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Who Pan is in Star Trek Fleet Command

Pan is a Rare Engineering officer in Star Trek Fleet Command and one of the stranger members of Khan’s crew. He is an Augment, but not one of the genetic-engineering success stories. Where the rest of Khan’s people came out of the experiments stronger and sharper, Pan came out of them broken.

That backstory shapes how he plays. Pan is a novelty officer rather than a meta pick. His captain ability is a small travel-speed boost, and his officer ability is a built-in drawback that can damage his own ship. If you searched his name hoping for a hidden combat gem, this guide will save you a shard grind.

This guide covers Pan’s place in Star Trek lore, what both of his abilities actually do, where he earns a slot, how the rank-up costs work, and which Offiziere share his synergy.

Pan’s Star Trek background

Pan does not come from any Star Trek series or film. He is a character the game created to fill out Khan’s crew, the group Star Trek Fleet Command calls the Augments.

The Augments themselves are canon Star Trek. In the show’s history, a group of genetically engineered superhumans was created on Earth in the late twentieth century. The most famous of them, Khan Noonien Singh, first appeared in the Original Series episode “Space Seed” and returned as the villain of “Star Trek II: The Wrath of Khan.” Khan and his followers were defeated and placed in cryogenic sleep aboard a sublight ship that drifted for centuries before it was found again.

Star Trek Fleet Command takes that frozen crew and expands it, and Pan is one of the additions. The game’s lore says he was taken from his family as a child and experimented on in the 1990s, like the others, but his body rejected the DNA resequencing. Instead of strength and intelligence, the process left him in a coma. He was kept on life support, frozen alongside Khan, and woke two hundred years later to a universe full of technology he barely understands. The game commits to that idea: Pan is loyal to Khan’s family, but he is clumsy, inexperienced, and known for causing ship failures.

Pan’s role in STFC

Pan is an Engineering-class officer of Rare quality. Officers in Star Trek Fleet Command fall loosely into combat, mining, and utility jobs, and Pan sits in the utility and collection corner well away from the combat one.

He is not a hostile killer, an armada specialist, or a mining booster. His captain ability touches travel speed, and his officer ability is a self-inflicted debuff. The most practical way to think about Pan is as a piece of the Augments group: part of Khan’s crew you recruit to round out that faction rather than to win fights.

Captain ability and officer ability

Captain ability: Getting Up To Speed

When Pan sits in the captain’s chair, his captain ability, Getting Up To Speed, increases the ship’s Impulse Speed. The value is +20% as of the latest game Daten.

Impulse Speed controls how fast a ship moves inside a system, not how fast it warps between systems. A faster impulse speed means less time crossing a system to reach a mining node, a hostile, or a station. It is a quality-of-life boost for a ship that does a lot of repositioning, and it does nothing for combat power. Pan’s captain ability does not scale in a clean, readable way from rank to rank, so treat the +20% as the figure that matters and do not expect promotions to change it much.

Officer ability: Mistakes Were Made

Pan’s officer ability is the part to understand before you put him on a bridge. It is called Mistakes Were Made, and it works against you.

At the start of each combat round, Pan has a chance to apply a Hull Breach to his own ship for three rounds. A Hull Breach is a damage-over-time effect, so this ability actively hurts the ship he is sitting on. The chance that it triggers rises every time you promote him:

Rang Chance to apply Hull Breach
1 25%
2 35%
3 45%
4 55%
5 65%

These values are current as of the latest game data. Read the table the opposite way you would read a normal officer: ranking Pan up makes his officer ability more likely to hurt you, not less. Officer abilities are active whenever an officer sits anywhere on the bridge, so there is no bridge seat where Pan avoids that risk. The only way to use him without it is below deck, where officer abilities do not fire.

Where Pan is useful

Pan has a short list of genuine uses, and all of them sit away from the front line.

The first is collection. Pan is one of the Augment officers, so recruiting him counts toward Augment faction goals and helps complete Khan’s crew for anyone working through that roster.

The second is below-deck duty. An officer placed below deck adds Attack, Defense, and Health to the ship without activating any ability. Below deck is the one spot where Pan’s officer ability cannot fire, so if you need a body down there and have him spare, he is safe to use.

The third is in-system travel. If you want a faster ship for moving around a system while mining or running errands, Pan in the captain’s chair gives you the impulse-speed boost. Treat it as a convenience for a non-combat ship, not a setup to take into a fight.

How to get Pan

Pan is a Rare officer, so he is more reachable than an Episch recruit, but the exact source shifts as the game rotates its stores and events. Scopely moves older officers between recruiting crates, store tabs, and event rewards over time, so check the current faction store and event lineups in your game rather than relying on a fixed answer.

Once you have his shards, promotion runs through five ranks from Ensign to Commander. Here is the shard cost to reach each one:

Rang Shards to promote
1 34
2 50
3 80
4 140
5 190

That adds up to 494 shards to take Pan from recruitment through maximum rank. Promotions also draw on Independent credits, officer experience, and Engineering Badges, with the cost rising at each rank. Because Pan’s officer ability gets worse as he climbs, there is little reason to pour resources into the higher ranks unless you want him maxed for a collection goal.

Pan’s synergies

Pan belongs to the Khan’s Crew synergy group, the Augments. Synergy in Star Trek Fleet Command rewards you for seating officers that are built to work together.

There are two parts to it. The first is class synergy, a bonus tied to the classes of the officers around him: 15% linked to Command officers, 5% linked to Engineering officers, and 15% linked to Science officers. In practice the captain seat pulls more from that bonus when Pan shares a bridge with Command or Science officers than with other Engineering officers.

The second part is his named synergy officers, every one of them drawn from Khan’s crew:

That list is the full Augment family, which fits Pan’s story. If you are building a themed Khan’s crew, these are the officers that connect with him. Beyond that group, let the ship’s actual job drive your crew choices, since Pan brings collection and synergy value rather than combat ability.

Frequently asked questions

Is Pan good in STFC?

Pan is a novelty and collection officer, not a combat pick. His captain ability is a minor travel-speed boost, and his officer ability is a deliberate drawback that can damage his own ship. He is worth recruiting for the Augments roster and synergy, not for winning battles.

What does Pan’s officer ability do?

His officer ability, Mistakes Were Made, gives him a chance each round to apply a Hull Breach to his own ship for three rounds. A Hull Breach is a damage-over-time effect, so the ability works against you. The chance ranges from 25% at Rank 1 to 65% at Rank 5.

Where do you get Pan shards?

Pan is a Rare Augment officer, and his shard source changes as the game rotates recruiting crates, faction stores, and events. Check the current store tabs and event rewards in your game for where he is available right now.

Is Pan worth ranking up?

Mostly for collection. Each promotion raises the trigger chance on his self-damaging officer ability, so ranking him up makes that ability slightly worse. Take him higher only if you want him maxed for an Augment goal.

Is Pan a real Star Trek character?

No. Pan was created for Star Trek Fleet Command to expand Khan’s crew. The Augments and Khan himself are canon Star Trek, but Pan is original to the game.

Pan makes more sense as a story than as a strategy. He is the Augment whose experiment failed, and the game commits to that by handing him an ability that breaks his own ship. Recruit him if you collect Khan’s crew or want the Augment synergy link, keep him below deck or on a non-combat run, and save your real shard budget for officers built to fight.