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The Unofficial Star Trek Online Federation Guide
The Unofficial Star Trek Online Federation Guide
IMPORTANT
The Short Version
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The Unofficial Star Trek Online Federation Guide
IMPORTANT
The Short Version
This document is a single-user license. Please don't copy or share it.
Upon your purchase of the document you agreed to the Terms and onditions of !iller
"uides #http$%%www.kil
http$%%www.killerguides.com
lerguides.com%terms-and-cond
%terms-and-conditions
itions &. In case you redistribute this
document or parts thereof without our written permission
permission a contractual
contractual fine of up to ()*)))
applies.
If you bought or received this document free of charge from any other party,
you can report them on our contact page ( http://www.killerguides.com/contact).
We reward reports that help to track down a case of copyright infringement with
up to !"".
2
The Unofficial Star Trek Online Federation Guide
Important...................
Important..................................
....................................,
....................., 3nsign 5ridge 0fficer /kills.................8)
The short ersion...................
ersion.................................
....................,
......, >ieutenant 5ridge 0fficer 0fficer /kills...........87
/kills.......... .87
The long ersion..................
ersion........................................,
......................, >t. ommander 5ridge 0fficer /kills....8:
Introduction...................................................1 ommander 5ridge 0fficer /kills.........1,/kills.........1,
haracter reation..................
reation.................................
.......................2
........2 ?eapons and 3quipment.............................11
aptains....................................................2 /hip ?eapons..................
?eapons................................
........................11
..........11
areer Paths.......................................
Paths.........................................2 ..2 5eam ?eapons.................................
?eapons...................................12 ..12
Tactical 0fficer.................................2 Pro@ectile ?eapons.................
?eapons..............................12
.............12
/cience 0fficer................
0fficer..............................
..................2
....2 /hip 3quipment.....................................
3quipment.......................................12 ..12
3ngineering 0fficer...........................4
0fficer...........................4 /hields................................................14
/pecies 5onuses..............................
5onuses...................................4 .....4 Deflector Dishes..................
Dishes..................................14
................14
dditional /tarting Traits......................6 Impulse 3ngines....................
3ngines..................................1:
..............1:
5ridge 0fficers................
0fficers..............................
.........................()
...........() onsoles.............................................1:
cquiring 5ridge 0fficers....................(( Deices...............................................1:
/trategie
/trategies s for /electing
/electing 5ridge 5ridge 0fficers
0fficers ommodities.......................................1:
.............................
...........................................
.............................
.................((
..(( "round ?eapons................
?eapons.....................................16
.....................16
/tarting /hip.......................
/hip......................................
.....................(,
......(, "round 3quipment..................................16
/hips....................
/hips...................................
........................................(7
.........................(7 Personal /hields.................
/hields..................................2)
.................2)
ruisers...................................................(8 rmor..................................................2)
ruiser /tats...................................
/tats.......................................(8
....(8 !its......................
!its....................................
................................2)
..................2)
3scorts.....................
3scorts...................................
............................
..................(1
....(1 Deices...............................................2(
3scort /tats.......................
/tats.........................................(1
..................(1 5anks......................................................2(
/cience 9essels...............
9essels.......................................(2
........................(2 >eeling and dancement................
dancement..........................27
..........27
/cience 9essel /tats....................
/tats...........................(2
.......(2 "rades s. ;anks...................
;anks.....................................27
..................27
ombat 0eriew....................................
0eriew........................................(: ....(: /kill Point /pending /trategy...................28
/trategy...................28
/pace ombat.....................................
ombat.........................................(: ....(: ;etraining
;etraining #;especs&...........................21
#;especs&...........................21
5asics..................
5asics.................................
................................(:
.................(: Training and Promoting 5ridge 5ridge 0fficers...21
0fficers.. .21
;edirecting /hield Power....................(6 Aissions.......................................................24
/ubsystem /ettings............................,) /toryline 3pisodes.................................
3pisodes...................................24 ..24
5eams s. Torpedoes..........................,( Tutorial Aission ?alkthrough..............24
"round ombat.......................................,( 3pisode ?alkthroughs.............
?alkthroughs.........................4)
............4)
5asics..................
5asics.................................
................................,,
.................,, /tranded in /pace..........................4)
5ridge 0fficer ommands................
ommands...................,7 ...,7 Diplomatic 0rders................
0rders...........................4)
...........4)
<lanking..............................................,8 Bide and /eek................................4(
3=pose and 3=ploit......................
3=ploit..............................,8
........,8 /top the /ignal...............................47
Pausing...............................................,1 Ceutral one Diplomacy................
Diplomacy.................47 .47
!it /election..................
/election........................................,1
......................,1 The !uah'Aagh.............................
!uah'Aagh.............................48 48
/kills............................................................,2 ?ar is "ood for 5usiness................48
/tarfleet /kills.....................................
/kills.........................................,2
....,2 To 5oldly "o...................................41
/tarfleet >ieutenant /kills...................,4 Treasure Trading /ystem................42
/ystem................42
/tarfleet >t. ommander /kills............,: /ecret 0rders.................................42
/tarfleet ommander /kills.................,6 Task <orce Bippocrates..................44
/tarfleet aptain /kills........................7( ity on the 3dge of Ceer...............4:
/tarfleet dmiral /kills........................7, 3=ploration Aissions................................:)
Aissions................................:)
3ngineering /kills................................
/kills....................................77
....77 Patrol Aissions...................
Aissions.................................
......................:(
........:(
/cience 0fficer /kills........................
/kills...............................72
.......72 PP and << ones..................................:(
Tactical 0fficer /kills........................
/kills...............................7:
.......7: ?ar ones #ompetitie P3&..................:,
5ridge 0fficer /kills.............................
/kills.................................76
....76 <ederation 3conomics....................
3conomics..................................:7
..............:7
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The Unofficial Star Trek Online Federation Guide
3nergy redits...................
redits.........................................:7
......................:7 nomalous Data #rafting&...................
#rafting&......................:2...:2
3=changes................
3=changes..............................
...........................:7
.............:7 ommander ;omaine's Upgrade
;eplicators..........................................:8 <ormulas.............................................:4
/tarfleet Aerits...................
Aerits........................................:8
.....................:8 The -/tore.............................................:6
5adges of 3=ploration...............
3=ploration..............................:1
...............:1
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The Unofficial Star Trek Online Federation Guide
INTRODUCTION
?elcome to the <ederationE In the world of /tar Trek 0nline* all players start here.
?hy is thatF /ome people are attracted to <ederation characters for role-playing #;P&
reasons* inspired by the numerous teleision shows* moies and noels. They want to create
captains that follow in the footsteps of !irk* Picard and Ganeway.
