{"id":7129,"date":"2022-07-29T22:45:38","date_gmt":"2022-07-30T02:45:38","guid":{"rendered":"https:\/\/star-trek-fleet-command.1337wiki.com\/?p=7129"},"modified":"2026-06-28T18:56:52","modified_gmt":"2026-06-28T22:56:52","slug":"mudd","status":"publish","type":"post","link":"https:\/\/star-trek-fleet-command.1337wiki.com\/de\/schlamm\/","title":{"rendered":"Wachtmeister Mudd"},"content":{"rendered":"<h2><span class=\"ez-toc-section\" id=\"Officer_Mudd_at_a_glance\"><\/span>Officer Mudd at a glance<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>Officer Mudd is the Star Trek: Discovery version of Harry Mudd, a Science-class Epic from the Mudd&#8217;s Company group. He plays as a fragile-looking captain who is actually hard to kill in the opening rounds, then closes fights early with a double-shot officer ability.<\/p>\n<p>This guide covers his Captain Maneuver, his officer ability, the Mudd&#8217;s Company synergy bonuses, his character traits, and how to get him in Star Trek Fleet Command.<\/p>\n<h2><span class=\"ez-toc-section\" id=\"Who_Mudd_is_in_Star_Trek_canon\"><\/span>Who Mudd is in Star Trek canon<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>Harcourt Fenton &#8220;Harry&#8221; Mudd is a 23rd-century con artist, smuggler, and swindler. The character first appeared on The Original Series, played by Roger C. Carmel in &#8220;Mudd&#8217;s Women&#8221; and &#8220;I, Mudd,&#8221; and again in the animated episode &#8220;Mudd&#8217;s Passion.&#8221; Decades later, Rainn Wilson took on the role for Star Trek: Discovery in &#8220;Choose Your Pain&#8221; and &#8220;Magic to Make the Sanest Man Go Mad,&#8221; and for the Short Trek &#8220;The Escape Artist.&#8221;<\/p>\n<p>The Discovery version is the one that ended up in this game. After Mudd&#8217;s creditors chased him into Klingon territory, he was captured and dropped on a prison ship. He shared a cell with Lt. <a class=\"wpil_keyword_link\" href=\"https:\/\/star-trek-fleet-command.1337wiki.com\/de\/aschentyler\/\"   title=\"Offizier Ash Tyler\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"869\">Ash Tyler<\/a>, and later Captain Gabriel Lorca was added to the cell. Mudd was eventually discovered to be spying on his prisonmates for the Klingons. Tyler and Lorca escaped, and Mudd was left behind. He turned that experience into something colder. By the time he meets the <a class=\"wpil_keyword_link\" href=\"https:\/\/star-trek-fleet-command.1337wiki.com\/de\/tag\/discovery-crew\/\"   title=\"Entdecker-Crew\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"870\">Besatzung der Discovery<\/a> again, equipped with a time-displacement device and traveling inside a gormagander, he is willing to take the ship by any means.<\/p>\n<p>The in-game flavor text picks up from there. It describes a Mudd who traveled through the mycelial network from another universe, hardened by his Klingon captors, with no line he will not cross. The Officer Ability name, 823 Ways to Die, is a nod to his second Discovery episode, where he kills the Discovery crew over and over inside a time loop.<\/p>\n<h2><span class=\"ez-toc-section\" id=\"Mudds_role_in_STFC\"><\/span>Mudd&#8217;s role in STFC<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>Mudd is a Science-class Epic in the Neutral faction and belongs to the Mudd&#8217;s Company officer group. In practical terms he reads as a survival-and-burst captain. He sits in the captain chair on combat ships, soaks early damage with high shield mitigation, and turns the first round of weapons fire into a heavy opening volley.<\/p>\n<p>He shows up most often on ships designed to win fast: smaller hostile-grinders, PvP openers, and any setup where the player wants to push damage into round one before slower abilities have a chance to scale. Players who lean on long, attrition-style combat get less out of him, since both of his abilities live almost entirely in the opening rounds.