By Captain Epictetus (Moderator and all-time awesome commander)

Introduction

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.

Officer Factions, Stats, and Ships

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

Federation officers are primarily focused on defense or endurance. The focal point of their abilities is to outlast their opponent and mitigate their attack.

ShipOfficer Stat
PrimaryExplorerDefense
SecondaryBattleshipHealth/Attack
TertiaryInterceptor

Klingon

Klingon officers are primarily focused on attack and increased weapons damage. The focal point of their abilities is to end the fight as fast as possible.

ShipOfficer Stat
PrimaryInterceptorAttack
SecondaryExplorerHealth/Defense
TertiaryBattleship

Romulan

Romulan officers are primarily focused on health and a combination of defense and offense. Their primary focus is the romubolstering of battleships and decreasing the defensive ability of an opponent’s ship.

ShipOfficer Stat
PrimaryBattleshipHealth
SecondaryInterceptorAttack/Defense
TertiaryExplorer

Officer Rarity & Abilities

Officer’s can be divided into the following categories:

  • Common
  • Uncommon
  • Rare
  • Epic

The intuitive interpretation of these categories is that Epics are better than Rares, Rares are better than Uncommons, and Commons is 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.

Captain’s Maneuver

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 an Engineer and Science Officer.

Note: The Captain’s Maneuver does not change after an officer promotion.

Synergy

(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 BoostCaptain has two different officer types placed next to them that do not match their own type (e.g. Science – Command – Engineer)
Medium BoostCaptain has two officers of the same type next to them that do not match their own type (e.g. Science – Command – Science)
Minimal BoostCaptain 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.

Officer Ability

The Officer Ability is active only when the officer placed on the bridge. The Officer Ability improves through the promotion of the officer.

Officer Bonuses and Below Deck

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.

Faction Abilities

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.).

  • Burning
  • Hull Breach
  • Morale
FactionAbilityOffensive FocusDefense
FederationMoraleAccuracyShield Health & Deflection
KlingonHull BreachArmor PiercingDodge
RomulanBurningShield PiercingHull 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.

Related Topics:

Officer Groups