Mortals and Mayhem

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Mortals and Mayhem [DE-M6]
AT-Sabotage Warp Core.png
Chroniton 4 | 8 | 10
Distress Calls
Delphic Expanse
Mission
6th
Type
Away Team
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Mission Rewards

Mortals and Mayhem is the sixth distress call in The Delphic Expanse. It takes place at Marr in the Omicron Theta system.

Mission Walkthrough

  Mortals and Mayhem's Information Mortals and Mayhem's Structure
Introduction: Q is promising great rewards to Starfleet captains willing to face his gauntlet. Are you among them?
Mortals and Mayhem structure.png
Chroniton Cost: 4 | 8 | 10 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Begin Gauntlet by Dealing with Bomb
Defuse Bomb
A. AT-Sabotage Warp Core.png
Engineering Engineering
47 | 95 | 160
Trait bonus for tired crew:
(+8 | +17 | +29)
(+11 | +22 | +37)
No other traits provide a bonus.
10,000 Credits
Common Duotronic Probe
Common Racquet
[Character]⁠ has defused the bomb Q created, which might have destroyed the planet otherwise.
[Character]⁠ has defused the bomb Q created, but while sweating with only seconds to spare.
2.
Overcome Hostile Historical Figures
Calm Confused Historical Figures
A. AT-Spock Mindmelds Picard.png
Diplomacy Diplomacy
47 | 95 | 160
Empath
or
Cultural Figure
Trait bonus for tired crew:
(+8 | +17 | +29)
(+11 | +22 | +37)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ manages to get the historical figures Q has brought here to lower their weapons.
[Character]⁠ cannot calm the historical figures Q has brought here and must defeat them in combat.
Disarm Confused Historical Figures
B. AT-Kal-if-fee.png
Security Security
47 | 95 | 160
Trait bonus for tired crew:
(+8 | +17 | +29)
(+11 | +22 | +37)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ manages to wrest the weapons from the hostile historical figures Q has brought here.
[Character]⁠ is unable to disarm the historical figures Q has brought here before a crew member is injured.
Suspend Confused Historical Figures
C. AT-Under Surgery.png
Medicine Medicine
47 | 95 | 160
Trait bonus for tired crew:
(+8 | +17 | +29)
(+11 | +22 | +37)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ manages to tranquilize the historical figures Q has brought here before any violence occurs.
[Character]⁠ is unable to tranquilize the historical figures Q has brought here before any violence occurs.
3.
Avoid Q's Summoned Boulders
Transport Rolling Boulders
A. AT-Transporter Room.png
Science Science
47 | 95 | 160
Prodigy
or
Quantum Mechanics
Trait bonus for tired crew:
(+8 | +17 | +29)
(+11 | +22 | +37)
No other traits provide a bonus.
Basic Desktop Monitor (TNG)
Common Microconnector
Basic 20th Century Pistol
[Character]⁠ finds a way to transport Q's boulders to a safe distance, sparing the away team injury.
[Character]⁠ is unable to find a way to transport Q's boulders. The away team barely outruns them.
Break Up Rolling Boulders
B. AT-Corridor Battle-First Contact.png
Engineering Engineering
47 | 95 | 160
Trait bonus for tired crew:
(+8 | +17 | +29)
(+11 | +22 | +37)
No other traits provide a bonus.
Common Phaser Type 3 (TNG)
Common Gold-Pressed Latinum
Uncommon Strategema ★★
[Character]⁠ uses good old fashioned physics to break up Q's boulders to a non-threatening size.
[Character]⁠ is unable to find a way to break up Q's boulders. The away team barely outruns them.
4.
Survive Suddenly Harsh Environment
Scan for Sheltering Formations
A. AT-Cold Night-Hot Rock.png
Science Science
47 | 95 | 160
Trait bonus for tired crew:
(+8 | +17 | +29)
(+11 | +22 | +37)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ uses the environment to the away team's advantage and survives Q's harsh conditions.
[Character]⁠ fumbles. The away team only survives Q's harsh conditions thanks to Q himself.
Hibernate Away Team
B. AT-Under Surgery.png
Medicine Medicine
47 | 95 | 160
Trait bonus for tired crew:
(+8 | +17 | +29)
(+11 | +22 | +37)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ has put the away team into medically-induced hibernation. They survive Q's harsh conditions.
[Character]⁠ does not prepare the correct hyposprays. The away team only survives Q's harsh conditions thanks to Q himself.
5.
Q Proposes Bliss in Return for Quitting
Challenge Q's Logic
A. AT-Kreetassans Apology-Enterprise.png
Diplomacy Diplomacy
47 | 95 | 160
Trait bonus for tired crew:
(+8 | +17 | +29)
(+11 | +22 | +37)
No other traits provide a bonus.
Common Database (Panel)
Common TR-580 Medical Tricorder
Uncommon First Contact Protocol ★★
[Character]⁠ refuses Q with a debate worthy of his best with Captain Picard and others. Q acknowledges the crew's victory.
Q does not find [Character]⁠'s logic very convincing, or satisfying. Q dismisses the crew without reward.
Rely on Crew's Solidarity
B. AT-Courtroom Procedings.png
Diplomacy Diplomacy
47 | 95 | 160
Trait bonus for tired crew:
(+8 | +17 | +29)
(+11 | +22 | +37)
No other traits provide a bonus.
Common Wrench
Common Security Codes
Common Klingon Armor (TNG)
[Character]⁠ refuses Q with a debate worthy of his best with Captain Picard and others. Q acknowledges the crew's victory.
[Character]⁠ fails in Q's test of character and Q disappears without a trace.
We have survived Q's gauntlet of challenges and lived to tell the tale. Q even made it worth our while, so much so that we may attempt it again...
We failed Q's gauntlet of challenges - and barely survived the attempt. At least he was amused, but we'll need rest before we try this again...


