Turncoat Outpost

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Turncoat Outpost [E5-M15]
AT-Shuttlecraft Under Attack.png
Chroniton 14 | 18 | 22
Episode
5 - Ethical Alternatives
Mission
15th
Type
Away Team
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Mission Rewards

Turncoat Outpost is the fifteenth mission in Episode 5, Ethical Alternatives. It takes place on Trill in the Trill system.

Mission Walkthrough

  Turncoat Outpost's Information Turncoat Outpost's Structure
Introduction: Mirror Sisko has a lead on a Terran Empire outpost commander who might defect to the Federation with a slight nudge.
Provide that nudge.
Turncoat Outpost structure.png
Chroniton Cost: 14 | 18 | 22 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Shuttlecraft Under Fire!
Avoid Fatal Barrage from Outpost
A. AT-Shuttlecraft Under Attack.png
Command Command
147 | 314 | 680
Trait bonus for tired crew:
(+?? | +59 | +129)
(+?? | +74 | +162)
No other traits provide a bonus.
Uncommon Field Rations ★★
Rare Identification Code ★★★
Rare Spring Wine ★★★
Ambushed, [Character]⁠'s reactions and deft piloting saved the away team from major injuries during a crash landing.
[Character]⁠ reacted slowly and took the brunt of the ambush. The crash caused debilitating injuries to the away team.
2.
Survive Hostile Jungle
Fight off Hostile Flora
A. AT-Andorian 'Planted'.png
Security Security
147 | 314 | 680
Trait bonus for tired crew:
(+?? | +59 | +129)
(+?? | +74 | +162)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ led the way through the jungle, defeating aggressive plants and creatures to the outpost.
[Character]⁠ did a poor job of protecting the away team's safety while traveling through the jungle to the outpost.
Mask Away Team's Scent
B. AT-Exploring Strange New World.png
Science Science
147 | 314 | 680
Trait bonus for tired crew:
(+?? | +59 | +??)
(+?? | +74 | +??)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ determines that the flora and fauna of the jungle hunt by scent, and develops a way to mask the away team.
[Character]⁠ failed to keep the hostile flora and fauna from tracking the away team. They fend off many attacks.
3.
Breach Outpost Security
Overpower Sentries
A. AT-Hiding from Nausicans.png
Security Security
147 | 314 | 680
Trait bonus for tired crew:
(+?? | +59 | +??)
(+?? | +74 | +??)
No other traits provide a bonus.
Uncommon Jem'Hadar Scanner ★★
Common Jem'Hadar Scanner
Uncommon Kali-fal ★★
[Character]⁠ assaulted the outpost sentries. The battle was quickly and the away team reached the commander's office.
[Character]⁠ led the away team on an assault of the sentries. The sentries won and the away team was captured.
Blast through Exterior Shed
B. AT-Corridor Explosion.png
Engineering Engineering
147 | 314 | 680
Choose 2.B Trait bonus for tired crew:
(+?? | +59 | +129)
(+?? | +74 | +162)
No other traits provide a bonus.
Uncommon Palm Beacon ★★
Rare Prime Directive ★★★
Defiant-Class Ship Schematic (x10)
Using some chemicals found in a shed on the exterior wall, [Character]⁠ blew open a passage into the compound.
[Character]⁠ tried to use chemicals in an exterior shed to breach the compound but failed. The blast alerted guards.
4.
Convince Garrison to Turn
Prove Worth to Commander
A. AT-Kreetassans Apology-Enterprise.png
Diplomacy Diplomacy
147 | 314 | 680
Choose 3.A Trait bonus for tired crew:
(+?? | +59 | +??)
(+?? | +74 | +??)
No other traits provide a bonus.
Uncommon Civilian Medical Clothing ★★
Uncommon Star Empire Icon ★★
Uncommon Yar's Belt ★★
[Character]⁠ confronts the garrison commander and convinces them of the Federation's worth. The mission is a success.
Despite [Character]⁠'s arguments, the garrison commander seems unconvinced about Federation might and does not turn.
Convince Outpost Commander to Defect
B. AT-Courtroom Procedings.png
Diplomacy Diplomacy
147 | 314 | 680
Trait bonus for tired crew:
(+?? | +59 | +129)
(+?? | +74 | +162)
No other traits provide a bonus.
Uncommon Jet Pack ★★
Uncommon Communicator (TOS) ★★
Uncommon Detronal Scanner ★★
Having passed the commander's test, [Character]⁠ manages to convince the garrison to join the Federation.
Despite having lived through the commander's test, [Character]⁠ fails to convince the garrison to join the Federation.
Our away team dealt with the unexpected test from the garrison commander and managed to win the garrison over. Some bruises were exchanged but the Federation gained a veteran unit.
Our away team was ambushed, left to die, and forced to prove their worth to a Terran Empire commander who seemingly only acted upon whim. He ultimately declined joining the Federation. The mission failed.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Turncoat Outpost Normal
By: SleepingDragon, ct, Joker41NAM & Keithustus (+2 more)
Date(s): May 2017 – Aug 2017
Runs: 55   Cost/Run: 14 Chroniton
Item Units Chroniton / unit Runs/Drop
Rare Microconnector ★★★ 4>>