<\/p>\n<h2><span class=\"ez-toc-section\" id=\"Captain_Maneuver_Two_Steps_Ahead\"><\/span>Captain Maneuver: Two Steps Ahead<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>When Mudd is the captain, Two Steps Ahead gives a 40% chance at the start of combat to raise the ship&#8217;s shield mitigation to 98% for the first two rounds (as of the latest <a class=\"wpil_keyword_link\" href=\"https:\/\/star-trek-fleet-command.1337wiki.com\/de\/daten\/\"   title=\"Offiziersdaten\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"873\">Daten<\/a>). When it triggers, almost every point of incoming damage goes into shields instead of hull, which buys two clean turns to set up a kill.<\/p>\n<p>The 40% trigger chance is what to watch. Mudd&#8217;s Company synergy pushes that chance up, so the maneuver is meant to be paired with other Mudd&#8217;s Company <a class=\"wpil_keyword_link\" href=\"https:\/\/star-trek-fleet-command.1337wiki.com\/de\/star-trek-fleet-command-officers\/\"   title=\"Star Trek Fleet Command Beamtinnen und Beamte\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"871\">Offiziere<\/a>, not run on its own. Stacking enough synergy can roughly double the effective trigger rate, which turns a coin flip into a setup the player can plan around.<\/p>\n<h2><span class=\"ez-toc-section\" id=\"Officer_Ability_823_Ways_to_Die\"><\/span>Officer Ability: 823 Ways to Die<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>When Mudd sits below the captain, 823 Ways to Die gives the ship a chance to double the shots of every weapon for the first round of combat. The chance scales with promotion.<\/p>\n<p>Two-source values for the rank progression, current as of the latest game data:<\/p>\n<table>\n<tr>\n<th>Rang<\/th>\n<th>Chance to double first-round shots<\/th>\n<\/tr>\n<tr>\n<td>1<\/td>\n<td>20%<\/td>\n<\/tr>\n<tr>\n<td>2<\/td>\n<td>30%<\/td>\n<\/tr>\n<tr>\n<td>3<\/td>\n<td>40%<\/td>\n<\/tr>\n<tr>\n<td>4<\/td>\n<td>50%<\/td>\n<\/tr>\n<tr>\n<td>5<\/td>\n<td>60%<\/td>\n<\/tr>\n<\/table>\n<p>A fully promoted Mudd lands the doubled volley most of the time, which stacks well with crit-chance or armor-piercing captains seated above him. Note that the doubling applies to all of the ship&#8217;s weapons in that opening round, so it scales harder on hulls with multiple weapon <a class=\"wpil_keyword_link\" href=\"https:\/\/star-trek-fleet-command.1337wiki.com\/de\/banken\/\"   title=\"Banken (1) - Neutrales Sternensystem\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"874\">Banken<\/a> than on ships built around a single big gun.<\/p>\n<h2><span class=\"ez-toc-section\" id=\"Where_Mudd_shines\"><\/span>Where Mudd shines<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>The shield wall plus the double-shot opener gives Mudd a clear lane for fast fights. Three situations where he earns the seat:<\/p>\n<ul>\n<li>Quick hostile clears where the goal is to end the fight before the opponent gets a second swing. The doubled first-round shots front-load the damage and the high mitigation absorbs the return fire.<\/li>\n<li>Mid-game PvP openers, where a 98% shield mitigation gate on the opening turn can swallow an alpha strike and let the player retaliate at full strength.<\/li>\n<li>Mudd&#8217;s Company stacks, where running multiple officers from the group raises the trigger chance on Two Steps Ahead and turns a coin flip into something a player can rely on.<\/li>\n<\/ul>\n<p>Mudd is not a long-fight officer. Both abilities live in the first round or two, so against high-tier armadas or other extended PvE he gets outshone by captains whose bonuses persist across the whole battle. Treat him as a finisher, not a slugger.