Leaders and Generals, the Command Officer is trained to improve the effectiveness and coordination of those under their command.
The Command Officer Specialization is a Primary Captain Specialization released with 5 Year Anniversary Event. It builds upon the concept of coordination and communication, both in space and on the ground. Players trained in this specialization will gain access to abilities that allow their entire teams to exceed previous limitations and perform more effectively as a unit.
Command Officer
Space Skill & Ground Skill
While the Command Officer specialization is active, you will gain a 5% increase to Maximum Hitpoints and Maximum Hull Capacity.
This bonus increases by a small amount for each point spent in the Specialization.
(You must have at least 1 point spent in this Specialization to gain this bonus.)
Scaling bonus:
- +5% base +0.33% Maximum Hull Capacity per point spent (maximum of 15%)
- +5% base +0.33% Maximum Health Chance per point spent (maximum of 15%)
Tiers Overview[]
Available by default.
Title | Details | |
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Forward March | Ground Skill
Increase Running Speed while Sprinting for you and all nearby teammates.
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Communal Targeting | Ground Skill
Increase Expose Chance for you and all nearby teammates, allowing your team to more frequently create tactical openings.
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Lingering Exposure | Ground Skill
Increase Expose Duration for you and all nearby teammates, allowing your team additional time to react to these openings.
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Peripheral Coordination | Ground Skill
Damage dealt from flanking angles deals less damage than normal for you and all nearby teammates.
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True Aim | Ground Skill
Increased Exploit Damage for you and all nearby teammates, causing you to all deal more collective damage to susceptible enemies.
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Scan for Weaknesses I | Space Skill
Your energy weapons gain a chance to Expose enemy targets. Your Torpedo weapons will deal a penetrate the damage resistance of enemies that are Exposed by this ability.
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Scan for Weaknesses II | Space Skill
Your energy weapons gain a chance to Expose enemy targets. Your Torpedo weapons will deal a penetrate the damage resistance of enemies that are Exposed by this ability.
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Tachyon Charges | Space Skill
Your Exploit Torpedo attacks will apply an instant drain to the nearest facing of any Exposed targets' shields, in addition to their increased damage.
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Violent Detonation I | Space Skill
Make the most of the openings created by Expose Weakness. Your Torpedo Exploits now ignore a greater amount of an Exposed foe's damage resistance.
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Violent Detonation II | Space Skill
Make the most of the openings created by Expose Weakness. Your Torpedo Exploits now ignore a greater amount of an Exposed foe's damage resistance.
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Unlocks after choosing 5 abilities from this specialization.
Store Unlock:
- 8 points spent - unlock:
- Ability to purchase Common Command Kit Modules I from the Dilithium Store
Officer Training R&D School Unlock:
- 10 points spent - unlock:
- Ability to craft Command Specialization Qualification for Bridge Officers
Title | Details | |
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Superfluous Emitters | Space Skill & Ground Skill
By redirecting energy from monitoring teammates that are not damaged, you can increase the output of your weapons. For each teammate that is near full health (or full hull capacity in space), you will receive a damage bonus.
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Energy Signature Flux | Space Skill
Any incoming shield healing will grant you a short burst of defense bonus, making you more difficult to hit. Max once per 30 seconds.
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Restoration Harmonics | Space Skill
You and all nearby teammates receive additional hull restoration from all friendly sources.
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Lifesign Flux | Ground Skill
Any incoming shield healing will grant you a short burst of dodge bonus, making you more difficult to hit. Max once per 30 seconds.
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Restoration Synergy | Ground Skill
You and all nearby teammates receive additional health restoration from all friendly sources.
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Unlocks after choosing 10 abilities from this specialization.
Store Unlock:
- 13 points spent - unlock:
- Ability to purchase Uncommon Command Kit Modules II from the Dilithium Store
Starship Trait Unlock:
- 15 points spent - unlock:
- Command Frequency (“Low Health” requirement removed from Fleet Support; cooldown reduced by 5 min)
Title | Details | |
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Resilient Expose I | Ground Skill
Using an Exploit Attack on a foe that is currently Exposed gains a chance to re-apply the Expose effect, allowing additional Exploits to be used. (Cannot refresh Expose effects applied by this Specialization Ability)
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Resilient Expose II | Ground Skill
Using an Exploit Attack on a foe that is currently Exposed gains a chance to re-apply the Expose effect, allowing additional Exploits to be used. (Cannot refresh Expose effects applied by this Specialization Ability)
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Under the Radar I | Ground Skill
While attacking from behind your foe, all weapon strikes gain a chance to Expose. If the weapon already had a chance to Expose, this bonus grants a second chance to Expose per shot. (Only works with weapons, not abilities or martial arts)
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Under the Radar II | Ground Skill
While attacking from behind your foe, all weapon strikes gain a chance to Expose. If the weapon already had a chance to Expose, this bonus grants a second chance to Expose per shot. (Only works with weapons, not abilities or martial arts)
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Victory Cry | Ground Skill
Any time a foe is successfully vaporized within 20m of you, it will trigger a heal for all teammates within 50m. (Use an Exploit attack to defeat an Exposed for in order to vaporize them.)
