star trek fleet command experience points

Fleet Commanders

Fleet Commanders have finally arrived at STFC! They have many years of distinguished service and impeccable records.

They provide powerful fleetwide buffs in several game areas and are available from level 15+.

They will be stationed at the Command Center. Fleet Commanders cannot be assigned to Ship Crews or Away Missions since it is against station regulations.

Why are they important?

Each Fleet Commander will provide buffs that will give you an edge against other Commanders and various hostiles. Their skills will also assist in researching economy-related goals, aid in specific ship-related endeavors, and more. See below some examples of these buffs:

  • Phase Bank Upgrades: Increase Energy Weapon Damage
  • Alloy Metallurgies: Increase Tritanium Cost Efficiency for Ship Upgrades
  • Unimatrix Training: Increase Damage against Solo and Group Armadas

How can I get the Fleet Commanders?

Kirk or Spock are available for a free unlock during January (release month) through a mission; you can choose which one you’ll unlock! Additional shards will be sourced via daily gifts, special events, and the Offers tab. 

How can I improve my Fleet Commanders?

Fleet Commanders can be further improved by using Skill Points, Commander XP, and Commander Credits to upgrade their skills, level up, and rank up.

What is a Skill Tree?

star trek fleet command experience points

Skill Tree is a specific feature where each Fleet Commander can develop his skills, the Tree is divided into three branches. Each Fleet Commander has its own branches, for example, Spock has Miner, Architect, and Scientist.

Each branch has a Unique Key. The Command Refinery Center will grant unique keys when your Fleet Commander ranks up to 1, 5, 9, 13, and 18. You will receive one key per group of selectable skills on that row

Some skills require a Quantum Key and are considered an “On Duty - Selectable” skill. These types of skills are only applied when the Fleet Commander is assigned to the Command Center building. 

Important note: You will have to choose one skill in the group of skills to unlock. This choice can not be changed, so choose wisely. Selectable skills have a distinguishable frame around them in the Skill Tree, unlocking them requires a Quantum Key.

What do I need to progress on a Skill Tree? 

To progress on your Fleet Commander’s Skill Tree, you’ll need specific Skill Points. Each Fleet Commander will require their specific Skill Points, p. ex: Spock Skill Points, Kirk Skill Points. Additionally, some Skills might require Rare Skill Points. 

  • Specific Skill Points can be earned by leveling up that Fleet Commander or exchanging Uncommon Skill Points in the Command Center Refinery. 
  • Leveling up your Command Center will provide you with Uncommon Skill Points. Additional Points can be found in the Offers tab.
  • Rare Skill points will be earned through rare events and the Offers tab.

What is the Command Center?

star trek fleet command experience points

The Command Center is the building where the Fleet Commanders can be assigned and be “On Duty”. The building has a limited number of slots for assigning Fleet Commanders. To proceed with any changes on the assigned Fleet Commanders, please make sure to dock all ships first (for the buffs to be applied). 

How can I build and upgrade the CC?

Once you reach level 15, you must claim the Legends of Cosmos mission in the Holodeck. After completing this mission, you will obtain the 18 Quantum Communicators necessary to construct the Command Center.

Self Sealing Stem Bolts are the resource used to upgrade the Command Center. This resource is available in the Daily Gift from the Command Center refinery and the Offers tab.

Your Command Center has one Fleet Commander chair unlocked at Command Center level 1. A second chair will be unlocked at Command Center level 40, so upgrading the Command Center is invaluable! Moreover, some Skills will be activated at a certain Command Center level.

Related articles

Star Trek Fleet Command guide for beginners

...and, of course, a couple of tips

Star Trek Fleet Command guide for beginners

Joining Spock and the other famous characters available in Star Trek: Fleet Command is only part of the fun, but the real deal is coming up with the appropriate strategy to expand your base of operations and get stronger - fast ! This Star Trek: Fleet Command guide for beginners will give you all the help you need in order to better understand the game and what you should be doing and spending your time on. 

Star Trek station basics guide

station basics

This is your headquarters, your base, and everything starts from here.

By upgrading the different structures of your Station, not only you will earn various bonuses and increase your resource production, but also gain access to new features. A few of these buildings are:

  • Best Android strategies
  • Best iOS strategies

Ships - class and rarity

Star Trek ships guide

There wouldn't be Star Trek without spaceships, so it makes sense that they are one of the most important aspects of the game. There are 4 main ship categories:

Explorer ships are strong against Interceptors while they are at a disadvantage when they are facing Battleships. They rely on high-energy shields for their defense, and they have very accurate weapons.

Battleships are equipped with very thick hulls, giving them lots of armor points. Their weapons can pierce through shields. For those reasons, they are strong going up against Explorers, but they have a harder time against Interceptors. 

Superfast ships, armed with a high-impact weapon that can pierce any armor. They rely heavily on their dodge ability to survive. That makes these types of vessels have a hard time fighting Explorers but ideal to go against Battleships. 

Surveys are support ships, not meant for battle. They can hold a lot of cargo, making them ideal for mining operations.  

Ships are not only divided by their category/class but also their rarity. These are the four types:

Star Trek Officer basics

Uncommon officers

Ships are great and all, but without the right crew they are kind of useless. By developing 'Officers' on a ship, you can improve the ship stats (Health, Attack, Defense).

Officers have abilities, stats, and traits. Their ability activates only when they are the Captain of the ship, middle position. They are also divided by class, group, and faction.

Similar to ships, officers also come in different rarities. Based on their rarity, they have a fixed number of 'traits': Traits are very effective when it comes to 'Away Team Assignments'. 

  • Uncommon = 0

Research trees in Star Trek

There are different fields in which you can conduct research. Completing a task will reward you with a permanent bonus.

  • Combat 
  • Galaxy 

Star Trek beginner Tips

Tip #1 - join a strong alliance, tip #2 - do not spend resources on low rarity officers and ships, tip #3 - daily missions, tip #4 - follow the main questline and try to complete as many side quests as you can from the various systems across the galaxy, tip #5 - save your recruit tickets for events.

We hope that our Star Trek: Fleet Command guide for beginners will come in handy! Don't forget to check out our top 25 Sci-Fi games lists for iOS  and Android Sci-Fi games . 

Mihail Katsoris

Level Winner

Star Trek Fleet Command Guide (2020 Update): Tips, Tricks & Strategies to Boost Survival from Mid to End Game

By: Author Philip Reyes

Posted on Last updated: December 8, 2020

Star Trek Fleet Command, which was released on iOS and Android platforms more than two years ago, continues to remain as one of top MMO strategy games today. Star Trek Fleet Command launched offering an already massive amount of content and features, yet continues to grow further following succeeding updates.

While most players who have an inclination to dive into Star Trek Fleet Command may have apprehensions in relation to the millions of players who have already progressed ahead of them, the game’s multi server feature as well as the speed of progression it provides to newer players, makes it even more welcoming to neophytes than most games within its genre.

If you have just started playing Star Trek Fleet Command, or planning to do so, then we recommend that you read through our Star Trek Fleet Command beginner’s guide as it offers the most basic tips and strategies you will need to help you grasp the game’s basic features and content. Beyond taking on the massive PvE content through missions and explorations, setting up in preparation for Star Trek Fleet Command’s PvP content proves to be an even bigger challenge. Our advanced guide tackles concerns revolving around PvP combat and guild strategies.

star trek fleet command characters

Moving forward to more advanced content, we have a Star Trek Fleet Command guide that can be helpful if you want to build the Botany Bay and unlock Khan . We also have a list of locations where you can gather basic resources as part of our resources guide . Although Star Trek Fleet Command has grown much since we published all the above guides, each of the tips and strategies we laid out in these guides can still be used today.

Star Trek Fleet Command is a game that can be played and enjoyed by casual gamers, in the sense that the way to go about everything can be done in a variety of ways, some of which is more efficient than others. Given that the PvP aspect of the game grows more challenging in the latter levels, building up your starbase and ships as efficiently as possible from the start of your journey is critical.

Beyond that, a lot of time and dedication is needed to ensure that upgrades, production, and farming of resources is always done, with defending and raiding added to the list as you reach higher levels.

1. Consider The Initial Levels As The Best Time To Prepare

Your initial dive into the vast galaxy within Star Trek Fleet Command introduces you to a multitude of activities you can engage in that takes you through most, if not all of its PvE content. With the initial steps relating to building your starbase, setting up starships and their respective crews, and exploring various star systems to accomplish missions or farm for more resources, beginners can easily get lost in the idea that these activities encompass the entirety of your experiences as a commander in Star Trek Fleet Command.

star trek fleet command missions

The initial experience, however, can be more appealing for players who prefer single player content with the exception of joining alliances for numerous perks to help boost their progress in the game. However, from mid to end game, the general experience in Star Trek Fleet Command slowly veers away from the PvE content and focuses largely on PvP as your ships become a potential target for all other players past level 10 and your starbase open to raids at level 15. In this sense, it is best to consider the prior levels exclusively as a preparation phase, where you must not just fully utilize production and farming but also ensure that every undertaking you engage in is aimed towards a unified goal.

Star Trek Fleet Command is a type of game that you should be ready to play long-term, before you decide to initially dive in. Again, it leaves room for casual players to play and revel in its vast world, or galaxy for that matter, but the highly competitive environment it currently has will push free players to their limits for the most part, in terms of dedication and hard work.

how to build a strong base in star trek fleet command

With all the previous Star Trek Fleet Command guides we published, what you should have on top of considering all those tips and strategies, is to have an end in mind as to how you see yourself being prepared for what will eventually come.

There is seriously a lot to cover in terms of planning and preparation. As you spend the first fe minutes of going through Star Trek Fleet Command’ initial content, you should have a fair idea of what matters more than others especially as far as PvP battles and raids are concerned. We will try to narrow it down a bit by going through the most important preparatory steps you should consider taking as you dive deeper into the game.