There's an een simpler reason* though$ the <ederation is the only playable faction for
/T0 newcomers. little bit of adancement is required to unlock !lingon characters* and
other potential playable factions like the ;omulans and ardassians remain on the drawing
board for the time being.
<ortunately* the <ederation offers a little bit of something for eeryone. <ed characters
en@oy a wealth of Player-ersus-3nemy #P3& content organiHed into /easonsJ and
3pisodes*J as well as the chance to e=plore preiously uncharted worlds. There are also
opportunities to sere on the front lines of the conflict with the !lingons in consensual
Player-ersus-Player #PP& Hones.
;ead on for information and tips on how to get the most out of eery aspect of your /T0
<ederation e=perience.
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The Unofficial Star Trek Online Federation Guide
U
captain
nlike many other AA0s* /T0
aatars consist of more than
@ust a single person or creature.
can't go it alone* so your
If you want to play your captain as the
first person into a firefight* this is the way
to go. Tactical 0fficer is the most direct
combat-based career and the most intuitie
<ederation aatar also includes bridge for /T0 newcomers.
officers and one of numerous different
types of starships. The special abilities for Tactical 0fficers
focus on either dealing damage directly*
aiding the stealth capabilities of the away
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Bealing is also an important ability for • #umans get the usual @ack-of-all-
/cience 0fficers* though it doesn't define trades role in the /T0 unierse.
them like it does in some other games. They get a (1K bonus to ship repair
Though this can be a tricky path for and a 1K team bonus to 3=ploit
beginners* it doesn't take too much time to attacks* a special kind of attack that
see the alue and power /cience proides. takes adantage of a weakened foe.
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The Unofficial Star Trek Online Federation Guide
• %olians get one of the least useful allowing for ery specialiHed
bonuses. They hae corrosie blood combinations for adanced players.
that can deal damage to enemies L 0n the cosmetic side* aliens also
but only under ery specific hae a much larger set of
circumstances L and ,)K damage appearance options.
resistance to to=ic attacks.
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A$"iring !ri#ge Offiers path* it only makes sense that you would
want 5ridge 0fficers with /cience and
?hen you roll a new /T0 <ederation 3ngineering abilities to ensure your team is
captain* you start with no 5ridge 0fficers. well-rounded.
Nou'll gain the first one by the end of the
tutorial mission and hae a chance to add There's another good reason to seek out
seeral others fairly early on. at least one 5ridge 0fficer of each type as
soon as possible* and that's in order to
s your captain progresses in rank and hae all of the consoles on your ship
gains access to larger ships* the amount of properly manned. 0ur starting ship #about
5ridge 0fficers you can hae at one time which you'll learn more in the ne=t section&
will increase as well. Cew additions to your has one 3nginering* one /cience and one
crew can come as grade rewards or mission Tactical console. Aanning each console
rewards* including some special missions with the corresponding type of 5ridge
that will allow you access to 5ridge 0fficers 0fficer will allow you to hae access to
that can't be obtained through any other three special abilities in space combat
methods. situations.
/tarfleet merits can also be used to s your captain progresses in rank and
requisition 5ridge 0fficer candidates at the gains access to new types of ships* you'll
3arth /pacedock or other /tarbases discoer that each category of ship has a
throughout <ederation space. different mi= of console types. That will
become a main consideration going forward
in terms of how many of each type of
Strategies for Seleting 5ridge 0fficer you want around.
!ri#ge Offiers
Don't forget that 5ridge 0fficers also
/ince all types of abilities are useful in make up the bulk of your away team in
/T0* it's easy to see why you would want to ground-based missions. Nou can choose
choose 5ridge 0fficers to compliment your 0fficers that aren't assigned to consoles on
captain's talents. <or instance* if you chose your ship to the away team and can change
Tactical 0fficer for your captain's career the make-up of the team in-between
missions* but it's still a good idea to hae a
ariety of options at your disposal.
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%
ruiser category encompasses the Airanda*
hat would a good /tarfleet /hi!ahr and entaur classes L and you're
captain be without his free to choose from any of the three when
starshipF Though eery you select a new ship. Boweer the
<ed player starts with an identical >ight differences between the classes are strictly
ruiser* as soon as you achiee the rank of cosmetic and don't affect gameplay.
>ieutenant ommander* you'll hae some
choices to make as to what kind of ship 0ne final note on choosing ships$ it may
you'd like to command. seem like there is an obious choice to
make for your ship type based on your
/hips fall into three basic categories$ career path. t first glance* 3scorts seem
ruisers* 3scorts and /cience 9essels. 3ach right for Tactical 0fficers* ruisers for
category has its own strengths and 3ngineers and /cience 9essels for /cience
weaknesses* allowing for a ariety of 0fficers.
different play styles. /hips are also diided
into fie tiers which correspond to the There's some logic in that thinking*
minimum rank you need to use each one. because players who choose to be Tactical
0fficers* for instance* probably are apt to
0ne nice thing about /T0 is that it think offense first in both ground and space
doesn't make you commit to one type of battles. 5ut you may find that a different
ship for the rest of your <ed career. Nou type of ship works better for you based on
could potentially switch up the category of how you like to play in space* and thanks to
ship you select eery time you achiee a the aried abilities your 5ridge 0fficers
new rank #you can also buy a new ship if bring to the table* there's really no penalty
you rack up enough energy credits&* though for thinking outside the bo= here. Don't be
you will likely find that doing so may not be afraid to go against the grain.
the most efficient use of the skill points
you'e earned. /till* the option is there.
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rew$ 8))
?eapon /lots$ 7 front* , rear Tier 1$ Deep /pace /cience 9essel
Deice /lots$ 7 lasses$ Trident* 0racle and Destiny
Tactical /tations$ ( >ieutenant rew$ 1))
3ngineering /tations$ ( >ieutenant ?eapon /lots$ 7 front* 7 rear
/cience /tations$ ( >t. ommander* ( Deice /lots$ 7
3nsign Tactical /tations$ ( >ieutenant
onsole Upgrades$ ( Tactical* 7 /cience* 3ngineering /tations$ ( >ieutenant* (
( 3ngineering 3nsign
/cience /tations$ ( ommander* ( >t.
Tier 8$ >ong ;ange /cience 9essel ommander
lasses$ Intrepid* ochrane and onsole Upgrades$ , Tactical* 8 /cience*
Discoery 7 3ngineering
rew$ ,))
?eapon /lots$ 7 front* 7 rear
Deice /lots$ 7
Tactical /tations$ ( >ieutenant
3ngineering /tations$ ( >ieutenant
/cience /tations$ ( ommander* (
>ieutenant
onsole Upgrades$ , Tactical* 7 /cience*
, 3ngineering
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The Unofficial Star Trek Online Federation Guide
OVERVIE% points.