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Elite
Epic

Drop Chance

Mission tested: Mortals and Mayhem Normal
By: Koba44, CodeHydro, Tygra Dax & Chapey (+ more)
Date(s): Jun 2016 – July 2018
Runs: 1628   Cost/Run: 4 Chroniton
Item Units Chroniton / unit Runs/Drop
Maquis Raider Schematic 522>>

Maquis Raider Schematic

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

That is, 1 in 100 players may not see this item
drop at all even after 13 runs.

Also, a run dropping only this item is expected
per 820 runs or so.

12.5Statistical Strength: Very reliable

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

11.52 — 13.6
>>
3.1
Common Phase Pistol 942>>

Common Phase Pistol

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.

6.9Statistical Strength: Very reliable

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

6.53 — 7.34
>>
1.7
Basic Graviton Emitter 1973>>

Basic Graviton Emitter

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
  • 3 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 2 runs.

Also, a run dropping only this item is expected
per 15 runs or so.

3.3Statistical Strength: Very reliable

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

3.19 — 3.42
>>
0.8
Basic Neurocortical Monitor 966>>

Basic Neurocortical Monitor

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
  • 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 130 runs or so.

6.7Statistical Strength: Very reliable

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

6.37 — 7.15
>>
1.7
Basic Bajoran PADD 231>>

Basic Bajoran PADD

Average (mean) runs per drop: 8

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

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

That is, 1 in 100 players may not see this item
drop at all even after 31 runs.

Also, a run dropping only this item is expected
per 9,500 runs or so.

28.2Statistical Strength: Very reliable

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

24.98 — 32.35
>>
7
Basic Duotronic Probe 250>>

Basic Duotronic Probe

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)
  • 15 runs in 10 percent of cases
  • 30 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 29 runs.

Also, a run dropping only this item is expected
per 7,500 runs or so.

26.1Statistical Strength: Very reliable

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

23.19 — 29.71
>>
6.5

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.

Mission tested: Mortals and Mayhem Elite
By: SleepingDragon, Crunch, Captain Sheridan & inorlive (+ more)
Date(s): June – November 2016
Runs: 108   Cost/Run: 8 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Backpack 13>>

Common Backpack

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 15,000 runs or so.

66.5Statistical Strength: Somewhat unreliable

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

43.04 — 145.84
>>
8.3
Common Field Rations 11>>

Common Field Rations

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)
  • 23 runs in 10 percent of cases
  • 45 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 44 runs.

Also, a run dropping only this item is expected
per 26,000 runs or so.

78.6Statistical Strength: Somewhat unreliable

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

49.29 — 193.28
>>
9.8
Common Isolinear Chips 90>>

Common Isolinear Chips

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 47 runs or so.

9.6Statistical Strength: Very reliable

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

8.14 — 11.7
>>
1.2
Basic Isolinear Chips 210>>

Basic Isolinear Chips

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 3.7 runs or so.

4.1Statistical Strength: Very reliable

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

3.8 — 4.48
>>
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.

It would be interesting to see whether this mission has identical drop rates to Template:DropTest/The_Mad_Vedek/2, which has an identical drop list and chroniton use. Note that this one yields more crew XP.

Mission tested: Mortals and Mayhem Epic
By: Dharkus, Captain Sheridan, Chapey & Octarolakh (+ more)
Date(s): Jun 2016 – Jun 2018
Runs: 548   Cost/Run: 10 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Field Rations ★★ 40>>

Uncommon Field Rations ★★

Average (mean) runs per drop: 14

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

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

That is, 1 in 100 players may not see this item
drop at all even after 62 runs.

Also, a run dropping only this item is expected
per 69,000 runs or so.

137.0Statistical Strength: Fairly reliable

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

104.38 — 199.26
>>
13.7
Rare Optronic Circuit ★★★ 41>>

Rare Optronic Circuit ★★★

Average (mean) runs per drop: 14

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

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

That is, 1 in 100 players may not see this item
drop at all even after 60 runs.

Also, a run dropping only this item is expected
per 64,000 runs or so.

133.7Statistical Strength: Fairly reliable

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

102.14 — 193.29
>>
13.4
Uncommon Clothing Pattern ★★ 86>>

Uncommon Clothing Pattern ★★

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)
  • 15 runs in 10 percent of cases
  • 29 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 28 runs.

Also, a run dropping only this item is expected
per 7,000 runs or so.

63.7Statistical Strength: Fairly reliable

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

52.66 — 80.66
>>
6.4
Uncommon Subprocessor ★★ 107>>

Uncommon Subprocessor ★★

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)
  • 12 runs in 10 percent of cases
  • 23 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 22 runs.

Also, a run dropping only this item is expected
per 3,600 runs or so.

51.2Statistical Strength: Very reliable

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

43.15 — 63
>>
5.1
Common Power Cell 1370>>

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 1.7 runs or so.

4.0Statistical Strength: Very reliable

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

3.91 — 4.09
>>
0.4

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.

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


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
230
10
573
23
717
27
Crew XP 25 55 70
Training
XP
Warp 1
Warp 10
50
510
 ?
?
145
?
Credits
Credits
regular
Warp 1
300
210
600
?
750
525

Notes