The Toss

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The Toss
[E2-M19A]
AT-Dune Buggy Attacked-Nemesis.png
Chroniton 6 | 10 | 18
Episode
2 - Never Forgive, Never Forget
Mission
19th
Type
Away Team
< Prev
Mission Rewards

The Toss is the nineteenth and final mission in Episode 2, Never Forgive, Never Forget, if the player chooses the Bajoran victory. It takes place at Bajor in the Bajoran system.

Mission Walkthrough

  The Toss's Information The Toss's Structure
Introduction: Cardassian-turned-Bajoran Maquis Seska has the Maquis's best in position.
It's time to spring the trap and capture them for the Bajorans!
The Toss structure.png
Chroniton Cost: 6 | 10 | 18 Chroniton
Suggested
Traits
:
Notes: To unlock this mission you must choose the Bajoran Victory in Episode 2.

Taking path 2A-3B will give only 2 rewards, instead of 3

Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Prepare to Ambush the Maquis
Surround Maquis Forces
A. AT-Dune Buggy Attacked-Nemesis.png
Command Command
73 | 185 | 380
Trait bonus for tired crew:
(+14 | +36 | +74)
(+18 | +45 | +93)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ has directed the away team to strategic positions. The Maquis have nowhere to run.
[Character]⁠ was unable to come up with a strategic attack plan. There may be chances for the Maquis to escape.
2.
Even the Odds or Attack Immediately
Challenge Leaders
A. AT-Starfleet Headquarters Meeting.png
Diplomacy Diplomacy
73 | 185 | 380
Trait bonus for tired crew:
(+14 | +36 | +74)
(+18 | +45 | +93)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ has convinced the Maquis leaders to expose themselves in the name of negotiation.
[Character]⁠'s challenge to the Maquis was met with phaser fire! The Maquis must be stopped by force.
Lead Vanguard Assault
B. AT-Corridor Battle-First Contact.png
Security Security
73 | 185 | 380
Trait bonus for tired crew:
(+14 | +36 | +74)
(+18 | +45 | +93)
No other traits provide a bonus.
Uncommon Autosuture ★★
Rare Civilian Medical Clothing ★★★
Uncommon Writing PADD (TNG) ★★
[Character]⁠ charges into the fray, surprising the Maquis and evening the odds right away.
[Character]⁠'s bold maneuver is also costly. The away team moves in on the Maquis too quickly and takes heavy fire.
Try to Incapacitate Bulk of Forces
C. AT-Under Surgery.png
Medicine Medicine
73 | 185 | 380
Trait bonus for tired crew:
(+14 | +36 | +74)
(+18 | +45 | +93)
No other traits provide a bonus.
Uncommon Starfleet Command Uniform (TOS) ★★
Rare Encoded Communique ★★★
Uncommon Isolinear Chips ★★
[Character]⁠ has successfully triggered a gas bomb that has knocked out many of the Maquis, evening the odds.
[Character]⁠ was unable to synthesize a safe but effective gas to even the odds against the Maquis.
3.
Get the Maquis to Surrender
Negotiate Surrender
A. AT-Dinner with the Enemy-The Undiscovered Country.png
Diplomacy Diplomacy
73 | 185 | 380
Step 2.A
Successful
Trait bonus for tired crew:
(+14 | +36 | +74)
(+18 | +45 | +93)
No other traits provide a bonus.
Uncommon TR-590 Tricorder X ★★
Rare Boxing Gloves ★★★
Rare Alcohol ★★★
[Character]⁠ has convinced the Maquis to surrencer... but Seska pulls a phaser and begins firing on your away team!
[Character]⁠ cannot complete negotiations. Seska, apparently disapproving, pulls a phaser and fires on the away team!
Fight All Maquis Forces
B. AT-With Bat'leth Against Klingons.png
Command Command
73 | 185 | 380
Trait bonus for tired crew:
(+14 | +36 | +74)
(+18 | +45 | +93)
No other traits provide a bonus.
No Rewards at this Node
Just as the tide seems to be turning towards a victory, Seska switches to the Maquis's side and fires on [Character]⁠!
Victory does not look likely for Reyga and the away team–especially when Seska suddenly sides with the Maquis!
4.
Deal with Seska's Betrayal
Denounce Seska to Turn Maquis
A. AT-Courtroom Procedings.png
Diplomacy Diplomacy
73 | 185 | 380
Trait bonus for tired crew:
(+14 | +36 | +74)
(+18 | +45 | +93)
No other traits provide a bonus.
Uncommon Bloodwine ★★
Rare Spring Wine ★★★
Rare Emitter Crystal ★★★
[Character]⁠ reveal's Seska's involvement in the trap to the Maquis, convincing them to join the away team against her.
[Character]⁠ does not convince all the Maquis to turn on Seska, but some join the away team against her.
Reveal Seska's True Heritage
B. AT-Musketeer La Forge.png
Science Science
73 | 185 | 380
Trait bonus for tired crew:
(+14 | +36 | +74)
(+18 | +45 | +93)
No other traits provide a bonus.
Uncommon Photon Grenade ★★
Rare Scalpel ★★★
Common Power Cell
[Character]⁠ uses a portable holoemitter to reveal Seska as a Cardassian to the Maquis. They balk and turn on her!
[Character]⁠ does not convince all the Maquis that Seska is really a Cardassian, but some do turn on her.
5.
Defeat Seska
Force Surrender from Seska
A. AT-Corridor Battle-First Contact.png
Command Command
73 | 185 | 380
Trait bonus for tired crew:
(+14 | +36 | +74)
(+18 | +45 | +93)
No other traits provide a bonus.
Uncommon Sonic Driver ★★
Rare Starfleet Medicine Uniform (VOY) ★★★
Uncommon Incense ★★
[Character]⁠, the away team, and the Maquis force Seska into a surrender. The battle is over!
[Character]⁠ does not have enough Maquis to defeat Seska and the rest. They force the away team into retreat.
Tackle and Restrain Seska
B. AT-Corridor Battle-First Contact.png
Security Security
73 | 185 | 380
Choose 4.B Trait bonus for tired crew:
(+14 | +36 | +74)
(+18 | +45 | +93)
No other traits provide a bonus.
Uncommon Starfleet Engineering Uniform (VOY) ★★
Rare Strategema ★★★
Uncommon Isolinear Chips ★★
[Character]⁠ runs at Seska, surprising the traitorous Cardassian and knocking her off her feet. The battle is over!
Seska sees [Character]⁠ coming and avoids capture. She and the Maquis force the away team into retreat.
We have captured the Maquis's best and most of their forces in a trap laid by Seska on behalf of the Bajoran people - but Seska turned on our crewmen during the operation.
I wish I could say this was surprising...
The Maquis were not convinced by Seska's claims that they could capture a version of Gul Dukat.
We must manuever them into this trap if we are to resolve this dispute for the Bajorans.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Elite
Epic

