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Archive: The Riker Maneuver

Archive: The Riker Maneuver is a level 17 story mission in Star Trek Fleet Command that pulls Commander Riker into a simulation staged by a self-appointed “God of games.” You pick it up at warp 1 and finish it 13 warp from home, after a Klingon fight in Vindemiatrix and a 1,600 Dilithium donation. The reward that matters is a William T. Riker shard.

Archive: The Riker Maneuver objectives

Seven objectives in a fixed order. There is no choice split, so the mission runs the same way for every player.

  • Investigate the disturbance in Bharani.
  • Find the “God of games” in Coridan.
  • Defeat 10 hostiles of level 16 or higher.
  • Track down Riker in Vindemiatrix.
  • Defeat the Klingons in Vindemiatrix. The target sits at roughly 16,758 strength.
  • Donate 1,600 Dilithium to power the warp drive.
  • End the simulation.

Only two of the seven steps involve combat, and only one of those is a fixed target. The rest is travel, a resource donation, and story beats you clear by arriving in the right system.

Where and what warp

Recommended level is 17, and the mission opens at warp 1, so you can accept it from close to home. Finishing it is the harder ask. Bharani, Coridan and Vindemiatrix spread the objectives across a wide stretch of space, and the run tops out at warp 13. Check your ship’s warp range before you accept, because the later systems are where players stall out and leave the mission sitting in the log for weeks.

Vindemiatrix carries two of the objectives, so the trip out there does double duty. Plan the route so you arrive once and clear both rather than warping back and forth.

Archive: The Riker Maneuver rewards

Four rewards drop when you finish.

Reward Amount
William T. Riker shards 1
Premium Recruit Token 300
Tritanium 6,000
15 Minute Repair Speed Up 20

The Riker shard is the draw. 300 Premium Recruit Tokens is a real chunk of pull currency at this stage of the game, and 20 repair speedups go a long way while you are still running one good ship and cannot afford to sit in dock.

Tips

Stockpile the Dilithium before you start. The 1,600 Dilithium donation lands late, after the Klingon fight, and at level 17 that is not pocket change. Mining it mid-mission costs more time than every other objective put together, so bank it first and the whole thing runs in one sitting.

The Klingon target at Vindemiatrix is the only real combat gate, at roughly 16,758 strength. Bring a ship that clears that comfortably rather than one that scrapes past it. Repair before you warp out, since the speedup rewards only arrive once the mission is finished and will not help you mid-run.

The step that asks for 10 hostiles of level 16 or higher has no assigned system, so it counts wherever you already grind. Clear it during your normal hostile farming before you commit to the long warp out, and you save yourself a round trip.

Warp 13 is the gate on this one. If your ship cannot reach it yet, the mission still sits in your log and the Riker shard is not going anywhere, so work the warp research and come back rather than burning speedups trying to force it early.