2. Shift To A Different Server As Needed

It may not be evident early on, but Star Trek Fleet Command actually houses a large number of servers each with its own distinct set of players, market, and overall situations. New players are automatically placed on a new server but finding yourself on the latest server does not necessarily mean that the previous one is already full.

Some MMO strategy games can actually afford to lodge all players in a single server, but with the millions of players in the game, splitting the population across different servers ensures a vast enough space and a healthy supply of resources for everyone. In any case, though, simply placing newer players in newer servers does not necessarily make it convenient for everyone, and for that, Star Trek Fleet Command has provided a means for each player to transfer servers once.

If you are a new player who have gone through all engagements as efficiently as possible from day one, then you might feel that there is no need for you to even consider jumping to a different server. If you played before and have been on hiatus for quite some time, then there is a choice to consider starting over or simply taking everything you have on your current server and move on to a newer one as there is a huge chance that everyone else within your current server has left you behind in terms of power and progression.

how to switch server in star trek fleet command

One huge point to consider revolves around in-game friends and alliances. If one of the more prevalent reasons you have to dive into the game is because of friends who have been playing it ahead of you, then it is best to be in the same server they are and transfer if you happen to be in a different one. As far as alliances are concerned, each server naturally holds a number of alliances to choose from.

If you simply ended up with one that is not as active as you are, then you should consider leaving it and finding another one. It should not be enough to justify switching to a new server immediately especially considering you can only transfer to a different server once.

To initiate transferring to a different server, you have to be at operations level 12 or below. Reaching higher levels will invalidate your one and only novice transfer token. If you want to transfer to a different server, you can click on your avatar at the upper left corner of the main screen, click on settings, and then choose the “Universe” tab that also shows you which universe you currently belong to.

At the time of this writing, Star Trek Fleet Command currently holds 200 APAC servers, 181 EU servers, and 57 US servers. Although you will not be able to transfer that far into earlier servers in some cases, you can still jump into newer ones. Some servers will also be marked as unavailable because these servers are full.

3. Always Keep Your Starbase Ready To Defend

Although we have already advised players to fortify their starbases before they step into operations level 15 in our advanced guide, what we consider as the best course of action for beginners now is to prepare it as early as possible. If it can be hurtful to lose a ship worth of cargo and merchandise as you reach level 10, being on the losing end of a raid from level 15 onwards can be even more difficult to bear.

As both your ships and starbase are basically untouchable before you reach level 10, these are the best times to look into your research tree while your ships are traveling to different points in the galaxy in pursuit of accomplishing missions. The research tree in Star Trek Fleet Command is very broad, and while the time it takes to go far in terms of research progress is evident early on, the idea is to map out the research nodes you want to prioritize and take note of them as you make progress.

Progressing through research does not only boost your overall power. It also leads to strengthening the defense values of your starbase, your ship’s performance, and can cause improvement in the crews as well. Beyond mapping out goals and targets within research, though, you should always plan ahead in terms of how you will choose to react to instances of an attack against your base.

star trek fleet command starbase

Keep in mind that the question here does not bank on whether or not your starbase will be attacked as it certainly will once you hit level 15. When exactly and how often can be circumstantial questions but, just the same, you should be decided on what to do when the time comes.

Shields are inarguably the best course of action against player attacks. Accomplishing story and daily missions can occasionally earn you some temporary shield tokens. Likewise, actively partaking in alliance activities can earn you credits that can be exchanged for shield tokens at the alliance store. Being able to keep a healthy stock of shields from the early part of your adventure is like a head start as it will naturally become more challenging later on to keep a healthy stock of it.

If you are all out of shield tokens and cannot spare any resources to secure one, relocation becomes a viable choice of action as well. Moving to a different star system can certainly keep you from harm against the impending attack although it does not guarantee that you will not be attacked in the new location.

While there is a bit of random element in terms of your base becoming a target for other players or even alliances, you should often look into what makes it such an attractive target for everyone else and remedy that if it is possible.

You can actually do nothing if you are offline and away from your starbase when the attack ensues. To some extent and given the right circumstances, friends and fellow alliance members can look after your starbase if they are around. However, being away and without any shields basically leaves your starbase vulnerable. If you are being attacked while you are online, then it opens up a variety of potential actions and countermeasures to use.

star trek fleet command inventory

One discrete advantage you have that you might not be well aware of whenever your base is being attacked while you are online, is the ability to communicate with your attacker. Again, there are several ways to go about this but even if it is just a little, how you communicate with the attacking player may impact the outcome of the attack. Going for a peaceful, subtle approach can lead to a ceasefire that favors both players instantly.

Provocation, on the other hand, can lead to aggravating the situation and call forth a relentless assault. Communicating will not guarantee any positive results but just the same, it can be a part of your defensive arsenal if you are online. The keyword here is “defensive”, of course.

In addition to defense platforms you can improve through research, leaving ships behind can tremendously help defending your base. Doing so will never guarantee a victorious defense but at the very least, can intimidate some of the potential attackers. Raids naturally have varying scenarios and potential results depending on how many players are involved in the attacking party as against the defending party.

Again, the best options we can consider for defense, especially for beginners, is shielding up or relocating. Actively defending should ready you for consuming resources, which may cost more than what it should if you chose the other options instead.

4. Invest In The Right Ships

Your ships in Star Trek Fleet Command are at the core of what determines your progression in your journey be it through missions and exploration in the early part or defending your base and engaging in raids in addition to the former, once you become open to the PvP part.

To be honest, setting yourself up with the right set of ships and preparing for them long beforehand is a lot harder than it sounds. However, it is a necessary part of a strategic plan that needs to be carried out sooner than later.

In addition to ships falling into different grades as indicators of their strength, each ship can be classified under 4 different types. With the exception of survey ships that are built for mining, battleships, explorers, and interceptors follow the typical rock-paper-scissors cycle in combat giving each ship an advantage over one type of ship and disadvantage over another.

how to build ships in star trek fleet command

Battleships have an advantage over explorers but disadvantaged against interceptor; explorers work best against interceptors but are bad against battleships; and interceptors have an edge against battleships while being under classed against explorers.

It will take a while before you can actually have enough ship hangars to house at least 4 ships with 1 for each type but at least having 2 of the 3 types for battle should suffice. As much as possible, we recommend focusing on just 1 ship over all the others but the same should not mean hindering upgrades for the rest. Each ship has unique stats as far as attack, defense and HP are concerned and to top it all off, each one also exhibits a unique passive ability to take note of.

As much as you are free to choose which ship suits you especially in terms of passive ability, we prefer to consider less restrictive passives and would recommend ones that grant you bonuses all throughout, regardless of whether it is an attack boost or defense boost.

how to manage ships in star trek fleet command

What is important for you to take note of is the length of time it would approximately take you to unlock the ships you want based on your shipyard level, and the means you have to obtain the necessary number of blueprints to create them. Likewise, you also need to prepare plans for your other ships as you wait for your top picks to become available.

Once you reach operations level 20, you can create a scrapyard within your starbase. A lot of players have concerns regarding the acquisition of newer ships and running out of space in the shipyard as they cannot forego the earlier ships. This can indeed pose a problem early on as you only have a limited capacity with regard to the number of ships you can hold.

Before you even reach operations level 20, be sure to map out unlocking the scrapyard under the station research, given that each node naturally has prerequisites. The scrapyard can dismantle ships and earn you some resources from them in return. The amount and quality of resources you can receive from dismantling depends on the ship you dismantle and its level. As your scrapyard reaches higher levels, though, higher grade ships can be eligible for scrapping.

5. Put The Right Crew Members In The Right Ship

Given that Star Trek Fleet Command hosts a vast number of characters from the franchise in addition to the numerous starships available, it is basically a given that choosing from among the roster of crew members you unlock, which ones go to which ship, is important. There are more than 100 different officers in Star Trek Fleet Command to collect and unlocking them is just the initial stage of the grind.

Securing officers by earning some shards through missions is standard for everyone but recruiting additional ones through the use of tokens is the more challenging part. As far as upgrading each officer is concerned, consuming officer XP to level them up is the most basic way to improve their stats. Each officer has a level cap, however, that can only be increased through promotion.

Promoting officers require specific officer shards and with the gacha method of obtaining officers through recruitment, chances are that you will have to make do with the ones you have rather than waiting to secure better ones.

how to assign crew members to ships in star trek fleet command

While each of the officers have a unique set of passive skills, the variety of these skills ought to be looked into not just for each officer’s individual values but also how it relates to the rest of the crew as well as the ship itself.

Note that while some passive abilities may seem restrictive or situational, you can consider some as intrinsically permanent depending on how you use them. Some officers may possess more power than others but the benefits their passive skills can give you should always be given more importance.

Keep in mind that a Captain Maneuver is only activated when the officer is chosen as the captain of the ship. The Officer Ability, on the other hand, is active when the officer is on the bridge. Note as well that officers belong to different groups that can be seen if you click on the “I” under their model on the officer screen.

A captain’s maneuver skill can be boosted if paired with crew members belonging to the same group. The boost has much bigger impact if all 3 officers in the bridge have differing classes. You should naturally consider the synergy boosts you can obtain from these setups so be sure to look into your roster of officers extensively before you decide on how to allocate them across your ships and make necessary changes once you secure additional characters.

There are numerous possible combinations and it will be tasking to recommend as each player is bound to have their own unique sets of officers to work with. As part of preparation for Star Trek Fleet Command’s PvP content, and in relation to an ongoing quest towards raising more power and surviving the galaxy within the game, synergy across your efforts, ships, and crew members ought to be planned very well right off the bat.

star trek fleet command officer ratings

You might be wondering why we did not touch on raiding other players’ bases on this guide after going through tips and strategies in relation to defending your starbase. In truth, we consider defending as the more crucial part of your adventure in relation to surviving the galaxy within Star Trek Fleet Command. If you are raring to raid another player’s starbase, we suggest going about it with help from your alliance.