Drop Chances

Mission tested: The Toss Normal
By: Siguard & bntracy
Date(s): June – November 2016
Runs: 108   Cost/Run: 6 Chroniton
Item Units Chroniton / unit Runs/Drop
Maquis Raider Schematic (x3) 90>>

Maquis Raider Schematic

Average (mean) runs per x3 drop: 4

Based on test averages, to get one more x3 drop,
you may need to do another:

  • 3 runs in 50 percent of cases (median)
  • 8 runs in 10 percent of cases
  • 16 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 15 runs.

Also, a run dropping only this item is expected
per 1,300 runs or so.

7.2Statistical Strength: Fairly reliable

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

5.34 — 11.05
>>
1.2
Common Astrometric Chart 11>>

Common Astrometric Chart

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.

58.9Statistical Strength: Somewhat unreliable

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

36.97 — 144.96
>>
9.8
Common Identification Code 16>>

Common Identification Code

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 8,300 runs or so.

40.5Statistical Strength: Somewhat unreliable

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

27.21 — 79.14
>>
6.8
Common Power Cell 88>>

Common Power Cell

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.

7.4Statistical Strength: Very reliable

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

6.23 — 9
>>
1.2
Basic Synthesized Polymer 179>>

Basic 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)
  • 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 5.9 runs or so.

3.6Statistical Strength: Very reliable

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

3.29 — 4.02
>>
0.6

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.

