The Coming Storm

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The Coming Storm
[CF-M4]
AT-Klingon Death Ritual.png
Tickets 1
Cadet Challenge
A Certain Formality
Mission
4th
Type
Away Team
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Mission Rewards
Authorities on Angel I want to prepare for the worst. They've requested we help establish triage centers, deliver medical supplies, and evacuate civilians.
~ Admiral William T. Riker

The Coming Storm is the fourth mission in Cadet Challenge: A Certain Formality. It takes place on Pollux IV in the Beta Geminorum.

Mission Walkthrough

  The Coming Storm's Information The Coming Storm's Structure
Introduction: The Talarians are expected to attack Angel I.
Every attempt will be made to stop them, but Angel I must also prepare for the worst.
The Coming Storm structure.png
Tickets Cost: 1 Tickets per run
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Learn Military Operations
Embed with Local Forces
A. AT-Klingon Death Ritual.png
Security Security
100 | 245 | 345
Adv: 200 | 330 | 440
Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)

Adv: Trait bonus for tired crew:
(+?? | +40 | +64)
(+?? | +50 | +80)
Common Backpack
Uncommon IDIC ★★
Rare Jadzia's Disguise ★★★
Rare Premium Time Portal ★★★ (x3)
[Character]⁠ and the away team are well prepared to help defend the planet, and even taught the locals a few things.
[Character]⁠ only manages to get in the way. Angel I authorities think it best if the away team stays on the ship.
2.
Prevent Biological Attack
Innoculate Civilians
A. AT-Under Surgery.png
Medicine Medicine
100 | 245 | 345
Adv: 200 | 330 | 440
Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)

Adv: Trait bonus for tired crew:
(+?? | +40 | +64)
(+?? | +50 | +80)
No Rewards at this Node
[Character]⁠ has ensured that Angel I's population is inured against even the rarest of biological attacks.
[Character]⁠ has only managed to inoculate Angel I's population against the most common biological attacks.
3.
Mitigate Bombardment
Reinforce Structures
A. AT-Scotty In Jefferies Tube.png
Engineering Engineering
100 | 245 | 345
Adv: 200 | 330 | 430
Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)

Adv: Trait bonus for tired crew:
(+?? | +40 | +64)
(+?? | +50 | +80)
No Rewards at this Node
[Character]⁠ has ensured Angel I's tallest structures will be able to withstand orbital bombardment or other damage.
[Character]⁠ is unable to secure any of Angel I's taller structures. Only two-story buildings will survive a bombardment.
Organize City Evacuation
B. AT-Starfleet Headquarters Meeting.png
Command Command
100 | 245 | 345
Adv: 200 | 330 | 440
Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)

Adv: Trait bonus for tired crew:
(+?? | +40 | +64)
(+?? | +50 | +80)
No Rewards at this Node
[Character]⁠ has worked with the Mistresses and the Elected One to evacuate the young, the old, and the infirm to a safe location.
[Character]⁠ bungles the logistics of a planet-wide evacuation. A scattered handful of civilians are moved.
4.
Make Peaceful Overtures
Propose Summit with Talarians
A. AT-Kreetassans Apology-Enterprise.png
Diplomacy Diplomacy
100 | 245 | 345
Adv: 200 | 330 | 440
Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)

Adv: Trait bonus for tired crew:
(+?? | +40 | +64)
(+?? | +50 | +80)
Common Toolbox
Rare Hot Chocolate ★★★
Rare Pattern Enhancer ★★★
Basic Supply Kit
[Character]⁠ convinces the Talarians to agree to a peace summit. The summit fails, but the effort is appreciated.
[Character]⁠ cannot even get the Talarians to consider a peace summit, and may have angered them further.
5.
Prepare for the Worst
Establish Triage Centers
A. AT-Recovering Orion Beauty.png
Medicine Medicine
100 | 245 | 345
Adv: 200 | 330 | 440
Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)

Adv: Trait bonus for tired crew:
(+?? | +40 | +64)
(+?? | +50 | +80)
Common Civilian Medical Clothing
Uncommon Mass Spectrometer ★★
Rare Starfleet Medicine Uniform (DS9) ★★★
honorHonor (x250)
Should the Talarian attack occur and cause widespread injury, [Character]⁠ has ensured Angel I is ready to respond.
[Character]⁠'s efforts to establish triage centers cause a panic. Angel I is in disarray.
We have ensured Angel I is supplied, trained, and ready for a potential Talarian attack. All that's left now is to wait for the enemy to appear....
My away team has clashed with authorities on Angel I. We must find a way to work together if we are to prepare for a potential Talarian attack.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: The Coming Storm Normal
By: Chapey, bntracy, Octarolakh & Joker41NAM
Date(s): July – October 2016
Runs: 73   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Common Poker Cards 24>>

Common Poker Cards

Average (mean) runs per drop: 4

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

  • 2 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 760 runs or so.

3Statistical Strength: Somewhat unreliable

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

2.19 — 4.95
>>
3
Basic Authorization Code 55>>

Basic Authorization 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 63 runs or so.

1.3Statistical Strength: Fairly reliable

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

1.08 — 1.73
>>
1.3
Basic Bone-Knitting Laser 75>>

Basic Bone-Knitting Laser

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
Basic Bone-Knitting Laser
within 2 standard deviations
(~95.5% confidence):

0.82 — 1.2
>>
1
Basic Casing 65>>

Basic Casing

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
Basic Casing
within 2 standard deviations
(~95.5% confidence):

0.93 — 1.42
>>
1.1

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: The Coming Storm Elite
By: Koba44, Crunch, Kesss & Octarolakh (+ more)
Date(s): August – November 2016
Runs: 60   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Common Pattern Enhancer 56>>

Common Pattern Enhancer

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 33 runs or so.

1.1Statistical Strength: Fairly reliable

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

0.88 — 1.38
>>
1.1
Common Science Experiment 43>>

Common 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
  • 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 73 runs or so.

1.4Statistical Strength: Fairly reliable

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

1.1 — 1.9
>>
1.4
Common Orb Experience 38>>

Common Orb Experience

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 110 runs or so.

1.6Statistical Strength: Fairly reliable

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

1.22 — 2.22
>>
1.6
Basic Dermal Regenerator 43>>

Basic Dermal Regenerator

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 73 runs or so.

1.4Statistical Strength: Fairly reliable

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

1.1 — 1.9
>>
1.4

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.

Mission tested: The Coming Storm Epic
By: koba44, WaldoMag & Joker41NAM
Date(s): October 2016, January 2017
Runs: 38   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Uncommon Tactical Alert ★★ 27>>

Uncommon Tactical Alert ★★

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 75 runs or so.

1.4Statistical Strength: Fairly reliable

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

1.05 — 2.13
>>
1.4
Common Coffee 27>>

Common Coffee

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 75 runs or so.

1.4Statistical Strength: Fairly reliable

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

1.05 — 2.13
>>
1.4
Common Klingon Disruptor Rifle 32>>

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 45 runs or so.

1.2Statistical Strength: Fairly reliable

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

0.91 — 1.7
>>
1.2
Basic Phaser Rifle 28>>

Basic Phaser 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 67 runs or so.

1.4Statistical Strength: Fairly reliable

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

1.02 — 2.02
>>
1.4

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.


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
Adv
900
Adv
1050
Adv 73550