U.S.S. Fleming
Salcombe Intel Escort
Salcombe Intel Escort
Released: 2026 - 08
The Salcombe is a near carbon copy of the Hydra Intel Destroyer..which as it happens is also a very good SS platform (see here). The main difference is the seating, and while the Salcombe gets a bit more maneuverability and slightly more weapon power, they are in effect the same ship. As such really anything one can do the other can do as well. So why am I putting out another SS build? This is my site I'll do what I want I just really enjoyed the way it flew, and while the Hydra is more of an Unconventional Systems active console cooldown reduction platform (albeit at a higher price point), this Salcombe build focuses more on raw damage. Really this harkens back to more what my various character's build philosophy is; Jayiie gets expensive toys and complex moving builds where Teryh gets very rudimentary builds based on fundamentals…and I think the contrast between the Salcombe and the Hydra builds I have posted showcase that.
As explained above, we’re here to put a build on the Salcombe that has very similar toolkit options to the Hydra but do it more in a way that focus on pure power than cooldown trickery. To that end we’ve gone back to Exploiters, and while you could fit Isomagnetic Plasma Distribution Manifold, having this:
{ OSCR } Max One Hit: 519,916.00 : `Radiolytic Phaser Dual Beam Bank - Surgical Strikes III`
Will never get old. The other thing that I wanted to do here was use some of the newer items from the Kelvin Timeline Starship Bundle, and here we’re using the Salcombe itself, the trait, and its console, as well as the Armstrong's console and trait.
Diametric Focus and Sigma Stratagem
This trait is fantastic, and might become the Emergency Weapon Cycle killer. This trait is easily stacked with only 2 15s cooldown powers. The first triggers the first cooldown then the second, even if used right after, restarts the cooldown. This means the first power is less than 15s cooldown and will refresh all the stacks when next used. This means that the 10 stacks, granting -100% weapon power cost (which is not free, only cuts it in half) and +50% weapon critical severity is really easy to maintain. For Sigma Stratagem at launch, there is a small issue where it interferes with some stat increases and flight speed increases so while I am putting this here on paper it means that it won’t be an issue when fixed (coming soon after release).
The Leading Captain and Epsilon Limiter Overload
The Leading Captain is really interesting on a DPS build because it grants not only +20 accuracy, it also gives you threat reduction just like Strike From Shadows does. However while SfS only grants +5% critical chance and bonus damage, LC gives 2% CrtH/CrtD depending on how it stacks. So in team play you get 8% CrtH/CrtD (it doesn't count you, and with a team of 4 you only get 4 instances) so on paper SfS is better, there is s also an increase in healing which is fantastic for running low heal builds like I tend to do. From a budget perspective combining LC and ELO it actually beats our SFS so you might see overtime more of my builds progress away from SFS to use this trait and console. The Epsilon Limiter Overload also grants a passive +6% critical chance which is just always a good deal, on top of being a healing console. While it doesn't replace the SAFG outright, it is a pretty good trade.
M-39 Anima Railgun
I’m not inherently against this. I haven't upgraded it fully yet but for what it is it hasn't done all that badly, getting nearly 50k is pretty respectable for an experimental weapon. The 1% cooldown on crit is an interesting choice, leads into the SS quite well (this build has 100% critical chance on energy weapons easily), and means that basically this thing fires once every 3.5s.
This is a midrange build with numerous C-store purchases up to 20K Zen and a 600M EC/400 Lobi limit but no lockbox ship or promo ships involved. See the build costs page for more detail.
Alexander Fleming, Scottish Microbiologist, Nobel Prize winner for the discovery of penicillin
ISE:
{ OSCR } Infected Space (Elite) - DPS / DMG [01:38]: `@alcaatraz` 1,541,411
HSE:
{ OSCR } Hive Space (Elite) - DPS / DMG [01:51]: `@alcaatraz` 1,218,470 / 89.7 M
Elite Captain/T6X upgrade, all fleet unlocks
T6 C-store ships
T6 battlecruisers (Arbiter / Kurak / Morrigu / Legendary Valdore)
Legendary Avenger battlecruiser Needed for Ships of the Line and Emergency Weapon Cycle
Lockbox Items
Weapons - Radiolytic Phaser weapons
2x Lockbox Personal Traits
Salvaged Console - Krenim Chronophage
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
2026 - 09
Released
Full on here with energy weapons, nothing else to it.
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 it's of no importance, 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 builds 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 Teryh's 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 statistically anomalous 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 to do so.
Weapon Notes
To counter the Hydra, I wanted to try an SS build with mostly beams and I think this is perfectly fine. Radiolytic weapons are a bit of a splurge here in that they are a lockbox weapon but you can substitute anything you might want. The added phaser damage when a target is under 25% hull is nice but most things don't live very long past this so while it might seem like a really big increase in effect it's probably not on very long.
Console Notes
As mentioned, IPDMs are a choice here; you can direct swap all of the Explorers for Phaser IPDMs, and maybe its because im OldSchool™ and like really big Crit numbers. TRINITY actually points towards IPDMs here showing a 6% increase, and due to the theoretical 115% critical chance and 700% critical severity in combat it would probably be better. However the moment you change this to a non-tactical captain it instantly swaps to favoring the Exploiters by 2% so…take that what you will.
