Salvage the Chavez

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Salvage the Chavez [E5-M7]
AT-Under Surgery.png
Chroniton 12 | 16 | 22
Episode
5 - Ethical Alternatives
Mission
7th
Type
Away Team
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Mission Rewards

Salvage the Chavez is the seventh mission in Episode 5, Ethical Alternatives. It takes place on Algus in the Terra Nova system.

Mission Walkthrough

  Salvage the Chavez's Information Salvage the Chavez's Structure
Introduction: Debris from your battle against the Terran Empire has rendered the Chavez unstable.
Extricate the codes and weapon prototypes before it explodes!
Salvage the Chavez structure.png
Chroniton Cost: 12 | 16 | 22 Chroniton
Suggested
Traits
:
Notes: You must pass the locked node, 4.B, to receive 4 rewards instead of the usual 3.
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Lethal Environment
Jury-Rig Life Support
A. AT-Under Surgery.png
Medicine Medicine
132 | 290 | 604
Trait bonus for tired crew:
(+26 | +?? | +120)
(+33 | +?? | +151)
No other traits provide a bonus.
Intrepid-Class Ship Schematic (x5)
Basic Hoverball
Common Kemocite
[Character]⁠ diverted power from numerous systems to restore life support long enough for the away team's work.
[Character]⁠ attempted to restore life support but failed. The dangerous conditions affect the away team's efforts.
2.
Obstructed Pathways
Repair Turbolift to Cargo Hold
A. AT-Borg Accessing Console.png
Engineering Engineering
132 | 290 | 604
Trait bonus for tired crew:
(+26 | +?? | +120)
(+33 | +?? | +151)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ quickly repaired a turbolift on the Chavez by cannibalizing parts from another turbolift.
[Character]⁠ tried to repair the turbolift but failed. The away team lost time finding another route.
Trailblaze Through Jeffries Tubes
B. AT-Scotty In Jefferies Tube.png
Command Command
132 | 290 | 604
Trait bonus for tired crew:
(+26 | +?? | +120)
(+33 | +?? | +151)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ utilized the ship's schematics and found a safe path through the Jeffries tubes to the cargo hold.
[Character]⁠ managed to get the away team lost within the Jeffries tubes of the Chavez.
Clear Obstruction with Demo Charge
C. AT-Corridor Explosion.png
Security Security
132 | 290 | 604
Trait bonus for tired crew:
(+26 | +?? | +120)
(+33 | +?? | +151)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ rigged a demolition charge to clear a path to the cargo hold.
[Character]⁠ attempted to use a demolition charge to clear a path but caused more debris causing delays.
3.
Malfunctioning Torpedo Launch Imminent
Manually Disarm Torpedo
A. AT-Sabotage Warp Core.png
Security Security
132 | 290 | 604
Choose 2.A Trait bonus for tired crew:
(+26 | +?? | +120)
(+33 | +?? | +151)
No other traits provide a bonus.
Uncommon Poker Cards ★★
Common Starfleet Sleeveless Undershirt
Uncommon Security Codes ★★
[Character]⁠ deftly disabled the armed torpedo. The away team was freed to recover the weapon prototypes.
[Character]⁠ struggled disabling the armed torpedo. The away team was forced to help and the mission was delayed.
Lock Transporter onto Torpedo
B. AT-Transporter Room.png
Science Science
132 | 290 | 604
Trait bonus for tired crew:
(+26 | +57 | +120)
(+33 | +72 | +151)
No other traits provide a bonus.
Uncommon Klingon Armor (TNG) ★★
Common Starfleet Uniform Pattern
Uncommon First Contact Protocol ★★
[Character]⁠ expertly transported the armed torpedo to a safe distance. Threat averted, the mission continues safely.
[Character]⁠ barely managed to transport the armed torpedo to a safe distance. The delay cost the away team time.
4.
Weapon Prototype Crates Obstructed
Neutralize Gravity in Cargo Hold
A. AT-Son'a Collector.png
Science Science
132 | 290 | 604
Choose 3.A Trait bonus for tired crew:
(+26 | +?? | +120)
(+33 | +?? | +151)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ neutralized the gravity in the cargo hold. Allowing the weapon prototypes to be recovered easily.
[Character]⁠ failed to affect the gravity in the cargo hold. The weapon prototypes proved very difficult to reach.
Manually Clear Obstruction
B. AT-Cold Night-Hot Rock.png
Command Command
132 | 290 | 604
Vulcan
or
Android
Trait bonus for tired crew:
(+26 | +57 | +120)
(+33 | +72 | +151)
No other traits provide a bonus.
Uncommon Science Experiment ★★
Common Civilian Engineer Clothing
Uncommon Surgical Shears ★★
[Character]⁠ used Vulcan strength to lead the away team to clearing the weapon crates.
[Character]⁠ failed to effectively clear the weapon crates. Costing the away team precious time.
Repair Heavy Loader to Uncover Crate
C. AT-Bolian Repairs Console.png
Engineering Engineering
132 | 290 | 604
Choose 3.B Trait bonus for tired crew:
(+26 | +?? | +120)
(+33 | +?? | +151)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ was able to bring a heavy loader online and remotely clear the prototype weapon crates.
[Character]⁠ wasted time failing to repair a loader to free the crates. The away team had to proceed unaided.
5.
Warp Core Detonation Imminent
Execute Emergency Warp Maneuver
A. AT-Shuttlecraft Under Attack.png
Command Command
132 | 290 | 604
Choose
4.A or 4.B
Trait bonus for tired crew:
(+26 | +?? | +120)
(+33 | +?? | +151)
No other traits provide a bonus.
Uncommon Prime Directive ★★
Common Diplomatic Dress Uniform (TNG)
Uncommon Terran Emblem ★★
[Character]⁠ safely extricated the ship from the Chavez's explosion. The recovered weapon prototypes safely intact.
[Character]⁠ was unable to recover both the away team and the recovered weapon prototypes. The mission failed.
Reverse Tractor Beam to Repulse Ship
B. AT-Astrometrics View-Generations.png
Engineering Engineering
132 | 290 | 604
Trait bonus for tired crew:
(+26 | +57 | +120)
(+33 | +72 | +151)
No other traits provide a bonus.
Uncommon Civilian Diplomatic Clothing ★★
Uncommon Clothing Pattern ★★
Uncommon Ray Gun ★★
Ingeniously, [Character]⁠ reversed the tractor beam to move the doomed Chavez. Mission is a success
[Character]⁠ was not able to save the starship as well as recover the weapon prototypes. The mission failed.
The away team was successful in recovering the data and weapon prototypes from the doomed Chavez.
We look to Mirror Hoshi Sato to help analyze it...
The away team failed to recover the data and weapon prototypes before the Chavez broke apart.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Salvage the Chavez Normal
By: inorlive, Siguard, writerguy731 & Octarolakh (+ more)
Date(s): July – December 2016
Runs: 121   Cost/Run: 12 Chroniton
Item Units Chroniton / unit Runs/Drop
Rare Database (Panel) ★★★ 18>>