Boweer the battles do unfold in real
time* often leaing you little time to think
E en
peacekeeping*
though
things
the
discoery
neer
<ederation's
mission is one of e=ploration*
scientific
stay
and
too
once you're in the thick of the action.
Baing a plan before engaging the enemy
is always a smart idea.
!asis
friendly in the /T0 unierse for long. ?hen
the shooting starts* it helps to know how to
win battles in space or on land. 3=cept in some ery rare mission-
specific situations* your goal in any space
battle will be to reduce the hull hit points of
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The Unofficial Star Trek Online Federation Guide
/hields hae separate hit points for the fires all of your beam weapons that can
front* back and both sides of eery ship* currently hit your target* while pressing
and are displayed in both numeric and color control-spacebar does the same for torpedo
bar form around the ship icons. The game weapons.
will gie you an audible cue when either
your facing shield or your opponent's is In order to keep your ship facing the
completely down. correct direction for shield and weapon
purposes* you'll want to be moing while
?hen it comes to ship weapons* firing you fight. In combat situations* full impulse
arcs are the key. 3ery weapon has a power is disabled* but your throttle still
specific arc within which in can fire* works the same way it does while flying in
meaning keeping your ship facing so that non-combat areas.
your current target is in the ma=imum
number of firing arcs simultaneously is a ;emember that turning speed is more
key part of space combat. important than straight-line speed when it
comes to space battles. That means captain
/ometimes this leads to some counter- and 5ridge 0fficer abilities to increase
intuitie situations for e=ample* a ship with turning speed are always helpful* and since
phasers with ,()-degree firing arcs in the turning in tight spaces isn't always possible
front and back can bring them both to bear while running flat out* it often pays to ease
if one of its sides is facing the enemy. In off the throttle @ust a bit in a fight.
general* more powerful weapons hae
smaller firing arcs* the better to help
Re#ireting Shiel# Po'er
balance them out.
0ne of the faorite tactics from Trek T9
Though all of you ship weapons are shows and moies is not only iable in /T0
automatically mapped to different number but absolutely essential in some cases$ re-
keys* it can sometimes be difficult to keep routing your shield power in one particular
track of your weapons' firing arcs in the direction. This is done by clicking on the
heat of battle. <ortunately* there are two corresponding arrow on your ship icon at
helpful shortcuts$ pressing the spacebar the bottom of the screen.
19
The Unofficial Star Trek Online Federation Guide
licking on the forward arrow* for does this automatically when you use full
e=ample* will take power from the side and impulse power in non-combat situations*
rear shields to boost the forward shield. routing much of the power to the engines to
0biously* this weakens the other three greatly increase speed.
sides* but that may not matter if an enemy
is pounding you from one direction. The icons aboe the subsystems can
switch you quickly between four subsystem
<orcing power to one shield is a settings. <rom left to right* they are$
temporary measure* but it can be ery
helpful when you are faced with a single • ttack L Takes power from 3ngines
enemy and want to keep your most and u=iliary to boost weapons
powerful weapons within their firing arcs. while keeping /hields at normal
It's not as desirable when fending off leels. This is a good scheme when
multiple attackers* as you need to worry fighting a single powerful enemy
about taking simultaneous hits from ship* especially if that ship is slower
multiple directions. than yours and the loss in
maneuerability won't hurt you.
• Defense L The opposite of ttack*
S"bs(ste& Settings this setting increases power to
/hields at the e=pense of 3ngines
Nour ship has four subsystems which are and u=iliary while keeping
represented by small icons on the bottom ?eapons unchanged. good use for
of the screen between your shield and this setting is against multiple
weapons controls. <rom top to bottom* they speedy but weak enemies* where
are ?eapons* /hields* 3ngines and you wouldn't be able to keep up with
u=iliary #things like sensors and deflector them anyway and can simply shrug
dishes&. off incoming fire while you attack.
• /peed L Though it doesn't quite get
The default setting eenly distributes the you to full impulse leels* this
power from your ship's core to all four setting increases 3ngines while
subsystems. Boweer* it's possible to decreasing ?eapons and /hields*
change that distribution* taking power from leaing u=iliary untouched. If
some areas to boost another. Nour ship you're in oer your head and decide
20
The Unofficial Star Trek Online Federation Guide
discretion would be the better part >et's use your starting ship as an
of alor* this setting may allow you e=ample. It has phasers mounted in front
to outrun your foes and escape and back with ery wide firing arcs* along
combat altogether. with a photon torpedo launcher in the front
• 5alanced L This is the default setting with a narrow firing arc. ?hile your enemy's
with power eenly diided. shields are still fairly strong* facing it with
your left or right side is best* as both
The settings can be changed at any phasers will be able to target and wear
time* though it does take a few seconds for down the shields.
the power to flow from one scheme to
another. 0nce the enemy's facing shields are low
or down* it makes sense to turn the nose of
your ship around* where one phaser can
!ea&s )s* Torpe#oes still strike and the photon torpedoes can hit
for big hull damage.
During the tutorial mission* you'll learn
that beam weapons #like phasers and There are e=ceptions* of course* and
disruptors& are more effectie against sometimes especially fast hostile ships will
shields while torpedoes #most famously force you to simply throw whateer you can
photon torpedoes* basically the missiles of at them while they buHH around. 5ut in
the /T0 unierse& do more damage directly general* using beams against shields and
to a ship's hull. This is an important enough torpedoes against the hull is the way to go.
concept that it's worth reinforcing here.
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The Unofficial Star Trek Online Federation Guide
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onersely* your captain can reie /till* you will eentually encounter
other unconscious members of the away tougher foes and desire some more control
team using the ardiopulmonary oer your 5ridge 0fficers. /T0 gies you
;esuscitation ability that all players know. If that control by allowing you to issue
your entire away team is wiped #eeryone indiidual or group orders using the icons
is unconscious&* you will hae to start oer by the status bars on the left side of the
from the nearest respawn point. screen.
The group commands run across the top
/T0 ground combat isn't as comple= as of the 0fficer status bars. <rom left to right*
it is in some other AA0s* but there are they are$
subtleties and tactics to learn in order to
win battles against the tougher enemies • Passie Aode L This tells your
you'll run into during your /tarfleet career. 0fficers not to attack* een if
attacked by enemies. They will
continue to use heals and buffs.