Although it is possible to successfully raid a starbase on your own, doing so may hardly be worth it, except it is your idea of fun. Even if you are a free player and have hardly any experience in other MMO strategy games, there will always be players that have less power than you or less adept in the field of strategic combat. Engaging in raids should mean that you are already confident with the alliance you belong to. As such, you should be able to coordinate well with them and that includes joining raids and initiating some.

Always keep a close watch on the various events that take place in Star Trek Fleet Command. You can earn a lot of resources and extra rewards for keeping active and playing as regularly as you can but time-limited events that typically grant more bonuses for active players are a sure way of keeping yourself at the edge of efficiency in the game.

And that sums up our Star Trek Fleet Command guide (2020 Update) and we hope that you were able to learn a lot from it and enjoyed reading through the tips and strategies we shared. There are plenty of information you will have to know and read about within the game and there are experiences as well that you need to go through to make adjustments to how you play, especially from mid to end game. Be sure to take pointers and actively take note of every activity you engage in as you will need to learn from every bit of it moving forward.

The world within Star Trek Fleet Command keeps on evolving and expanding as new updates come which gives the more reason for you to continuously spend time in it if you aim to make it through to the end. If you have extensively played the game and have your very own tips and strategies to share, we welcome you to provide us your own pointers down the comment section. Newcomers are very much welcomed as well to lodge their queries down below!

george r horne

Tuesday 23rd of January 2024

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star trek fleet command experience points

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star trek fleet command experience points

How to Get Syndicate XP in Star Trek Fleet Command

Image of Alina Novichenko

There is a huge amount of different strategy games that you can play for free and one of them is called Star Trek Fleet Command . One of the factions that you can interact with in Star Trek Fleet Command is called Orion Syndicate. In order to improve your relationships with this faction, you will have to earn special points. So, this guide will tell you how to get Syndicate XP in Star Trek Fleet Command.

How to Obtain Syndicate XP in Star Trek Fleet Command

star trek fleet command experience points

Star Trek Fleet Command is one of the best free-to-play MMORTS games that you can find in the modern game industry and there are lots of cool features that will help you to feel yourself like a real fleet commander. This game has a huge roster of different ships from the Star Trek universe and if you want to make your fleet stronger you will have to interact with some factions.

Related : Star Trek Fleet Command: Parabellum Event Rewards Guide

There are a few factions that you can encounter in Star Trek Fleet Command and one of them is called Orion Syndicate. In order to get this faction’s rewards and progress in relationships with it, you will have to earn Syndicate XP.

The main way to obtain Syndicate XP in Star Trek Fleet Command is Daily Rewards . These chests allow you to obtain these points. Also, you can complete a couple of special missions that reward you with Syndicate XP, and progress in Battle Pass to earn more points . If you don’t mind spending some money on the game you can buy Syndicate XP packs in the shop .

Star Trek Fleet Command is a big strategy game and we will be glad if our guide helps you to learn something new about it and get some Syndicate XP. Good luck in your further exploration of the Star Trek universe!

star trek fleet command experience points

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STFC: Galactic Recruit

STFC’s Galactic Recruit feature provides Commanders with more recent officers than those found in the Ultra Recruit menu.

Star Trek Fleet Command (STFC) is an exciting video game that allows Commanders to recruit Officers, build vessels, complete space-based missions and defeat hostiles.

There are various Officers that you can recruit and assign to your fleet before taking on a grand adventure.

Scopely, STFC’s developer, regularly hosts in-game events which require that players complete unique events to earn rewards.

Commanders can now participate in the Galactic Recruit event, which will provide more recent officers than those in the Ultra Recruit menu.

STFC: Galactic Recruit

Players can earn the Galactic Recruit tokens in various ways throughout this month’s events. This essentially means that you have to participate in a variety of events in order to earn the tokens to recruit Officers in the Galactic Recruit event.

If you progress in the Xindi Hunt Low – SMS event, you will acquire the required tokens for the Galactic Recruit feature.

Keep in mind, however, that this event began on Tuesday, 23 January 2024 and will conclude on Thursday, 25 January 2024.

During this time, Commanders have to vanquish hostiles of different levels to collect as many points as possible.

The number of points you accumulate determines how many Galactic Recruit Tokens you will receive along with Syndicate Experience Points.

Unfortunately, this event will conclude very soon, which means that players cannot acquire the Galactic Recruit Tokens anymore.

However, Scopely mentioned that there will be a variety of events throughout the month that you can enjoy to procure the Recruit Tokens.

We therefore recommend that you keep an eye on the upcoming events to procure additional Recruit Tokens.

Xindi Hunt Low – SMS event scoring

What to do if you cannot find galactic recruit, which officers are available to recruit.

There are different hostiles that gamers were able to defeat during the Xindi Hunt Low – SMS event to earn points. However, the number of points you got depends on the level of the enemies that you vanquished:

It can therefore be said that the higher the level of the enemy you defeated, the more points you got.

The following table lists the rewards that you were able to earn based on the Milestones:

Once you have enough Galactic Recruit Tokens, you can head to the Recruit Menu in STFC and select the Galactic Recruit option.

On the official STFC Discord server, numerous Commanders have mentioned that they are unable to find the Galactic Recruit option in the Recruit menu of the game. Allegedly, there is an Ops level requirement for the Galactic Recruitment.

This essentially means that if you are not at the required Ops level, you will not be able to find the Galactic Recruit menu in the Recruit menu. Unfortunately, the required Ops level for this recruitment is undetermined.

Even if you do not meet the level requirements, you will still get the Galactic Recruit Tokens if you participate in the events.

It can therefore be said that if you meet the required level for the Galactic Recruit while it is active, you will be able to use your Tokens to recruit Officers.

The Galactic Recruit event provides STFC players with more recent officers than those found in the Ultra Recruit menu.

If you procure Galactic Recruit Tokens, you will be able to summon numerous Officer Fragments which can be used to collect the Officer.

You can procure the following Officer from the Galactic Recruit:

  • Seven of Nine
  • PIC Admiral Picard
  • PIC Beverly Crusher
  • B’Elanna Torres
  • Kathryn Janeway

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star trek fleet command experience points

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The Best Star Trek Fleet Command Map Anywhere

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USS Discovery

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The Ferengi D’Vor

The Ferengi D’Vor

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Launching the Augur

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Odo

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Brad Boimler

Brad Boimler

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Beckett Mariner

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Badgey

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Introducing a new feature! [April Fools]

By Star Trek 1 April 2021

star trek fleet command experience points

Commanders,

As you know, we are always looking for ways of improving your Star Trek Fleet Command experience. We always wanted to give you the feeling you are commanding your own fleet and venturing your ships and officers where no one has gone before. The commanding cockpit is a quintessential element in the Star Trek universe and we just want to bring it closer to you.

And so we are delighted to give you the lowdown on an exciting new feature coming soon to the game: a first-person view !

star trek fleet command experience points

Screenshots are taken from a fools environment.

Until now, all navigation through the galaxy was done following a traditional point-and-click system. In the future, everything will get a tad more immersive, as we are giving you commanders the possibility to control all your ships directly from the captain’s chair! 

Yes, you read it right: you’ll be able to explore the galaxy at your own pace from the inside of your favorite ship. In this new mode view, you’ll have to proceed as if you’re really the captain of the ship! 

You’ll have to turn left and speak with your engineer in order to warp out, and if they agree with you, the ship will start moving . Before engaging in battle, you’ll need to speak with your second officer to rig your phasers – and much more! We believe this is an extraordinary way to feel the real Star Trek experience on your mobile devices, and we cannot wait for you Commanders to try this out.

Scotty, I need  warp  speed in three minutes or we’re all dead.

But that’s not all! We’re working to integrate Virtual Reality (VR) so you can go to the next level of immersion by playing Star Trek Fleet Command with your VR devices. It will require proper training, as you’ll start feeling all the G-force related to warping out and battling in space .  

Get ready to explore the universe like you’ve seen before. 

The Star Trek April Fools Team

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Published May 31, 2024

RECAP | Star Trek: Discovery 510 - 'Life, Itself'

The Discovery's last dance.

SPOILER WARNING: This article contains story details and plot points for Star Trek: Discovery.

Graphic illustration of sometime in the future, Admiral Burnham prepares Discovery and Zora for its final mission in 'Life, Itself'

StarTrek.com

After chasing clues across the galaxy, taking on a Red Directive mission, it all comes down to the final challenge. Unfortunately for Captain Burnham and the Discovery crew because Breen forces are on their tail.

In the series finale episode of Star Trek: Discovery , " Life Itself ," trapped inside a mysterious alien portal that defies familiar rules of time, space, and gravity, Captain Burnham must fight Moll – and the environment itself – in order to locate the Progenitors' technology and secure it for the Federation. Meanwhile, Book puts himself in harm's way to help Burnham survive and Rayner leads the U.S.S. Discovery in an epic winner-takes-all battle against Breen forces.

Star Trek: Discovery Season 5 Section Banner - Personnel

  • Michael Burnham
  • Moll (Malinne Ravel)
  • Sylvia Tilly
  • Lorna Jemison
  • William Christopher
  • Charles Vance
  • Cleveland "Book" Booker
  • Paul Stamets
  • Dr. Hugh Culber
  • Keyla Detmer
  • Joann Owosekun

Star Trek: Discovery Season 5 Section Banner - Locations

  • Infinity Tunnel
  • U.S.S. Discovery -A
  • Federation HQ
  • Pathway-Drive Shuttle
  • Discovery Shuttle
  • Inner Sanctum
  • Sanctuary Four

Star Trek: Discovery Season 5 Section Banner - Event Log

As the Progenitors ' portal hovers between two black holes, echoing voices stir Captain Michael Burnham back to consciousness within its interior. Burnham stands, taking in the marvelous sight that surrounds her. An open corridor extends as far as the eye can see, and the illuminated path is outlined by views into other worlds. The captain calls out to the U.S.S. Discovery -A, but her appeals go unanswered. Burnham begins to describe the experience in the event that anyone can hear her. Her tricorder picks up an energy signature, and she heads off toward a bright light which she assumes contains the Progenitors' technology.

