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Specialization: Command Officer

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Large and magnificent, Command starships are designed to act as mobile command centers.
The Command Officer tree.

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.

Specialization Command Officer icon.png
Common icon.png

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:

  • QueueSpace.png +5% base +0.33% Maximum Hull Capacity per point spent (maximum of 15%)
  • QueueGround.png +5% base +0.33% Maximum Health Chance per point spent (maximum of 15%)

Tiers Overview[edit | edit source]

Available by default.


  Title Details
Spec cmd t1 forward march icon.png Forward March Ground Skill

Increase Running Speed while Sprinting for you and all nearby teammates.
Stacks with other Command Officers in Team, up to 5 stacks

  • 5% Increased Sprint Speed
Spec cmd t1 communal targeting icon.png Communal Targeting Ground Skill

Increase Expose Chance for you and all nearby teammates, allowing your team to more frequently create tactical openings.
Stacks with other Command Officers in Team, up to 5 stacks

  • +2% Expose Chance to Team
Spec cmd t1 lingering exposure icon.png Lingering Exposure Ground Skill

Increase Expose Duration for you and all nearby teammates, allowing your team additional time to react to these openings.
Stacks with other Command Officers in Team, up to 5 stacks

  • +2 sec Duration for Expose Effects inflicted by Team
Spec cmd t1 peripheral coordination icon.png Peripheral Coordination Ground Skill

Damage dealt from flanking angles deals less damage than normal for you and all nearby teammates.
Stacks with other Command Officers in Team, up to 5 stacks

  • Incoming Flanking Damage Reduced by 7.5% for Team
Spec cmd t1 true aim icon.png True Aim Ground Skill

Increased Exploit Damage for you and all nearby teammates, causing you to all deal more collective damage to susceptible enemies.
Stacks with other Command Officers in Team, up to 5 stacks

  • +20% Exploit Damage to Team
Spec cmd t1 scan for weaknesses icon.png 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.

  • 1% chance: Expose Target to Torpedo Exploits
  • Torpedo Exploits gain +50 Armor Penetration
Spec cmd t1 scan for weaknesses2 icon.png 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.

  • 2% chance: Expose Target to Torpedo Exploits
  • Torpedo Exploits gain +50 Armor Penetration
Spec cmd t1 tachyon charges icon.png 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.

  • -1200 Shield Drain on Exposed Targets
Spec cmd t1 violent detonation icon.png 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.

  • Increase Armor Penetration on Torpedo Exploits to +75
Spec cmd t1 violent detonation2 icon.png 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.

  • Increase Armor Penetration on Torpedo Exploits to +100

Unlocks after choosing 5 abilities from this specialization.


Store Unlock:

Officer Training R&D School Unlock:


  Title Details
Spec cmd t2 superfluous emitters icon.png 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.

  • +2% Bonus All Damage per Teammate above 95% Health or Hull Capacity
Spec cmd t2 energy signature flux icon.png 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.

  • +10% Defense for 10 sec
Spec cmd t2 restoration harmonics icon.png Restoration Harmonics Space Skill

You and all nearby teammates receive additional hull restoration from all friendly sources.
Stacks with other Command Officers in Team, up to 5 stacks

  • +5% Hull Healing Received
Spec cmd t2 lifesign flux icon.png 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.

  • +25% Dodge Chance for 10 sec
Spec cmd t2 restoration synergy icon.png Restoration Synergy Ground Skill

You and all nearby teammates receive additional health restoration from all friendly sources.
Stacks with other Command Officers in Team, up to 5 stacks

  • +5% Healing Received

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:


  Title Details
Spec cmd t3 resilient expose icon.png 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)

  • 10% chance: Successful Exploit Attack will instantly refresh Expose instead of consuming it
Spec cmd t3 resilient expose2 icon.png 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)

  • 20% chance: Successful Exploit Attack will instantly refresh Expose instead of consuming it
Spec cmd t3 under the radar icon.png 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)

  • Additional 2.5% Expose Chance while Flanking
Spec cmd t3 under the radar2 icon.png 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)

  • Additional 5% Expose Chance while Flanking
Spec cmd t3 victory cry icon.png 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.)

  • +__ Hitpoints to nearby allies
Spec cmd t3 achilles' heel icon.png 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.

  • While effect is active: Next outgoing Critical Hit will apply -25 All Damage Resistance Rating for 5 sec
Spec cmd t3 achilles' heel2 icon.png 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.

  • While effect is active: Next outgoing Critical Hit will apply -25 All Damage Resistance Rating for 8 sec
Spec cmd t3 achilles' heel3 icon.png 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.

  • While effect is active: Next outgoing Critical Hit will apply -25 All Damage Resistance Rating for 10 sec
Spec cmd t3 debilitating weakness icon.png Debilitating Weakness I Space Skill

Weaken foes afflicted by your Achilles' Heel debuff, reducing the strength of their outgoing damage.

  • -20% Outgoing Damage to Foes hit by your Achilles' Heel Debuff
Spec cmd t3 debilitating weakness2 icon.png Debilitating Weakness II Space Skill

Weaken foes afflicted by your Achilles' Heel debuff, reducing the strength of their outgoing damage.

  • -40% Outgoing Damage to Foes hit by your Achilles' Heel Debuff

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:

Starship Trait Unlock:


  Title Details
Spec cmd t4 extrovert icon.png 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.

  • +2.5% Specialization XP and Starship Mastery XP per Player on Team (10% max)
Spec cmd t4 boost morale icon.png 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.
90 sec Cooldown

  • to Team: Ongoing Removal of all Debuffs and Control Effects for 4 sec
Spec cmd t4 boost morale icon.png 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.
60 sec Cooldown

  • to Team: Ongoing Removal of all Debuffs and Control Effects for 4 sec
Spec cmd t4 revitalize icon.png 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.
90 sec Cooldown

  • to Team: Ongoing Removal of all Debuffs and Control Effects for 4 sec
Spec cmd t4 revitalize icon.png 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.
60 sec Cooldown

  • to Team: Ongoing Removal of all Debuffs and Control Effects for 4 sec

Command Specialists[edit | edit source]

Any Tactical, Engineering or Science Bridge Officer can be trained in Intelligence 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[edit | edit source]

See main article: Bridge officer and kit abilities -> Command 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[edit | edit source]


Ambush Point Marker icon (Federation).png
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 icon (Federation).png
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 icon (Federation).png
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 icon (Federation).png
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 icon (Federation).png
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 icon (Federation).png
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 icon (Federation).png
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 icon (Federation).png
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 icon (Federation).png
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 icon (Federation).png
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[edit | edit source]


Coordinate Bombing Strike icon.png
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 icon (Federation).png
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 icon (Federation).png
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 icon.png
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 icon (Federation).png
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 icon (Federation).png
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 icon (Federation).png
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 icon (Federation).png
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 icon (Federation).png
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 icon (Federation).png
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[edit | edit source]

The following playable starships can be classified as Command Starships:

Inspiration[edit | edit source]

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:

  • Against All Odds icon (Federation).png
    Against All Odds

While active, you and your team mates will gain a substantial bonus to damage as well as a massive reduction in weapon power cost.

  • Battle Preparation icon (Federation).png
    Battle Preparation

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.

  • Turn the Tide icon (Federation).png
    Turn the Tide

While active, you and your team mates will regenerate hull hit points very quickly and have their damage resistances increased substantially.

Hybrid Seating[edit | edit source]

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[edit | edit source]

See main article: List of starships with Command seating

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
Primary & Secondary Secondary
Command OfficerIntelligence OfficerMiracle WorkerPilotTemporal Operative ConstableCommandoStrategist