No Man Left Behind

From Star Trek Timelines Wiki
Jump to: navigation, search
No Man Left Behind
[EA-M5]
AT-Starfleet Headquarters Meeting.png
Tickets 1
Cadet Challenge
Ex Astris, Scientia
Mission
5th
Type
Away Team
< Prev
Mission Rewards

No Man Left Behind is the fifth mission in Cadet Challenge Ex Astris, Scientia. It takes place at Alpha Onias II in the Alpha Onias system.

Mission Walkthrough

  No Man Left Behind's Information No Man Left Behind's Structure
Introduction: Admiral Riker is the only one left on Starbase 24, trapped by a fallen beam.
Send an away team down to rescue him!
No Man Left Behind structure.png
Tickets Cost: 1 Tickets per run
Suggested
Traits
:
Notes:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Determine Safe Beam Down Location
Predict Next Anomaly
A. AT-Astrometrics View-Generations.png
Science Science
135 | 270 | 380
Trait bonus for tired crew:
(+24 | +48 | +72)
(+30 | +60 | +90)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ finally determines a predictable pattern to the anomalies, allowing the away team to beam down.
[Character]⁠'s calculations are off. An away team member is lost to an anomaly during transport!
2.
Try to Revive Riker
Synthesize Modified Adrenaline
A. AT-Recovering Orion Beauty.png
Medicine Medicine
135 | 270 | 380
Trait bonus for tired crew:
(+24 | +48 | +72)
(+30 | +60 | +90)
No other traits provide a bonus.
Common Starfleet Medicine Uniform (TNG)
Uncommon Translation Algorithm ★★
Nova Class Schematic (x10)
[Character]⁠'s modified adrenaline hypospray renders the Admiral both conscious and coherent.
[Character]⁠'s mixture is off. The hypospray wakes the Admiral, but he is delirious.
3.
Free Riker from Beam
Coordinate Team Lift
A. AT-Starfleet Escaping Anomaly.png
Command Command
135 | 270 | 380
Trait bonus for tired crew:
(+24 | +48 | +72)
(+30 | +60 | +90)
No other traits provide a bonus.
Uncommon Encoded Communique ★★
Uncommon Tricorder Mark VII ★★
Rare Security Codes ★★★
[Character]⁠'s coordination ensures that none of the away team is injured in freeing Admiral Riker.
[Character]⁠ cannot coordinate the away team properly. Several officers pull muscles in freeing the Admiral.
Use Leverage to Lift Beam
B. AT-Corridor Explosion.png
Science Science
135 | 270 | 380
Trait bonus for tired crew:
(+24 | +48 | +72)
(+30 | +60 | +90)
No other traits provide a bonus.
Uncommon Tricorder Mark VII ★★
Uncommon Encoded Communique ★★
Uncommon Quantum Chronometer ★★
With the help of fallen cables, [Character]⁠ and the away team lift the fallen beam and pull Admiral Riker free!
[Character]⁠ cannot determine a way to ease the lifting of the beam. The away team strains muscles in freeing the Admiral.
4.
Escape Starbase 24
Repair Escape Pod
A. AT-Deflector Dish-First Contact.png
Engineering Engineering
135 | 270 | 380
Trait bonus for tired crew:
(+24 | +48 | +72)
(+30 | +60 | +90)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ eliminates the need for a dangerous transport by repairing one of Starbase 24's escape pods!
[Character]⁠ cannot repair one of Starbase 24's escape pods. The team must undergo a dangerous transport.
Request Romulan Aid
B. AT-Starfleet Headquarters Meeting.png
Diplomacy Diplomacy
135 | 270 | 380
Trait bonus for tired crew:
(+24 | +48 | +72)
(+30 | +60 | +90)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ finally convinces nearby Romulan authorities to dock at Starbase 24, allowing the away team to escape.
[Character]⁠'s entreaties fall on deaf ears—the Romulans refuse to help. The team must undergo a dangerous transport.
5.
Stabilize Riker
Perform Emergency Surgery
A. AT-Under Surgery.png
Medicine Medicine
135 | 270 | 380
Trait bonus for tired crew:
(+24 | +48 | +72)
(+30 | +60 | +90)
No other traits provide a bonus.
Common Scalpel
Uncommon Cortical Monitor ★★
Uncommon Medical Lesson ★★
Despite Admiral Riker's injuries, [Character]⁠ has not only stabilized him but ensured his leg will heal properly.
[Character]⁠ fails to understand the stress being trapped on Starbase 24 has put on Admiral Riker. He flatlines!
We have rescued Admiral Riker from Starbase 24 after it was rocked by a series of temporal anomalies.
I disobeyed a direct order to do so, and I must now face Admiral Riker's wrath....
We have been unable to extricate Admiral Riker from Starbase 24.
If we do not hurry, we risk losing him to another timeline forever.