Michael Burnham finds herself in the Infinity Tunnel, assessing her surroundings, 'Life, Itself'

"Life, Itself"

Although the captain notes she has yet to encounter Moll or any of the Breen who preceded her into the portal, she draws her phaser just to be safe. A scan for lifesigns yields inconclusive readings, and Burnham kneels to pluck a lush green leaf from a plant. She describes the gateways to other vistas as windows, theorizing that this location was a lab where the Progenitors tested lifeforms in different environments or a hub for them to seed the humanoid form throughout the galaxy. Burnham takes in a mountainous view through a window below her before turning to a stormy setting displayed beside the path. Stowing her weapon, she watches as a leaf is slowly pulled toward a clear, fluid-like barrier. The leaf floats through, so the captain reaches her hand out to test the permeable wall… and is immediately pulled into a rain-soaked maelstrom.

Captain Burnham crashes to the ground, bracing herself against the wind and spotting a dead Breen soldier with a green body fluid leaking from its helmet. She shelters behind a large boulder and spies the window she fell through resting far above her. Burnham marches on, an air of surprise about her as another Breen soldier rushes at her from the darkness. Her offer to help the Breen goes ignored, and she is tackled to the ground. As the two engage in a desperate hand-to-hand battle, hurricane wind speeds nearly sweep them both away. Burnham and the Breen clutch to the nearest boulder, their bodies flailing in the gusts. The Breen continues to fight, and the captain's phaser is knocked away. However, she manages to dislodge her opponent from the rock, sending the Breen tumbling into the distance.

The wind subsides, but Burnham prepares herself to harness the next burst. As speeds increase once again, the captain launches herself into the air and is carried back up to the window she fell from. Pulling herself back onto the path, she has only a moment to rest before a third Breen readies themself to charge at her. An energy blast radiates out and strikes the Breen down, and Burnham turns to find Moll floating down from another window. Blood streams from a gash on Moll's leg, and the captain observes that someone nicked her femoral vein. Moll considers it a fair trade, as she had bashed that Breen's helmet in. Moll trains her Breen weapon on Burnham, but the captain materializes a dermal regenerator from her kit. She tosses it to Moll, who uses it to close up her wound.

Moll loads her rifle in the Infinity Tunnel and has it ready to use in front of her 'Life, Itself'

Since Captain Burnham followed the entire clue trail, Moll reasons that her adversary knows how to navigate the portal. Burnham admits she may have learned something, but offers a condition — she won't help Moll as her prisoner and asks her to drop her weapon. The captain reminds Moll that working together is the only way she'll get L'ak back, a reality which prompts the courier to lower her weapon. Pleased with the compromise, the two set out to locate the Progenitors' technology and begin walking down the portal's path.

Meanwhile, the U.S.S. Discovery -A is rocked by debris from the black holes as it approaches the portal. On the Bridge, Lieutenant Sylvia Tilly tells Commander Rayner that there's still no sign of Captain Burnham from within the artificial gateway. Seated in the captain's chair and surrounded by the Bridge crew — Commander Lorna Jemison; Lieutenant Commanders Gen Rhys and Asha; and Lieutenants Gallo, Naya, Christopher, and Linus — the first officer listens to status reports. Gravitational fields are causing too much interference for a transporter lock on the portal, so Discovery must get within tractor beam range. The Breen Dreadnaught is still dealing with the damage the Starfleet vessel inflicted on it, but Primarch Tahal's fleet will arrive in 60 minutes. Rhys relays that the Dreadnaught has sent out at least 40 fighters, and the incoming vessels come in with their weapons hot.

At Federation Headquarters, Admiral Charles Vance updates Ambassador Saru and Commander Nhan on Discovery 's condition. Hoping to prevent Tahal from learning about the Progenitors' power, Saru believes his strategy will convince the primarch to turn her fleet around. Vance questions Saru's decision to disable his shuttle's photon torpedoes, but the ambassador is certain that diplomacy can not succeed if both parties threaten violence. Nhan remarks that the admiral doesn't need to order her to accompany Saru, as she volunteers for the mission. The crew of Discovery is family to both Saru and Nhan, and the shuttle's pathway drive has been calibrated. They are ready to go, and Vance emphasizes that the Federation is counting on them.

Within the Progenitors' portal, Moll complains that — regardless of how far they walk — they don't seem to be getting any closer to the end of the tunnel. Burnham states that nothing in nature is truly infinite, then turns the conversation toward the Progenitors' tech. She assures Moll that the Federation will help her bring L'ak back, but only after it learns how to safely use it. Moll responds that she doesn't trust the Federation or the Breen, though at least the Imperium has a vested interest in her getting what she wants. Burnham counters by conveying the devastation she witnessed in an alternate future where the Breen obtained the power — the captain defiantly proclaims that there’s no way she's letting the Breen anywhere near it.

Moll and Burnham battle it out within severe landscapes hidden within the Progenitor portal in 'Life, Itself'

Moll is doubtful, and Burnham strikes out at the courier during the unguarded moment. As Moll struggles to regain her composure, the captain propels herself up to a window on the tunnel "wall." Moll pursues her, and the variable gravity between environments allows them to grapple for the Breen weapon while being suspended in midair. The weapon discharges and falls away, leaving Moll to kick Burnham through a gateway and into a vibrant, purple-hued forest. Their intense fight continues until they both return through a window and land back on the path. The courier knees Burnham, sending the captain rolling into an ash-strewn environment with flames leaping about. Their unrelenting battle rages on. 

In the space outside the portal, the Breen fighters swarm around Discovery as the Dreadnaught closes in on the Starfleet ship. On the Bridge, Cleveland "Book" Booker joins Rayner and the senior staff as they brace themselves for a torpedo impact. The deck shakes and shields drop to 60 percent. Naya registers a region of high-energy plasma orbiting one of the black holes, meaning one spark too many will cause the whole thing to blow. Asha alters the vessel's course, but the situation is dire. The first officer reflects back to the avalanche on Q'Mau, where Captain Burnham was quick to notice that the mission had changed. If they keep up with this strategy, the Breen will get the captain and the Progenitors' tech. Rayner announces a change of plans — they'll take out the fighters first and come back for the portal. The crew exchanges skeptical looks, and Book asks for a shuttle so that he can handle the portal. The Kwejian is adamant that he can succeed, so Rayner grants the request and orders Engineering to find a way for Book to not get irradiated to death.

Book beams down to Engineering, where Commander Paul Stamets and Ensign Adira Tal present him with a device to attach to his shuttle's deflector array. It will boost the craft's built-in radiation protection, but at a certain point, Book just won't survive. Adira attempts to reassure him by divulging that it will increase the absorption capacity of the shields against high-velocity subatomic particles for at least an hour. Dr. Hugh Culber hurries in with a hypospray, injecting Book with a treatment to counteract radiation sickness. The doctor also shocks those around him when he pronounces that he's going to accompany Book on the perilous endeavor. Dread fills Stamets' face, but Culber insists that he somehow knows Book is going to need him on this mission. Ever since his zhian’tara with Jinaal, Culber has been trying to figure out what the change inside of him means. This may not give him the answers, but it might . Stamets reluctantly relents, kissing his partner farewell. Culber attests to Adira that he'll be okay.

Still clashing within the portal, fatigue grabs hold of Burnham and Moll. Out of breath, they pause for a moment. The captain insists that this brawl will only result in them becoming trapped and dying in the tunnel. Burnham resolves to get them out, gazing at Moll before admitting that she also knows what it’s like to lose somebody who means everything to her. Pain crosses Moll's expression, and Burnham confides that she was lucky to get that person back. Because of this, the captain promises that she will do everything within her power to help Moll and L'ak. Moll is hesitant to trust the Federation, but Burnham insists she just needs to trust her . The captain gives the courier her word. Moll considers the offer, ultimately opting to accept it.

Before Burnham will disclose how they can get through this situation, she has Moll relinquish the blade she has stashed in her right boot. Moll tosses it away, but she declines to remove the pattern buffer that's affixed to her wrist. If she had any weapons in there, she insists she would have used them already. The self-conscious manner in which Moll eyes the buffer allows a sudden realization to dawn upon Burnham — L'ak's body is being stored within it. The captain understands Moll's stance on the issue, permitting her former foe to keep the buffer as she starts to lead the way along the tunnel’s path.

As displays flicker on Discovery ’s Bridge, Book's shuttle successfully exits the ship and gets clear of the Breen fighters. Rayner is determined to switch from defense to offense. When Tilly puts forth a crazy idea, he states that she doesn't need to qualify it — just spit it out. Since there are too many fighters to pick off one by one, Tilly thinks there's a way to utilize the plasma region against the Breen. Naya chimes in excitedly, noting that they could ignite the plasma and take out all the fighters at once. The timing would need to be perfect, but in this "us or them” scenario, the plan seems viable.

While walking along the tunnel within the Progenitors' portal, Captain Burnham explains that every step of the trail required her to think like the individual who hid each clue. They must do the same here and think like the Progenitors. Moll points out that they went extinct four billion years ago, but the captain observes that gravity and space function differently inside the portal. This suggests that the Progenitors existed beyond the dimensions that humans do, so they have to look past three dimensions and find what’s beyond what they can see. Burnham's inquisitive nature permits her to spot negative space along the edge of each light illuminating their path. There's a shadow, but nothing to create it. The captain initially believed it to be an optical illusion, but she presses her hand through and pulls the barrier to the side. An astounding sight emerges, as they are greeted by a large field of yellow flowers extending to a distant horizon. They glance at each other and step through. 

