No Man Left Behind
No Man Left Behind [EA-M5] | |
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1 | |
Cadet Challenges Ex Astris, Scientia | |
Mission 5th |
Type Away Missions |
< Prev | |
Mission Rewards |
No Man Left Behind is the fifth mission in Cadet Challenge Ex Astris, Scientia. It takes place at Alpha Onias II in the Alpha Onias system.
Mission Walkthrough
No Man Left Behind's Information | No Man Left Behind's Structure (Colors Info) | |
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Introduction: | Admiral Riker is the only one left on Starbase 24, trapped by a fallen beam. Send an away team down to rescue him! |
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Cost: | 1 per run | |
Suggested Traits: |
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Notes: |
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Step | Choices | Skill Req | Other Req | Bonus Traits | Rare Reward |
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1. Determine Safe Beam Down Location |
Predict Next Anomaly A. |
Science 135 | 270 | 380 |
β | Trait bonus for tired crew: (+24 | +48 | +72)(+30 | +60 | +90) |
No Rewards at this Node |
[Character] finally determines a predictable pattern to the anomalies, allowing the away team to beam down. | |||||
[Character]'s calculations are off. An away team member is lost to an anomaly during transport! | |||||
2. Try to Revive Riker |
Synthesize Modified Adrenaline A. |
Medicine 135 | 270 | 380 |
β | Trait bonus for tired crew: (+24 | +48 | +72)(+30 | +60 | +90) |
Common Starfleet Medicine Uniform (TNG) β
Uncommon Translation Algorithm β β Nova Class Schematic (x10) |
[Character]'s modified adrenaline hypospray renders the Admiral both conscious and coherent. | |||||
[Character]'s mixture is off. The hypospray wakes the Admiral, but he is delirious. | |||||
3. Free Riker from Beam |
Coordinate Team Lift A. |
Command 135 | 270 | 380 |
β | Trait bonus for tired crew: (+24 | +48 | +72)(+30 | +60 | +90) |
Uncommon Encoded Communique β
β
Uncommon Tricorder Mark VII β β Rare Security Codes β β β |
[Character]'s coordination ensures that none of the away team is injured in freeing Admiral Riker. | |||||
[Character] cannot coordinate the away team properly. Several officers pull muscles in freeing the Admiral. | |||||
Use Leverage to Lift Beam B. |
Science 135 | 270 | 380 |
β | Trait bonus for tired crew: (+24 | +48 | +72)(+30 | +60 | +90) |
Uncommon Tricorder Mark VII β
β
Uncommon Encoded Communique β β Uncommon Quantum Chronometer β β | |
With the help of fallen cables, [Character] and the away team lift the fallen beam and pull Admiral Riker free! | |||||
[Character] cannot determine a way to ease the lifting of the beam. The away team strains muscles in freeing the Admiral. | |||||
4. Escape Starbase 24 |
Repair Escape Pod A. |
Engineering 135 | 270 | 380 |
β | Trait bonus for tired crew: (+24 | +48 | +72)(+30 | +60 | +90) |
No Rewards at this Node |
[Character] eliminates the need for a dangerous transport by repairing one of Starbase 24's escape pods! | |||||
[Character] cannot repair one of Starbase 24's escape pods. The team must undergo a dangerous transport. | |||||
Request Romulan Aid B. |
Diplomacy 135 | 270 | 380 |
β | Trait bonus for tired crew: (+24 | +48 | +72)(+30 | +60 | +90) |
No Rewards at this Node | |
[Character] finally convinces nearby Romulan authorities to dock at Starbase 24, allowing the away team to escape. | |||||
[Character]'s entreaties fall on deaf earsβthe Romulans refuse to help. The team must undergo a dangerous transport. | |||||
5. Stabilize Riker |
Perform Emergency Surgery A. |
Medicine 135 | 270 | 380 |
β | Trait bonus for tired crew: (+24 | +48 | +72)(+30 | +60 | +90) |
Common Scalpel β
Uncommon Cortical Monitor β β Uncommon Medical Lesson β β |
Despite Admiral Riker's injuries, [Character] has not only stabilized him but ensured his leg will heal properly. | |||||
[Character] fails to understand the stress being trapped on Starbase 24 has put on Admiral Riker. He flatlines! | |||||
We have rescued Admiral Riker from Starbase 24 after it was rocked by a series of temporal anomalies. I disobeyed a direct order to do so, and I must now face Admiral Riker's wrath.... | |||||
We have been unable to extricate Admiral Riker from Starbase 24. If we do not hurry, we risk losing him to another timeline forever. |
Mission Rewards
Rare Rewards
- Common Medical Lesson β
- Common Starfleet Medicine Uniform β
- Common Scalpel β
- Constellation Class Schematic (x10)
- Uncommon Encoded Communique β β
- Uncommon Cortical Monitor β β
- Uncommon Translation Algorithm β β
- Uncommon Tricorder Mark VII β β
- Uncommon Quantum Chronometer β β
- Rare Security Codes β β β
- Uncommon Medical Lesson β β
- Nova Class Schematic (x10)
Standard Rewards
- Basic Hyperspanner (DS9)
- Basic Translation Algorithm
- Common Poker Cards β
- Common Incense β
- Chronitons (x15)
- Common Case Files β
- Basic Casino Chip
- Basic Communicator (TOS)
- Basic Wrench
- Chronitons (x20)
- Uncommon First Contact Protocol β β
- Basic Encoded Communique
- Common Boy Scout Badge β
