Deadly Disruptions

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Deadly Disruptions [E4-M5]
AT-Courtroom Procedings.png
Chroniton 8 | 14 | 20
Episode
4 - Hostile Takeover
Mission
5th
Type
Away Team
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Mission Rewards

Deadly Disruptions is the fifth mission in Episode 4, Hostile Takeover. It takes place on Hupyria in the Hupyria system.

Mission Walkthrough

  Deadly Disruptions's Information Deadly Disruptions's Structure
Introduction: Theives have stolen a fortune from Quark, including an old stash of Klingon disruptors.
Recover them before they fall into the wrong hands.
Deadly Disruptions structure.png
Chroniton Cost: 8 | 14 | 20 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Interview Victim
Question Quark About Theft
A. AT-Courtroom Procedings.png
Diplomacy Diplomacy
101 | 220 | 469
Trait bonus for tired crew:
(+?? | +?? | +96)
(+?? | +?? | +120)
No other traits provide a bonus.
Common Ancient Film
Uncommon Starfleet Medicine Uniform (ALT) ★★
Super Rare Clothing Pattern ★★★★
After prying into Quark's troubles a bit more, [Character]⁠ picks up a few solid leads.
Quark is reluctant to share much, but [Character]⁠ eventually prys some useful information out of him.
2.
Trace Stolen Goods
Compile and Decipher Security Scans
A. AT-Astrometrics View-Generations.png
Security Security
101 | 220 | 469
Trait bonus for tired crew:
(+?? | +?? | +??)
(+?? | +?? | +??)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ quickly compiles and recreates the heist and spots the Kazon perpetrators.
Hours pass as [Character]⁠ hunts through useless recording before stumbling on footage of the Kazon perpetrator.
Reconstitute Trace DNA Evidence
B. AT-Under Surgery.png
Medicine Medicine
101 | 220 | 469
Trait bonus for tired crew:
(+?? | +?? | +??)
(+?? | +?? | +??)
No other traits provide a bonus.
No Rewards at this Node
While evidence seemed sparse, [Character]⁠ modified a bacteria to scour DNA traces and identify the thieves as Kazon.
[Character]⁠ fails repeatedly to gather trace evidence to identify the thieves before finally identifying Kazon DNA.
3.
Apprehend Thieves
Issue Bounty for Kazon Arrest
A. AT-Bartering with Ferengi.png
Diplomacy Diplomacy
101 | 220 | 469
Step 2.A
Successful
No trait bonuses. Uncommon Identification Code ★★
Basic Subcutaneous Transponder
Rare Terran Slave Emblem ★★★
[Character]⁠ uses their power as Nagus to issue a bounty for the thieves. An ambitious Ferengi turns the fugitives in.
[Character]⁠'s bounty fails to impress nearby Ferengi into assisting. Capturing the thieves was arduous for the crew.
Disguise Shuttle Signature as Kazon
B. AT-Gold Metamorphosis.png
Engineering Engineering
101 | 220 | 469
Trait bonus for tired crew:
(+?? | +?? | +??)
(+?? | +?? | +??)
No other traits provide a bonus.
Uncommon Klingon Warnog ★★
Rare Kanar ★★★
Ferengi D'Kora Marauder Schematic (x10)
[Character]⁠ configures your shuttle to read as Kazon, allowing a stealth approach. The Kazon are easily apprehended.
[Character]⁠ fails to disguise their shuttle signature. The Kazon prepare and the capture is not without casualties.
4.
Identify Mastermind
Outwit Captured Kazon Mercenary
A. AT-Federation Brig with Prisoner.png
Diplomacy Diplomacy
101 | 220 | 469
Trait bonus for tired crew:
(+?? | +?? | +??)
(+?? | +?? | +??)
No other traits provide a bonus.
Uncommon Klingon Disruptor Pistol ★★
Rare Single Pot Whiskey ★★★
Super Rare Polyalloy ★★★★
[Character]⁠ deftly maneuvers into an incriminating position and gets the Kazon to reveal the architect of the heist.
[Character]⁠ tries multiple tactics, but the Kazon never reveals his master. No mastermind found, the mission fails.
Ply Kazon with Serum
B. AT-Cardassians Torturing Federation.png
Medicine Medicine
101 | 220 | 469
Trait bonus for tired crew:
(+?? | +?? | +??)
(+?? | +?? | +??)
No other traits provide a bonus.
Uncommon T'Pol's Suit ★★
Rare Sensor ★★★
Rare Surgical Shears ★★★
[Character]⁠ whips up a serum-laced cocktail and uses it's influence to learn the identity of the mastermind.
Despiate [Character]⁠'s best efforts, the Kazon weathers the serum and reveals nothing.
We cornered the thieves with their ill-gotten gains, but the person they were bringing them to was... Quark.
A puzzling turn of events. We'll have to see what he offers up for an explanation.
The thieves responsible for robbing Quark have concealed who is behind the robbery. The mission has failed.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Deadly Disruptions Normal
By: Maltheser, Koba44, Captain deMarco & Jlieser (+ more)
Date(s): May 2016 – Apr 2018
Runs: 6962   Cost/Run: 8 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Identification Code 3408>>

Common Identification Code

Average (mean) runs per drop: 3

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

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

That is, 1 in 100 players may not see this item
drop at all even after 8 runs.

