Maquis Incitement

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Maquis Incitement [E2-M9]
AT-Hiding from Nausicans.png
Chroniton 4 | 8 | 16
Episode
2 - Never Forgive, Never Forget
Mission
9th
Type
Away Missions
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Mission Rewards

Maquis Incitement is the ninth mission in Episode 2, Never Forgive, Never Forget. It takes place on Valo III, in the Valo system.

Mission Walkthrough

  Maquis Incitement's Information Maquis Incitement's Structure (Colors Info)
Introduction: The crew of the Val Jean plans to fire a Bajoran weapon at a Bajoran target to incite war!
Can you stop them?
Talk Maquis into Cease-fireDiplomacy
Appeal to Maquis as Ally

Requires:
Bajoran
or
Maquis

Rare Rewards:
Uncommon TR-580 Medical Tricorder ★★
Uncommon Klingon Armor (TNG) ★★
Uncommon Gold-Pressed Latinum ★★

DiplomacyCommon
Disarm Bajoran Weapon

Rare Rewards:
Uncommon Wrench ★★
Uncommon Phaser Type 1 ★★
Super Rare Clothing Pattern ★★★★

EngineeringCommon
Track Maquis to Bunker

Rare Rewards:
Common Alcohol
Common Alcohol
Common Alcohol

CommandCommon
Overwhelm Maquis Defenders

Rare Rewards:
Uncommon Civilian Command Clothing ★★
Uncommon Science Experiment ★★
Uncommon Spices ★★

SecurityCommon
Offer Leniency in TrialCommand
Change Bajoran Weapon Target

Rare Rewards:
Uncommon Dom-Jot Cue ★★
Uncommon Phaser Type 1 ★★
Super Rare Synthesized Polymer ★★★★

SecurityCommon
Make an ExampleSecurity
Chroniton Cost: 4 | 8 | 16 Chroniton
Suggested
Traits
:
Notes: Visit 2.B *or* the locked 3.A to receive 3 rewards.
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Locate Weapon Maquis Intend to Fire
Track Maquis to Bunker
A. AT-Hiding from Nausicans.png
Command Command
54 | 119 | 274
Trait bonus for tired crew:
(+10 | +19 | +52)
(+13 | +24 | +66)
No other traits provide a bonus.
Common Alcohol
Common Alcohol
Common Alcohol
[Character]⁠ has tracked the Maquis and found the bunker in record time.
[Character]⁠ encounters difficulty tracking the Maquis. They have quite the head start by the time the bunker is found.
2.
Overcome Hostile Maquis Forces
Talk Maquis into Cease-fire
A. AT-Klingon Warrior Arrested.png
Diplomacy Diplomacy
54 | 119 | 274
Trait bonus for tired crew:
(+10 | +19 | +52)
(+13 | +24 | +66)
No other traits provide a bonus.
No Rewards at this Node
Chakotay and his Maquis crew lay down their weapons and agree to hear [Character]⁠ and the away team out.
[Character]⁠ was unable to convince the Maquis to negotiate. The away team battles them into submission.
Overwhelm Maquis Defenders
B. AT-Corridor Battle-First Contact.png
Security Security
54 | 119 | 274
Trait bonus for tired crew:
(+10 | +19 | +52)
(+13 | +24 | +66)
No other traits provide a bonus.
Uncommon Civilian Command Clothing ★★
Uncommon Science Experiment ★★
Uncommon Spices ★★
Led by [Character]⁠, the away team handily defeats the Maquis, forcing them to listen.
[Character]⁠ and the away team barely manage to defeat the Maquis. Many are injured in the fight.
3.
Get the Maquis to Abandon Plan
Appeal to Maquis as Ally
A. AT-Dinner with the Enemy-The Undiscovered Country.png
Diplomacy Diplomacy
54 | 119 | 274
Choose 2.A

Bajoran
or
Maquis

Trait bonus for tired crew:
(+10 | +19 | +52)
(+13 | +24 | +66)
No other traits provide a bonus.
Uncommon TR-580 Medical Tricorder ★★
Uncommon Klingon Armor (TNG) ★★
Uncommon Gold-Pressed Latinum ★★
[Character]⁠ finally convinces the Maquis of the damage their actions will cause to the Bajoran people.
[Character]⁠ isn't able to convince the Maquis that what they are doing is ultimately wrong, but they have no choice but to stop.
Offer Leniency in Trial
B. AT-Courtroom Procedings.png
Command Command
54 | 119 | 274
Trait bonus for tired crew:
(+10 | +19 | +52)
(+13 | +24 | +66)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ has convinced the Maquis they will be leniently dealt with by the Federation.
The Maquis do not trust [Character]⁠'s promises of leniency, but the have no choice but to stop.
Make an Example
C. AT-Federation Brig with Prisoner.png
Security Security
54 | 119 | 274
Trait bonus for tired crew:
(+10 | +19 | +52)
(+13 | +24 | +66)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ has sufficiently cowed the Maquis into abandoning their plans.
[Character]⁠ fails to intimidate the Maquis, but they have no choice but to stop.
4.
Stop Weapon from Hitting Bajorans
Disarm Bajoran Weapon
A. AT-Sabotage Cardassians.png
Engineering Engineering
54 | 119 | 274
Choose 3.A Trait bonus for tired crew:
(+10 | +19 | +52)
(+13 | +24 | +66)
No other traits provide a bonus.
Uncommon Wrench ★★
Uncommon Phaser Type 1 ★★
Super Rare Clothing Pattern ★★★★
With the help of the Maquis, [Character]⁠ has disarmed the Bajoran weapon and prevented it from firing at all.
Despite [Character]⁠'s help, the Maquis fail to disarm the Bajoran weapon. It must be redirected away from the Bajorans.
Change Bajoran Weapon Target
B. AT-Transporter Room.png
Security Security
54 | 119 | 274
Choose
3.B or 3.C
Trait bonus for tired crew:
(+10 | +19 | +52)
(+13 | +24 | +66)
No other traits provide a bonus.
Uncommon Dom-Jot Cue ★★
Uncommon Phaser Type 1 ★★
Super Rare Synthesized Polymer ★★★★
Despite the Maquis crew's best efforts, [Character]⁠ has made certain the Bajoran weapon will not fire on the Bajorans.
Despite [Character]⁠ and the away team's efforts, the Bajoran weapon cannot be redirected away from the Bajorans.
We have stopped Chakotay and the crew of the Val Jean from provoking war between the Bajorans and the Cardassians. What will happen to them now?
We were unable to stop Chakotay and the crew of the Val Jean from arming a Bajoran weapon. We must prevent that weapon from firing to avoid a war.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Maquis Incitement Normal
By: Siguard, Captain deMarco, CodeHydro & TheGambit (+ more)
Date(s): May 2016 – June 2020
Runs: 1439   Cost/Run: 4 Chroniton
Item Units Chroniton / unit Runs/Drop
Basic Hoverball 994>>

