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Third Time’s the Charm is a one-objective mission in Star Trek Fleet Command that comes down to a single fight: defeat The Commander in the Neo’Tek system. Warp to complete is 160, so this is a deep run rather than a quick detour from home space. The payout is 4,400,000 Dilithium and 300 Ship XP for that one kill.

Third Time’s the Charm objectives

The mission has a single objective and no choice split, so there is no branch to plan around:

  • Defeat “The Commander” in Neo’Tek. The target sits at roughly 1,075,836 strength.

Everything rests on that one kill. Nothing in the mission carries partial credit, so a loss means repairing and making the trip out again. Line up the fight first and treat the travel as the easy half.

A single objective also means a single point of failure. There is no gathering step, no survey stop, and no second location to reach, so preparation comes down entirely to the ship you bring and the state it arrives in.

Wo und welcher Warp

Neo’Tek is both the pickup point and the finish line. Warp to start is 160 and warp to complete is 160, so once you can reach the system you can see the mission through in the same trip. There is no second hop to another system, no escort leg, and no delivery run back.

Warp 160 is the real gate. If your warp range falls short, the mission stays out of reach until warp research and your ship’s warp capacity are high enough to make the jump. Players who are already operating that far out will find this one sitting in familiar territory; anyone still working closer to home should treat it as a target for later rather than a mission to chase now.

Third Time’s the Charm rewards

Completing the mission pays 4,400,000 Dilithium and 300 Ship XP.

The Dilithium is the whole reason to run it. Getting that much from a single fight is worth building a trip around, particularly if you are saving toward Dilithium-gated upgrades. The Ship XP is a small extra and will not move your build plans on its own.

Set against the effort, one jump and one fight, the return holds up well for a mission this short.

Tips

Check your ship’s power against roughly 1,075,836 before you set off. That figure is the mission in one number, and a comfortable margin beats a close match, because losing costs you repair time and a second trip out.

Repair to full before you jump. Neo’Tek sits far enough out that limping home and coming back burns more time than the fight itself.

Fold the trip into other work in that part of the map. The mission opens and closes in the same system, so it slots neatly into a wider run instead of needing a dedicated round trip.

Nothing here asks you to race a clock, so send whichever ship is most likely to win rather than the one that arrives soonest.

Don’t park in the system longer than the fight needs. Deep systems draw other players, and a ship sitting idle out there is easy to spot.