!ri#ge Offier Co&&an#s • ttack Aode L This tells crew
members to use attacks and special
The 5ridge 0fficers who make up the abilities as they see fit. Nour 0fficers
bulk of your away team #or the generic default to this mode.
/ecurity officers you hae early in the • "roup Target L licking this icon will
game& are capable combatants. In their tell all of your 0fficers to target the
default state* they will follow your captain same character your captain is
around* taking his or her lead on when to currently targeting. This is a ery
start fighting. They will use their special effectie tactic when fighting boss-
ground abilities fairly intelligently and can leel enemies* as it focuses the
defeat many common enemies without firepower of your entire away team
special instructions. on one foe.
• ;ally Point L This sets a point to
which all of your 5ridge 0fficers will
trael. It's handy for gathering the
members of your away team if they
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,lan-ing
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3=ploit attacks do e=tra damage once a Nou get a total of 81 seconds of pause
target is 3=posed. These are also aailable time
time durin
during
g each
each groun
ground
d insta
instance
nce** so be
to you through the secondary
secondary attack modes sure to use the time wisely. ommands can
of arious ground weapons. be issued to your 5ridge 0fficers while the
mission is paused* making it a useful way to
The best way to use 3=pose and 3=ploit make
make sure
sure your
your atta
attack
ck plan
plan is in orde
orderr
toge
togeth
ther
er is to make
make sure
sure your
your 5rid
5ridge
ge before taking on a boss or a large mob.
0ffi
0ffice
cers
rs are
are equi
equipp
pped
ed with
with weap
weapon
ons
s or
abilitie
abilities
s that can 3=pose
3=pose targets.
targets. Used in
tande
tandem
m with
with the group
group Target
Target comma
command
nd
/it Seletion
will almost ensure that sturdier
sturdier boss-type
boss-type
enemi
enemies
es will
will be left
left ulner
ulnerab
able
le at some
some 0ne final way to gie your away team
point during a fight. more options in ground combat situations is
to swap
swap the
the kit
kit your
your capt
captai
ain
n is wear
wearin
ing.
g.
If your captain is armed with an 3=ploit- Though kits will be coered in more detail
enabled weapon* you can hit the ulnerable in the section on ?eapons and 3quipment*
targets yourself for e=tra damage. The icon you
you shou
should
ld alre
alread
ady
y know
know that
that eer
eery
y kit
kit
on a weapon's 3=ploit attack will flash when grants the wearer a different special ability*
your
your curren
currentt targe
targett is 3=pose
3=posed*
d* so you'll
you'll and you can replace your captain's kit with
always know the right time to strike. another one in your inentory at any time.
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The Unofficial Star Trek Online Federation Guide
S/ILLS
S T0 is a skil
skill-
s like
l-ba
base
like stre
sed
streng
d game
ngth
game.. That
th** agil
That's
agilit
ity*
's not
not unus
y* inte
intell
unusua
llig
foundation upon which your character is built.
igen
uall for
ence
ce and
for an AA0*
and the
AA0* but
the like
but sinc
like L skil
since
skills
e your
your
<ederation captain doesn't hae any attributes L things you may see in other
game
games ls trul
truly
y are
are the
the
The career path you chose at the beginning of the game affects the skills aailable to
you* but not as much as you might think. That's because the ma@ority of skills are aailable
aailable
to anyone* and only a small percentage of the oerall number of skills is restricted by
career.
The /T0 skill system also has an interesting twist in that it doesn't rely on prerequisites.
Though a new selection of skills is opened up eery time your captain adances in rank* all
of them are aailable regardless
regardless of the preious skills you'e chosen to inest in.
The result is a lot of fle=ibility in the way you decide to build your character. 9ery
speci
special
aliHe
iHed
d builds
builds are possib
possible
le and make
make sense
sense for certai
certain
n space-
space-ba
based
sed skills
skills as you
progress. 5ut more general builds* spreading /kill Points around a broader selection of skills*
are also iable.
Starfleet S-ills
These
These skills are able to be learned
learned by any captain*
captain* regardles
regardless
s of career path.
path. Aost of
them are related to improing the performance of your ship* but some of the ones that can
be trained early in the game gie general bonuses to your 5ridge 0fficers.
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/tarship 0perations
0perations () ) pts . 5oosts starship sensor*
Training deflector and emitter
abilities
/tarship
/tarship Pro@ectile
Pro@ectile () ) pts . 5oosts torpedo and mine
?eapons Training damage and skills
skills that
modify both kinds
kinds of
weapons
/tarship ?arp
?arp ore () ) pts . 5oosts power leels of
Training starship systems
systems and
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power management
abilities
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abilities
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Engineering S-ills
3ngineers help out their teammates in ground combat scenarios in two ways. <irst and
foremost* they hae access to a number of defensie buffs that can improe shields and
armor. They also can create deices that can impact the battlefield in both offensie
#turrets& and defensie #fortifications& ways. These skills modify all of those abilities.
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0fficers begin with @ust a single ground skill and a single space skill* both of which can be
improed by spending 5ridge 0fficer /kill Points on them. If you choose to promote them*
they gain access to an additional space and ground skill with each new rank* ma=ing out at
four of each once they reach the rank of ommander.
Nou'll know as soon as you welcome a new 5ridge 0fficer into your crew what skills they
will gain as they leel up* but he or she can be trained to learn a new skill by isiting the
proper trainer or by ma=ing out certain skills of your own that allow you to do the training
yourself. 5ridge 0fficers can only learn the skills specific to their career paths.
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subsystems* buffs
engineering skill for own
ship or ally
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perception* debuffs D;
and stealth of all enemies
in radius
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target ship
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enemy ships
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Ship %eapons
E0UIPMENT
C
s e=plained in the /hips chapter* eery
haracters in the Trek T9 shows different type of ship has a specific number
and moies tend to trael of slots in the front and back for mounting
pretty light. It's not uncommon weapons. Nou hae complete control oer
to see <ederation crew members face what mi= of weapons you'd like to use #with
danger with only a phaser pistol and a some restrictions&* and swapping them is as
tricorder in hand. simple as dragging a new one from your
inentory window into the proper slot in
Cot so in /T0* where the ongoing your ship's /tatus window.
conflict with the !lingons and the likelihood
of combat on @ust about eery mission Boering your cursor oer the icon of an
require you to be a bit more properly equipped weapon will show you its stats.
equipped. ?ith that in mind* you won't Doing the same for a weapon in your
want to go charging into battle without the inentory will compare its stats with
proper weapons and gear. equipped weapons it could replace*
allowing you to know e=actly what the gain
That goes for your ship too. There are a or loss would be for making the switch.
number of different ways you can upgrade
and customiHe your essel to help you /hip weapons are diided into () leels
when things get hairy. starting at Ak. I and running to Ak. Q*
based on their relatie power. They are
"ear for your ship and your captain can restricted by rank at eery other leel* so
be acquired in three ways$ by buying it with that you need to be a >t. ommander to
3nergy redits or 5adges of 3=ploration use Ak. III weapons* a ommander to use
#see the <ederation 3conomy chapter for Ak. 9 weapons* and so on.
