STAR TREK FLEET COMMAND OFFICER BATTLE GUIDE
[DNGR] Captain Epictetus
Last Modified 2019/06/02
Officer Factions, Stats, and Ships
Officer Bonuses and Below Deck
Base Breaking (Attacking Stations)
Officer’s are one of the most important complementary components of a ship. A ship is nothing without the officer’s on the bridge and the crew below deck. Star Trek Fleet Command (STFC) offers a large complement of officers and abilities which makes it inherently complex. The intended purpose of this guide is to provide players recommended crew compositions, but more importantly teach them how to evaluate crews on their own and encourage them to try their own combinations.
Date | Notes |
April 2019 | Initial Release |
June 2nd, 2019 |
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Go to Crew Recommendations
There are currently three different factions within the STFC universe and each faction has primary, secondary, and tertiary focuses. This is important, because it will help you better understand how to coordinate officers with each other and what kind of ships to place them on.
Federation officers are primarily focused on defense or endurance. The focal point of their abilities are to outlast their opponent and mitigate their attack.
Ship | Officer Stat | |
Primary | Explorer | Defense |
Secondary | Battleship | Health/Attack |
Tertiary | Interceptor |
Klingon officers are primarily focused on attack and increased weapons damage. The focal point of their abilities are to end the fight as fast as possible.
Ship | Officer Stat | |
Primary | Interceptor | Attack |
Secondary | Explorer | Health/Defense |
Tertiary | Battleship |
Romulan officers are primarily focused on health and and a combination of defense and offense. Their primary focus is the bolstering of battleships and decreasing the defensive ability of an opponent’s ship.
Ship | Officer Stat | |
Primary | Battleship | Health |
Secondary | Interceptor | Attack/Defense |
Tertiary | Explorer |
Officer’s can be divided into the following categories:
The intuitive interpretation of these categories is that Epics are better than Rares, Rares are better than Uncommons, and Commons are at the bottom in terms of effectiveness. In actuality, each type can be effective and it is entirely situational. However, Epics and Rares are almost always the most effective in high-level hostile and Player versus Player battles.
Important Tip: Don’t fall for the trappings of officers that boost base ship stats. Arkady may increase shield health by 20%. However, Spock can far exceed that with his officer ability when Morale is active.
Power isn’t everything.
The Captain’s Maneuver is active only when the officer has the helm (middle slot). The Captain’s Maneuver remains the same regardless of promotion. The Captain’s Maneuver can be boosted through synergy via complementing officers. E.g. A Command Officer paired with a Engineer and Science Officer.
Note: The Captain’s Maneuver does not change after an officer promotion.
(the interaction or cooperation of two or more organizations, substances, or other agents to produce a combined effect greater than the sum of their separate effects.)
The Captain’s Maneuver can be boosted significantly through synergy. Synergy boosting is only available between officers of the same group (e.g. Enterprise Crew or Nero Crew). The percentage boost to the maneuver will vary between officer to officer depending on what their maneuver does.
The degree or percentage of the boost is tied to what kind of officers are placed next to the captain on the bridge:
Maximum Boost | Captain has two different officer types placed next to them that do not match their own type (e.g. Science - Command - Engineer) |
Medium Boost | Captain has two officers of the same type next to them that do not match their own type (e.g. Science - Command - Science) |
Minimal Boost | Captain has two officers of the same type next to them and also match their own type (e.g. Command - Command - Command) |
For example, Gorkon’s base Captain’s Maneuver increases the chance of a critical hit by 10%. If a science and engineer of the same group are placed next to him, his chance of a critical hit jumps to 30% for the first two rounds. That is a significant increase.
The Officer Ability is active only when the officer placed on the bridge . The Officer Ability improves through promotion of the officer.
Officer bonuses can increase the attack (accuracy, shield pierce, armor pierce), defense (deflection, armor, dodge), and health (hull, shield) of your ship. This is why leveling officers is important outside of just their abilities.
With a leveled crew you can put certain officers below deck to bolster the stats of your ship and increase its overall power substantially. Typically, your bridge officers will all share a primary officer stat, and below deck you’ll place officers that complement them.
E.g. Enterprise Crew is defensive. Put officers with good attack and health stats below deck.
Each faction has a respective ability that can trigger, which will typically improve certain attributes of the ship or officers (shields, armor, weapons, attack, health, defense, etc.).
Faction | Ability | Offensive Focus | Defense |
Federation | Morale | Accuracy | Shield Health & Deflection |
Klingon | Hull Breach | Armor Piercing | Dodge |
Romulan | Burning | Shield Piercing | Hull Health & Armor |
When placing faction officers on a ship, in most cases they will always tend to complement ships where the primary offensive or defensive focus are aligned. E.g. Uhura boosts accuracy, which is the primary offensive attribute of the Explorer class ships.