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Achilles' Heel I | Space Skill
Landing a Critical Hit on a foe will temporarily expose them to additional damage, weakening their resistances. This effect may only trigger once per 30 seconds max, but is guaranteed to apply on your next Critical Hit after this lockout period expires.
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Achilles' Heel II | Space Skill
Landing a Critical Hit on a foe will temporarily expose them to additional damage, weakening their resistances. This effect may only trigger once per 30 seconds max, but is guaranteed to apply on your next Critical Hit after this lockout period expires.
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Achilles' Heel III | Space Skill
Landing a Critical Hit on a foe will temporarily expose them to additional damage, weakening their resistances. This effect may only trigger once per 30 seconds max, but is guaranteed to apply on your next Critical Hit after this lockout period expires.
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Debilitating Weakness I | Space Skill
Weaken foes afflicted by your Achilles' Heel debuff, reducing the strength of their outgoing damage.
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Debilitating Weakness II | Space Skill
Weaken foes afflicted by your Achilles' Heel debuff, reducing the strength of their outgoing damage.
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Unlocks after choosing 15 abilities from this specialization.
Store Unlock:
- 18 points spent - unlock:
- Ability to purchase Rare Command Kit Modules III from the Dilithium Store
- 27 points spent - unlock:
- Ability to purchase Very Rare Command Kit Modules IV from the Dilithium Store
Officer Training R&D School Unlock:
- 22 points spent - unlock:
- Ability to craft Command Specialization Rank III Training Manuals for Bridge Officers
Starship Trait Unlock:
- 30 points spent - unlock:
- Improved Command Frequency (“Low Health” requirement removed from Fleet Support; cooldown reduced by 10 min)
Title | Details | |
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Extrovert | Space Skill & Ground Skill
You thrive in the company of other captains, learning from their actions and gaining additional experience simply by being teamed with them. This bonus grows larger for each player (not Bridge Officer) currently on your team.
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Boost Morale I "Active" |
Space Skill
An inspirational burst of motivation grants you and all teammates an ongoing removal of all forms of Debuffs and Control effects for a short duration.
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Boost Morale II "Active" |
Space Skill
An inspirational burst of motivation grants you and all teammates an ongoing removal of all forms of Debuffs and Control effects for a short duration.
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Revitalize I "Active" |
Ground Skill
An inspirational burst of motivation grants you and all teammates an ongoing removal of all forms of Debuffs and Control effects for a short duration.
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Revitalize II "Active" |
Ground Skill
An inspirational burst of motivation grants you and all teammates an ongoing removal of all forms of Debuffs and Control effects for a short duration.
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Command Specialists[]
Any Tactical, Engineering or Science Bridge Officer can be trained in Command specialization by using the [Specialization Qualification - Command]. Said item is unlocked for crafting in the Officer Training R&D School once 10 points have been spent in Command Specialization, or may be purchased from the Exchange.
Common Command Specialist Bridge Officers can also be purchased from Bridge Officer Requisition Officer for a modest dilithium fee.
Bridge Officer Abilities[]
Command Officers represent leaders, tacticians and strategists – officers that take command of the battlefield and coordinate efforts to outmaneuver their enemies. They may also be called on to make difficult decisions in the heat of the moment, accepting the costs that come with waging war.
Space Abilities[]
Ambush Point Marker | |
Cannot be used while in Combat. Place an Ambush Marker at your current location, which will grant a high Stealth value to all nearby allies. If any Foe is drawn to the location, the Ambush triggers, granting all nearby allies a large Damage Bonus and summoning additional Attack Craft to pummel the unsuspecting enemy. | |
Call Emergency Artillery | |
Use this ability to summon a set of three Attack Craft that are equipped with heavy-hitting kinetic mortar barrages. These ships will warp in at your current location and follow a trajectory toward your targeted foe, dealing periodic kinetic damage to any foes along that path before warping out again. | |
Concentrate Firepower | |
Mark a targeted foe, to coordinate your allies’ weapon fire. All torpedo attacks made against the marked foe deal additional Kinetic damage that bypasses shields. Striking the marked target also has a chance of granting a free High Yield Torpedo I mode to the attacking ally. | |
Needs of the Many | |
Your current Shield Capacity is instantly set to zero. All teammates will, in return, gain an amount of Secondary Shielding that scales proportionately to the percentage of shields that were sacrificed. | |
Overwhelm Emitters | |
Mark a targeted foe, to coordinate your allies’ weapon fire. All energy weapon attacks made against the marked foe will drain additional shields, and restore a small amount of shields to the ally that fired upon them. | |
Phalanx Formation | |
By following a series of markers that will be created relative to your current location, you, and all allies that follow, will gain increasingly impressive offensive bonuses to aid you in combat. Each of the three markers successfully navigated grants larger boosts, and all of them stack with one another. | |