Rare Microconnector ★★★

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 70,000 runs or so.

192.5Statistical Strength: Nearly useless

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

96.69 — 20949.97
>>
13.8
Rare Furs ★★★ 4>>

Rare Furs ★★★

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 70,000 runs or so.

192.5Statistical Strength: Nearly useless

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

96.69 — 20949.97
>>
13.8
Uncommon Database (Panel) ★★ 36>>

Uncommon Database (Panel) ★★

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 96 runs or so.

21.4Statistical Strength: Fairly reliable

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

16.51 — 30.37
>>
1.5
Common Isolinear Chips 121>>

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)
  • 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 2.5 runs or so.

6.4Statistical Strength: Very reliable

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

5.82 — 7.03
>>
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.

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: 182.0, 455.0, 28.4, 5.8.

Mission tested: Turncoat Outpost Elite
By: Crunch, Drsheep, Dharkus & 84wb (+2 more)
Date(s): Nov 2016 - May 2018
Runs: 50   Cost/Run: 18 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Field Rations ★★ 19>>

Uncommon Field Rations ★★

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 490 runs or so.

47.4Statistical Strength: Somewhat unreliable

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

33.12 — 83.14
>>
2.6
Super Rare Emitter Crystal ★★★★ 12>>

Super Rare Emitter Crystal ★★★★

Average (mean) runs per drop: 5

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

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

That is, 1 in 100 players may not see this item
drop at all even after 18 runs.

Also, a run dropping only this item is expected
per 2,000 runs or so.

75.0Statistical Strength: Somewhat unreliable

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

48.21 — 168.78
>>
4.2
Rare Synthesized Polymer ★★★ 3>>

Rare Synthesized Polymer ★★★

Average (mean) runs per drop: 17

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

  • 12 runs in 50 percent of cases (median)
  • 38 runs in 10 percent of cases
  • 76 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 75 runs.

Also, a run dropping only this item is expected
per 130,000 runs or so.

300.0Statistical Strength: Nearly useless

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

139.73 — Infinity
>>
16.7
Uncommon Emitter Crystal ★★ 34>>

Uncommon Emitter Crystal ★★

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 86 runs or so.

26.5Statistical Strength: Fairly reliable

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

20.32 — 37.96
>>
1.5
Common Expansion Module 82>>

Common Expansion Module

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 6.1 runs or so.

11Statistical Strength: Very reliable

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

9.55 — 12.9
>>
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.

Mission tested: Turncoat Outpost Epic
By: Titan, SleepingDragon, Keithustus & Darxide (+ more)
Date(s): May 2017 – May 2018
Runs: 137   Cost/Run: 22 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Polyalloy ★★★★ 22>>

Super Rare Polyalloy ★★★★

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

That is, 1 in 100 players may not see this item
drop at all even after 27 runs.

Also, a run dropping only this item is expected
per 6,500 runs or so.

137.0Statistical Strength: Somewhat unreliable

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

96.8 — 234.32
>>
6.2
Rare Incense ★★★ 177>>

Rare 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 13 runs or so.

17Statistical Strength: Very reliable

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

15.29 — 19.21
>>
0.8
Rare Clothing Pattern ★★★ 58>>

Rare Clothing Pattern ★★★

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
  • 11 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 10 runs.

Also, a run dropping only this item is expected
per 360 runs or so.

52Statistical Strength: Fairly reliable

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

41.78 — 68.71
>>
2.4
Uncommon Clothing Pattern ★★ 154>>

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)
  • 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 19 runs or so.

19.6Statistical Strength: Very reliable

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

17.36 — 22.43
>>
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.

Drops were changed with v1.8.0 on 2017-03-15


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
861
31
963
33
1024
34
Crew XP 84 100 112
Training
XP
Warp 1
Warp 10
 ?
?
 ?
?
235
?
Credits
Credits
regular
Warp 1
1052
?
1352
?
1652
1155