Flesh and Blood

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Flesh and Blood
[UF-M4]
Flesh and Blood.png
Tickets 1
Cadet Challenge
The United Federation
Mission
4th
Type
Away Team
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Mission Rewards

Flesh and Blood is the fourth mission in the Cadet Challenges The United Federation and Adv: United Federation. It takes place at Gralik in the Xindus system.

Mission Walkthrough

  Flesh and Blood's Information Flesh and Blood's Structure
Introduction: Starfleet needs a way to identify Lore's android dopplegangers without violating anyone's privacy.
Can you develop a method that everyone approves?
Flesh and Blood structure.png
Tickets Cost: 1 Tickets per run
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Calm Paranoid Officers
Demonstrate Own Organic Nature
A. AT-With Bat'leth Against Klingons.png
Security Security
100 | 245 | 345
Adv: 120 | 260 | 390
Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)
No other traits provide a bonus.
Adv: Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)
No Rewards at this Node
[Character]⁠'s physical display convinces the paranoid officers of Starfleet that they are not yet surrounded by androids.
[Character]⁠'s poor showing leads many officers to wonder if the android infiltration of Starfleet has already occurred.
2.
Protect Legitimate Androids
Develop Personal Shielding
A. AT-Cold Night-Hot Rock.png
Security Security
100 | 245 | 345
Adv: 120 | 260 | 390
Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)
No other traits provide a bonus.
Adv: Trait bonus for tired crew:
(+20 | +?? | +??)
(+25 | +?? | +??)
No Rewards at this Node
[Character]⁠ has worked with Data and other independent androids to develop personal shield emitters in the event of violence.
[Character]⁠ has inadvertently deactivated several independent androids. The more paranoid Starfleet officers cheer.
Program to Deactivate, Not Defend
B. AT-Cybernetic Brain Surgery.png
Science Science
100 | 245 | 345
Adv: 115 | 260 | 385
Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)
No other traits provide a bonus.
Adv: Trait bonus for tired crew:
(+20 | +?? | +??)
(+25 | +?? | +??)
No Rewards at this Node
[Character]⁠ has tweaked the programming of Data and other androids to deactivate when threatened instead of defending themselves.
[Character]⁠ is unable to tweak the programming of Data and other androids in a way that does not break the laws of robotics.
3.
Defeat Lore's Android
Subdue and Deactivate
A. AT-Kal-if-fee.png
Security Security
100 | 245 | 345
Adv: 120 | 260 | 390
Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)
No other traits provide a bonus.
Adv: Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)
Common Backpack
Common Identification Code
Rare IDIC ★★★
[Character]⁠ has managed to overcome one of Lore's androids, who exposed himself to stop the away team's mission.
Only the combined effort of the entire away team helps [Character]⁠ overcome Lore's android, allowing the mission to continue.
4.
Reverse-Engineer Android
Dissect Positronic Brain
A. AT-Under Surgery.png
Engineering Engineering
100 | 245 | 345
Adv: 125 | 280 | 415
No trait bonuses. Common Self-sealing Stem Bolt
Uncommon Champagne ★★
Rare Rules of Acquisition ★★★
By dissecting the positronic brain of Lore's android, [Character]⁠ has hit upon a solution for identification...
[Character]⁠ permanently damages the positronic brain of Lore's android in the process. Luckily a solution may have been found...
5.
Test Remote Identification
Ping Positronic Brains
A. AT-Cybernetic Brain Surgery.png
Engineering Engineering
100 | 245 | 345
Adv: 125 | 280 | 435
Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)
No other traits provide a bonus.
Adv: Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)
Common Identification Code
Uncommon Casino Chip ★★
Rare Temporal Prime Directive ★★★
[Character]⁠ sends out a signal that every android in the sector unknowingly returns, reveling Lore's location!
[Character]⁠ was unable to boost the signal enough to find Lore or his growning android army.
Publicize Fake Plan
B. AT-Starfleet Headquarters Meeting.png
Command Command
100 | 245 | 345
Adv: 130 | 280 | 435
Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)
No other traits provide a bonus.
Adv: Trait bonus for tired crew:
(+20 | +?? | +64)
(+25 | +?? | +80)
Common Raktajino
Uncommon Imperial Guard Emblem ★★
Rare First Contact Protocol ★★★
[Character]⁠ publicizes a fake plan for identification, designed to get Lore to respond. He does, revealing his location!
[Character]⁠ publicizes a fake plan for identification, but it is not convincing, and Lore does not respond.
Our remote identification was successful.
We have zeroed in on a large number of androids at a location believed to be Lore's base of operations.
We have been unable to develop a method of identification for Lore's androids that will help us find Lore and stop his plan to replace Starfleet officers.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Epic

Drop Chance

Mission tested: Flesh and Blood Normal
By: R'nali, Jauranna, Chapey & Captain Sheridan (+ more)
Date(s): June 2016 – Aug 2017
Runs: 151   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Basic Medical Experiment 119>>

Basic Medical Experiment

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 55 runs or so.

1.3Statistical Strength: Very reliable

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

1.1 — 1.51
>>
1.3
Basic Kazon Name 88>>

Basic Kazon Name

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 140 runs or so.

1.7Statistical Strength: Very reliable

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

1.44 — 2.12
>>
1.7
Basic Bajoran PADD 133>>

Basic Bajoran PADD

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 40 runs or so.

1.1Statistical Strength: Very reliable

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

0.99 — 1.33
>>
1.1
Basic Synthesized Polymer 113>>

Basic Synthesized Polymer

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 64 runs or so.

1.3Statistical Strength: Very reliable

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

1.15 — 1.6
>>
1.3

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: Flesh and Blood Elite
By: Octarolakh, Koba44, Tygra Dax & Varietas (+ more)
Date(s): June 2016 – July 2017
Runs: 101   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Common Klingon House Crest 58>>

Common Klingon House Crest

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 140 runs or so.

1.7Statistical Strength: Fairly reliable

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

1.41 — 2.28
>>
1.7
Common Klingon Disruptor Rifle 69>>

Common Klingon Disruptor Rifle

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 85 runs or so.

1.5Statistical Strength: Fairly reliable

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

1.21 — 1.86
>>
1.5
Basic Science Experiment 90>>

Basic Science Experiment

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 38 runs or so.

1.1Statistical Strength: Very reliable

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

0.95 — 1.36
>>
1.1
Basic Duotronic Probe 86>>

Basic Duotronic Probe

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 44 runs or so.

1.2Statistical Strength: Very reliable

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

0.99 — 1.44
>>
1.2

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: Flesh and Blood Epic
By: Koba44, Siguard, SkyHammer & Octarolakh (+ more)
Date(s): July 2016–Apr 2018
Runs: 71   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Uncommon IDIC ★★ 41>>

Uncommon IDIC ★★

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 140 runs or so.

1.7Statistical Strength: Fairly reliable

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

1.35 — 2.41
>>
1.7
Uncommon Rules of Acquisition ★★ 52>>

Uncommon Rules of Acquisition ★★

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 69 runs or so.

1.4Statistical Strength: Fairly reliable

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

1.1 — 1.8
>>
1.4
Common Klingon Disruptor Rifle 67>>

Common Klingon Disruptor Rifle

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 32 runs or so.

1.1Statistical Strength: Fairly reliable

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

0.88 — 1.33
>>
1.1
Basic Quantum Chronometer 53>>

Basic Quantum Chronometer

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 65 runs or so.

1.3Statistical Strength: Fairly reliable

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

1.08 — 1.76
>>
1.3

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.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
687
27
820
30
882
32
Crew XP 65 80 90
Credits Credits 600 900 1050