History Interrupted

From Star Trek Timelines Wiki
Jump to: navigation, search
History Interrupted
[UF-M1]
AT-Kal-if-fee.png
Tickets 1
Cadet Challenge
The United Federation
Mission
1st
Type
Away Team
Next >
Mission Rewards

History Interrupted is the first mission in the Cadet Challenges The United Federation and Adv: United Federation. It takes place at Gralik in the Xindus system.

Mission Walkthrough

  History Interrupted's Information History Interrupted's Structure
Introduction: Starfleet's first Xindi recruit has been imprisoned by angry Xindi of the past, who refuse to see one of their own join.
Resolve the situation!
History Interrupted structure.png
Tickets Cost: 1 Tickets per run
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Overcome Hostile Xindi
Physically Subdue Attackers
A. AT-Kal-if-fee.png
Security Security
55 | 190 | 290
Adv: 70 | 170 | 340
Trait bonus for tired crew:
(+12 | +24 | +48)
(+15 | +30 | +60)
No other traits provide a bonus.
Adv: Trait bonus for tired crew:
(+12 | +?? | +??)
(+15 | +?? | +??)
No Rewards at this Node
[Character]⁠ has fended off attacks from several angry Xindi without causing injury.
[Character]⁠ was unable to subdue the angry Xindi without causing injury.
2.
Make Contact with Recruit
Send Binary Message via Vibration
A. AT-Federation Brig with Prisoner.png
Science Science
55 | 190 | 290
Adv: 70 | 190 | 330
Trait bonus for tired crew:
(+12 | +24 | +48)
(+15 | +30 | +60)
No other traits provide a bonus.
Adv: Trait bonus for tired crew:
(+12 | +?? | +??)
(+15 | +?? | +??)
Common Identification Code
Uncommon Translation Algorithm ★★
Uncommon Tequila ★★
[Character]⁠ has let the Xindi recruit know that help is on the way, with his captors none the wiser.
[Character]⁠ got the message through to the Xindi recruit, but the seismic activity has caused his captors to increase security.
3.
Convince Xindi Elders
Reenact Xindi Joining Federation
A. AT-Musketeer La Forge.png
Diplomacy Diplomacy
55 | 190 | 290
Adv: 70 | 220 | 340
Trait bonus for tired crew:
(+12 | +24 | +48)
(+15 | +30 | +60)
No other traits provide a bonus.
Adv: Trait bonus for tired crew:
(+12 | +?? | +??)
(+15 | +?? | +??)
No Rewards at this Node
[Character]⁠'s stirring reenactment inspires many of the Xindi elders. But one is so angered by the thought he turns violent!
[Character]⁠'s reenactment rings hollow with the Xindi elders. One is so angered he turns violent!
Negotiate Federation Aid
B. AT-Starfleet Headquarters Meeting.png
Command Command
55 | 190 | 290
Adv: 70 | 170 | 340
Trait bonus for tired crew:
(+12 | +24 | +48)
(+15 | +30 | +60)
No other traits provide a bonus.
Adv: Trait bonus for tired crew:
(+12 | +24 | +48)
(+15 | +30 | +60)
No Rewards at this Node
[Character]⁠ ensures the Xindi will receive more aid from the Federation than other member worlds. But one elder turns violent!
[Character]⁠ cannot get Federation officials to offer any more to the Xindi than they already get. One Xindi elder turns violent!
4.
Resolve Hostage Situation
Stun Violent Xindi
A. AT-Klingons Capture Federation.png
Security Security
55 | 190 | 290
Adv: 70 | 170 | 340
Trait bonus for tired crew:
(+12 | +24 | +48)
(+15 | +30 | +60)
No other traits provide a bonus.
Adv: Trait bonus for tired crew:
(+12 | +24 | +48)
(+15 | +30 | +60)
Jem'Hadar Fighter Schematic (x10)
Uncommon Civilian Security Clothing ★★
Uncommon Klingon Disruptor Pistol ★★
[Character]⁠'s expert marksmanship stuns the violent Xindi elder, freeing the captive Xindi recruit!
[Character]⁠ inadvertantly stuns the Xindi recruit hostage as well as the violent Xindi elder.
5.
Integrate Recruit into Starfleet
Secure Sponsors for Recruit
A. AT-Dinner with the Enemy-The Undiscovered Country.png
Diplomacy Diplomacy
55 | 190 | 290
Adv: 70 | 220 | 340
Trait bonus for tired crew:
(+12 | +24 | +48)
(+15 | +30 | +60)
No other traits provide a bonus.
Adv: Trait bonus for tired crew:
(+12 | +24 | +??)
(+15 | +30 | +??)
Common Tulaberry Wine
Uncommon Identification Code ★★
Uncommon Poetry ★★
[Character]⁠ has convinced some major Federation figures to publicly sponsor the Xindi recruit's entry into the Academy.
[Character]⁠ fails to convince any major Federation figures to sponsor the Xindi recruit. Opposition is high.
Ensure Accessibility at Academy
B. AT-Scotty In Jefferies Tube.png
Science Science
55 | 190 | 290
Adv: 70 | 190 | 330
Trait bonus for tired crew:
(+12 | +24 | +48)
(+15 | +30 | +60)
No other traits provide a bonus.
Adv: Trait bonus for tired crew:
(+12 | +?? | +??)
(+15 | +?? | +??)
Common Prime Directive
Uncommon Stethoscope ★★
Rare Novel ★★★
[Character]⁠ Ensures the Xindi recruit will not only be able to survive on Earth, but will also be comfortable at the Academy.
[Character]⁠ was unable to ensure even basic survivability for the Xindi recruit on Earth.
We have convinced the Xindi elders to allow one of their own to enroll at Starfleet Academy.
Hopefully this goes a long way towards securing the present peace between humanity and the Xindi...
The Xindi elders remain intransigent, refusing to see the younger generation fall in with their old enemies, Humanity. We must clear the path for this recruit, somehow...