<\/p>\n<h2><span class=\"ez-toc-section\" id=\"How_to_get_Mudd\"><\/span>How to get Mudd<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>Officer Mudd arrived with the Outlaws content as one of the original Rogue \/ Mudd&#8217;s Company officers. His shards rotate through the Outlaws \/ Rogue faction store, recruit tokens, and event tracks that touch the Outlaws line. Specific drop sources change with the live event calendar, so check the current store and event rotations for the actual path right now.<\/p>\n<h2><span class=\"ez-toc-section\" id=\"Synergies\"><\/span>Synergies<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<h3>Class synergy<\/h3>\n<p>Mudd carries class synergy of 20% Command, 20% Engineering, and 10% Science. The Command and Engineering shares mean he plays well as the captain of a ship that already has Command-class and Engineering-class officers in play, since the seat picks up extra bonus when paired with those classes.<\/p>\n<h3>Synergy officers<\/h3>\n<p>The named synergy officers, with their synergy percentages from the in-game card:<\/p>\n<ul>\n<li>Fenton Mudd: 20%<\/li>\n<li>Eurydice: 20%<\/li>\n<li>Sesha: 10%<\/li>\n<li>Ro Mudd: 20%<\/li>\n<li>Goon: 10%<\/li>\n<li>Ahvix: 20%<\/li>\n<li>Tiza: 20%<\/li>\n<\/ul>\n<p>The strongest pairings are the other Epic Mudd&#8217;s Company officers, since they stack the highest individual synergy. Eurydice and Ro Mudd are the usual partners. Tiza is a <a class=\"wpil_keyword_link\" href=\"https:\/\/star-trek-fleet-command.1337wiki.com\/de\/tag\/common-officers\/\"   title=\"Gemeinsame Beamte\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"872\">gemeinsame<\/a> officer with no Officer Badge cost to max, which makes him a low-friction third seat for Mudd-centric crews. Sesha and Goon, both shaped around the Outlaws-era hostile content, also work as cheap synergy fillers when the goal is to crank up the Captain Maneuver trigger chance rather than add a second strong ability.<\/p>\n<h2><span class=\"ez-toc-section\" id=\"Character_traits\"><\/span>Character traits<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>Mudd unlocks three traits in order: Escape Artist, then Criminal, then Mastermind. Each trait must be finished before the next becomes available. Officer XP costs by level:<\/p>\n<table>\n<tr>\n<th>Merkmal<\/th>\n<th>Per-level officer XP<\/th>\n<\/tr>\n<tr>\n<td>Escape Artist (3 levels)<\/td>\n<td>1,500 \/ 2,700 \/ 3,800<\/td>\n<\/tr>\n<tr>\n<td>Criminal (4 levels)<\/td>\n<td>7,650 \/ 6,000 \/ 7,000 \/ 8,850<\/td>\n<\/tr>\n<tr>\n<td>Mastermind (9 levels)<\/td>\n<td>10,000 \/ 4,000 \/ 7,000 \/ 10,000 \/ 15,000 \/ 23,000 \/ 42,000 \/ 68,000 \/ 107,000<\/td>\n<\/tr>\n<\/table>\n<p>The back half of Mastermind is the heavy lift. Levels 7, 8, and 9 alone want 42,000, 68,000, and 107,000 officer XP, so most players partial-level Mastermind for a long time before finishing it. Escape Artist is the quickest of the three to finish and the natural place to start.<\/p>\n<h2><span class=\"ez-toc-section\" id=\"Shard_cost_and_rank-up\"><\/span>Shard cost and rank-up<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>Mudd is an Epic, so he ranks up on standard Epic shard counts:<\/p>\n<table>\n<tr>\n<th>Rang<\/th>\n<th>Max level<\/th>\n<th>Shards needed<\/th>\n<\/tr>\n<tr>\n<td>1<\/td>\n<td>F\u00e4hnrich I<\/td>\n<td>5<\/td>\n<\/tr>\n<tr>\n<td>2<\/td>\n<td>Leutnant JG II<\/td>\n<td>10<\/td>\n<\/tr>\n<tr>\n<td>3<\/td>\n<td>Leutnant III.<\/td>\n<td>15<\/td>\n<\/tr>\n<tr>\n<td>4<\/td>\n<td>Lt. Cmdr. IV<\/td>\n<td>20<\/td>\n<\/tr>\n<tr>\n<td>5<\/td>\n<td>Kommandant V<\/td>\n<td>30<\/td>\n<\/tr>\n<\/table>\n<p>Total to fully rank Mudd is 80 shards. Ranks 3 through 5 also call for Science Badges, so plan for those in parallel with shard farming.<\/p>\n<h2><span class=\"ez-toc-section\" id=\"Frequently_asked_questions\"><\/span>Frequently asked questions<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<h3>Is Mudd worth ranking up?