v2.42.1
Away Teams: sending spare officers on assignments instead of benching them
Away Teams: sending spare officers on assignments instead of benching them
EARLY GAME 3 min read
01 WHO THIS IS FOR

You're Ops 8 or higher and you've got officers sitting unused because they're not currently crewing a ship. Away Teams give those spare officers something to do: special assignments across the galaxy that pay out rewards on completion, separate from anything your active fleet is doing. It's a way to keep every officer in your roster contributing, not just the ones you've assigned to ships.

02 UNLOCKING AWAY TEAMS

Getting Away Teams running takes two steps: unlock the "Shuttle Bay" node in the Station Research Tree, then build the Shuttle Bay itself in the top-right section of your station interior. Neither step is optional -- the research node gates whether you can build it at all, and the building is what actually lets you launch assignments.

03 ASSIGNMENT RARITIES AND COSTS

Assignments come in four rarities -- Common, Uncommon, Rare, and Epic -- and rarity tracks directly with reward quality. Common and Uncommon assignments are free to start, so there's no reason to leave them sitting unclaimed. Rare and Epic assignments require a cost to begin, which is the tradeoff for the better payout.

04 HOW SUCCESS AND CRITICAL CHANCE WORK

Each assignment needs between one and three officers, and two numbers determine what you get back: Chance of Success, your probability of completing the mission at all, and Critical Bonus, your chance of landing enhanced rewards on top of the normal payout. Push your success rate over 100% and a multiplier applies to the whole reward -- so stacking success chance past the minimum isn't wasted, it keeps paying off.

05 DURATION AND REFRESHING

Assignment length varies from a few hours to several days, and you can shorten that with Assignment Speedups if you're in a hurry. One thing worth flagging for new players: any officer sent on an assignment is unavailable for anything else -- ships, other assignments -- until it completes, so don't send your only healer or your best PvP crew member off on a multi-day mission you'll need them back from sooner. The assignment board itself refreshes automatically every 12 hours, or you can force a refresh early with an Assignment Refresh Token -- though a token only replaces open slots, not an assignment you've already got in progress.

An in-progress assignment showing its duration and strength filter, with the manual refresh button highlighted.
An in-progress assignment showing its duration and strength filter, with the manual refresh button highlighted.
06 THE AWAY TEAMS RESEARCH TREE

Away Teams has its own dedicated research tree alongside Combat, Station, and Galaxy -- 48 nodes deep, unlocked using Service Awards and Merits of Honor, both of which you earn by completing assignments. Investing in this tree is what actually improves the loop over time: better rewards, faster assignments, higher success rates. It's easy to overlook since it sits in its own tab, but it's the main lever for making Away Teams worth running as your officer roster grows.

The four research trees -- Combat, Station, Galaxy, and Away Teams -- each upgraded independently.
The four research trees -- Combat, Station, Galaxy, and Away Teams -- each upgraded independently.
07 OFFICER TRAITS AND MATCHING THE RIGHT CREW

Officer Traits are what actually move your success and critical chance on a given assignment, and how many an officer has scales with rarity: Common officers carry zero traits, Uncommon one, Rare two, and Epic three. Traits themselves level up using Trait XP (also earned from completing assignments), and you have to fully max one trait before the next one unlocks -- Tier 1 traits cap at level 3, Tier 2 at level 4, and Tier 3 at level 9. When you're picking a crew for an assignment, each officer's card shows 1-4 dots indicating whether they carry traits useful for that specific mission, and dots light up when a trait matches the assignment's Critical Traits. If two officers on the same team share an identical trait, only the highest-ranked version of it counts toward your Critical Hit Chance -- stacking duplicates doesn't stack the bonus.

Sourced from the official Star Trek Fleet Command source, rewritten for stfc.club. Numbers and dates are verified against the source; explanations and framing are our own.