:
{ OSCR } Hive Space (Elite) - DPS / DMG [02:05]: `@alcaatraz` 779,497 / 75.1 M
Elite Captain/T6X upgrade, all fleet unlocks
T6 C-store ships
T6 battlecruisers (Arbiter / Kurak / Morrigu / Legendary Valdore)
Lockbox Items
2x Lockbox Personal Traits
Salvaged Console - Computer Assisted Flight Algorithms
Event consoles and Traits
None
Reputation + Fleet Gear; All Mk XV Epic, All T6 Reputations
Gamma Reputation Items
Discovery Reputation Items
Competitive Reputation Items
Terran Reputation Items
Fleet Spire Items
Dranuur Colony Items
Lobi Items
None
2025 - 10
Added Build
Teryh is my DEW DPS captain, and as such acts it. She gets ships built to deal damage with energy weapons. Full points in energy with the rest spread around to agility, survivability, and a small amount of support.
Notes
Teryh's skill tree is similar in many aspects but lacks a few features compared to my engineering captains. Because tactical captains get no inherent power management, I've taken points to buff up weapon power. I've also skipped Drain Expertise, mostly because its of no important, and the other being there isn't any case for me to use Drain Scaling powers on her. There is often a case to use Energy Siphon but it doesn't normally find room in bridge officer layouts to make it worthwhile enough to spec into DrainX when the points could instead be spent on EPG or power.
27 vs 26 Point Tactical ultimate
There is some comments floating around about people moving back to the 27 points in the tactical branch for the cooldown reduction on Focused Frenzy. I maintain that this is a negligible effect and and good build should already have and maintain proper cooldown reduction chaining. Therefore the cooldown reduction from Focused Frenzy should be redundant and therefore ignored. Unless you can maintain Frenzy the entire run (in which case all members have agreed to specifically build conditions and timings before hand) this point is wasted in the sense that the extra unlock will at most times be of unimportance, Therefore 1 point can be moved for utility to Science or Engineering .
Hull Restoration vs Hull Capacity
Once again I took a point in hull restoration. While the same argument as in Jayiie's skill tree doesn't quite hold up, as a tactical captain there is a distinct lack of healing innately available to her. As such taking that last point does help in scaling healing things up.
Shield Regeneration
While Teryhs primary goal isn't to tank, this last point in science does get her to the next unlock for +10% max shield capacity. While not a massively important stat, shield regeneration is statically anomaly and adds a huge amount to shield regen in just the first point (more Information on shields can be found here). As such, I have taken the single point. If you want to take the final point of EPG or something else such as power or hull capacity feel free too do so.
Notes
The Tachyone Agitator is fairly underwhelming, consider me thoroughly whelmed. This is potentially worse than the default experimental. This comes from the Legendary Bugship so therefore I slotted it since its in the budget but were I to have access to another source....the hexa-cannons are so hard to argue with.
Meta-Focused Tweaks:
Like the Von Neuman, this is very meat-and-potatoes. Not much here thats unexpected. This ship could pull off an uncon system where you use the combination of science seating, universal seating, and temporal seating to force many triggers to reduce consoles; that likely be the next budget bracket.
Meta-Focused Tweaks:
A Good Day to Die is a tactical captain only trait, and therefore needs replacement for other professions. Easiest choice here would be EPS Manifold Efficiency for damage or Grace Under Fire for durability for Engineering Captains. Science captains have no direct path of upgrade innately, therefore I would suggest something like Adaptive Offense, Pseudo-Submission, or anything else of your choice.
Budget Tweaks:
For budget players who want to save some EC, there's a few standard traits that could be used:
Bulkhead Technician - Innate trait - this provides +10% Maximum Hull capacity and can be used as a stand in for durability consoles
Living Hull - Episode Reward from "Surface Tension" - +15% hull regen in combat is equivalent to 3 stacks of repair crews
Redacted Armor Plating - Episode Reward from “The Renegade's Regret” - +30 all DRR when hit from behind or sides
Regenerative Control Synergy - Episode Reward from “Of Signs and Portents” - Grants +45% hull regen when using a control power for 10 seconds
If your after more damage instead of durability:
Point Blank Shot - Episode Reward from House Pegh - scaling damage based on distance to target from 2km to 6km.