Rally Point Marker | |
Place a holographic marker near the targeted foe’s location. Any allies (or self) that enter the designated Rally Point will instantly have a large portion of their Hull and Shields restored. Each ally may only benefit from a single Rally Point once. | |
Reroute Power from Life Support | |
While active, all four ship subsystems will gradually gain additional current power, and you will be immune to all effects that would knock subsystems offline. However, the cooldown of all abilities will suffer greater and greater penalties the longer this ability remains active. It can be turned off at will. Only for use in the most dire of circumstances. | |
Subspace Interception | |
Instantly rescue a nearby allied starship from imminent defeat. Activate this ability to initiate a quick warp jump to the nearest ally that is below 50% hull, and render them untargetable for a short period of time. This ability may only be activated if a nearby ally will be saved by it. | |
Suppression Barrage | |
Enhance your weapons to pass a debilitating effect on to any foe you fire upon. Enemies that are Suppressed will have their Movement and Damage reduced, while also becoming incapable of targeting any Torpedoes, Mines or Fighters that are allied with the user of Suppression Barrage. |
Ground Abilities[]
Coordinate Bombing Strike | |
Create a series of spatial charges in a straight line between you and your foe. After a short delay, they will detonate sequentially, dealing moderate kinetic damage to any foes in the blast zone. | |
Delegated Devastation | |
You grant your entire team a Damage Bonus with energy weapons, at the cost of setting your own weapons Offline for several seconds. | |
Hammer and Anvil | |
Issue a team-wide offensive command to crush the enemy from both sides. Allies that strike any enemy from behind will gain a substantial bonus to their Flanking Damage, while those that strike an enemy’s front will receive increased Damage Resistance. | |
Overwhelm Shields | |
Mark a targeted foe, to coordinate your allies’ weapon fire. All energy weapon attacks made against the marked foe will drain additional shields, and restore a small amount of shields to the ally that fired upon them. | |
Return Fire | |
Instantly remove a portion of any remaining cooldowns on all teammates, while also granting a small Damage Boost. The severity of both of these effects is higher, the more dire the situation is for each teammate – the lower their current Health, the higher the benefit they gain. | |
Sanctuary | |
Create a perfect respite on the battlefield, for a short amount of time. While within the Sanctuary Field, you gain perfect Stealth and a Heal-Over-Time effect. However, all abilities are Disabled and your Run Speed is decreased. The field is large enough for allies to gain these same benefits if they are very close to your position. | |
Shock and Awe | |
Mark a targeted foe, to coordinate your allies’ weapon fire. While marked, the Damage Resistance of the foe is reduced. If sufficient damage is dealt while the mark is active, the target will become Disabled and incapable of acting. | |
Strategic Analysis | |
Requires Combat. Grants a team-wide Damage Bonus and Damage Resistance increase that continues to increase the longer the Command Officer remains in combat. Higher ranks of this ability do not scale faster, but have longer maximum durations, and therefore higher maximum boosts. The effect ends immediately if combat ends. | |
Take Cover | |
Issue a team-wide command to Crouch. Any teammate that follows your orders will gain a large Damage Resistance boost as well as Immunity to all Control Effects and a Heal-Over-Time. Those that do not Crouch will only receive Damage Resistance. | |
Timely Intervention | |
Instantly rescue a nearby teammate from imminent defeat. Activate this ability to initiate a site-to-site transport to the nearest ally that is below 50% health, and render them untargetable for a short period of time. This ability may only be activated if a nearby ally will be saved by it. (Note: Ally becomes invalid target for this ability for a period of time after being saved by it, preventing chain-immunity.) |
Command Starships[]
The following playable starships can be classified as Command Starships:
Inspiration[]
All Command starships feature a built-in Inspiration mechanic.
When the Command ship or any teammate activates any Bridge Officer ability, all Command Ships on the team will receive a small amount of the Inspiration resource. Command Bridge Officer abilities generate additional Inspiration. Once a Command ship's Inspiration meter is full, they can use one of three powerful abilities that can turn the tide of battle:
While active, you and your team mates will gain a substantial bonus to damage as well as a massive reduction in weapon power cost.
When activated, all of your team's Bridge Officer abilities will receive a massive reduction in remaining recharge time. This will cause most abilities to immediately fully recharge or very nearly fully recharge.
While active, you and your team mates will regenerate hull hit points very quickly and have their damage resistances increased substantially.
Hybrid Seating[]
All Command Starships feature a Commander Command Bridge Officer seat. Some of these ships feature an additional, lower ranking Command BOff seating.
Other playable ships with Command BOff seat[]
A large number of playable Tier 6 starships come with either an Ensign, Lieutenant or Lieutenant Commander Command BOff seating. However, these ships lack the built-in Inspiration abilities, and are thus not considered to be Command Starships.
Captain Specializations | |
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Primary & Secondary | Secondary |
Command Officer • Intelligence Officer • Miracle Worker • Pilot • Temporal Operative | Constable • Commando • Strategist |