Basic Hoverball

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 82 runs or so.

5.8Statistical Strength: Very reliable

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

5.49 — 6.13
>>
1.4
Basic Hand Scanner 958>>

Basic Hand Scanner

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 92 runs or so.

6Statistical Strength: Very reliable

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

5.68 — 6.37
>>
1.5
Uncommon Clothing Pattern ★★ 204>>

Uncommon Clothing Pattern ★★

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

That is, 1 in 100 players may not see this item
drop at all even after 31 runs.

Also, a run dropping only this item is expected
per 9,500 runs or so.

28.2Statistical Strength: Very reliable

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

24.82 — 32.68
>>
7.1
Common Casing 677>>

Common Casing

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)
  • 5 runs in 10 percent of cases
  • 9 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 8 runs.

Also, a run dropping only this item is expected
per 260 runs or so.

8.5Statistical Strength: Very reliable

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

7.94 — 9.15
>>
2.1
Common Power Cell 432>>

Common Power Cell

Average (mean) runs per drop: 4

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

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

That is, 1 in 100 players may not see this item
drop at all even after 14 runs.

Also, a run dropping only this item is expected
per 1,000 runs or so.

13.3Statistical Strength: Very reliable

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

12.21 — 14.66
>>
3.3
Basic Clothing Pattern 1052>>

Basic 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 69 runs or so.

5.5Statistical Strength: Very reliable

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

5.19 — 5.78
>>
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: Maquis Incitement Elite
By: middlehead, Captain_deMarco, writerguy731 & Crunch (+ more)
Date(s): Jun 2016 – Oct 2021
Runs: 601   Cost/Run: 8 Chroniton
Item Units Chroniton / unit Runs/Drop
Common 3d Chess Set 319>>

Common 3d Chess Set

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 180 runs or so.

15.1Statistical Strength: Very reliable

Range of average cost per
Common 3d Chess Set
within 2 standard deviations
(~95.5% confidence):

13.68 — 16.78
>>
1.9
Uncommon Power Cell ★★ 177>>

Uncommon Power Cell ★★

Average (mean) runs per drop: 4

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

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

That is, 1 in 100 players may not see this item
drop at all even after 14 runs.

Also, a run dropping only this item is expected
per 1,100 runs or so.

27.2Statistical Strength: Very reliable

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

23.77 — 31.69
>>
3.4
Common Database (Panel) 673>>

Common Database (Panel)

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.

7.1Statistical Strength: Very reliable

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

6.73 — 7.61
>>
0.9
Basic Expansion Module 634>>

Basic 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)
  • 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 23 runs or so.

7.6Statistical Strength: Very reliable

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

7.13 — 8.1
>>
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: Maquis Incitement Epic
By: Crunch, LapplandsCohan, Treasigh & Joker41NAM
Date(s): November 2016 – May 2017
Runs: 42   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Furs ★★★★ 3>>

Super 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
  • 64 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 63 runs.

Also, a run dropping only this item is expected
per 74,000 runs or so.

224.0Statistical Strength: Nearly useless

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

104.41 — Infinity
>>
14
Rare Power Cell ★★★ 5>>

Rare Power Cell ★★★

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)
  • 19 runs in 10 percent of cases
  • 38 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 37 runs.

Also, a run dropping only this item is expected
per 16,000 runs or so.

134.4Statistical Strength: Nearly useless

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

71.49 — 1120
>>
8.4
Uncommon Polyalloy ★★ 26>>

Uncommon Polyalloy ★★

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.

25.9Statistical Strength: Fairly reliable

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

19.13 — 39.81
>>
1.6
Common Incense 46>>

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 21 runs or so.

14.6Statistical Strength: Fairly reliable

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

11.82 — 19.12
>>
0.9
Basic Optronic Circuit 46>>

Basic 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)
  • 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 21 runs or so.

14.6Statistical Strength: Fairly reliable

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

11.82 — 19.12
>>
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.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
?
14
625
25
923
33
Crew XP 32 60 96
Training
XP
Warp 1
Warp 10
70
635
150
?
?
?
Credits
Credits
regular
Warp 1
300
210
600
420
1200
?