Off at the Pass

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Off at the Pass [E2-M11]
AT-Corridor Battle-First Contact.png
Chroniton 6 | 8 | 16
Episode
2 - Never Forgive, Never Forget
Mission
11th
Type
Away Team
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Mission Rewards

Off at the Pass is the eleventh mission in Episode 2, Never Forgive, Never Forget. It takes place at Valo I in the Valo system.

Note: Server update May 10, 2016: Rare rewards added to nodes 2.A and 2.B. Brutal was added as a trait to node 3.C.

Mission Walkthrough

  Off at the Pass's Information Off at the Pass's Structure (Colors Info)
Introduction: Shakaar wants to prove the Maquis and Bajoran resistance are a force for good.
Help by convincing a rioting colony not to attack the Cardassians.
Support Bajoran/Maquis Cause

Rare Rewards:
Basic Holoprogram
Common Holoprogram
Uncommon Holoprogram ★★

DiplomacyCommon
Deliver Peace Speech

Rare Rewards:
Uncommon Medkit ★★
Uncommon Phaser Type 2 (TNG) ★★
Super Rare Power Cell ★★★★

DiplomacyCommon
Guard Cardassian Evacuees

Rare Rewards:
Uncommon Starfleet Sleeveless Undershirt ★★
Uncommon Saddle ★★
Rare Polyalloy ★★★

SecurityCommon
Repair Key Colony Systems

Rare Rewards:
Maquis Raider Schematic (x5)
Klingon K'Vort Bird-of-Prey Schematic (x5)
Common Science Experiment

EngineeringCommon
Destroy Colony's Weapons

Rare Rewards:
Uncommon Bat'leth ★★
Uncommon IDIC ★★
Rare Interlink ★★★

SecurityCommon
Prove Colonists Unfit for Battle

Requires:
Brutal
or
Duelist

Rare Rewards:
Uncommon Borg Occipital Implant ★★
Uncommon 3d Chess Set ★★
Rare Polyalloy ★★★

SecurityCommon
Chroniton Cost: 6 | 8 | 16 Chroniton
Suggested
Traits
:
Notes: Security Chief Worf and Command Wrap Kirk are particularly useful on this mission as
they have the combination of Security and the duelist trait and can unlock a path.
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Provide Cover for Evacuees
Guard Cardassian Evacuees
A. AT-Corridor Battle-First Contact.png
Security Security
58 | 127 | 290
Trait bonus for tired crew:
(+10 | +22 | +52)
(+13 | +28 | +65)
No other traits provide a bonus.
Uncommon Starfleet Sleeveless Undershirt ★★
Uncommon Saddle ★★
Rare Polyalloy ★★★
[Character]⁠ has ensured the Cardassian forces on this world are able to pack up and leave in peace.
[Character]⁠ fails to prevent Bajoran colonists from harrassing some of the Cardassians as they try to leave.
2.
Gain Colony's Trust
Support Bajoran/Maquis Cause
A. AT-Peacekeepers and Rioters.png
Diplomacy Diplomacy
58 | 127 | 290
Trait bonus for tired crew:
(+10 | +22 | +52)
(+13 | +28 | +65)
No other traits provide a bonus.
Basic Holoprogram
Common Holoprogram
Uncommon Holoprogram ★★
[Character]⁠ has convinced the Bajoran colonists that the away team are not in bed with the Cardassians.
[Character]⁠ was unable to convince the already hostile Bajoran colonists that the away team shares their concerns.
Repair Key Colony Systems
B. AT-Bolian Repairs Console.png
Engineering Engineering
58 | 127 | 290
Trait bonus for tired crew:
(+10 | +22 | +52)
(+13 | +28 | +65)
No other traits provide a bonus.
Maquis Raider Schematic (x5)
Klingon K'Vort Bird-of-Prey Schematic (x5)
Common Science Experiment
[Character]⁠ has gained the colonists' trust by repairing several critical colony systems with ease.
[Character]⁠ was unable to make any meaningful repairs around the colony. The colonists are not impressed.
3.
Halt Attack on Cardassians
Deliver Peace Speech
A. AT-Klingons Capture Federation.png
Diplomacy Diplomacy
58 | 127 | 290
Step 2.A
Successful
Trait bonus for tired crew:
(+10 | +22 | +52)
(+13 | +28 | +65)
No other traits provide a bonus.
Uncommon Medkit ★★
Uncommon Phaser Type 2 (TNG) ★★
Super Rare Power Cell ★★★★
Finding earlier common ground with the colonists allows [Character]⁠ to convince them to call off their attack!
Despite finding common ground earlier, [Character]⁠ is unable to convince the colonists to call of their attack.
Destroy Colony's Weapons
B. AT-Sabotage Cardassians.png
Security Security
58 | 127 | 290
Trait bonus for tired crew:
(+10 | +22 | +52)
(+13 | +28 | +65)
No other traits provide a bonus.
Uncommon Bat'leth ★★
Uncommon IDIC ★★
Rare Interlink ★★★
[Character]⁠ storms past the colonists to destroy their weapon stores, forcing them to call off their attack.
When [Character]⁠ tries to reach the colonists' weapon stores, they force the away team off the planet.
Prove Colonists Unfit for Battle
C. AT-With Bat'leth Against Klingons.png
Security Security
58 | 127 | 290
Brutal
or
Duelist
Trait bonus for tired crew:
(+10 | +22 | +52)
(+13 | +28 | +65)
No other traits provide a bonus.
Uncommon Borg Occipital Implant ★★
Uncommon 3d Chess Set ★★
Rare Polyalloy ★★★
In a few moves, [Character]⁠ shows the colonists they won't beat the Cardassians. They pledge to seek peaceful changes!
[Character]⁠ is unable to defeat any colonists in hand-to-hand combat. The colonists continue their riot.
We have stopped a Bajoran colony from launching an ill-advised attack on the Cardassians. It remains to be seen whether this will put a better face on Shakaar's movement...
We have been unable to convince a fired-up Bajoran colony to abandon plans to attack the Cardassians. We must prevent this attack from happening to continue this mission.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chances