Saru walks down a corridor at Federation Headquarters with Nhan who looks up at him in 'Life, Itself'

As Primarch Tahal's fleet of three Breen Dreadnaughts warps through deep space, Saru and Nhan's shuttle employs its groundbreaking pathway drive to swiftly catch up to the starships. They take a position within the fleet's formation, prompting the Dreadnaughts to arm their weapons. Saru opens a channel to Tahal, introducing himself as an Ambassador from the United Federation of Planets and highlighting the fact that his shuttle's weapons are not armed. After a long pause, Tahal grants his request for a conversation. The Breen primarch's helmeted visage appears as a hologram above the shuttle's controls, and she greets him by asking him if he's insane. Saru responds that, to the best of his knowledge, he is not. Since Tahal refused President Laira Rillak's invitations to communicate, Saru's actions were necessary. The ambassador agrees that the Federation doesn't typically have a role to play in a confrontation between Breen primarchs, but the engagement between a Starfleet vessel and another Breen Dreadnaught has changed the circumstances. Tahal's arrival would risk escalating that conflict into a war with the Federation, so Saru suggests it would be prudent for her to return her attention to the Imperium's throne.

Incredulous, Tahal wonders why Saru and Discovery would each engage with vastly superior Dreadnaughts. Something of great interest must be located near the black holes. Saru claims that, while Tahal speaks of "maybes and mights," he offers certainty — if she reverses course, the Federation will establish a formal trade route from Tahal's border to the L'Tar Nebula. Sole access to this route would bolster her claim to the throne, but the primarch declines and ends the transmission. Saru eases Nhan’s visible concern by cryptically asserting that Tahal supplied them with all the information they need. Now he must determine how to use it.

Michael Burnham and Moll arrive at their next puzzle in the Infinity Tunnel but they look at something in the distance wearily 'Life, Itself'

Captain Burnham and Moll wade through the field of flowers they uncovered within the Progenitors' portal toward a place where three paths converge in a circular platform. Burnham realizes they are standing on the technology — it's the entire place. Moll questions the strange placement of a nearby pile of rocks, but the captain believes it is a monument to the 24th Century scientist who was killed here. They step up to the center disc, and a translucent interface coalesces in its center. As nine triangular pieces appear on its surface, Burnham must stop the courier from immediately shifting them around. Taking a breath, Burnham relays that she was given a phrase when she found the last clue — "Build the shape of the one between the many." Assuming the triangles are "the many," Moll suggests they use them to build one large triangle with the many. Doubtful, the captain stresses that the message said between the many, not with. Given the precise manner in which the scientists offered cultural context, honored differences, and stoked self-reflection with every clue, Burnham does not believe this is a translation error.

The captain proposes that they need to get this power back to the Federation before they try to use it, but her train of thought is interrupted by a static-filled communication from Book. She can make out that the Kwejian is coming to retrieve them, but as she opens her tricorder and tries to amplify his signal, Moll moves in from behind and knocks her unconscious. Burnham's body collapses into the flowers below, leaving Moll to activate her wrist-mounted pattern buffer and materialize L’ak’s body on the platform. She kneels beside him, vowing to figure out this technology and bring him back from the dead. Moll walks to the interface and rearranges the nine pieces into a single large triangle. Brilliant light radiates around her, but she grimaces as energy cascades over her hands and locks them to the surface. Moll screams, and three powerful pulses strike the edges of the field.

Moll leans next to and stares at L'ak's lifeless body in the Infinity Tunnel in 'Life, Itself'

With sparks erupting around Discovery 's Bridge, Rayner receives a report from Book's shuttle — something is happening to the portal. Using the black hole as some sort of power source, the portal draws in matter and energy around itself. If one black hole loses mass, it would throw the entire area into gravitational chaos. Citing Book's "gravity problem," Rayner asks the Kwejian to try to secure the gateway. At that moment, Asha detects that the last of the Breen fighters have followed them into the plasma region. Rhys launches a spread of photon torpedoes which lash out and set the plasma ablaze. Several tense seconds pass, but the tactical officer joyously states that every enemy ship was destroyed. His exuberance fades when he sees that the Breen Dreadnaught is back in commission and will beat Discovery to Book and the portal. Interstellar debris prevents them from jumping ahead of them, so Rayner orders the helm to set an intercept course with the Dreadnaught.

Aboard the shuttle, Book and Culber hear about Discovery 's "Dreadnaught problem." With the cockpit bathed in light from the spectacle before it, the doctor notes that whatever process the portal just initiated is pulling it toward the black hole — if it crosses the event horizon, it'll be gone for good. Book engages a tractor beam, but it fails to lock on. The portal repels the beam, mystifying Book. A smile slowly spreads across Culber's face, and he tells the Kwejian to synchronize to the aperture's subspace resonance frequency — 5.1732. Although there are tens of thousands of frequencies and Culber admits his experience on such matters is limited — "I'm a doctor, not a physicist" — he implores Book to trust him. Believing in his friend, Book follows Culber's direction and lets out a jubilant cry as the tractor beam successfully grabs hold of the portal. Needing all available power to keep the portal steady, the shuttle is unable to pull away from the black holes. Aware that Michael is inside the gateway, Book declares that he's not letting go.

Saru and Nhan confer aboard their own shuttle, where Primarch Tahal has provided a grim ultimatum — leave within 30 seconds or be destroyed. Saru takes a belligerent posture and opens a channel to Tahal. The ambassador chastises the primarch for being as cowardly as the Federation's admirals believed her to be. The insult provokes an angry response from Tahal, but Saru threatens that his death would merely ensure that she would never take the Imperium's throne. Adopting a menacing tone, Saru emphasizes his Kelpien heritage — he's a predator who has studied Tahal like prey. Federation Intelligence had suspected that the primarch maintained bases in the L'Tar Nebula, and her refusal to accept a trade route in that area served to confirm their existence.

The ambassador professes that he has the ear of numerous planets in that region who are preparing to attack Tahal's bases without mercy. Although they would lose thousands of lives, Tahal's forces would be weakened enough so that the other primarchs could strike. Turning her fleet around would prevent such an outcome, but she suspects that Saru is bluffing. His resolve soars, and he commands that she look into his eyes and let him know if she sees even the slightest glimmer of doubt. Concluding that Saru is insane, Tahal closes the channel and has her vessels change their course. Impressed by Saru's clever performance, Nhan intends to avoid playing him in Ferengi rummy. The Kelpien shakes his head and exhales, sensing that Tahal won't leave this matter alone. The shuttle drops out of warp and cloaks so that it can monitor the situation — Discovery may yet need their assistance.

Burnham lifts her hand up to the negative space behind the light in the Infinity Tunnel in 'Life, Itself'

As Moll remains affixed to the portal's interface, a transmission from Book rouses Captain Burnham from her unconscious state. Composing herself, Burnham is alerted by the contents of Book’s message — something the portal is doing is causing gravitational chaos. The captain moves toward Moll, risking her own life to grasp the courier's shoulders and free her hands from the surface. An injured Moll crumbles to the floor, and Burnham hurries back to the interface in an effort to help Moll and her friends outside of the aperture. Hoping to stop whatever the portal is doing, she reflects on the phrase she learned from the mindscape. Every clue has prepared her for this last test, so the captain pauses to center herself and meditate on the phrase. Repeating "the one between the many" to herself, her eyes spring open as she recalls the negative space shadow behind the light.

Inspired by this revelation, she shifts the small triangles around to form an outline of an empty triangle on the interface's surface. The negative space between them glows with a magnificent light, but Burnham quickly finds herself surrounded by a tranquil night sky peppered with falling star-like streaks. The captain turns to see a figure approaching, astounded to observe a Progenitor greeting her with a warm smile. The Progenitor has been waiting for her. While the Progenitor's species went extinct billions of years ago, her mind occupies this liminal spacetime adjacent to her own. It is her duty to share instructions on how to operate this technology, and it will take Burnham some time to learn. The captain interjects, asking if what the portal is doing to her spacetime can be stopped. By activating the interface without engaging the safety protocol, Moll endangered Burnham's friends.

The Progenitor assures Burnham that Moll will likely survive and her crew will have time, as time functions differently in this space — in the captain's present moment, the technology is merely gathering the power it requires to perform its function of designing and creating life. Burnham inquires as to whether the tech can be used to restore life. The Progenitor replies that, while a new being can replace a lost one and be genetically identical to the original, it would lack its memories and fundamental essence. The Progenitor comments that the speed and scale of creation are adjustable, causing the captain to realize that someone could use the technology to engineer an army. The Progenitor points out that a brick is just a brick — it can create a home or destroy a body. This is why the Progenitors chose only to seed life, as demonstrated by the vistas in the tunnel that brought Burnham here.

Captain Burnham is taken aback by the Progenitor's next confession — her species did not create those worlds, they found them here. The Progenitors did not build the portal, but they theorized that whoever constructed it could have been the ones who created them. Or perhaps it goes even further back, a cycle of creators and creations countless times over. The portal predates them all. As Burnham lets this startling disclosure set in, the Progenitor guides her toward something she’d like to show her....

In the cockpit of Book's shuttle, warnings and alerts blare to inform him that shields are at five percent. Book presses a control to silence the computer, resolving to hold on until Discovery gets there or the shuttle falls apart. He urges Culber to beam to safety, citing the doctor's family. While Culber will go if he has to, he will stay as long as he can. The two consider the doctor's insight into grabbing the portal, and Culber credits his actions to a memory belonging to Jinaal . The scientists ran into the same problem when they sought to build a structure around it. Even though Culber doesn't have access to Jinaal’s memories, he was nevertheless aware of that piece of information and knew that he had to accompany Book. Culber laughs at his failed attempt to find an answer that doesn't exist, but that truth no longer drives him crazy. Despite his progress still being a process, the doctor wonders if there is something that is kind of beautiful about the mystery. Book ponders Culber's words, and the two share a friendly fist bump of solidarity.