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These ciiliHations will ask for a certain Nour captain can equip two weapons at a
quantity of one of seeral different types of time and switch between them at any time
commodities* and all you hae to do to by clicking on the /witch ?eapons icon at
meet the mission requirements is to delier the left side of the command bar at the
those items. ommodities can be found as bottom of the screen. 5ridge 0fficers can
drops from defeated ships and can also be carry only one weapon at any gien time.
purchased for energy credits from brokers
and merchants. "round weapons follow the Ak. I through
Ak Q category system like their space
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rmor can be found in standard forms /ome kits can proide abilities that can't
and the following ariations* all of which be duplicated by 5ridge 0fficer powers or
diide their protectie abilities in slightly grant multiple abilities. <or e=ample* the
different ways or offer bonus effects$ 5asic "renades Tactical kit gies the
wearer both the /moke "renade I and
Photon "renade I abilities.
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0nly captains can equip kits* and they ?hether it's weapons* kits or other gear*
are restricted by career path$ Tactical your captain can only carry so much stuff.
0fficers can only use Tactical kits* etc. This is especially true since ship and ground
items all count the same against your
inentory* and because you will want to
De)ies keep some things on hand to outfit your
5ridge 0fficers as well.
3ery captain and 5ridge 0fficer has
seeral Deice slots that can hold seeral Nou will gain e=tra inentory slots as
pieces of miscellaneous equipment and be rewards for adancement* but een those
mapped to number keys @ust like weapons. only go so far. <ortunately* /T0 proides
<ans of other AA0s will recogniHe these you een more e=tra storage in the form of
slots as useful places to keep healing items* banks.
some of which can be used in combat
#hypos& and others which can only be used 3ery captain automatically has a
when out of combat #a wide ariety of foods personal bank that can be accessed from
and beerages&. special terminals in arious locations. Two
important ones for <ederation characters
0ther deices can gie temporary boosts are at 3arth /pacedock #located between
to shield or ground weapons power. /imilar the 3=change and /tateroom& and at
deices can often be stacked in the same Aemory lpha.
inentory slot* so () small hypos only need
to take up one slot. If you belong to a fleet* you can also
utiliHe the fleet's bank. /T0 fleets are self-
"round deices are commonly found as policing* so the officer's should set rules on
drops from defeated enemies* and cheaper what kind of withdrawals can be made from
ones can be created using the replicator on the fleet bank.
your ship.
Items can be swapped to and from either
kind of bank simply by dragging them
between the bank window and your
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the ne=t grade* and the bottom bar is s you will discoer early on* skills tend
diided into () segments that fill in when to be broader at lower ranks and get more
you earn a new grade* with the unfilled specific as you adance. ?eapons and
ones representing the number of grades abilities can gain bonuses from both types
left until the ne=t rank. of skills* so many of them end up working
together in logical ways.
S-ill Point Spen#ing <or e=ample* let's say your ship is armed
with dual disruptor captains and your
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• /hip selection
0ne of the great aspects of /T0 is the Training An#
option to fly any type of ship aailable to
your rank* and the freedom to switch Pro&oting !ri#ge
categories #say* from ruiser to 3scort& as
you adance. Offiers
To take full adantage of that freedom*
though* you will hae to remember to put Nour 5ridge 0fficers can also improe
/kill Points into multiple ship skills to aoid their skills ia their own pool of /kill Points.
losing too much effectieness by changing 0ne pool of points is shared by all of the
ships. onersely* if you find you loe flying 5ridge 0fficers under your command* so
3scorts and will be doing that for your you hae to decide which 0fficers to train
entire career* you'll want to ma= out the and which skills to leel up.
3scort aptain skill and then put points into
the class-specific 3scort skills as you
adance.
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A
both the
lso called 3pisodes in the /T0
parlance*
primary
game's
missions
means for
storyline
are the
adancing
and your
ersus <action #<<& Hones
<ederation in a soon-to-be released update
as well.
for the
The ast ma@ority of missions inole /T0 doesn't waste any time getting you
P3 scenarios that weae together into an into the storyline for the <ederation*
oerarching plot. urrently* 3pisodes are thrusting you into the conflict that is
diided into three /easons L one each engulfing the lpha Ouadrant during the
focusing on the !lingons* the ;omulans and game's opening moie and continuing the
the 5org L and completing them all will drama during the tutorial mission. <rom
allow captains to adance to the ma=imum there* episodes that propel the plot forward
possible rank. are readily aailable for een the lowest-
ranking captains.
True to the game's source material*
there are also e=ploration missions
aailable to <ederation players that inole
T"torial Mission %al-thro"gh
traeling to uncharted worlds* with a
number of different possibilities for what The tutorial mission is actually made up
may be found upon arrial. Patrol missions of three separate parts that introduce you
require you to trael to a particular region to the basic concepts of space and ground
of space and clear out any enemies you moement* both kinds of combat and other
may find there. important aspects of /T0 like 5ridge
0fficers and kits. 0nce you complete the
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tutorial* you'll hae earned enough /kill Use your phaser to target and destroy
Points to graduate from 3nsign to si= 5org deices hanging on the walls* plus
>ieutenant* acquired your first ship and 5org drones if necessary. oid fire and
begun to assemble a crew. e=plosions if possible. ontinue down the
The tutorial begins with practice on hallway and take the Turbolift to Deck 7.
moing your captain and getting used to
the ground interface. 0nce you're 5attle the 5org that you find in the
comfortable* take the Turbolift on the Corth hallway* but don't loiter too long or the
wall and head for the bridge. drones will respawn in greater numbers. "o
down the ramp to Aain 3ngineering and
Talk to the captain and use one of the help the personnel you find who are under
consoles in front of you to hail another siege by numerous drones* but don't sweat
<ederation ship in distress. Then use the it too much as you can leae to the 3ast
Turbolift in the /3 corner to trael to the wheneer you want.
transporter bay* talk to the /ecurity hief
and beam oer to the U././. !hitomer. In the transporter room* you'll talk to all
three types of 5ridge 0fficer candidates
/peak to the 3mergency Aedical and pick the first one you'd like to @oin your
Bologram and scan any of the patients crew. Nou'll also receie 7)) /kill Points and
lying on the tables in sick bay. Talk to the 72 5ridge 0fficer Points #which you can and
3AB again* then go /outh down a hallway should spend right away&* plus 77 /tarfleet
to find >t. Thelis. merits.
