Assault and Battery

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Assault and Battery [E1-M4]
AT-Transporter Room.png
Chroniton 4 | 6 | 10
Episode
1 - The Art of War
Mission
4th
Type
Away Team
< Prev Next >
Mission Rewards


Assault and Battery is the fourth mission in Episode 1, The Art of War. It takes place at Cold Station 12 in the N'Vak system.

Mission Walkthrough

  Assault and Battery's Information Assault and Battery's Structure
Introduction: Augment forces have kidnapped a version of Data.
Board their ship and rescue the famed android Starfleet officer!
Storm Ship CorridorsSecurity
Steal Shuttle and Avoid Pursuit

Rare Rewards:
Basic Prime Directive
Uncommon Submicron Scanner ★★
Uncommon Torres's Outfit ★★

CommandCommon
Develop Micro-Forcefield

Rare Rewards:
Basic Psychology Text
Uncommon Gagh ★★
Uncommon Andorian Ale ★★

ScienceCommon
Transport From Outside Sensor Range

Rare Rewards:
Uncommon Starfleet Command Uniform (TOS) ★★
Constellation Class Schematic (x5)
Constellation Class Schematic (x5)

EngineeringCommon
Scan for Positronic BrainScience
Disable Augment Ship Shields

Rare Rewards:
Basic Tricorder (TOS)
Uncommon Covert Contacts ★★
Uncommon Medkit ★★

EngineeringCommon
Defuse Trigger Mechanism

Rare Rewards:
Basic Dermal Regenerator
Uncommon Virtual Display Device ★★
Uncommon Romulan Science Uniform ★★

SecurityCommon
Disable Intruder Alert and Sneak In

Requires:
Step 1.A Successful

Rare Rewards:
Basic Psychology Text
Uncommon Gagh ★★
Uncommon Andorian Ale ★★

EngineeringCommon

Assault and Battery
Mini-Map
Storm Ship CorridorsSecurity
Steal Shuttle and Avoid Pursuit

Rare Rewards:
Basic Prime Directive
Uncommon Submicron Scanner ★★
Uncommon Torres's Outfit ★★

CommandCommon
Develop Micro-Forcefield

Rare Rewards:
Basic Psychology Text
Uncommon Gagh ★★
Uncommon Andorian Ale ★★

ScienceCommon
Transport From Outside Sensor Range

Rare Rewards:
Uncommon Starfleet Command Uniform (TOS) ★★
Constellation Class Schematic (x5)
Constellation Class Schematic (x5)

EngineeringCommon
Scan for Positronic BrainScience
Disable Augment Ship Shields

Rare Rewards:
Basic Tricorder (TOS)
Uncommon Covert Contacts ★★
Uncommon Medkit ★★

EngineeringCommon
Defuse Trigger Mechanism

Rare Rewards:
Basic Dermal Regenerator
Uncommon Virtual Display Device ★★
Uncommon Romulan Science Uniform ★★