Mission Rewards

Rare Rewards

Rare Rewards
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite

Drop Chance

Mission tested: No Man Left Behind Normal
By: Crunch, Chapey, LivewareFailure & Joker41NAM (+ more)
Date(s): June – October 2016
Runs: 303   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Common Poker Cards 175>>

Common Poker Cards

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
Common Poker Cards
within 2 standard deviations
(~95.5% confidence):

1.52 — 2
>>
1.7
Basic Hyperspanner (DS9) 182>>

Basic Hyperspanner (DS9)

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 120 runs or so.

1.7Statistical Strength: Very reliable

Range of average cost per
Basic Hyperspanner (DS9)
within 2 standard deviations
(~95.5% confidence):

1.47 — 1.92
>>
1.7
Basic Translation Algorithm 240>>

Basic Translation Algorithm

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 54 runs or so.

1.3Statistical Strength: Very reliable

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

1.14 — 1.42
>>
1.3
Common Incense 312>>

Common Incense

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 25 runs or so.

1Statistical Strength: Very reliable

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

0.89 — 1.07
>>
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: No Man Left Behind Elite
By: Captain Sheridan, Octarolakh, Treasigh & Joker41NAM
Date(s): September 2016 – March 2017
Runs: 114   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Common Case Files 60>>

Common Case Files

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 190 runs or so.

1.9Statistical Strength: Fairly reliable

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

1.54 — 2.48
>>
1.9
Basic Casino Chip 64>>

Basic Casino Chip

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 150 runs or so.

1.8Statistical Strength: Fairly reliable

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

1.45 — 2.3
>>
1.8
Basic Communicator (TOS) 96>>

Basic Communicator (TOS)

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 Communicator (TOS)
within 2 standard deviations
(~95.5% confidence):

1.01 — 1.44
>>
1.2
Basic Wrench 122>>

Basic Wrench

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 22 runs or so.

0.9Statistical Strength: Very reliable

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

0.82 — 1.09
>>
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.

Mission tested: No Man Left Behind Epic
By: Koba44, Geo La Forge, Kesss & SneakyAmanda (+ more)
Date(s): July – March 2018
Runs: 510   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Uncommon First Contact Protocol ★★ 293>>

Uncommon First Contact Protocol ★★

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
Uncommon First Contact Protocol ★★
within 2 standard deviations
(~95.5% confidence):

1.58 — 1.95
>>
1.7
Common Boy Scout Badge 338>>

Common Boy Scout Badge

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 93 runs or so.

1.5Statistical Strength: Very reliable

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

1.38 — 1.67
>>
1.5
Basic Encoded Communique 395>>

Basic Encoded Communique

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 Encoded Communique
within 2 standard deviations
(~95.5% confidence):

1.19 — 1.41
>>
1.3
Basic Translation Algorithm 504>>

Basic Translation Algorithm

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 28 runs or so.

1Statistical Strength: Very reliable

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

0.94 — 1.09
>>
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.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
748
28
841
31
902
32
Crew XP 70 85 90
Credits Credits 750 900 1200
Chronitons Chroniton 15 20 25