Be'll ask you to use a nearby console to Part , of the tutorial begins when you
store the patterns of attacking 5org. "o beam back to your ship and learn to fly it.
through a door on the 3ast wall an beam "et close enough to four damaged ships to
some of the pesky 5org outside the ship. beam off the suriors* then fly to the
The Turbolift on the /outh wall will take you U././. /eacole and beam the suriors
to Deck ,* where you'll e=perience ground oer.
combat for the first time.
;endeHous with the U././. ;enown to
hae your ship's damaged weapons and
shields repaired. That will allow you to
destroy four 5org probes that won't fight
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back* then warp to another Hone to destroy 5eam back to your ship and fly to any of
four more that will. The rewards for Part , the <ederation rally points on your map*
are the same as for Part ( e=cept for not where you will aid other ships in destroying
getting another 5ridge 0fficer. a 5org sphere and a 5org cube. The cube
packs a bit of a punch* but concentrating
The tutorial continues with your away fire on the same side as your allies should
team beaming down to the 9ega colony. end the battle in short order.
Talk first to ommander !elly and then to
3nsign 5ynareH* who will allow you to open fter collecting another round of /kill
a crate containing a better gun than your Points and merits* you'll warp to 3arth
standard phaser and your first kit. /pacedock for the first time. This is a
central location during low leel 3pisodes
;escue four colonists by defeating the where you'll find a /hipyard* a Personnel
5org drones menacing them by the area* the /tateroom where promotion
buildings on the perimeter of the mission ceremonies are held* and more.
map. Nou will see other captains in this
area* though you'll all be pursuing the same Take the Turbolift directly in front of you
goals indiidually. to the dmiral's 0ffice and talk tot dmiral
Ouinn. Be'll gie you a final set of /kill
Bead for one of the big green 5org Points #enough to promote you to
deices* e=pecting to meet some resistance >ieutenant&* 5ridge 0fficer Points and
on the way. Turrets protect the four corners /tarfleet merits* along with a choice of Ak. I
of each deice* but they can be dispatched consoles for your ship and a free
fairly easily. modification you can use at the tailor in the
/hipyard to customiHe your >ight ruiser at
Interact with a pro@ector on any corner to no charge.
disable the force field. Beay Tactical
Drone will actiate in response* but you and fter you look around 3arthdock* you
your 5ridge 0fficer should be able to handle can return to the dmiral's 0ffice to get
him. /hut down the 5org array by your first /eason ( 3pisode from Ouinn. 5e
interacting with the console in the middle of sure to also speak to ommander /ulu*
the deice. who's on the opposite end of the office* as
doing so will unlock a number of patrol
missions.
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/tarfleet wants you to escort 9ulcan <ollow the Undine down the steps to the
mbassador /okkoth to the P'Gem /ystem south* fighting through seeral !lingon
to return a collection of priceless artifacts. squads on the way. /can the area at the
5oth !lingon and 0rion forces would like to bottom of the hill to discoer that the
get their hands on the goods. Undine has already beamed back to his
ship.
Nou'll find /okkoth in the /tateroom on
3arth /pacedock in the /ol /ystem* 5eam back to your own ship and prepare
meditating on the left side of the aisle. Talk to engage the Undine Dreadnought. It's a
to him briefly* then beam to your ship and battle you can't win L his ship is simply too
enter sector space on a course for the tough for you at this point L but all you
P'Gem /ystem. need to do is surie for two minutes until
reinforcements arrie. The Undine
Upon arrial* !lingons will hail you* torpedoes can be targeted by your beam
claiming /okkoth is an Undine shapeshifter. weapons and detonated before they reach
Defeat two squadrons of three 5irds of Prey your ship.
each to clear a path to beam down to the
planet surface. <ie /tarfleet essels will arrie when
the timer reaches Hero* and together you'll
The monks on the planet are under siege make short work of the Dreadnought. /can
by !lingon ground forces. <ight your way to the debris and accept the thanks of aptain
the abbey* located at the top of the hill L Thelin of the U././. !irk* who foreshadows
simply stay on the main path. Aost of the further meetings down the road.
!lingons will be basic ?arriors* with a few
shielded officers thrown in.
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/tarfleet wants you to follow up on some by another Draguas ruiser. Defeat it and
information gleaned from a coded fly within transporter range to beam
transmission sent by the Undine concerning charges oer that will blow up the @amming
the Paulson Cebula. <ly through sector station.
space to the >ackey /ystem* where you will
find the U././. 9alor under attack by two ;eturn to the mine and defeat one last
"orn 9ishap <rigates. Defeat the attackers ruiser* then beam up the decalithium.
and hail the 9alor. Nour engines will now be ready for the
Paulson Cebula* which is your ne=t stop.
The 9alor is disabled but can be repaired
with the help of dilithium crystals you can The Cebula plays haoc with your
beam up from small mines on four nearby sensors* so you need to scan fie suspicious
asteroids. /imply fly close to the mines to ob@ects to find what /tarfleet is seeking.
gather the crystals* but watch out for a The first one is right in front of your starting
Draguas ruiser. position* and the others are roughly in a
line on the left side of the mission Hone.
<ly back to the 9alor and help it defeat /eeral "orn ships will need to be defeated
another ruiser. 5eam the crystals oer and or aoided.
learn more about the Paulson Cebula*
which was once used by the 3nterprise-D to n enormous asteroid is the final ob@ect*
hide from the 5org. but it's surrounded by graitic mines that
will fly toward your ship and e=plode if you
Nou'll need decalithium crystals to make get too close. <ly ery slowly and pick the
your engines strong enough to fly through off from ma=imum phaser range. !lingon
the Cebula* so you warp to >ackey III. The !'Tinga 5attle ruiser is also hiding inside
mine there is protected by three 9ishap the mine field.
<rigates.
?hen you hae a clear path* fly close to
<ly close to the decalithium mine to the asteroid and scan it to find a !lingon
discoer something is @amming your listening post. 5eam down with your away
transporter signal. The @amming station is team and follow the only path to reach a
behind and under the mine* and is guarded computer in the final room. /eeral teams
of !lingons will try to stop you.