SecurityCommon
Disable Intruder Alert and Sneak In

Requires:
Step 1.A Successful

Rare Rewards:
Basic Psychology Text
Uncommon Gagh ★★
Uncommon Andorian Ale ★★

EngineeringCommon
Chroniton Cost: 4 | 6 | 10 Chroniton
Suggested
Traits
:
Notes: Choose path 2.C to receive 4 rewards, instead of the usual 3.
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Board Augment Ship
Transport From Outside Sensor Range
A. AT-Transporter Room.png
Engineering Engineering
23 | 73 | 140
- Trait bonus for tired crew:
(+4 | +12 | +??)
(+5 | +16 | +??)
No other traits provide a bonus.
Uncommon Starfleet Command Uniform (TOS) ★★
Constellation Class Schematic (x5)
Constellation Class Schematic (x5)
[Character]⁠ has successfully performed a long-range transport, allowing the away team to board the Augment ship.
[Character]⁠ struggled to perform a long-range transport. The away team lost valuable time boarding the Augment ship.
2.
Reach Data's Location
Storm Ship Corridors
A. AT-Corridor Battle-First Contact.png
Security Security
23 | 73 | 140
- Trait bonus for tired crew:
(+4 | +12 | +??)
(+5 | +16 | +??)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ leads the away team on a charge through the Augment ship, locating and freeing Data!
It is a difficult battle for [Character]⁠ and the away team, but they finally find and free Data.
Scan for Positronic Brain
B. AT-Cybernetic Brain Surgery.png
Science Science
23 | 73 | 140
- Trait bonus for tired crew:
(+4 | +12 | +??)
(+5 | +16 | +??)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ locates Data quickly via a specialized scan for his positronic brain, avoiding bloodshed.
[Character]⁠ is unable to locate Data via a specialized scan. The away team is forced to fight their way to him.
Disable Intruder Alert and Sneak In
C. AT-Sabotage Cardassians.png
Engineering Engineering
23 | 73 | 140
Step 1
Successful
Trait bonus for tired crew:
(+4 | +12 | +??)
(+5 | +16 | +??)
No other traits provide a bonus.
Basic Phaser Type 2
Uncommon Starfleet Command Uniform (TOS) ★★
Common 3d Chess Set
[Character]⁠ was able to quickly disable the intruder alert. The Augments none the wiser, Data is reached by the team.
[Character]⁠ wasn't able to disable the intruder alert. The away team was forced to fight to Data's location.
3.
Escape Augment Ship
Steal Shuttle and Avoid Pursuit
A. AT-Romulan Chasing Federation.png
Command Command
23 | 73 | 140
- Trait bonus for tired crew:
(+4 | +12 | +??)
(+5 | +16 | +??)
No other traits provide a bonus.
Basic Prime Directive
Uncommon Submicron Scanner ★★
Uncommon Torres's Outfit ★★
Commandeering an unguarded shuttle, [Character]⁠ outmaneuvers the Augment pursuit and pilots the away team to safety!
[Character]⁠ commandeers a shuttle to escape but the away team suffers injuries while trying to outmaneuver the pursuit.
Disable Augment Ship Shields
B. AT-Deflector Dish-First Contact.png
Engineering Engineering
23 | 73 | 140
- Trait bonus for tired crew:
(+4 | +12 | +??)
(+5 | +16 | +??)
No other traits provide a bonus.
Basic Tricorder (TOS)
Uncommon Covert Contacts ★★
Uncommon Medkit ★★
[Character]⁠ defeated security protocols to disable the Augment shields, allowing Data and the away team to beam away.
[Character]⁠ failed to disable the Augment shields and the away team was forced to fight their way off the Augment ship.
4.
Disable Trap on Data
Develop Micro-Forcefield
A. AT-Federation Brig with Prisoner.png
Science Science
23 | 73 | 140
- Trait bonus for tired crew:
(+3 | +12 | +??)
(+4 | +16 | +??)
No other traits provide a bonus.
Basic Psychology Text
Uncommon Gagh ★★
Uncommon Andorian Ale ★★
[Character]⁠ creates a micro-forcefield which allows the device to be detonated harmlessly. Data is free!
[Character]⁠⁠'s micro-forcefield could not protect Data from the trapped device. The rescue was a failure.
Defuse Trigger Mechanism
B. AT-Sabotage Warp Core.png
Security Security
23 | 73 | 140
- Trait bonus for tired crew:
(+4 | +12 | +??)
(+5 | +16 | +??)
No other traits provide a bonus.
Basic Dermal Regenerator
Uncommon Virtual Display Device ★★
Uncommon Romulan Science Uniform ★★
[Character]⁠⁠'s knowledge of explosives allows them to defuse the trapped collar around Data's neck. Data is free!
[Character]⁠ could not safely defuse the trapped device around Data's neck. The mission failed.
Though the Augment kidnappers escaped, we were able to beam Data off their ship, rescuing him from an attempted kidnapping.
Hopefully he can tell us more about their motives...
We were unable to safely extract Data from the Augments who have kidnapped him.
We are continuing to track the fleeing ship and will make a second attempt later.