<\/h3>\n<p>Yes for players who like opener-heavy combat and intend to run a Mudd&#8217;s Company crew. The Officer Ability scales from 20% at rank 1 to 60% at rank 5, so the gap between an early-tier Mudd and a fully promoted Mudd is large. If he is going to be a regular captain or below-decks officer, rank 5 is the goal.<\/p>\n<h3>Where do you get Mudd shards?<\/h3>\n<p>Shards rotate through Outlaws-era stores and events tied to the Rogue \/ Mudd&#8217;s Company content. Check the current event tab and faction store for whichever rotation is live, since the exact source shifts over time.<\/p>\n<h3>What ship is Mudd best on?<\/h3>\n<p>Any combat ship where the first round matters more than the long fight. PvP-leaning hulls and quick-strike hostile setups make the best use of the double-shot opener and the two-round shield wall. Ships with multiple weapon banks benefit more from 823 Ways to Die than single-gun hulls do.<\/p>\n<h3>Is Officer Mudd the same as Harry Mudd?<\/h3>\n<p>No. They are two different in-game officers with different art, different abilities, and separate shard pools. Officer Mudd is the Discovery-era version with the leather coat; Harry Mudd is the TOS-styled version added in earlier Outlaws content.<\/p>\n<h3>Does Two Steps Ahead really mitigate 98% of damage?<\/h3>\n<p>When it triggers, yes, for the first two rounds. The variable is the 40% base trigger chance. Running other Mudd&#8217;s Company officers in the bridge crew raises that chance noticeably, which is how the kit is meant to be played.<\/p>\n<h2><span class=\"ez-toc-section\" id=\"Worth_a_slot_if_you_fight_short\"><\/span>Worth a slot if you fight short<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>Mudd is a specialist. The whole kit lives in the opening rounds, so he rewards crews built around fast wins and punishes setups that drag past round two. For players who already run Mudd&#8217;s Company officers, or who want a captain that can survive an alpha strike and hit back twice as hard on the way out, he is one of the cleaner Science Epics to commit shards to.<\/p>","protected":false},"excerpt":{"rendered":"<p>Officer Mudd at a glance Officer Mudd is the Star Trek: Discovery version of Harry&#8230;<\/p>","protected":false},"author":1,"featured_media":9503,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[89],"tags":[318,319,317,116,121,145,144],"class_list":["post-7129","post","type-post","status-publish","format-standard","has-post-thumbnail","category-officers","tag-character-trait-criminal","tag-character-trait-escape-artist","tag-character-trait-mastermind","tag-command-class-officers","tag-epic-officers","tag-mudds-company-officer-group","tag-rogues-faction-officers"],"_links":{"self":[{"href":"https:\/\/star-trek-fleet-command.1337wiki.com\/de\/wp-json\/wp\/v2\/posts\/7129","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/star-trek-fleet-command.1337wiki.com\/de\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/star-trek-fleet-command.1337wiki.com\/de\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/star-trek-fleet-command.1337wiki.com\/de\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/star-trek-fleet-command.1337wiki.com\/de\/wp-json\/wp\/v2\/comments?post=7129"}],"version-history":[{"count":3,"href":"https:\/\/star-trek-fleet-command.1337wiki.com\/de\/wp-json\/wp\/v2\/posts\/7129\/revisions"}],"predecessor-version":[{"id":26702,"href":"https:\/\/star-trek-fleet-command.1337wiki.com\/de\/wp-json\/wp\/v2\/posts\/7129\/revisions\/26702"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/star-trek-fleet-command.1337wiki.com\/de\/wp-json\/wp\/v2\/media\/9503"}],"wp:attachment":[{"href":"https:\/\/star-trek-fleet-command.1337wiki.com\/de\/wp-json\/wp\/v2\/media?parent=7129"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/star-trek-fleet-command.1337wiki.com\/de\/wp-json\/wp\/v2\/categories?post=7129"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/star-trek-fleet-command.1337wiki.com\/de\/wp-json\/wp\/v2\/tags?post=7129"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}