Mission tested: Off at the Pass Normal
By: Siguard, CodeHydro, Chapey & R'nali (+ more)
Date(s): Jun 2016 – Dec 2018
Runs: 842   Cost/Run: 6 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Writing PADD (TNG) ★★ 390>>

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

That is, 1 in 100 players may not see this item
drop at all even after 9 runs.

Also, a run dropping only this item is expected
per 270 runs or so.

13Statistical Strength: Very reliable

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

11.85 — 14.28
>>
2.2
Basic Hypospray (TOS) 651>>

Basic Hypospray (TOS)

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 58 runs or so.

7.8Statistical Strength: Very reliable

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

7.27 — 8.32
>>
1.3
Basic Interphasic Scanner 679>>

Basic Interphasic 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)
  • 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 51 runs or so.

7.4Statistical Strength: Very reliable

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

6.98 — 7.96
>>
1.2
Uncommon Optronic Circuit ★★ 122>>

Uncommon Optronic Circuit ★★

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
  • 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 8,900 runs or so.

41.4Statistical Strength: Very reliable

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

35.19 — 50.3
>>
6.9
Basic Database (Panel) 684>>

Basic 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)
  • 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
Basic Database (Panel)
within 2 standard deviations
(~95.5% confidence):

6.93 — 7.9
>>
1.2

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: Off at the Pass Elite
By: R'nali, Ecaello, Chapey & bntracy (+ more)
Date(s): Jun 2016 – Sept 2018
Runs: 714   Cost/Run: 8 Chroniton
Item Units Chroniton / unit Runs/Drop
Nova Class Schematic 205>>

Nova Class Schematic

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
  • 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 1,100 runs or so.

27.9Statistical Strength: Very reliable

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

24.6 — 32.13
>>
3.5
Common Pattern Enhancer 368>>

Common Pattern Enhancer

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)
  • 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 200 runs or so.

15.5Statistical Strength: Very reliable

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

14.18 — 17.15
>>
1.9
Basic Text Book 697>>

Basic Text Book

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)
  • 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 29 runs or so.

8.2Statistical Strength: Very reliable

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

7.71 — 8.74
>>
1
Uncommon Incense ★★ 242>>

Uncommon Incense ★★

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 690 runs or so.

23.6Statistical Strength: Very reliable

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

21.05 — 26.86
>>
3
Common Relay 630>>

Common Relay

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 39 runs or so.

9.1Statistical Strength: Very reliable

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

8.5 — 9.72
>>
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.

According to the in-game sorting, the drop rate for basic Text Book is better than Assault and Battery.

Mission tested: Off at the Pass Epic
By: Treasigh, Joker41NAM, WaldoMag & middlehead
Date(s): February 2017 – Oct 2021
Runs: 108   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Polyalloy ★★★★ 9>>

Super Rare Polyalloy ★★★★

Average (mean) runs per drop: 12

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

  • 9 runs in 50 percent of cases (median)
  • 28 runs in 10 percent of cases
  • 55 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 54 runs.

Also, a run dropping only this item is expected
per 47,000 runs or so.

192.0Statistical Strength: Very unreliable

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

115.78 — 561.99
>>
12
Rare Microconnector ★★★ 12>>

Rare Microconnector ★★★

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.

144.0Statistical Strength: Somewhat unreliable

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

91.87 — 332.9
>>
9
Uncommon Spices ★★ 84>>

Uncommon Spices ★★

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 57 runs or so.

20.6Statistical Strength: Very reliable

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

17.31 — 25.34
>>
1.3
Common Expansion Module 108>>

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)
  • 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 27 runs or so.

16.0Statistical Strength: Very reliable

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

13.82 — 18.99
>>
1
Basic Relay 111>>

Basic Relay

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.

15.6Statistical Strength: Very reliable

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

13.49 — 18.4
>>
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.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
386
16
656
26
943
?
Crew XP 36 60 ?
Training XP
at Warp 1+10
75
?
125
?
?
?
Credits Credits
Credits at Warp 1
450
315
600
420
1200
?