Combat Training 40: Veteran is a single combat mission in Star Trek Fleet Command with one objective: defeat the hostile captain. The target sits at roughly 2,104,711 strength. The mission picks up at warp 1 and completes at warp 1, so there is no travel to plan and no warp research in the way. Clearing it pays 70,000,000 Dilithium, 1,600 Ultra Recruit Tokens, 15 twelve hour speed ups, and 6 James T. Kirk shards, then opens the next rung of the Combat Training chain.
Combat Training 40: Veteran objectives
One objective, and it is the whole mission:
- Defeat the hostile captain (about 2,104,711 strength).
No system is attached to the objective and there is no travel step, so the fight is the only thing standing between you and the reward. There is no choice split either, which means one path through and one payout. Nothing you pick in dialogue changes the objective or what you collect at the end.
The mission’s own framing is a difficulty test. You are being sent against escalating grades of hostile enemies, and the Veteran tier at 40 is one rung on that ladder. It measures whether your ship and crew can take a fight at that grade rather than telling a story with dialogue and destinations.
Wo und welcher Warp
Both the pickup and the completion sit at warp 1, the lowest the game asks for. Nothing here pushes you out of the space you already work in, and a low warp range does not gate you out of the mission.
What gates you is the 2.1 million strength on the captain. That number is the real entry requirement, and it will not care how far you can fly. If your best combat ship cannot put out that kind of damage and absorb the return fire, the warp 1 pickup is irrelevant.
Combat Training 40: Veteran rewards
| Belohnung | Amount |
|---|---|
| Dilithium | 70,000,000 |
| Ultra Recruit Token | 1,600 |
| 12 Hour Speed Up | 15 |
| James T. Kirk shards | 6 |
The Dilithium is the headline. It is the currency behind officer promotion and a long list of upgrades, and 70 million from a single kill beats almost any rate you get farming it directly.
Ultra Recruit Tokens go toward pulls in the officer recruiting screen, so the 1,600 is crew depth rather than something you spend the same afternoon. The 15 twelve hour speed ups are worth holding for a build or research timer long enough to justify them, not burning on whatever happens to be running.
The 6 James T. Kirk shards matter most to newer commanders still assembling that crew. Kirk is a starting-roster officer, so shards move him up in rank rather than unlocking him from scratch for most players.
Finishing the mission also opens the next part of the Combat Training chain, which is the reason to clear it rather than leave it in your log.
Tips
Bring a ship that beats the captain cleanly, not one that survives the fight. A single kill is a short trip when your loadout is ahead of the target, and a slog when it is not. Repairs after a near miss cost you more time than waiting a few days to come back stronger.
Check your crew before you check your ship. At 2.1 million strength the difference between a mediocre bridge crew and a tuned one is usually larger than the difference between two hulls, especially if you have Offiziere that boost damage on the opening rounds.
There is nothing else to prepare. No donations, no resource stockpile, no warp upgrade, no system to fly to. If your combat setup handles a 2.1 million strength target, the mission is ready for you, and the whole thing is over in one engagement.
If the fight is out of reach right now, leave it. The mission does not expire and the rewards do not shrink. Come back after your next tier of ship upgrades and take it in one pass instead of grinding repairs against it.