As the shuttle desperately continues to cling to the portal, the Breen Dreadnaught closes in on its position. The Discovery -A swoops in on a course that will take them between the shuttle and the Dreadnaught in approximately five minutes. On Discovery 's Bridge, Rayner takes a call from Ambassador Saru. While Primarch Tahal and her fleet had reversed course, she left behind a cloaked scout vessel to investigate the conflict at the black holes. They must prevent that ship from learning about the Progenitors' power. Unable to destroy the Dreadnaught or let the scout report to Tahal, Rayner elects to take both pieces off the field of battle. The first officer directs his attention to Tilly, asking her if disabling all of the spore drive's safeguards would permit them to jump something that's not Discovery . The lieutenant replies, "Absolutely not… maybe."

Stamets and Adira react in a similar manner from Engineering, declaring it to be impossible… unless, in theory, they quantum entangled the spores and separated them by distance. If Discovery jumped, the spores would behave as they always do and jump whatever was between them. In need of two poles to extend the entanglement field between, Tilly submits that they separate the saucer from the secondary hull and place them on either side of the Dreadnaught. On the Bridge, Rayner approves and orders them to do it within three minutes — well, two and a half, but who’s counting?

Stamets questions where they should jump the Breen to. Sweat covering his brow, Rayner closes his eyes to concentrate on the inquiry — they'll send the Breen to the Galactic Barrier. It'll take them a couple of decades to get back, but they'll live. That's more than the Breen gave to Rayner's family on Kellerun. The first officer opens a shipwide channel, announcing the risky plan and proclaiming that he appreciates the trust the crew had placed in him. Rayner takes his place in the captain’s chair, and the bridge officers ready themselves at their stations. Rayner contacts Saru, requesting that the ambassador lure Tahal's scout into the vicinity of the Dreadnaught. As Discovery goes to Black Alert, Nhan decloaks Saru's shuttle and opens fire on the scout to draw its attention.

Captain Burnham takes in the majestic view within the portal, and the Progenitor informs her that she is only the second being to make it to her. Dr. Derex was the other, though she did not believe that civilization was ready for the technology at the time of her visit. The Progenitor agreed to wait, so long as the Betazoid scientist built a path to better prepare the next visitor for the responsibility. Now that Burnham is here, she will become the technology's steward. In awe of the scope of such a task, the captain remarks that no single being should control such power. Having discussed the path with Dr. Derex, the Progenitor believes that Burnham's ability to travel it has demonstrated that she has learned its lessons and faced her darkest sides. Speaking in a whisper, the captain affirms that she is far from perfect — she is afraid and lost at times. The Progenitor acknowledges that every sentient being, herself included, is all of those things, yet some strive to be the best of themselves. She sees that effort in Burnham.

The captain presses on with her argument, conveying that this isn't just about her. Right now, a battle is waging in space — the Discovery is seen separating its saucer from its secondary hull as the scout ship fires upon Saru's shuttle on its approach to the Dreadnaught. Burnham's crew is risking their lives to protect the portal and this technology, yet how can she or any other individual know how to use this power to bring peace and not more conflict? The Progenitor considers it a question that only a steward can answer. Captain Burnham must ask herself what is most meaningful to her.

The Progenitor presents several options: the advancement of science — Stamets and Adira prepare Discovery 's spore drive; a devotion to duty — Saru and Nhan weather the scout's relentless weapons fire; through connection and love — Book holds his shuttle's course; in the beauty of the unknowable — Culber stares in wonder at the sight before him; in family and community — Discovery 's bridge officers crew their stations; or in the capacity for change — Rayner delivers the command to jump. Outside the portal, Discovery 's saucer and secondary hull rotate on either side of the Breen Dreadnaught, the spore drive's signature blue energy spinning the enemy ship until it vanishes toward the Galactic Barrier. Triumph rings out across Discovery and the two Starfleet shuttles.

Back within the starry portal, the Progenitor observes that there is strength in the face of great challenges. She found her meaning in embracing difference. The Progenitors were alone in the cosmos — a single sentient culture whose wish was to create a diversity of beings in the galaxy with richness and variation. Captain Burnham struggles to decide what is most meaningful to her, requiring time to think it over and needing to know that her friends are safe. The Progenitor agrees to return the captain to her present moment, advising her that all she needs to do in order to stop the technology is remove her hands from the interface. It's that simple, as the important things always are. The Progenitor divulges that they will finish Burnham's training when — or if — she rejoins her in the portal. Having faith that Burnham will choose wisely, the Progenitor places her hands on the captain's temples. Visions flash before Burnham's eyes, bestowing a view of planets being born, life forming, and civilizations rising. 

A tear streams down Captain Burnham's cheek as the overwhelming experience concludes. She finds herself back at the interface, now among the field of flowers once more. She moves to help Moll up, and the courier asks her a heartbreaking question — can she save L'ak? The captain answers with the harsh truth, explaining that nothing here can bring him back. Burnham returns L'ak's body to Moll’s pattern buffer and helps Moll to her feet. They walk away from the interface, which disappears upon their exit.

As Book's shuttle maintains its grip on the portal, the Kwejian realizes that the gravitational disruptions have stopped. He's now picking up two lifesigns within the aperture, excitedly beaming Burnham and Moll aboard. Keeping Moll upright, the captain hands the courier over into Dr. Culber's care. Discovery is beaten up but okay, so Burnham breathes a sigh of relief and takes a seat next to Book at the helm. Having heard Book's messages in the portal, she thanks him for holding on. He replies with a grin and says, "Always." Rayner opens a channel, letting the shuttle know that Discovery is on its way and will secure the portal in its Shuttlebay.

Captain Burnham transports to her Ready Room, where she finds Rayner and Saru already waiting for her. Burnham and Saru share a friendly hug, and the captain suspects that "Action Saru" came out today. Saru sheepishly notes that he may have, inspiring a laugh as Stamets and Adira enter the room. Having reviewed the data from Burnham's tricorder, the enthusiastic astromycologist comments that it is not hyperbole to say that this is the greatest scientific discovery of their lifetime. Burnham's somber reaction perplexes those gathered, and she relays that she met one of the Progenitors in the portal and saw the last four billion years. Witnessing all the incredibly complex events that had to happen for each one of them to be alive was powerful. She realized that the galaxy already has infinite diversity in infinite combinations — there’s no need for this technology anymore.

However, Burnham is not implying they should leave the portal here. Believing it to be too powerful for one person or one culture to have access, or control, the captain thinks they must let it go. Always attuned to his duties, Rayner opines that they have orders. Stamets desperately clings to his wish to study and understand the portal, but Saru interjects — this is not about the astromycologist's legacy. Captain Burnham silences the discussion, citing the Progenitor's trust in her to make this decision. She will talk to Admiral Vance and President Rillak, but she knows they'll agree that this is the right thing to do. Saru and Rayner, as well as a reluctant Stamets, opt to place their faith in their captain. As Burnham exits with Saru and Rayner, Stamets stares silently out the Ready Room's viewports. Adira approaches him carefully, claiming that Stamets has learned a lot from the amazing mission. Maybe that's enough. Moved by the ensign's efforts to comfort him, Paul reaches up to Adira's cheek and asks them when they got so wise. 

Some time after the Ready Room meeting, Captain Burnham takes to the ship's comm system and commends the crew on a job well done. The portal is released from the Shuttlebay, Discovery 's tractor beams guiding it toward one of the black holes. Burnham is proud of her team for safeguarding this technology by placing it beyond the event horizon. They trust that what the Progenitors created for them is enough… and those that came before and developed this power must have the ability to recreate it should they still exist. A flash signals the portal's final journey through the black hole, and the Federation starship maneuvers away from the coordinates.

Discovery jumps back to Federation HQ, where a small fleet of vessels are assembled around the space station. Book heads down to the ship's Sickbay, finding Nhan watching over Moll in a biobed. The courier seems more open to his friendliness, joking that she found out her room in the brig has a window. Book shifts the conversation to a more serious matter, recalling that losing everything left him wondering how he'd find his way again. But he did, and he hopes that Moll will too. He promises that he'll always be here if she needs him, offering that she might even stop hating the name Cleveland Booker one day. She laughs, telling him not to count on it. Book moves to the door to join Nhan, who says that her orders are to bring Moll to Dr. Kovich after she completes her sentence.

Close-up of Kovich in 'The Examples'

"The Examples"

Captain Burnham beams over to Kovich's ornate office in Federation HQ, finding him scribbling a note at his desk. As she takes a seat, Kovich advises her that the Red Directive has officially been closed. All records will be classified, and no one will know the technology existed — a protocol which Burnham is very familiar with. The captain mentions Moll, and Kovich acknowledges that the courier is a capable individual who could prove to be useful. He states that Moll will be given a choice, prompting Burnham to produce the small device Kovich used to call her to the Infinity Room. While Kovich has lived many years and many lives, he's met few people who’ve impressed and aggravated him as much as Captain Burnham. She smirks at his analysis, and he urges her to keep the Infinity device — just in case.

Burnham's eyes turn to the collection of items adorning the wall behind Kovich's desk — a bottle of Chateau Picard, a VISOR worn by Geordi La Forge, and a baseball favored by Benjamin Sisko. The captain guesses that Kovich is actually a codename, but the doctor professes that his real name is a bit of a Red Directive in and of itself. Burnham stands and extends her hand in greeting, introducing herself as Captain Michael Burnham, U.S.S. Discovery . Kovich reciprocates, identifying himself as Agent Daniels, U.S.S. Enterprise … and other places.* Their cordial handshake radiates with respect.

A laughing T'Rina looks over lovingly at Saru as their wedding celebration in 'Life, Itself'

Several weeks later, Discovery 's crew joins Admiral Vance, President Rillak, Lieutenant Jax, and other officials to Ambassador Saru and President T'Rina's elegant beachside wedding. At the event's reception, Duvin announces the newlyweds' arrival to the cheerful crowd. As applause engulfs the room, Saru and T'Rina thank their loved ones for attending. Wearing her dress uniform, Captain Burnham congratulates them on a beautiful ceremony. The celebration makes Saru think of the Progenitors and their shared ancestor — they are all connected in the most fundamental ways.  