Rare Database (Panel) ★★★

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)
  • 16 runs in 10 percent of cases
  • 31 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 30 runs.

Also, a run dropping only this item is expected
per 520,000 runs or so.

80.7Statistical Strength: Somewhat unreliable

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

55.14 — 150.23
>>
6.7
Uncommon Optronic Circuit ★★ 46>>

Uncommon Optronic Circuit ★★

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

That is, 1 in 100 players may not see this item
drop at all even after 11 runs.

Also, a run dropping only this item is expected
per 12,000 runs or so.

31.6Statistical Strength: Fairly reliable

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

24.64 — 43.89
>>
2.6
Common Synthesized Polymer 207>>

Common Synthesized Polymer

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 30 runs or so.

7Statistical Strength: Very reliable

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

6.35 — 7.84
>>
0.6
Basic Isolinear Chips 213>>

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 27 runs or so.

6.8Statistical Strength: Very reliable

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

6.18 — 7.6
>>
0.6

Average cost per unit assumes 4 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: Salvage the Chavez Elite
By: Iknamur & Joker41NAM
Date(s): May 2017 – May 2017
Runs: 117   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Isolinear Chips ★★★★ 11>>

Super Rare Isolinear Chips ★★★★

Average (mean) runs per drop: 11

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

  • 8 runs in 50 percent of cases (median)
  • 25 runs in 10 percent of cases
  • 49 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 48 runs.

Also, a run dropping only this item is expected
per 3,300,000 runs or so.

170.2Statistical Strength: Somewhat unreliable

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

106.59 — 421.8
>>
10.6
Rare Sensor ★★★ 16>>

Rare Sensor ★★★

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)
  • 17 runs in 10 percent of cases
  • 34 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 33 runs.

Also, a run dropping only this item is expected
per 730,000 runs or so.

117.0Statistical Strength: Somewhat unreliable

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

78.42 — 230.27
>>
7.3
Uncommon Incense ★★ 96>>

Uncommon Incense ★★

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 560 runs or so.

19.5Statistical Strength: Very reliable

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

16.49 — 23.84
>>
1.2
Common Isolinear Chips 169>>

Common 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)
  • 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 59 runs or so.

11.1Statistical Strength: Very reliable

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

9.86 — 12.63
>>
0.7
Basic Casing 176>>

Basic Casing

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 50 runs or so.

10.6Statistical Strength: Very reliable

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

9.5 — 12.08
>>
0.7

Average cost per unit assumes 4 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: Salvage the Chavez Epic
By: CMO Zoidberg, Middlehead & Joker41NAM
Date(s): Sep 2017 - Apr 2018
Runs: 346   Cost/Run: 22 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Starfleet Uniform Pattern ★★★★ 72>>

Super Rare Starfleet Uniform Pattern ★★★★

Average (mean) runs per drop: 5

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

  • 4 runs in 50 percent of cases (median)
  • 11 runs in 10 percent of cases
  • 22 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 21 runs.

Also, a run dropping only this item is expected
per 140,000 runs or so.

105.7Statistical Strength: Fairly reliable

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

85.98 — 137.23
>>
4.8
Rare Clothing Pattern ★★★ 273>>

Rare Clothing Pattern ★★★

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 660 runs or so.

27.9Statistical Strength: Very reliable

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

25.15 — 31.28
>>
1.3
Rare Sensor ★★★ 348>>

Rare Sensor ★★★

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 250 runs or so.

21.9Statistical Strength: Very reliable

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

20.02 — 24.11
>>
1
Uncommon Clothing Pattern ★★ 691>>

Uncommon 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 16 runs or so.

11Statistical Strength: Very reliable

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

10.45 — 11.64
>>
0.5

Average cost per unit assumes 4 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
900
30
943
33
1004
34
Crew XP 80 100 110
Training XP
at Warp 1+10
 ?
?
 ?
?
 ?
?
Credits Credits
Credits at Warp 1
900
?
1200
?
1320
?