Operative - Innate Trait - +1% CrtH +2% CrtD, this isn't spectacular but if you lack any offensive traits you can use it.
As an player who's been doing this for some time, I have very few keybinds as I use most of my powers manually. As such I have only 1 "spam" button, which consists of the offensive rotation.
Emergency Power to Weapons - Initial power buff and triggers Emergency Weapons Cycle
Override Subsystem Safeties - prebuff before firing
Attack Pattern Beta - prebuff before firing
Torpedo Spread - prebuff before firing, upgrades beams
Surgical Strikes - prebuff before firing
Brace for Impact - Damage buff, so spam it as much as possible
Aux2Bat - keeps cooldown rotation
Photonic Officer - begins CDR rotation. Since this is not an exotic build using Improved photonic officer, this is fine at the end
Emergency power to Engines - This is here so that every other rotation it can be activated
ISE Record Damage Breakdown
164.2k DPS - Phaser Wide Angle Dual Heavy Beam Bank - Surgical Strikes III
122.8k DPS - Phaser Beam Array - Surgical Strikes III
120.7k DPS - Quad Phaser Cannons - Surgical Strikes III
110.4k DPS - Terran Task Force Phaser Dual Heavy Cannons - Surgical Strikes III
105.3k DPS - Inhibiting Phaser Beam Array - Surgical Strikes III
89.3k DPS - Phaser Dual Cannons - Surgical Strikes III
33.2k DPS - Digital Compilation Field
30.4k DPS - Dark Matter Laced Quantum Torpedo - Spread III
25k DPS - Dark Matter Laced Quantum Torpedo - Salvo I
17.5k DPS - Phaser Wide Angle Dual Heavy Beam Bank
15.4k DPS - Dark Matter Dissolution
12.9k DPS - Borg Cube
9.3k DPS - Dual Phaser Cannons
9.1k DPS - Anti-Time Entanglement Singularity (Rank 2)
8.8k DPS - Terran Task Force Dual Heavy Phaser Cannons
8.1k DPS - Nanite Transformer
7.8k DPS - Dark Matter Laced Quantum Torpedo
6.3k DPS - Gravity Well I
5.9k DPS - Quad Phaser Cannons
5.8k DPS - Tachyon Agitator - Energy Drain
5.4k DPS - Inhibiting Phaser Array
4.4k DPS - Distributed Targeting II - Phaser
4.2k DPS - Gateway
3k DPS - Beam Array
2k DPS - Distributed Targeting I - Phaser
0.9k DPS - Tachyon Agitator
0.7k DPS - Borg Cube – Concentrate Firepower III
0.3k DPS - Counter-Offensive
0.3k DPS - Gravity Well I
0.1k DPS - Distributed Targeting II - Kinetic
0.1k DPS - Anti-Time Entanglement Singularity (Rank 2)
0.1k DPS - Distributed Targeting I - Kinetic
Intel is maybe the most popular ship type as it was the first, therefore there are many many options, any ship with a commander intel seat would be acceptable here. Some noteworthy options within the budget tier:
(Fleet) Soyuz Intel Heavy Frigate - Super flexible platform, durable, and scalable to other build archetypes.
(Fleet) Phantom Intel Escort - An OG, this whip would do this wonderfully, but suffers in comparison with a 4/3 weapon layout
(Fleet) Faeht Intel Warbird - Was going to be my original platform, the Cyclone is just better. The Faeht is really fun to fly though and has the stealth romulan appeal. Low on engineering seating but high on intel and tactical, so would need another form of cooldown (likely passive cooldown).
(Fleet) Eclipse Intel Cruiser - I really like this ships looks and it's a battlecruiser with intel primary. If you were ok to rock all beams this is what at the start of delta rising had coined a "sniper" (sits on the outside edges and uses high single target damage to knock out targets), on this exact ship. Its just got so much engineering seating.