There are 5 primary officer groups within the game, there also additional groups that are issued periodically through in-game events. For our purposes, we’ll focus on the primary groups that are available to recruit at all times.
I’ve put together the following rating system to make easy to identify what officers are effective, limited, or are broken.
Excellent | Officer is excellent on more than one ship class. Works well against hostiles and in PVP Improves the ship’s defense or offense markedly. Functions as designed. |
Good | Officer works well on more than one ship class, but is not a top tier officer. Functions as designed. |
Hostile Heroes | Improves combat against hostiles and functions as specified. |
Situational | An officer than can be used to fill in for another when a better officer isn’t available. Only effective on 1 or 2 ship classes. |
Broken or Nerfed | Does not work as designed or is nerfed relative to its peers. Avoid using unless there aren’t any other officers available. |
The Enterprise Crew are defense oriented. In general, their defensive stats are higher than any other. Their abilities typically focus on stacking endurance in a battle.
One of the most potent combinations are Spock’s ability to restore shield health complemented by Kirk’s Captain's Maneuver increasing officer stats and Bone’s ability to increase defense by a certain percentage everytime the ship is hit with a weapon.
Here are some important things to note about this ability:
The Klingon Patriots are attack oriented. Their focus is on increasing offensive output through increased weapons damage, improved critical hit chance, and diminishing opponent’s mitigation. This group wants to end the engagement quickly and tend to be weaker in longer battles.
The Nero Crew are health oriented. In general, their health stats are higher than any other. The Nero Crew was designed to work effectively on battleships and their abilities tend to focus on diminishing the effectiveness of the opponent’s shield. This group also tends to be weaker in longer battles.
This group is entirely focused on improving offensive and defensive capabilities against hostiles. They can even outperform Epic officers when the opponent is a hostile. This group is ideal when doing hostile farming. Note, their abilities are not active against mission hostiles.
This group is entirely focused on combating other players. In the event you find yourself engaging against a player with leveled rare/epic crews, this group can be used to neutralize the crew and diminish their effectiveness.
The Augments are attack and health oriented. Their captain and officer abilities are attack and critical hit oriented. They focus almost exclusively on improving attack and diminishing mitigation on a station and the docked ships.
Since the augment group are the most effective in earlier rounds and focus on improving critical hits they are well suited on interceptors and battleships (e.g. Bortas).
These officers are introduced periodically through in-game events. They tend to have very effective abilities and maneuvers even when they have not been leveled. Their weak point is that their officer stats tend to be low and can reduce the ship’s officer bonuses
Work In Progress
Kumak, like Nero’s abilities, are 100% additive from the base armor, deflection, and dodge before research. This means his ability tends to be negligible once a player has advanced through the research tree.
Azetbur’s officer ability states that every time the ship hits with a weapon, she increases armor piercing by some percentage. Again, this ability is 100% additive from base weapon armor piercing before research. This means her ability, again, tends to be negligible once a player has advanced through the research tree.
Change is supposed to have a certain percentage chance of delaying an opponent’s weapon by 1 round if the “Hull Breach” ability is active. I have not yet seen this ability activate in dozens of tests using a maxed Chang.
The crew that you put on a ship is situation relative to what kind of ship you have, what ship you are attacking, damage output of opponent, and whether it is PVP or Hostile. Below you’ll find a series of crew recommendations that I’ve put together based on my own experience. However, you shouldn’t hesitate to tweak or experiment based on the information I’ve provided above.
Effective hostile farming is all about being able to destroy as many hostiles before your ship is destroyed. Below are a list of different combinations that you can use depending on what officers you have available and what works best for your ship.
Captain | Bridge 1 | Bridge 2 | Below Deck Stats | Notes |
Mix of officers with health, attack, and defense to balance officer bonuses. | Gonzales increases critical hit chance against hostiles. Chen decreases damage from energy weapons. Harrison strips shield for the first round | |||
Mix of officers with health, attack, and defense to balance officer bonuses. | Chen increases dodge, deflection, and armor.Decreases damage from energy weapons. Harrison strips shield for first round. Moreau decreases armor piercing, shield pierce, and accuracy of hostile. | |||
Mix of officers with health, attack, and defense to balance officer bonuses. | Chen increases dodge, deflection, and armor. Decreases damage from energy weapons. These two officers effective either energy or kinetic. Depending on what faction hostile, you’ll want to swap the two. Moreau decreases armor piercing, shield pierce, and accuracy of hostile. | |||
Alternate: Vella Increases damage against explorers. Useful for explorer hostiles | Defense oriented officers to boost Krell’s ability | This is a Federation farming configuration. Chen increases dodge, deflection, and armor. Decreases damage from energy weapons. Krell increases damage to Federation ships relative to officer’s defense. Moreau decreases armor piercing, shield pierce, and accuracy of hostile. | ||
Mix of Defense and Health. | Interceptor Configuration I’ve used this configuration against difficult hostiles in dailies Gorkon boosts critical hit chance. Koth boosts kinetics under hull breach and boosts Gorkon’s ability Chen decreases hostile damage | |||
Defense and Attack | Battleship Configuration against Explorer Hostiles Nero increases weapon damage, Vemet strips hostile shield, and Chen reduces energy damage from explorers |
PVP configurations are dependent on ship class and what officers are available to you. I’ve included a ranked list for each ship class type. Again, these are recommendations and I encourage everyone to experiment with their own configurations.