Vance makes his way up to convey his own felicitations, and Burnham retreats to find Rayner chatting with Tilly. The lieutenant sees that Rayner has grown so much since he became Discovery 's first officer, and his relationship with Burnham reminds her of her relationship with Adira — but with ages reversed and more crabbiness. The dynamics between Burnham and Rayner, as well as their one-on-one connection, inspired Tilly to realize that those traits are what Starfleet Academy has been missing. Her plan to start a mentorship program at the Academy earns her a high five from Burnham and approval from Rayner, although the Kellerun teases her for calling him crabby.

At Saru and T'Rina's wedding, both Book and Michael Burnham, in formal event attire, both gaze into each other's eyes in 'Life, Itself'

Captain Burnham maneuvers through the crowd, welcoming other members of her crew before noticing that Book has just made a late entrance to the party. The Kwejian claims he had a run-in with some Talaxian pirates on his way back, and the captain voices how impressed she is by Book's dapper clothing. Book states that he planted the world root clipping he obtained from the Eternal Gallery and Archive in Sanctuary Four, the same place they took Molly the trance worm years ago.

Rather than participate in the wedding festivities right away, Book requests time alone with the captain. They take their conversation to the water's edge, where the distant sun hovers just above the horizon. Book expresses his thanks, as the mission helped him find his way and gave him renewed hope. As of yesterday, his sentence had been commuted. He and Grudge are figuring out what’s next for them, and the future is still a bit of a scary word. Burnham gazes out over the ocean, eventually confessing that the future is also a scary word for her. She considers herself to be lucky and grateful that Book is here and alive. They stand before one another, and Michael takes the bold step of proclaiming that she "never stopped." Book smiles in understanding, declaring, "You love me." The captain nods, and the two look into each other's eyes as they exchange "I love yous."

Book adds that his love for Michael possibly extends all the way to the moment they met, leading the captain to comment that he was "annoying as hell" back then. Book playfully notes that she still loved him, and they kiss passionately under the sunlight. The Kwejian asks whether they can just do this? Just the two of them, no matter what. Michael responds with a jovial sneer and adds, "And Grudge." Book agrees with her reasoning, aware that Grudge might claw the captain's leg to bits in her sleep. "You, me, and Grudge it is," whispers Michael, and they share another kiss until a sound from the captain's Infinity device interrupts them. Kovich has impeccable timing and another mission. Burnham looks at Book with hope, inviting him to join her on the adventure. Book believes it could be fun and that Saru would understand, then draws attention to their fancy attire by commenting that it never hurts to look good wherever you go. They join hands and resolve to see what the future holds, taking several steps down the beach before beaming away.

Some time in the future, in their home, Book offers his wife Michael Burnham a hot beverage with some homemade honey in 'Life, Itself'

Some years later, a rustic room overlooking Sanctuary Four's red-leaved forests is serenaded by birdsong. A quiet fire crackles in the fireplace, and both Book's Tuli wood box and Burnham's Infinity device rest on a bedside table. Michael Burnham arises from her slumber and puts on her slippers, her slightly graying hair indicating that a significant amount of time has passed since Saru and T'Rina's wedding. As she enjoys the view of nature, an elder Book walks up with a mug of foamy coffee. He presents her with their first honeycomb from their very own Gexara bees. He places it in her drink but is disappointed when it sinks to the bottom. Michael is not bothered by the wax in her beverage, suggesting that the honey flavor could make it tasty. She takes a sip, quickly realizing that the blend is not as appealing as she had anticipated. Book wraps his arm around Michael's shoulder, offering to come with her on her "big day." She politely declines, feeling as if she should go alone. Book jokes that the rejection stemmed from the fact that he put wax in her coffee, and she agrees in the same jocular tone.

Now fully dressed, Michael carries lumber through the courtyard outside of her home. A Starfleet insignia is emblazoned on the ground, and she secures the post to a section of the fence. An incoming transmission calls out to her, and a voice tells Admiral Burnham that her shuttle is arriving momentarily. A four-legged hoofed creature meanders up to the barrier, and Michael apprises "Alice" that the area is fenced for a reason. As Burnham turns back toward the house and waits by the Starfleet logo, the arrival of a shuttle sends Alice running back into the forest. The Federation craft hovers over the yard, and a uniformed officer transports down. Michael is pleasantly surprised to see the face of her son Leto, who she believed would be on his way to Crepuscula by now. Book exits the house to join the reunion, pronouncing that there will be no hugging without him.

Sometime in the future, Captain Leto arrives at his parent's home and greets Michael Burnham and Booker in their front yard in 'Life, Itself'

Freshly promoted to the rank of captain, Michael and Book's son brushes his shoulder off and insists that he's trying to "up his swagger a bit." Michael describes Leto as his father's son, and Book advises him to "Go get our swagger on in outer space, young man." Michael says that she will see Book in a couple of days, responding to his acknowledgment of "Aye, aye, Admiral" by reminding him that there's only one "aye." Michael taps her chest, causing her admiral's uniform to replace her casual clothing. As Book smiles upon Michael and their son, the two officers beam up to the shuttle. The craft flies low over the foliage, passing over a family of trance worms before jumping into deep space.

En route to their destination, Captain Burnham tells his mother that Tilly — now the longest tenured Starfleet Academy instructor ever — says hi. He ran into her while he was meeting with Admiral Vance at Federation Headquarters. As the shuttle continues on its journey, Michael senses her son is a bit nervous about getting his own command. He concedes that he's been thinking about what to say in his first speech to his crew. Vaguely referencing the still-classified incident with the Progenitor, Michael says that someone once asked what was most meaningful to her. She had always sought it in her missions, counseling her son that the captain's pips can bring pressure — they're supposed to. At the end of the day, every member of his crew will have to find their own sense of meaning. Leto is interested in how his mother would answer that question now, and Michael answers that sometimes life itself is meaning enough. How they choose to spend the time that they have and who they spend it with — her son, Book, and the family she found in Starfleet — are what is most important. Michael promises her son that his crew will become a family one day, and he interprets this as a way of saying he's got this. Michael confirms that Leto can handle this, and they bump fists over the shuttle's controls.

The shuttle drops to sublight speed, allowing Captain Leto and Admiral Michael Burnham to take in a miraculous view of Starfleet Headquarters. There are now three stations resembling the old Federation HQ, numerous starships surround the facilities, and the U.S.S. Discovery -A sits in drydock. As the shuttle closes in on the vessel, DOT-23s can be seen removing the “A” from the ship's hull registry. Remarking that this is the "last dance," Michael is glad that she is the person leading Discovery on its final mission and will have a chance to say goodbye.

Sometime in the future, Admiral Burnham prepares Discovery and Zora for its final mission in 'Life, Itself'

Now alone aboard the ship, Admiral Burnham steps onto its shadowy Bridge. The lights and displays spring to life, and Zora welcomes her back. Michael notes that it's been too long as the words, "Resetting For Mission Protocols," flash across the screens. Discovery 's interior has been reconfigured to its original 23rd Century form, and the admiral relays that she'll be taking the ship to a set of coordinates in deep space. Michael and the crew will then leave, and Zora's assignment will be to wait.** This is a Red Directive, so the admiral doesn't know much about the mission. However, she did hear a word in passing — "Craft." Unsure if that is a person or a vessel, Michael opines that she's going to miss Zora, as her wait will likely be longer than the admiral's lifetime.

Zora has mixed feelings about that truth, but Michael points out that everything ends some day. There will be a new beginning when Zora returns, and she can look up the crew's descendents and meet the next generation of her extended family. The admiral refers to their time together as a "hell of a journey," allowing Zora to respond that the Federation has so many wonderful possibilities ahead because of Burnham and her crew. The admiral corrects her, stating that it is because of all of them. With the ship nearly ready for departure, Burnham gleefully takes a seat in the captain's chair. The station feels like home, and the distant echoes of her crew’s voices spring to her mind. She has a vision of herself turning to find Saru and taking the Kelpien's hand, suddenly rejuvenated to the age when she served as Discovery 's captain. Awash in affection and embraces, an otherworldly glow casts light upon a gathering of her closest friends — Tilly, Rayner, Stamets, Culber, Adira, Rhys, Linus, Commander Jett Reno, and Lieutenant Commanders Joann Owosekun, Keyla Detmer, and R.A. Bryce

In a flashback, Christopher and Bryce converse with Linus as Rayner and Burnham embrace and Saru looks on the bridge of Discovery in 'Life, Itself'

"Life, Itself'

Admiral Burnham's focus returns to the present day, the fond memories flooding her senses. She settles in for the mission, and Zora assures the admiral that she is also ready. For the last time, Michael Burnham delivers her signature command from the center seat — "Let's fly." Its exterior now reset to its previous 23rd Century condition, the U.S.S. Discovery departs drydock amidst an honor guard consisting of a massive formation of shuttles and an armada of Starfleet vessels. Upon reaching open space, its spore drive activates. Blue energy envelops Discovery , and it spins at an increasingly rapid rate until it jumps away to its final destination. Headquarters and the assembled fleet remain in its wake as a monument to the Federation's rebirth and a testament to the contributions of Michael Burnham, the U.S.S. Discovery , and its crew.

Star Trek: Discovery Season 5 Section Banner - Canon Connections

* " Cold Front " — The temporal agent, Daniels, was first introduced in Star Trek: Enterprise 's first season. From the 31st Century, he would frequent the 22nd Century to assist Captain Archer and his crew whenever forces attempted to rewrite history.

** " Calypso " — In this Star Trek: Short Treks short, after waking up in an unfamiliar sickbay, Craft finds himself to be on board a deserted ship, the U.S.S. Discovery , his only companion and hope for survival, an A.I. computer interface, Zora.