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fter downloading data from the <inally able to beam down to the !lingon
computer* you will hae to defend it for base* seeral enemy infantry teams will
seeral minutes as two teams of !lingons await the locations to plant si= spatial
beam in to ambush you. <ight them off and charges. In the base's final room* /tarfleet
return to sector space to receie your will ask you to download data from a
rewards. computer. That will trigger an ambush by
the Undine* who is a tough foe but will
transport away when he is low on health.
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?ildman will gie you an oeriew and seeral buildings inside the mission area.
ask you to speak to ommander AakHa and Nou'll encounter armed groups near all of
aptain alhoun* who will open up PP and the charges* but Paris will assist in battle to
competitie P3 content. gie you an e=tra phaser.
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Nour first order of business is to assist forcing you to gie chase. Three Causicaan
the U././. /hi!ahr* which is stranded within ships will intercept* and only by defeating
a nebula that will slow you down by them will you finally be able to scan the
preenting the use of full impulse power. Candi.
Nou'll hae to scan three anomalies located
on asteroids within the nebula* The kemocite has been moed to a
encountering syphon freighters along the hidden base* meaning one last away team
way. These ships will launch power syphons segment. /een batches of kemocite are
that will drain power from your ship they hidden in the base's arious rooms* and the
can be targeted but your best bet is @ust to <erengi captain responsible for all of the
destroy the freighters themseles. drama awaits behind a locked door in the
final room.
0nce the anomalies are scanned* you'll
fly close to the /hi!ahr to beam out some The oerrides for the locked door are
scientists* then warp to /tarbase ((8. fter located in rooms on the west and east of
beaming the scientists down* the base will the final room. The <erengi shouldn't be too
ask for your assistance locating missing much trouble for your full away team.
kemocite* which can be used to make
e=plosies.
Nour away team will hae to scan four "ier$ dmiral Ouinn
cargo bays #one in each direction from the ?here$ rucanis rm #ad@acent to the
central hub& for traces of the kemocite. ;egulus /ector 5lock&
There are no enemies* so this is an easy ;ewards$ 1, /kill Points* (: 5ridge
task. 0fficer Points* ,( /tarfleet Aerits* 5adge of
3=ploration #(st 0rder&
Nou'll find that the kemocite has already
been taken off the base* so you'll beam Ouinn introduces you to >t. "rall* who
back to your ship to scan nearby freighters wants you to fulfill /tarfleet's mandate for
by flying close to them #within about 7 km&. seeking out new ciiliHations by e=ploring
The offending ship* the Candi* will run* three uncharted systems in the rucanis
rm. The unknown worlds could hae
ground or space encounters or simply
require you to scan anomalies.
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This mission starts near a space station The !lingons will take a shot at reenge
haing trouble with smugglers. Nou'll need once you beam back to your ship* but only
to fly close enough to arious freighters to with a single ship.
scan them and identify the troublemakers*
which will show up as enemies once
scanned. Nou'll hae to fight and disable
them* which should be pretty easy. "ier$ dmiral Ouinn
?here$ 5riar Patch* ;egulus /ector 5lock
;ewards$ (12 /kill Points* 18 5ridge
0fficer Points* 27 /tarfleet Aerits* hoice of
Ak. III kits
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fter beaming to the station* make your ?arping close to a nearby planet* you'll
way through the base and battle seeral be asked to escort the medical essel T'Pau
!lingon patrols to rescue the two scientists. to get close enough to beam to the surface.
Nou'll also need to plant charges to destroy /imply stay close enough to the T'Pau to
the superweapons* which are easy to spot help it repel three separate assaults from
because they look like giant missiles. the "orn.
/tarfleet will ask you to download data ?ith the path clear* you'll beam down to
from a computer core in the final room the planet surface yourself. Defeat enemies
before making your way back through the near the medical facility to allow the other
map to your starting point. /eeral groups /tarfleet personnel to do their @obs.
of !lingons will spawn on your return
@ourney.
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;eturn to your ship and warp to the !lingon boarding parties hae beaten
Trimble system. Nou'll be asked to locate you there* and you need to defeat some of
the U././. 3agle and approach it* then the toughest groups of ground-based
defeat seeral !lingon ships menacing it. enemies you hae seen to this point.
;emember that you can direct your away
/ince the !lingons hae already boarded team's fire on a single target if necessary*
the 3agle* you'll hae to lead your away and don't hesitate to use the pause feature
team onboard to rescue it. !lingon to regroup and issue indiidual commands.
aptain is leading the attackers* and 3entually you will find the ship's captain*
though he'll be tougher than most ground who informs you that Paris has already
enemies you'e faced thus far* he shouldn't been captured.
need any special tactics to defeat.
5eam back to your ship to gie chase.
The kidnappers' ship has three 5irds of Prey
as escorts. Defeating them allows you to
"ier$ dmiral Ouinn warp to sector space* where you must
?here$ Bromi /ector* Pi anus /ector trael to the "ateway /ystem L which
5lock happily is @ust a short distance away.
;ewards$ 7)6 /kill Points* (:) 5ridge
0fficer Points* ,)4 /tarfleet Aerits* hoice In the "ateway /ystem* the !lingons
of ;are Ak. III ground weapons also hae set up a welcoming committee.
another ,7( /kill Points* (71 5ridge 0fficer Defeat three more 5irds of Prey and one
Points and (11 /tarfleet Aerits for larger ship to be able to beam down to the
completing all parts of the mission surface of the nearby planet.
This is a lengthy 3pisode that follows up 5'9at has taken Paris ahead and left
on some preious storyline threads and eight patrols to slow down your pursuit. The
features appearances from some true sci-fi path is simple to follow and the enemies
icons. It begins when you are asked to are mostly ?arriors* which should be no
defend the U././. !irk* where Airal Paris is problem for you or your 5ridge 0fficers.
stationed* from a !lingon attack. Defeating !lingon 0fficer is the last foe before you
four enemy ships allows you to beam find the portal to the "uardian of <oreer* a
aboard the !irk. character who should be familiar to anyone
who's a fan of the /T0 source material.
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/peak to the "uardian* who will open up Doing enough damage to the younger
a portal that will return you to your ship... 5'9at will get him to talk* fingering his
but in the year ,,4). Upon arriing in the future self as the real illain and wishing
past* you will help the U././. 3nterprise you luck in defeating him. Be'll beam out*
#yes* that 3nterprise& fight off 5'9at's ship* and you can use the console behind him to
the ?orig* and two D4 5attlecruisers. deactiate the force field in the main
Damaging the ?orig sufficiently will cause hallway.
