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Catch and Release

Catch and Release is a Romulan space job with a long fight at the center of it. The brief is to push the Servitors out, and it opens with a meeting at Perralon 472 before sending you on to Corvidae. Warp 1 gets you into the mission and warp 105 gets you through it. The payout is speed ups rather than resources: four 1 Day Speed Ups and six 3 Hour Repair Speed Ups.

Catch and Release objectives

Four objectives, run in this order:

  • Meet with the Federation and Klingon ships, at Perralon 472.
  • Go into Romulan space, at Corvidae.
  • Defeat 20 hostiles of level 41 or higher.
  • Return to your station.

Steps one, two and four are travel. Step three is the mission. Twenty kills is a long objective by mission standards, and the level floor matters: anything under level 41 does not count, so the low level spawns you may already be farming are no help here. There is no choice split, so every player runs the same four steps in the same order.

Where and what warp

The mission starts with a rendezvous at Perralon 472, then moves into Romulan territory at Corvidae. After the kill count is done you fly home, and the last objective closes at your own station rather than out in the field.

Warp is where this one bites. It only takes warp 1 to accept, which makes the mission look far more approachable than it is, but finishing it takes warp 105. That gap between the two numbers is the thing to plan around. Picking up a mission you cannot physically reach the end of is a common way to leave a quest sitting in the log for weeks, so check your warp range before you start rather than after the first two objectives.

The 20 hostiles at level 41 and up also need somewhere to farm. Those spawns live well outside early game space, which lines up with the warp requirement: the mission expects you to be operating deep enough to find them in the first place.

Catch and Release rewards

Completing the mission pays:

  • 4 × 1 Day Speed Up
  • 6 × 3 Hour Repair Speed Up

Finishing it also unlocks the next part of the chain.

Four full days of speed ups is a real amount of build or research time, and the repair speed ups are pointed straight at what the mission puts you through. Nothing here goes into your warehouses, so treat the reward as progress on your build queue rather than a resource top up.

Tips

Sort your warp range first. Warp 105 is the number that decides whether this mission is finishable today, and no amount of good crewing gets you around it. If your range falls short, park the mission and come back after the next warp research or a ship swap.

Bring a proper combat setup for the middle stretch. Twenty kills against level 41 and higher hostiles is not a job for a survey ship or a stripped mining loadout, and swapping crews after you have already started is time you will not get back.

Those six repair speed ups in the reward list are a fair hint at what 20 fights do to a hull. Plan the grind around your repair costs: clear as many as you can in one healthy run, then use the mission’s own reward to cut the downtime once it pays out. Going in already damaged is what turns a single session into three.

Pick one system and settle in. The objective counts kills, not systems, so the fastest path is finding a spot where the right level hostiles respawn quickly and staying there instead of chasing targets across Romulan space. Bring a defensive crew if the area is contested, since the kill count does not care how many times you got jumped along the way.