Mission Rewards

Rare Rewards

Rare Rewards
Elite
Epic

Standard Rewards

Standard Rewards
Elite
Epic

Drop Chance

Mission tested: Assault and Battery Normal
By: CodeHydro, Siguard, Koba44 & Captain deMarco (+ more)
Date(s): May 2016 – Mar 2018
Runs: 6561   Cost/Run: 4 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Neutron Microscope 1192>>

Common Neutron Microscope

Average (mean) runs per drop: 6

Based on test averages, to get one more drop,
you may need to do another:

  • 4 runs in 50 percent of cases (median)
  • 13 runs in 10 percent of cases
  • 25 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 24 runs.

Also, a run dropping only this item is expected
per 230,000 runs or so.

22Statistical Strength: Very reliable

Range of average cost per
Common Neutron Microscope
within 2 standard deviations
(~95.5% confidence):

20.84 — 23.34
>>
5.5
Basic Earl Grey Tea 3832>>

Basic Earl Grey Tea

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 2 runs in 50 percent of cases (median)
  • 4 runs in 10 percent of cases
  • 8 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 7 runs.

Also, a run dropping only this item is expected
per 2,200 runs or so.

6.9Statistical Strength: Very reliable

Range of average cost per
Basic Earl Grey Tea
within 2 standard deviations
(~95.5% confidence):

6.65 — 7.06
>>
1.7
Basic Dermal Regenerator 3617>>

Basic Dermal Regenerator

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 2 runs in 50 percent of cases (median)
  • 4 runs in 10 percent of cases
  • 8 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 7 runs.

Also, a run dropping only this item is expected
per 2,800 runs or so.

7.3Statistical Strength: Very reliable

Range of average cost per
Basic Dermal Regenerator
within 2 standard deviations
(~95.5% confidence):

7.04 — 7.49
>>
1.8
Basic Text Book 3692>>

Basic Text Book

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 2 runs in 50 percent of cases (median)
  • 4 runs in 10 percent of cases
  • 8 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 7 runs.

Also, a run dropping only this item is expected
per 2,600 runs or so.

7.1Statistical Strength: Very reliable

Range of average cost per
Basic Text Book
within 2 standard deviations
(~95.5% confidence):

6.9 — 7.33
>>
1.8
Basic Alcohol 13911>>

Basic Alcohol

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 1 runs in 10 percent of cases
  • 2 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 1 runs.

Also, a run dropping only this item is expected
per 13 runs or so.

1.9Statistical Strength: Very reliable

Range of average cost per
Basic Alcohol
within 2 standard deviations
(~95.5% confidence):

1.86 — 1.91
>>
0.5

Average cost per unit assumes 4 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.

Be sure you can do node 2.C to maximize rewards.

Mission tested: Assault and Battery Elite
By: Varietas, Crunch, Siguard & Chapey (+ more)
Date(s): June 2016–June 2018
Runs: 1269   Cost/Run: 6 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Raktajino 264>>

Common Raktajino

Average (mean) runs per drop: 5

Based on test averages, to get one more drop,
you may need to do another:

  • 4 runs in 50 percent of cases (median)
  • 11 runs in 10 percent of cases
  • 22 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 21 runs.

Also, a run dropping only this item is expected
per 140,000 runs or so.

28.8Statistical Strength: Very reliable

Range of average cost per
Common Raktajino
within 2 standard deviations
(~95.5% confidence):

25.75 — 32.77
>>
4.8
Basic Darts 1310>>

Basic Darts

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 4 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 3 runs.

Also, a run dropping only this item is expected
per 230 runs or so.

5.8Statistical Strength: Very reliable

Range of average cost per
Basic Darts
within 2 standard deviations
(~95.5% confidence):

5.55 — 6.1
>>
1
Basic Desktop Monitor (TNG) 1273>>

Basic Desktop Monitor (TNG)

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 4 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 3 runs.

Also, a run dropping only this item is expected
per 250 runs or so.

6Statistical Strength: Very reliable

Range of average cost per
Basic Desktop Monitor (TNG)
within 2 standard deviations
(~95.5% confidence):

5.7 — 6.29
>>
1
Common Expansion Module 993>>

Common Expansion Module

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 3 runs in 10 percent of cases
  • 6 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 5 runs.