Captain | Bridge 1 | Bridge 2 | Below Deck Stats | Notes |
Alternate: Wotlen | Defense, Health, and Attack. In that order | Gorkon increases the chance of a critical hit. Kerla increases the damage of a critical hit with kinetic weapons Koth, with Hull Breach, increases kinetic weapons damage. | ||
Defense and then a equal mix of health and attack. | Gorkon increased the chance of a critical hit in the first two rounds Kerla increased the damage of a critical hit with kinetic weapons Khan will increase the chance of a critical hit every time the ship is hit | |||
Attack, Health, and Defense. In that order | These three officers are focused on providing excellent defense. They may not end the fight fast. But they provide incredible battle endurance. | |||
Health, Defense, and Attack in that order. | A serviceable alternative if you are limited on epic or rare officers. |
Captain | Bridge 1 | Bridge 2 | Below Deck Stats | Notes |
Attack, Health, and Defense. In that order | These three officers are focused on providing excellent defense. They may not end the fight fast. But they provide incredible battle endurance. | |||
Defense, Health, and Attack. In that order | This group can be very effective on battleships with kinetic weapons (e.g. Bortas, Kumari) where the big Kinetic weapon fires in the first two rounds. Not effective on Intrepid or Legionary | |||
Alternate: Javaid when Vemet is low level. | Health, Defense, and Attack. In that order. | While Nero’s weapons maneuver is not ideal, we want him on the bridge for Vemet. Vemet strips the enemy shield by a certain % of all the officers health. This is why health is a important officer stat in this configuration. Livis increases the overall hull health. | ||
Alternate: Arix | Attack, Defense, and Health. | Javaid increases armor and captain maneuver improves shield piercing (excellent against explorers) Livis increases hull health. Harrison ignores a percentage of the shield for the first round. |
Captain | Bridge 1 | Bridge 2 | Below Deck Stats | Notes |
Alternate: Uhura Use Uhura if the defense stats of your crew are high or if you have the Enterprise Can shorten fights against a smaller or equally matched opponent. | Defense, Attack, and Health | This is an ideal crew for an explorer since it bolsters the primary defensive component of an explorer: shields Spock is only as good as the defensive stats of your crew. Weak officers on a high powered ship would result in a minimal increase in shield health. | ||
Alternate: Harrison Useful against weaker opponents and you want to minimize rounds of combat. | Attack, Health, and Defense | Sulu can inspire morale, and with morale he can increase weapons damage. Arkady increases shield health. Uhura increases accuracy | ||
Attack, Defense, and Health. | If you are short on rare officers. This is a decent crew to increase base stats and weapons with morale. |
With the introduction of the Augment group attacking a station will require its own set of officer configurations to improve the effectiveness of ship combat against a station.
Captain | Bridge 1 | Bridge 2 | Ship Type | Notes |
or Kati: She increases the damage of a critical hit. However, paired with Joachim Khan’s ability chance goes down to 85%. | Interceptor or Battleship | Khan is very effective in the first two rounds and cumulatively increased critical hit chances Joachim reduces damage by the opponent throughout combat Marla ensures that Khan has a 100% chance of triggering Khan’s ability via synergy. Marla will also contribute to increasing ship bonuses by padding the Captain’s stats Kati increases critical hit damage. Note: I know some of you are going to ask why not Harrison. Harrison and Khan neutralize each other and do not work in tandem. | ||
Interceptor / Battleship | If you do not yet have Khan. This combination is still effective. Joachim decreases the effectiveness of station defenses Otto increases officer stats (bumping ship bonus) and contributed to Joachim ability chance. | |||
Alternate: Koth | Interceptor/Battleship (excluding Intrepid/Legionary) | This combination will deal a lot of damage in the first two rounds. The ship may not last long in combat, but so long as it can fire off a short or two it is an effective combo. |