- Basic Translation Algorithm
- Chronitons (x25)
Drop Chance
Mission tested: No Man Left Behind [edit]
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By: Crunch, Chapey, LivewareFailure & Joker41NAM (+ more) Date(s): June β October 2016 | |||
Item | Units | / unit | Runs/Drop |
---|---|---|---|
Common Poker Cards β | 175>> Common Poker Cards β Average (mean) runs per drop: 2 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
1.7Statistical Strength: Very reliable Range of average cost per Common Poker Cards β within 2 standard deviations (~95.5% confidence): 1.52 β 2>> |
1.7 |
Basic Hyperspanner (DS9) | 182>> Basic Hyperspanner (DS9) Average (mean) runs per drop: 2 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
1.7Statistical Strength: Very reliable Range of average cost per Basic Hyperspanner (DS9) within 2 standard deviations (~95.5% confidence): 1.47 β 1.92>> |
1.7 |
Basic Translation Algorithm | 240>> Basic Translation Algorithm Average (mean) runs per drop: 2 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
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1.3Statistical Strength: Very reliable Range of average cost per Basic Translation Algorithm within 2 standard deviations (~95.5% confidence): 1.14 β 1.42>> |
1.3 |
Common Incense β | 312>> Common Incense β Average (mean) runs per drop: 1 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
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1Statistical Strength: Very reliable Range of average cost per Common Incense β within 2 standard deviations (~95.5% confidence): 0.89 β 1.07>> |
1 |
Average cost per unit assumes 3 standard rewards per run. |
Mission tested: No Man Left Behind [edit]
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By: Captain Sheridan, Octarolakh, Treasigh & Joker41NAM Date(s): September 2016 β March 2017 | |||
Item | Units | / unit | Runs/Drop |
---|---|---|---|
Common Case Files β | 60>> Common Case Files β Average (mean) runs per drop: 2 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
1.9Statistical Strength: Fairly reliable Range of average cost per Common Case Files β within 2 standard deviations (~95.5% confidence): 1.54 β 2.48>> |
1.9 |
Basic Casino Chip | 64>> Basic Casino Chip Average (mean) runs per drop: 2 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
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1.8Statistical Strength: Fairly reliable Range of average cost per Basic Casino Chip within 2 standard deviations (~95.5% confidence): 1.45 β 2.3>> |
1.8 |
Basic Communicator (TOS) | 96>> Basic Communicator (TOS) Average (mean) runs per drop: 2 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
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1.2Statistical Strength: Very reliable Range of average cost per Basic Communicator (TOS) within 2 standard deviations (~95.5% confidence): 1.01 β 1.44>> |
1.2 |
Basic Wrench | 122>> Basic Wrench Average (mean) runs per drop: 1 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
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0.9Statistical Strength: Very reliable Range of average cost per Basic Wrench within 2 standard deviations (~95.5% confidence): 0.82 β 1.09>> |
0.9 |
Average cost per unit assumes 3 standard rewards per run. |
Mission tested: No Man Left Behind [edit]
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By: Koba44, Geo La Forge, Kesss & SneakyAmanda (+ more) Date(s): July 2018 β Aug 2019 | |||
Item | Units | / unit | Runs/Drop |
---|---|---|---|
Uncommon First Contact Protocol β β | 405>> Uncommon First Contact Protocol β β Average (mean) runs per drop: 2 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
1.8Statistical Strength: Very reliable Range of average cost per Uncommon First Contact Protocol β β within 2 standard deviations (~95.5% confidence): 1.62 β 1.94>> |
1.8 |
Common Boy Scout Badge β | 472>> Common Boy Scout Badge β Average (mean) runs per drop: 2 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
1.5Statistical Strength: Very reliable Range of average cost per Common Boy Scout Badge β within 2 standard deviations (~95.5% confidence): 1.4 β 1.65>> |
1.5 |
Basic Encoded Communique | 556>> Basic Encoded Communique Average (mean) runs per drop: 2 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
1.3Statistical Strength: Very reliable Range of average cost per Basic Encoded Communique within 2 standard deviations (~95.5% confidence): 1.2 β 1.39>> |
1.3 |
Basic Translation Algorithm | 715>> Basic Translation Algorithm Average (mean) runs per drop: 2 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
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1.0Statistical Strength: Very reliable Range of average cost per Basic Translation Algorithm within 2 standard deviations (~95.5% confidence): 0.94 β 1.07>> |
1 |
Average cost per unit assumes 3 standard rewards per run. |
Other Rewards
Currency Rewards |
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Capt XP | 1st-Run Repeat |
748 28 |
841 31 |
902 32 |
Crew XP | 70 | 85 | 90 | |
Credits | 750 | 900 | 1200 | |
Chronitons | 15 | 20 | 25 |