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Combat Training 16: Rookie asks for two hostile kills at level 16 or above, and that is the entire mission. Warp 1 gets you there and warp 1 finishes it, so no travel planning is involved. The payout is 1,600 Dilithium plus a Zahra officer shard, and clearing it opens the next rung of the Combat Training ladder.

Combat Training 16: Rookie objectives

One objective, one line:

  • Defeat 2 hostiles of level 16 or higher.

The phrase “or higher” is doing real work here. Any hostile above level 16 counts toward the pair, so hunting down exact level 16 spawns wastes time. Whatever grade you already farm ticks the counter as long as it clears that floor. No system is tied to the objective, the mission never branches, and no dialogue choice changes what you do or what you get.

The story framing is a skills test against escalating grades of hostile enemies. Rookie at 16 is one step on that ladder and measures exactly one thing: whether your current ship and crew can take two fights at that grade without needing a repair.

Wo und welcher Warp

Both ends sit at warp 1, the smallest number the game asks for. No warp research and no range upgrade gates this mission, which puts it inside reach of a station that has barely moved off the starting systems.

It also runs as an auto link continuation, so it arrives from the part before it rather than waiting on a mission giver somewhere. Combat Training 15: Veteran comes immediately before it, and Combat Training 16: Soldier follows. It is flagged as a neutral mission too, meaning your Federation, Klingonisch and Romulan standing stay exactly where they were regardless of whose space you fight in.

Because nothing pins the objective to a location, convenience picks the spot. Any system carrying level 16 or higher spawns works, and staying close to home keeps the trip back short if a fight goes badly.

Combat Training 16: Rookie rewards

Belohnung Amount
Dilithium 1,600
Zahra shard 1

The Dilithium is the half you will spend soonest. Officer promotion runs on it, and at this stage of the game it tends to be the resource that stalls progress first, so 1,600 for two low-warp kills reads well.

The Zahra shard is the slower payoff. A single shard on its own unlocks nothing, but shards only ever arrive a few at a time, and free mission drops like this are one of the steadier sources. Working through the Combat Training chain in order is how those singles accumulate into an officer you can actually put on a bridge.

Completing the mission also opens the next part of the chain, which is the practical reason to clear it rather than let it sit in your log.

Tips

Bring a ship that beats a level 16 hostile with room to spare rather than one that scrapes through. Two kills means two chances to take hull damage, and a repair timer costs more time than the mission earns back.

Since anything above level 16 counts, the quickest approach is usually to keep grinding whatever tier you were already working. Players well past this point clear the objective during an ordinary resource run without switching targets, which makes it a free payout attached to work already underway.

Beyond that there is nothing to set up. No donations, no stockpile, no warp research, no flight time. The mission does not expire and the rewards do not shrink, so if two fights at that grade feels tight right now, upgrade first and come back to it later.