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Mission Licht ins Dunkel

Lighting the Match is a level 29 story mission in Star Trek Fleet Command that closes out Khan’s super-soldier storyline. It opens one warp from home but sends you out to warp 20, and it ends on a decision: hand the Augments to Khan, or side with Mudd. The two answers pay out very differently, so the choice is the whole point of the mission. It is a short quest, but the decision is a real one.

Lighting the Match objectives

You work through these in order. The final step branches, so read both paths before you commit to one.

  • Respond to Khan’s distress signal in the Seevor system.
  • Besiegen Sie die Klingonisch ship in Seevor. It carries roughly 356,000 in strength, so bring a combat-ready ship.
  • Decide who should take possession of the super soldiers. This is the choice split covered below.

At the split, the mission asks who gets the super soldiers, and the two answers send you to different systems and hand out different rewards. Once you pick, the mission follows that path to the end.

Path 1: beam Mudd aboard

  • Beam Mudd on board in Seevor.
  • Escape to the Skarrl system.

Path 1 pays 8 Latinum and 1 Relocation Token.

Path 2: pursue Mudd

  • Pursue Mudd to the Skarrl system.
  • Return to Khan in Seevor.

Path 2 pays 35 Augment Credits and 43,000 Dilithium.

Wo und welcher Warp

The mission picks up just 1 warp out, but Seevor sits about 20 warp from the core, and that is the number to plan your fuel and ship choice around. The recommended level is 29, so most players reach this during the mid-game Augment content. Seevor and Skarrl sit close together, which means the choice split adds little extra travel whichever way you go. Top off your ship’s fuel before you set out so a warp-20 round trip does not strand you.

Lighting the Match rewards

What you walk away with depends entirely on your decision at the end.

Choice Belohnung
Beam Mudd aboard (Path 1) 8 Latinum, 1 Relocation Token
Pursue Mudd (Path 2) 35 Augment Credits, 43,000 Dilithium

Finishing the mission also unlocks the next part in the chain, so neither choice is a dead end for your progression.

Tips

The single fight, the Klingon ship in Seevor, is the only real wall in this mission. At around 356,000 strength it can punish an under-leveled or poorly crewed ship, so clear it with a hull your level 29 roster can actually handle instead of rushing in. If you are stockpiling Augment Credits for the Augment faction store, Path 2 is the bigger haul and drops 43,000 Dilithium on top, which is useful fuel for research and ship upgrades around this stage. Path 1 is the pick if you have been waiting on a Relocation Token to move your station somewhere better, since tokens are otherwise slow to come by. Neither choice locks you out of later content, so take the reward that fits what you need right now rather than overthinking the story split.