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

16.3Statistical Strength: Very reliable

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

15.85 — 16.87
>>
2
Basic Phaser Type 1 1763>>

Basic Phaser Type 1

Average (mean) runs per drop: 4

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

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

That is, 1 in 100 players may not see this item
drop at all even after 17 runs.

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

31.6Statistical Strength: Very reliable

Range of average cost per
Basic Phaser Type 1
within 2 standard deviations
(~95.5% confidence):

30.21 — 33.1
>>
3.9
Uncommon Synthesized Polymer ★★ 1726>>

Uncommon Synthesized Polymer ★★

Average (mean) runs per drop: 5

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

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

That is, 1 in 100 players may not see this item
drop at all even after 17 runs.

Also, a run dropping only this item is expected
per 1,800 runs or so.

32.3Statistical Strength: Very reliable

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

30.85 — 33.83
>>
4
Common Optronic Circuit 7039>>

Common Optronic Circuit

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 26 runs or so.

7.9Statistical Strength: Very reliable

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

7.76 — 8.07
>>
1
Basic Spices 6950>>

Basic Spices

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)
  • 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 27 runs or so.

8Statistical Strength: Very reliable

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

7.86 — 8.17
>>
1

Average cost per unit assumes 3 standard rewards per run.

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

Mission tested: Deadly Disruptions Elite
By: Siguard, Terfin, Crunch & CMO Zoidberg (+ more)
Date(s): Mar 2017 – Mar 2018
Runs: 373   Cost/Run: 14 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Authorization Code ★★ 126>>

Uncommon Authorization Code ★★

Average (mean) runs per drop: 3

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

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

That is, 1 in 100 players may not see this item
drop at all even after 12 runs.

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

41.4Statistical Strength: Very reliable

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

35.49 — 49.81
>>
3
Super Rare Clothing Pattern ★★★★ 17>>

Super Rare Clothing Pattern ★★★★

Average (mean) runs per drop: 22

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

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

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

Also, a run dropping only this item is expected
per 290,000 runs or so.

307.2Statistical Strength: Somewhat unreliable

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

207.33 — 592.53
>>
21.9
Rare Casing ★★★ 20>>

Rare Casing ★★★

Average (mean) runs per drop: 19

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

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

That is, 1 in 100 players may not see this item
drop at all even after 85 runs.

Also, a run dropping only this item is expected
per 180,000 runs or so.

261.1Statistical Strength: Somewhat unreliable

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

180.89 — 469.1
>>
18.7
Uncommon Power Cell ★★ 261>>

Uncommon 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
  • 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 79 runs or so.

20Statistical Strength: Very reliable

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

18.05 — 22.44
>>
1.4
Common Clothing Pattern 695>>

Common Clothing Pattern

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 4.2 runs or so.

7.5Statistical Strength: Very reliable

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

7.18 — 7.88
>>
0.5

Average cost per unit assumes 3 standard rewards per run.

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

Several drop rates and item drops got adjusted on 2017/03/15. As this DropTest is likely affected, old data has been removed or commented out.
The old costs/unit were: 55.4, 365.4, 174.0, 17.9, and 7.6.

Mission tested: Deadly Disruptions Epic
By: 84wb, Siguard, Loulybob & SleepingDragon (+ more)
Date(s): Mar 2017 – Mar 2018
Runs: 744   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Optronic Circuit ★★★★ 121>>

Super Rare Optronic Circuit ★★★★

Average (mean) runs per drop: 7

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

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

That is, 1 in 100 players may not see this item
drop at all even after 27 runs.

Also, a run dropping only this item is expected
per 6,300 runs or so.

123Statistical Strength: Very reliable

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

104.49 — 149.4
>>
6.1
Rare Database (Panel) ★★★ 437>>

Rare Database (Panel) ★★★

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 130 runs or so.

34.1Statistical Strength: Very reliable

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

31.36 — 37.25
>>
1.7
Uncommon Database (Panel) ★★ 843>>

Uncommon Database (Panel) ★★

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 19 runs or so.

17.7Statistical Strength: Very reliable

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

16.74 — 18.67
>>
0.9
Uncommon Expansion Module ★★ 831>>

Uncommon Expansion Module ★★

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 19 runs or so.

17.9Statistical Strength: Very reliable

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

16.97 — 18.95
>>
0.9

Average cost per unit assumes 3 standard rewards per run.

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

Several drop rates and item drops got adjusted on 2017/03/15. The items of this DropTest were modified, so old data had to be removed.
The old costs/unit were: -.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
687
27
882
32
994
34
Crew XP 64 88 108
Training
XP
Warp 1
Warp 10
135
1330
185
?
 ?
?
Credits
Credits
regular
Warp 1
600
420
1052
735
1500
?