Formal Introduction is a Federation story mission that puts you alongside Captain Beckett and the USS Mason. It picks up in Kri, lists warp 105 to start and warp 120 to complete, and runs four objectives with no hostiles to fight. Completing it pays 374,000 Federation Points, 600 Federation Credits and a block of speed ups. It also takes 592,416 Klingon Points off your reputation, which is the part to read before you accept.
Formal Introduction objectives
Four objectives, in this order, with no choice split:
- Meet with Captain Beckett on Bonser, in the ST-9417 system.
- Escort Captain Beckett back to the USS Mason, in the Ertalwu system.
- Attempt to beat the USS Mason in a race to Kor Ar’Ka.
- Return to your station.
Every step is travel. You fly to ST-9417 to collect Beckett on Bonser, escort him across to Ertalwu where the Mason is waiting, then run the race leg out to Kor Ar’Ka. The final objective sends you home to your own station to close the mission out.
The race objective is worded as an attempt rather than a win, and the mission data lists no branch off the result, so there is a single path through Formal Introduction. What the race costs you is flight time, not repair time.
Where and what warp
Kri is the pickup system. From there the route runs ST-9417, then Ertalwu, then Kor Ar’Ka, then back to your own station. The mission lists warp 105 to start and warp 120 to complete.
Warp 120 is the number to plan around. Warp range comes from the ship plus your warp research, so confirm the ship you intend to send actually reaches 120 before you take the first objective. Picking the mission up on a hull that tops out short of the last leg means an extra trip back to swap fleets.
The systems are spread out, so treat this as a route rather than a single jump. Fuel and position the ship you plan to use, and take the objectives in one session if you can. Nothing in the mission expires, but the flight time adds up if you leave the ship parked mid-chain.
Formal Introduction rewards
| Reward | Amount |
|---|---|
| Federation Points | 374,000 |
| Federation Credits | 600 |
| 1 Hour Speed Up | 50 |
| 1 Hour Repair Speed Up | 10 |
| Klingon Points | -592,416 |
The 374,000 Federation Points are the reason to run it. That is a large single deposit toward Federation reputation tiers, and the 600 Federation Credits go straight to the Federation faction store. Fifty one-hour speed ups and ten one-hour repair speed ups are the sort of stock you burn through without noticing, so they land well whatever your level.
The 592,416 Klingon Points come off the other side of the ledger, and that loss is larger than the Federation gain. Finishing Formal Introduction also unlocks the next mission in its chain.
Tips
Decide on your faction position first. This mission moves you toward the Federation and away from the Klingons in one step, and the Klingon hit is the bigger of the two numbers. If you are holding Klingon reputation for a store item, a ship blueprint or safe passage through Klingon space, take that mission line as far as you want before you accept this one.
Repairing the damage later is slow. Faction reputation is rebuilt by grinding that faction’s hostiles and missions, so a 592,416 point drop is not something you undo in an evening. Players who intend to sit on the Federation side long term lose nothing here; players still hedging should treat this as a commitment rather than free points.
Send one ship and leave it out. All four objectives are travel, so there is no reason to bring a combat fleet or to shuttle back to your station between steps. Pick the ship with the range, send it, and only come home for the last objective.
Spend the speed ups on something that matters. Sixty hours of speed ups arriving at once is worth pointing at a research node or a building upgrade you are already part way into, rather than dribbling them into whatever is next in the queue.
Watch the warp gap between the start and finish numbers. The mission opens at warp 105 and closes at warp 120, so the later legs sit further out than the pickup does. A ship that can reach Kri comfortably is not automatically a ship that reaches Kor Ar’Ka.