Mission Rewards

Rare Rewards

Rare Rewards
Elite
Epic

Standard Rewards

Drop Chance

Mission tested: History Interrupted Normal
By: SleepingDragon, TheGambit, CodeHydro & Chapey (+ more)
Date(s): June – December 2016
Runs: 183   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Basic Imperial Guard Emblem 150>>

Basic Imperial Guard Emblem

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 49 runs or so.

1.2Statistical Strength: Very reliable

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

1.07 — 1.42
>>
1.2
Basic Identification Code 124>>

Basic Identification Code

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 87 runs or so.

1.5Statistical Strength: Very reliable

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

1.27 — 1.75
>>
1.5
Basic Bajoran Phaser 135>>

Basic Bajoran Phaser

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 67 runs or so.

1.4Statistical Strength: Very reliable

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

1.18 — 1.59
>>
1.4
Basic Spices 140>>

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)
  • 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 60 runs or so.

1.3Statistical Strength: Very reliable

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

1.14 — 1.53
>>
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: History Interrupted Elite
By: CodeHydro, R'nali, Crunch & Chapey (+ more)
Date(s): June 2016 – February 2017
Runs: 143   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Common Maquis Emblem 92>>

Common Maquis Emblem

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)
  • 4 runs in 10 percent of cases
  • 7 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 6 runs.

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

1.6Statistical Strength: Very reliable

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

1.31 — 1.91
>>
1.6
Basic Multidimensional Transporter Device 105>>

Basic Multidimensional Transporter Device

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 68 runs or so.

1.4Statistical Strength: Very reliable

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

1.16 — 1.64
>>
1.4
Basic Flux Coupler 121>>

Basic Flux Coupler

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 45 runs or so.

1.2Statistical Strength: Very reliable

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

1.02 — 1.4
>>
1.2
Basic EJ-7 Interlock 111>>

Basic EJ-7 Interlock

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 58 runs or so.

1.3Statistical Strength: Very reliable

Range of average cost per
Basic EJ-7 Interlock
within 2 standard deviations
(~95.5% confidence):

1.11 — 1.54
>>
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.

Additionally, you receive 2 to 3 Super Rare Advanced Tactical Training ★★★★, averaging at about 2.8 per run. Combined with the regular crew XP, I got 537 XP per crew member per run!

Mission tested: History Interrupted Epic
By: Koba44, Crunch, benign reality & LapplandsCohan (+1 more)
Date(s): June–November 2016
Runs: 27   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Uncommon Klingon House Crest ★★ 21>>

Uncommon Klingon House Crest ★★

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 57 runs or so.

1.3Statistical Strength: Fairly reliable

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

0.93 — 2.07
>>
1.3
Uncommon Terran Slave Emblem ★★ 24>>

Uncommon Terran Slave Emblem ★★

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: Fairly reliable

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

0.84 — 1.72
>>
1.1
Basic Multidimensional Transporter Device 22>>

Basic Multidimensional Transporter Device

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 50 runs or so.

1.2Statistical Strength: Fairly reliable

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

0.9 — 1.94
>>
1.2
Basic Imperial Guard Emblem 14>>

Basic Imperial Guard Emblem

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)
  • 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 190 runs or so.

1.9Statistical Strength: Somewhat unreliable

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

1.3 — 3.78
>>
1.9

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.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
511
21
769
29
902
32
Crew XP 45 75 90
Credits Credits 450 750 1200