Taking path 2A-3B will give only 2 rewards, instead of 3

Mission tested: The Toss Elite
By: benignreality, Siguard, The Sisko1 & bntracy (+1 more)
Date(s): June – September 2016
Runs: 108   Cost/Run: 10 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Authorization Code ★★ 12>>

Uncommon Authorization Code ★★

Average (mean) runs per drop: 9

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

  • 7 runs in 50 percent of cases (median)
  • 21 runs in 10 percent of cases
  • 41 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 40 runs.

Also, a run dropping only this item is expected
per 20,000 runs or so.

90.0Statistical Strength: Somewhat unreliable

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

57.42 — 208.06
>>
9
Basic Flux Coupler 22>>

Basic Flux Coupler

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 3,200 runs or so.

49.1Statistical Strength: Somewhat unreliable

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

34.76 — 83.53
>>
4.9
Rare Optronic Circuit ★★★ 14>>

Rare Optronic Circuit ★★★

Average (mean) runs per drop: 8

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

  • 6 runs in 50 percent of cases (median)
  • 18 runs in 10 percent of cases
  • 35 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 34 runs.

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

77.1Statistical Strength: Somewhat unreliable

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

50.63 — 161.95
>>
7.7
Uncommon Casing ★★ 18>>

Uncommon Casing ★★

Average (mean) runs per drop: 6

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

  • 5 runs in 50 percent of cases (median)
  • 14 runs in 10 percent of cases
  • 27 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 26 runs.

Also, a run dropping only this item is expected
per 5,800 runs or so.

60.0Statistical Strength: Somewhat unreliable

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

41.13 — 110.87
>>
6
Uncommon Power Cell ★★ 24>>

Uncommon Power Cell ★★

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)
  • 10 runs in 10 percent of cases
  • 20 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 19 runs.

Also, a run dropping only this item is expected
per 2,500 runs or so.

45.0Statistical Strength: Somewhat unreliable

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

32.29 — 74.19
>>
4.5
Common Optronic Circuit 234>>

Common Optronic Circuit

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 2.7 runs or so.

4.6Statistical Strength: Very reliable

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

4.32 — 4.96
>>
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.

Taking path 2A-3B will give only 2 rewards, instead of 3

Mission tested: The Toss Epic
By: Siguard, Treasigh, Iknamur & CMO Zoidberg
Date(s): June 2016 – Sept 2018
Runs: 112   Cost/Run: 18 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Writing PADD (TNG) ★★ 40>>

Uncommon Writing PADD (TNG) ★★

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

That is, 1 in 100 players may not see this item
drop at all even after 12 runs.

Also, a run dropping only this item is expected
per 590 runs or so.

50.4Statistical Strength: Fairly reliable

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

38.85 — 71.72
>>
2.8
Super Rare Database (Panel) ★★★★ 13>>

Super Rare Database (Panel) ★★★★

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)
  • 20 runs in 10 percent of cases
  • 39 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 38 runs.

Also, a run dropping only this item is expected
per 17,000 runs or so.

155.1Statistical Strength: Somewhat unreliable

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

100.39 — 340.58
>>
8.6
Rare Casing ★★★ 24>>

Rare Casing ★★★

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
  • 21 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 20 runs.

Also, a run dropping only this item is expected
per 2,700 runs or so.

84.0Statistical Strength: Somewhat unreliable

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

60.26 — 138.61
>>
4.7
Uncommon Sensor ★★ 79>>

Uncommon Sensor ★★

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 77 runs or so.

25.5Statistical Strength: Fairly reliable

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

21.32 — 31.78
>>
1.4
Common Incense 180>>

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
  • 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 6.5 runs or so.

11.2Statistical Strength: Very reliable

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

10.17 — 12.47
>>
0.6

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.

Commented out the 5 June runs (only 2 drops/run) once I got 20 July runs (3 drops/run). The Error 1 was too annoying.
Taking path 2A-3B will give only 2 rewards, instead of 3


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
532
22
769
29
963
#
Crew XP 50 (60/75) 100
Training
XP
Warp 1
Warp 10
 ?
?
 ?
?
 ?
?
Credits
Credits
regular
Warp 1
450
?
600
?
1350
?

History

  • Version 1.1.0:
    • Removed trait lock for Maquis+Diplomacy in “The Toss”