Star Trek: Discovery Season 5 Section Banner - Log Credits

  • Written by Kyle Jarrow & Michelle Paradise
  • Directed by Olatunde Osunsanmi

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Jay Stobie (he/him) is a freelance writer, author, and consultant who has contributed articles to StarTrek.com, Star Trek Explorer, and Star Trek Magazine, as well as to Star Wars Insider and StarWars.com. Learn more about Jay by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy.

Star Trek: Discovery Seasons 1-4 are streaming exclusively on Paramount+ in the U.S., the UK, Canada, Switzerland, South Korea, Latin America, Germany, France, Italy, Australia and Austria. Seasons 2 and 3 also are available on the Pluto TV “Star Trek” channel in Switzerland, Germany and Austria. The series streams on Super Drama in Japan, TVNZ in New Zealand, and SkyShowtime in Spain, Portugal, Poland, The Nordics, The Netherlands, and Central and Eastern Europe and also airs on Cosmote TV in Greece. The series is distributed by Paramount Global Content Distribution.

Graphic illustration of Book and Rayner side by side against a textured background

IMAGES

  1. STAR TREK Fleet Command

    star trek fleet command experience points

  2. Star Trek Fleet Command

    star trek fleet command experience points

  3. Star trek Fleet Command : comment gagner des points de faction facilement ?

    star trek fleet command experience points

  4. Territory Capture Overview

    star trek fleet command experience points

  5. 5 Star Trek Fleet Command Tips & Tricks You Need to Know

    star trek fleet command experience points

  6. Star Trek Fleet Command: Guide to Unlocking Khan, Botany Bay, and

    star trek fleet command experience points

VIDEO

  1. Star Trek: Fleet Command OPS Level 20: 5-13-2024

  2. !Star Trek Fleet Command #sponsored

  3. Star Trek: Fleet Command: Level 17 "Rise of the Independents" 2

  4. Star Trek: Fleet Command: Level 14: "Sentinels" part 3

  5. Star Trek: Fleet Command OPS Level 20: 5-13-2024 (Video 2)

  6. Star Trek: Fleet Command: "Choosing Sides" (OPS 21)

COMMENTS

  1. Whats the best method of farming Ship XP : r/startrekfleetcommand

    The separatist systems (17/22) ships have a higher chest drop rate. Farm those and get more ship xp faster. Look around for an abandoned base (no shield, base is cracked, might have a name like "freeresources" or something). Take your ships there, and hit, hit, hit. If you are talking about the yellow cube ship xp items that sometimes drop in ...

  2. How do you gain Syndicate XP other than the daily pull I get?

    Battle pass events sometimes have points in them as well. The daily pull, mantis refinery (requires building a mantis), bajorian favor that adds 10 points to your daily goals but provides 500 extra xp, or buying a pack. Time that Battle Pass purchase for when this event occurs. I've already completed all the missions.

  3. Star Trek

    Hey Everyone!In this video, we go over the 3 best ways of acquiring ship xp in star trek fleet command, well the 3 easiest ways of getting ship xp that is.Yo...

  4. Ship xp farming : r/startrekfleetcommand

    Parking the ship in Augment space and going to bed. Roll a 20 sided dice. Multiply by the sub factor of 11, then take the derivative of that number with a matrix of the echelon values, add the average life span of turtles (all species), THEN consult the magic 🎱and you will know exactly which hostile to hit and when.

  5. Fleet Commanders

    The Command Refinery Center will grant unique keys when your Fleet Commander ranks up to 1, 5, 9, 13, and 18. You will receive one key per group of selectable skills on that row. Some skills require a Quantum Key and are considered an "On Duty - Selectable" skill. These types of skills are only applied when the Fleet Commander is assigned ...

  6. Farming For Ship XP

    Welcome back @everyone and whether you're a new player or a veteran I've got good news! You can auto-grind Ship XP again! However, beyond just that, this vid...

  7. Faction Reputation, and How to Get It

    If you're looking to advance in Star Trek Fleet Command, finish missions, win battles and get bigger ships, you're going to need faction reputation. Carnac's Guide to Star Trek Fleet Command. Skip to content ... Points Reputation Level-2000000: Max Negative-500,000+ Enemy-25,000+ Hostile-500+ Untrustworthy-499 to 499: Neutral: 500+ Tolerated ...

  8. All mission locations in Star Trek Fleet Command

    Star Trek Fleet Command has many different mission locations spread across the galaxy. These are the places where you can find and complete missions to gain resources, experience points, or items needed for completing higher-level tasks.

  9. Star Trek Fleet Command guide for beginners

    Joining Spock and the other famous characters available in Star Trek: Fleet Command is only part of the fun, but the real deal is coming up with the appropriate strategy to expand your base of operations and get stronger - fast!This Star Trek: Fleet Command guide for beginners will give you all the help you need in order to better understand the game and what you should be doing and spending ...

  10. Star Trek Fleet Command Officer Guide

    Officer. Captain's Maneuver. Officer Ability. Rarity. Type. James T. Kirk. Leader - As long as the ship has Morale, Kirk gives all Officers on the ship a bonus of 40% to all their stats. Inspirational - At the beginning of each round, Kirk has a 50% chance of inspiring Morale to the ship for 2 rounds. Epic.

  11. Star Trek Fleet Command Guide (2020 Update): Tips ...

    Star Trek Fleet Command launched offering an already massive amount of content and features, yet continues to grow further following succeeding updates. ... the general experience in Star Trek Fleet Command slowly veers away from the PvE content and focuses largely on PvP as your ships become a potential target for all other players past level ...

  12. Star Trek Fleet Command Ship Guide

    This Star Trek Fleet Command Ships Guide gives information and background on every ship in the game, how to get them, and how to use them. ... Ore and Crystal is increased by 0.10% per total Officer Health point of all Officers on the ship: D'Vor: Epic: 3-star: Survey:

  13. Star Trek Fleet Command guide: tips, cheats & strategies

    Head to the home station (interior)/base -> tap the ships option at the top-left. There you can check the list of ships featured in Star Tree Fleet Command. Tap the build button to start the construction process. Prerequisite: - Prior to the construction, the player has to unlock the ship.

  14. How to Get Syndicate XP in Star Trek Fleet Command

    The main way to obtain Syndicate XP in Star Trek Fleet Command is Daily Rewards. These chests allow you to obtain these points. Also, you can complete a couple of special missions that reward you with Syndicate XP, and progress in Battle Pass to earn more points. If you don't mind spending some money on the game you can buy Syndicate XP packs ...

  15. Fleet Commanders Spotlight

    Fleet Commanders are forged in the fires of combat and experience is gained by defeating Borg Solo Armadas. These solo armadas are available for all Commander operations level 35 and above. Skill points are granted when a Fleet Commander levels up, and ranking up a Fleet Commander provides access to new rows of skills.

  16. Best way to grind large amounts of officer xp? : r ...

    Pay attention to the daily events, some will award officer xp and they rotate throughout the day. Also, the separatist ships (like in Constantina) have good drops so you can kill a bunch of those. Otherwise, do all of your hostile dailies and you will get a bit. That's as fast as it goes I think. Good luck.

  17. FAQ & How To

    By Star Trek 25 March 2020. Commanders, Here's an FAQ regarding the Borg: ONSLAUGHT! Q. How many new missions will be available with the 3rd phase of the Borg? A. ~30 new missions & ~7 side missions. Q. How can I start the missions? A. Main missions can be started by claiming a bundle called "The Long Way Home" found in the gifts tab.

  18. STFC: Galactic Recruit

    Star Trek Fleet Command (STFC) is an exciting video game that allows Commanders to recruit Officers, build vessels, complete space-based missions and defeat hostiles. ... The number of points you accumulate determines how many Galactic Recruit Tokens you will receive along with Syndicate Experience Points. Unfortunately, this event will ...

  19. Carnac's Guide to Star Trek Fleet Command

    Star Trek Fleet Command Ship Guide. Independent Ships Ship Rarity Grade Type Ship Ability (at Level 1) Realta Common 1-star Explorer +10 increase of shield health Orion Corvette Common 1-star Battleship +10 increase of hull health…. Start investing with Acorns today!

  20. Strategy for obtaining officer XP : r/startrekfleetcommand

    If the shards are for a maxed officer it turns to xp. Park and Grind, or PnG as I call it. Leave any ship not mining overnight in a lower level system. Leave the ships to harvest PvE chests. Chests are independent of cargo capacity. I get about 150 chests per ship per 8 hours of sleep.

  21. Star Trek™ Fleet Command

    As the commander of an advanced star base at the edge of the final frontier, you will recruit hundreds of iconic officers like James T. Kirk, Spock, and Nero and build a powerful fleet including ships like the infamous U.S.S. Enterprise, the Romulan Warbird, and Klingon Bird of Prey. Enter a galaxy on the brink of war as Federation, Klingon ...

  22. Introducing a new feature!

    Introducing a new feature! [April Fools] By Star Trek 1 April 2021. Commanders, As you know, we are always looking for ways of improving your Star Trek Fleet Command experience. We always wanted to give you the feeling you are commanding your own fleet and venturing your ships and officers where no one has gone before.

  23. RECAP

    After chasing clues across the galaxy, taking on a Red Directive mission, it all comes down to the final challenge. Unfortunately for Captain Burnham and the Discovery crew because Breen forces are on their tail.. In the series finale episode ofStar Trek: Discovery, "Life Itself," trapped inside a mysterious alien portal that defies familiar rules of time, space, and gravity, Captain Burnham ...

  24. Syndicate points

    It is actually 200k syndicate points, but it is still pay to win. You CAN do the first reward Ftp, if you have a decent Mantis and have some Section 31 credits stockpiled, but the rest requires cash. Slowly. You accumulate them slowly. Your credit card. Anything that says heroic is meant to be pay to complete.

  25. Shattered Stations SMS event : r/startrekfleetcommand

    If you are 20, sure go to 23. If you are 29, you can prob go to 33 and stop. If 33, stay there and ignore the event. You need your 34 which more than you need 10 shards of e Pic. And if 39 and not ready for 40s, ignore the event entirely. 5.