The Price We Pay is a neutral progression mission in Star Trek Fleet Command that opens with a distress call and sends you chasing an assimilated ship across two systems. It begins near Klos and runs out to a warp 185 objective at Teranth, which is the number most players end up planning around. Clear all three objectives for 120 four-star Uncommon Interceptor parts, and finishing it opens the next mission in the chain. Worth doing once your ships can make the trip.
On paper it reads like a short travel mission with a single kill, but in practice it works as a progression checkpoint. Getting through it takes your account deeper into the map and keeps a late-game storyline moving, so most players run it as soon as their ships can cover the distance.
The Price We Pay objectives
There are three objectives, and only one of them is a fight:
- Respond to the distress call in Klos.
- Stop the hostile ship in Klos. The assimilated target sits at roughly 13.4 million strength, so treat this as a real combat step rather than a formality.
- Track the ship to Teranth.
The first two objectives both happen in Klos, so you can handle them in a single visit before making the long jump out to Teranth for the last one. Nothing here branches, so the path is the same for every player.
Where and what warp
The mission starts close to home at warp 1, but completing it is a different story. The final objective at Teranth sits at warp 185, which is the checkpoint that stops most players. Klos covers the opening two objectives, and Teranth is the long haul at the end. If your ships cannot reach that far, the mission stalls there until you extend your warp range, so this is the step to check before you commit.
The Price We Pay rewards
Completing all three objectives pays out 120 four-star Uncommon Interceptor parts. Finishing the mission also unlocks the next step in the chain, so it works as a progression gate as much as a source of loot. The mission follows Everything, Now and leads into The Abyss, so clearing it keeps that storyline moving toward the next chapter. If you are pushing late-game content, the parts plus the unlock usually make it worth the warp cost.
Tips
- The warp 185 hop to Teranth is the hardest part of this mission, not the combat. Build up your warp range before you start so you are not stranded partway through.
- The Klos hostile is the only fight here. Bring a ship built for hostile combat with good survivability and reliable damage, because a fragile build can get torn apart against a target this strong.
- Because both Klos objectives share the same system, finish them together and save the single long warp for the trip to Teranth.
- If the mission is not showing up in your log, check the chain order first. It only appears after Everything, Now is complete, and it needs to be cleared before The Abyss opens.