Bridge Officer Notes
Best Served Cold here is really just to help keep Diametric Focus triggered being able to spam it once every 15s. It also transitions into Temporal Tunelling nicely (which actually beats out EWC here in a simulated environment). Alternatively, you can swap the Ens to an engineering seat, move the EPtE1 here and use Pilot Team for more maneuverability.
Personal Traits Notes
There isn't much to change here in terms of utility. If playing on a tactical captain trait always try to slot A Good Day to Die (not confusing at all there's a starship trait, mission, and personal trait with the same name). As well more people would want to run controls to take advantage of Unconventional Systems. I feel the platform lacks the opportunity cost to be able to afford slotting the powers to gain the trait.
Budget Tweaks:
For budget players who want to save some EC, there's a few standard traits that could be used:
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.
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
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
Starship Traits Notes
As I mentioned at the start, I think Diametric Focus is an Emergency Weapon Cycle killer. I don’t think EWC will fall out of favour as it's so easy to use, plus we still want to keep EPtW alive for the power and damage buff. However, as an example, EWC + Temporal Tunneling isn’t as good of a combo as Diametric Focus + Temporal Tunneling is on paper. The struggle is that the latter requires a little more investment into the build needing enough tactical powers used to keep it up, and one slip the entire stack falls and then EWC takes over. I am personally going to start redoing some math on many of my builds to see if EWC is something to be replaced.
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
Attack Pattern Beta - prebuff before firing
Overload Safety Systems - lasts 20s so prebuff before the weapon enhancement to get best overlap
Kemocite Laced Weapons - prebuff before firing
Surgical Strikes
Torpedo Spread - prebuff before firing, upgrades torpedo
Intel Team - helps with more threat reduction
Photonic Officer
Emergency Power to Engines - helps keep the paid cycled
ISE Record Damage Breakdown
427k DPS - Radiolytic Phaser Dual Beam Bank - Surgical Strikes III
266.1k DPS - Terran Task Force Phaser Beam Array - Surgical Strikes III
182k DPS - Phaser Beam Array - Surgical Strikes III
144.9k DPS - Borg Cube
143.8k DPS - Inhibiting Phaser Beam Array - Surgical Strikes III
77.2k DPS - Krenim Timebug
71k DPS - Dark Matter Laced Quantum Torpedo - Spread III
56.5k DPS - M-39 Anima Railgun
50k DPS - Kemocite-Laced Weaponry II
26.5k DPS - Digital Compilation Field
22.9k DPS - Anti-Time Entanglement Singularity (Rank 2)
15.6k DPS - Radiolytic Phaser Dual Beam Bank
10.6k DPS - Dark Matter Laced Quantum Torpedo - Salvo I
8.7k DPS - Nanite Transformer
8.4k DPS - Dark Matter Dissolution
6.2k DPS - Beam Array
6.1k DPS - Gateway
4.1k DPS - Dark Matter Laced Quantum Torpedo
4k DPS - Inhibiting Phaser Array
3.7k DPS - Terran Task Force Phaser Array
3.1k DPS - Distributed Targeting I - Phaser
2.1k DPS - Fly Her Apart II
0.4k DPS - Sphere – Distributed Targeting I - Phaser
0.3k DPS - Distributed Targeting II - Phaser
0.1k DPS - Distributed Targeting I - Kinetic
0.1k DPS - Distributed Targeting II - Kinetic
Something that we try to teach is how to read a ship, understand what are the important parts, and then apply it to other ships so you don't need a build for your specific ship. You can either copy or adapt from another ship as needed instead if there’s one that can run the same build or is close enough. The important parts of this ship are a combination of Cmdr Intelligence Seat , while also having 5 fore weapons, the ability to run a Lt.C Pilot power. Consulting Fleffle's Sortable List with those filters, that gives us:
The Terran Hydra Intel Destroyer is an almost carbon copy, the only change is higher mobility for lower durability and a forced tactical seat this build takes anyway.
The Breen Keth Sarr Intel Courier is a raider so is missing a seat but has very flexible seating as being all universal. I would recommend
Cmdr Tactical/Intel TS1 APB1 OSS3 SS3
Ens Tac DT1
Lt.C Eng/Pilot EPtE1 EPtW2 FHA2
Lt.C Sci HE1 PO1 GW1
This also moves you somewhat away from unconventional systems so if possible replacing Heart of Sol with To Hell With Our Orders.
Being a cruiser, the Kelvin Timeline Constitution II Intel Cruiser trades an experimental for a fore weapon. We need to instead take a turret, I would recommend a Crafted, a Sensor Linked, the Advanced Inhibiting, or the Trillithium for its haste. This would also need to have its seating redone, I would recommend:
Cmdr Eng/Intel EPtE1 EPtW2 OSS3 SS3
LT.C Tac/Pilot KLW1 CG1 FHA2
Lt.C Tac DT1 APB1 TS3
Lt. SCi (uni) HE1 PO1
Ens Sci TracBeam1
The Orion Orchid Intel Warship takes 3 forced engineering seats but this can be made up with in other areas by taking this 3rd seat as a heal.