Also, a run dropping only this item is expected
per 680 runs or so.

7.7Statistical Strength: Very reliable

Range of average cost per
Common Expansion Module
within 2 standard deviations
(~95.5% confidence):

7.25 — 8.13
>>
1.3
Basic Power Cell 1236>>

Basic Power Cell

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 3 runs in 10 percent of cases
  • 5 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 4 runs.

Also, a run dropping only this item is expected
per 280 runs or so.

6.2Statistical Strength: Very reliable

Range of average cost per
Basic Power Cell
within 2 standard deviations
(~95.5% confidence):

5.87 — 6.48
>>
1

Average cost per unit assumes 4 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.

Be sure you can do node 2.C to maximize rewards.

Mission tested: Assault and Battery Epic
By: Dharkus, Chapey, Kesss & WaldoMag (+ more)
Date(s): Jun 2016 – May 2018
Runs: 668   Cost/Run: 10 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Field Rations ★★ 81>>

Uncommon Field Rations ★★

Average (mean) runs per drop: 9

Based on test averages, to get one more drop,
you may need to do another:

  • 6 runs in 50 percent of cases (median)
  • 19 runs in 10 percent of cases
  • 38 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 37 runs.

Also, a run dropping only this item is expected
per 1,200,000 runs or so.

82.5Statistical Strength: Fairly reliable

Range of average cost per
Uncommon Field Rations ★★
within 2 standard deviations
(~95.5% confidence):

67.66 — 105.58
>>
8.2
Rare Optronic Circuit ★★★ 74>>

Rare Optronic Circuit ★★★

Average (mean) runs per drop: 10

Based on test averages, to get one more drop,
you may need to do another:

  • 7 runs in 50 percent of cases (median)
  • 21 runs in 10 percent of cases
  • 41 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 40 runs.

Also, a run dropping only this item is expected
per 1,700,000 runs or so.

90.3Statistical Strength: Fairly reliable

Range of average cost per
Rare Optronic Circuit ★★★
within 2 standard deviations
(~95.5% confidence):

73.43 — 117.13
>>
9
Uncommon Clothing Pattern ★★ 143>>

Uncommon Clothing Pattern ★★

Average (mean) runs per drop: 5

Based on test averages, to get one more drop,
you may need to do another:

  • 4 runs in 50 percent of cases (median)
  • 11 runs in 10 percent of cases
  • 21 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 20 runs.

Also, a run dropping only this item is expected
per 120,000 runs or so.

46.7Statistical Strength: Very reliable

Range of average cost per
Uncommon Clothing Pattern ★★
within 2 standard deviations
(~95.5% confidence):

40.18 — 55.79
>>
4.7
Uncommon Subprocessor ★★ 149>>

Uncommon Subprocessor ★★

Average (mean) runs per drop: 5

Based on test averages, to get one more drop,
you may need to do another:

  • 4 runs in 50 percent of cases (median)
  • 11 runs in 10 percent of cases
  • 21 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 20 runs.

Also, a run dropping only this item is expected
per 100,000 runs or so.

44.8Statistical Strength: Very reliable

Range of average cost per
Uncommon Subprocessor ★★
within 2 standard deviations
(~95.5% confidence):

38.67 — 53.32
>>
4.5
Common Power Cell 2225>>

Common Power Cell

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 1 runs in 10 percent of cases
  • 1 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 0 runs.

Also, a run dropping only this item is expected
per 2.1 runs or so.

3.0Statistical Strength: Very reliable

Range of average cost per
Common Power Cell
within 2 standard deviations
(~95.5% confidence):

2.95 — 3.06
>>
0.3

Average cost per unit assumes 4 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.

Be sure you can do node 2.C to maximize rewards.

This mission has the same drop list as Template:DropTest/Mortals and Mayhem/3, but drops 4 rewards to the other mission's 3.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
63
3
428
18
717
27
Crew XP 12 40 68
Training
XP
Warp 1
Warp 10
25
?
85
820
145
?
Credits
Credits
regular
Warp 1
300
210
452
315
752
525