5'9at to warp away* and /pock will thank
you for your assistance. Cot far from there you will encounter
Aaster 5'9at* who is surprisingly easy to
?arp away to follow the ?orig* who beat considering his large role in the story
has another D4 to help slow you down. thus far. Defeat him and use the console to
5'9at will actiate his cloaking deice* but free Paris.
Paris' communicator leaes a trail you can
follow. 5eam back to your ship and destroy the
?orig. It's abandoned now* so simply lock
That trail will lead you into an ambush all weapons on it and fire until it e=plodes.
by yet another D4 and set up a tough 0ne final warp will return you to the
battle. If you can* ignore the D4 and focus "ateway /ystem.
your fire on the ?orig* because damaging
its hull to a certain point will allow you to 0ne final space battle awaits* but /pock
progress the mission whether its escort ship and the 3nterprise will return the faor from
is destroyed or not. earlier and come to your aid. portal will
open up nearby that will return you to the
0nce you beam aboard the ?orig* present. Talk to the "uardian one last time*
you'll detect Paris' signal coming from the then hail /tarfleet to receie your rewards.
mess hall. <ight your way down the main dmiral Ouinn will warn you about a isit
hallway until you find the path blocked by a from the Department of Temporal
force field. There's a second path to the Inestigations thanks to your @aunt through
east guarded by 5'9ats personal guards. time.
5eat both of them to find a much younger
5'9at L the one from that time L waiting for
you.
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0nce the minimum number of players is Unlike PP Hones* ?ar ones hae no
queued up* a menu will pop up that shows queues and you neer know how many
the map being used and the number of other players you'll find inside. They reset
players on each side. Bit the 3ngage button seeral minutes after completion* and a
to enter* as you will time out after about a timer tells you how long it will be until the
minute. reset takes place.
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The Unofficial Star Trek Online Federation Guide
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The Unofficial Star Trek Online Federation Guide
0fficer's set of skills is good e=cept in one /ince the storyline missions aren't
area* and it's faster than spending time to currently replayable* e=ploration missions
train and leel up a replacement from are the only P3 method of grinding for
scratch. your <ederation character. nd since you
don't earn energy credits for doing them*
<inally* you need Aerits to promote 5adges of 3=ploration are a nice
5ridge 0fficers to the ne=t rank. This can be consolation priHe.
done at any time from the 0fficer's status
screen proided he or she has earned Nou can use the 5adges to requisition
enough skill points and you hae enough ship weapons and consoles* including some
Aerits. that are difficult to find in other ways and
would cost tons of energy credits een if
It costs 7)) /tarfleet Aerits to promote a you did. 5etter gear can be obtained from
5ridge 0fficer from 3nsign to >ieutenant* completing missions in more challenging
2)) to promote from >ieutenant to >t. areas of une=plored space* as listed below$
ommander* and so on.
• Ak. II gear needs 5adges of
3=ploration* (st 0rder* earned by
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The Unofficial Star Trek Online Federation Guide
Who What
In @ust about eery mission* whether in
3nsign 0lesre Ak. II* I9 and 9I space or on the ground* you can scan for
ship weapons
and locate anomalies of arious kinds.
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The Unofficial Star Trek Online Federation Guide
>arge Power ell lien rtifact =,* ;adiation /ample =,* Cone
Aineral /ample =,* Aedium /hield harge
=(
Personal /hield ;adiation /ample =1* lien rtifact =1* Increased shield
Ak. II Aineral /ample =1* ntimatter /ample =,* hit points
5iological /ample =,* Unknown lloy =,*
Personal /hield Ak. II =(
Personal /hield Unknown lloy =2* ntimatter /ample =2* M7() percent
Ak. II 5iological /ample =2* ;adiation /ample =(* shield
lien rtifact =(* Aineral /ample =(* regeneration
Personal /hield Ak. II =(
Disruptor 5olt Unknown lloy =2* ntimatter /ample =2* hance of bonus
Dual Pistol L 5iological /ample =2* ;adiation /ample =(* Physical DoT
/weep Ak. II lien rtifact =(* Aineral /ample =(*
Disruptor Dual Pistols Ak. II =(
Phaser 5eam ;adiation /ample =1* lien rtifact =1* M ).( accuracy
rray Ak. II Aineral /ample =1* ntimatter /ample =,*
5iological /ample =,* Unknown lloy =,*
Phaser 5eam rray Ak. II =(
Phaser 5eam ;adiation /ample =1* lien rtifact =1* M,) critical
rray Ak. II Aineral /ample =1* ntimatter /ample =,* seerity
5iological /ample =,* Unknown lloy =,*
Phaser 5eam rray Ak. II =(
Phaser 5eam ;adiation /ample =1* lien rtifact =1* M,K critical
rray Ak. II Aineral /ample =1* ntimatter /ample =,* chance
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The Unofficial Star Trek Online Federation Guide
Photon Torpedo Unknown lloy =6* ntimatter /ample =6* M).( accuracy
>auncher Ak. II 5iological /ample =6* ;adiation /ample =1*
lien rtifact =1* Aineral /ample =1* Photon
Torpedo >auncher Ak. II =(
Photon Torpedo Unknown lloy =4* lien rtifact =4* M,) critical
>auncher Ak. II ntimatter /ample =4* ;adiation /ample =4* seerity
5iological /ample =4* Aineral /ample =4*
Photon Torpedo >auncher Ak. II =(
Photon Torpedo Unknown lloy =2* ntimatter /ample =2* M,K critical
>auncher Ak. II 5iological /ample =2* ;adiation /ample =(* chance
lien rtifact =(* Aineral /ample =(* Photon
Torpedo >auncher Ak. II =(
3ngineering !it L Unknown lloy =4* lien rtifact =4* "rants both
5asic 3=plosies ntimatter /ample =4* ;adiation /ample =4* Transphasic
Ak. II 5iological /ample =4* Aineral /ample =4* 5omb I and
3ngineering !it L hroniton Aine 5arrier hroniton Aine
/tandard Issue =( 5arrier I abilities
/cience !it L Unknown lloy =4* lien rtifact =4* "rants both
Aedic Ak. II ntimatter /ample =4* ;adiation /ample =4* 9ascular
5iological /ample =4* Aineral /ample =4* ;egenerator I
/cience !it L Aedical Tricorder /tandard and Aedical
Issue =( Tricorder I
abilities
Tactical !it L Unknown lloy =6* ntimatter /ample =6* "rants both
5asic "renades 5iological /ample =6* ;adiation /ample =1* /moke "renade
Ak. II lien rtifact =1* Aineral /ample =1* Tactical I and Photon
!it L Photon "renade /tandard Issue =( "renade I
abilities
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