The roguish armada-target debuffer
Harry Mudd is an Epic Command officer from Mudd’s Crew, sitting in the Rogues faction. He brings two distinct effects to a ship: a captain maneuver that chips weapon damage off the Armada target your ship is taking fire from, and an officer ability that turns a ship with broken shields into a heavy hitter for the rest of the fight.
Players running Mudd’s Crew lineups or trying to soften Armada damage rounds look him up most often. If you’re deciding whether he’s worth the promotion grind, the short answer is that he’s a niche bridge officer with a clean job to do, not a generalist combat pick.
Star Trek background
Harcourt Fenton Mudd, the canon character behind the in-game card, is one of Star Trek’s oldest recurring rogues. He first turned up in The Original Series and reappeared in Discovery. Mudd is human, works as a con man and smuggler, and has bounced through Föderation, Klingon, and Orion space across multiple eras.
In Discovery, he claimed to have memorized the codes to rob a Betazoid bank, was thrown into a Klingon prison ship next to Ash Tyler and Gabriel Lorca, and later used a time crystal to loop the crew of the USS Discovery before being out-conned and reunited with Stella Grimes, a fiancée he had abandoned years earlier.
His Original Series rap sheet ran to thirty counts of smuggling, plus transporting stolen goods, and buying a spacecraft with counterfeit currency. Starfleet revoked his master’s pilot license, and the Federation eventually posted a 100,000-credit bounty on him. Mudd’s pattern across every era is the same: talk his way in, run the con, and resell anything not nailed down.
His role in STFC
Inside STFC, Mudd is built for combat support against Armada Targets and Hostiles of level 70 and under. His captain maneuver shaves damage off the Armada Target that just hit your ship. His officer ability rewards a fight where the shields are likely to drop, then turns the broken-shield state into a damage window.
That makes him a bridge officer who pulls weight in formation-armada lineups and Mudd’s Crew comps. He is not a Borg solo armada captain or a station defense pick. He sits in Command class and shows up in Mudd’s Crew synergy groupings with other Rogues-themed Offiziere. Outside that synergy block he does not have many natural homes.
Captain ability and officer ability
Captain: The Ultimate Con
When the ship takes damage from an Armada Target weapon attack, Harry Mudd reduces that Armada Target’s Weapon Damage by 10% for the round. The effect fires once per attack, so weapons with multiple shots only trigger it on the first shot. As of the latest Daten, the 10% figure is the value to plan around.
That makes Mudd a captain you put in seat against an Armada Target whose weapon round is going to outpace your healers. He is much less useful against single-shot Hostiles where the trigger barely fires, or above level 70 where the maneuver simply does not apply.
Officer: Down but Never Out
When the ship’s Shield Health is depleted, Mudd raises the ship’s Weapon Damage for the rest of combat. The bonus scales with promotion, and the per-rank values, as of the latest data, are:
| Rang | Weapon damage bonus while shields are down |
|---|---|
| 1 | 200% |
| 2 | 250% |
| 3 | 300% |
| 4 | 350% |
| 5 | 400% |
The same level-70 cap applies. Above that, Mudd’s officer slot is dead weight unless you have built around the trigger for a particular Armada Target.
Where Harry Mudd shines
Three situations make Mudd worth the bridge slot.
The first is formation armadas where the Armada Target’s damage round is the real problem. Sitting Mudd as captain chips 10% off the incoming round whenever your ship takes a weapon hit.
The second is mid-game Hostile work against level 70 or lower targets when you are using a shield-tank crew that you expect to lose its shields. Once the shields drop, Mudd’s officer ability rides the 200% to 400% damage tail to clean up.
The third is Mudd’s Crew bridges built around the Rogues synergy. Pairing him with Eurydice, Sesha, Goon, Ahvix, Tiza, or Ro Mudd stacks the synergy modifier on captain, which is the cheapest way to make the maneuver land more often.
Character traits and shard cost
Mudd unlocks three traits in order. You complete each one before the next opens up, and the late ranks of his last trait are the steepest cost on the page.
| Merkmal | Per-level officer XP |
|---|---|
| Resourceful (3 levels) | 1,500 / 2,700 / 3,800 |
| Thief (4 levels) | 7,650 / 6,000 / 7,000 / 8,850 |
| Rogue (9 levels) | 10,000 / 4,000 / 7,000 / 10,000 / 15,000 / 23,000 / 42,000 / 68,000 / 107,000 |
The Rogue trait’s last three levels (42k, 68k, 107k officer XP) are where most of the long-term grind sits. Plan a stockpile before pushing him through them.
Promotion shards run the standard Epic curve:
| Rang | Shards to promote | Max level |
|---|---|---|
| Ensign | 100 | 5 |
| Lieutenant JG | 100 | 10 |
| Lieutenant | 200 | 15 |
| Lieutenant Commander | 300 | 20 |
| Kommandant | 800 | 30 |
Total recruitment-through-Commander shard cost: 1,500. Independent credits, officer XP, and Command Badges scale with rank in the usual Epic pattern, with the Commander promotion peaking at 2.5M officer XP and 4 Command Badges.
How to get Harry Mudd shards
Shards rotate through events and store offerings rather than a permanent recruit pool. Check the current event calendar and your faction and recruit token stores for active Mudd or Mudd’s Crew offers. If nothing is up, he is a sit-and-wait pickup rather than an aggressive farm.
Synergies
The class synergy on the captain seat is Command 3%, Engineering 5%, Science 5%. That makes the maneuver slightly stronger when the two non-captain bridge slots run Engineering or Science officers rather than another Command. Worth knowing when you are building specifically for Armada Target damage reduction.
Within Mudd’s Crew, the named synergy officers and their percentages are:
- Eurydice: 5%
- Sesha: 5%
- Goon: 5%
- Ahvix: 5%
- Harcourt Fenton Mudd: 5%
- Ro Mudd: 3%
- Tiza: 3%
The full set runs from Epic down to Gemeinsame rarity, so even a newer roster can stack two or three of these before chasing the higher-rarity options.
Frequently asked questions
Is Harry Mudd worth ranking up?
If you run Mudd’s Crew or hunt formation armadas at or below level 70, yes. The officer ability’s 200% to 400% damage tail is one of the cleanest broken-shield buffs in his bracket, and the captain maneuver chips real damage off Armada Target rounds. If you do not fit either profile, his slot probably goes to a different Epic.
What ship is Harry Mudd best on?
Anywhere you expect the shields to drop early and combat to keep going. That points at Interceptors or Survey hulls running into Armada Targets, or any ship taking a hostile fight where your tank can absorb the first salvos before the shields fail and his officer bonus takes over.
Does The Ultimate Con work above level 70?
No. Both his captain maneuver and his officer ability are gated to Hostiles of level 70 and under, which is the main reason he stays mid-game in scope rather than carrying into late-game grinds.
Where do I get Harry Mudd shards?
Check the current event calendar, the Rogues faction store, and any active recruit token offers. Drop rates and store contents shift, so the right answer at any given moment is whatever is up that week.
How does Harry Mudd compare to other Mudd’s Crew officers?
He is the only Mudd’s Crew member whose captain seat targets Armada Target damage directly. Eurydice and the rest fill different bridge roles inside the same synergy block, so the realistic question is which Mudd’s Crew combination you want at captain plus officer slots, not which to skip.
Should you chase him?
Harry Mudd is a niche Epic with a clean use case. If you have started building toward Mudd’s Crew, or you keep hitting level-70-and-under formation armadas that your healers cannot keep up with, he earns the slot. If you are outside that bracket, save the shards and the trait XP for an officer whose ceiling reaches further into the late game.
