Picking the Bones

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Picking the Bones [E2-M16]
AT-Astrometrics View-Generations.png
Chroniton 6 | 10 | 18
Episode
2 - Never Forgive, Never Forget
Mission
16th
Type
Away Team
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Mission Rewards

Picking the Bones is the sixteenth mission in Episode 2, Never Forgive, Never Forget. It takes place at Amleth Prime in the Amleth system.

BUG: Epic is currently bugged, and only requires a skill check of 136.
fixed: 2017-05-15

Mission Walkthrough

  Picking the Bones's Information Picking the Bones's Structure (Colors Info)
Introduction: Doctor McCoy is onboard a Maquis transport fleeing its Bajoran pursuers. Can you help them escape?
Triage Critical Patients

Rare Rewards:
Uncommon Writing PADD (TNG) ★★
Uncommon Security Codes ★★
Rare Casing ★★★

MedicineCommon
Try to Talk Down BajoransDiplomacy
Cut Bajorans Off

Rare Rewards:
Uncommon Cortical Monitor ★★
Uncommon Civilian Diplomatic Clothing ★★
Uncommon Writing PADD (TNG) ★★

CommandCommon
Interpose Between Ships

Rare Rewards:
Uncommon Science Experiment ★★
Uncommon Toolbox ★★
Uncommon Microconnector ★★

CommandCommon
Boost Maquis Shields

Rare Rewards:
Uncommon Coffee ★★
Uncommon Astrometric Chart ★★
Super Rare Microconnector ★★★★

EngineeringCommon
Fire Warning Shots at BajoransSecurity
Tractor Bajorans to Prevent Warp

Rare Rewards:
Uncommon Plasma Torch ★★
Uncommon Plasma Rifle ★★
Uncommon Database ★★

EngineeringCommon
Coordinate Defensive Maneauver

Requires:
Tactician
or
Veteran

Rare Rewards:
Uncommon Boxing Gloves ★★
Uncommon Terran Knife ★★
Uncommon Field Rations ★★

CommandCommon
Chroniton Cost: 6 | 10 | 18 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Put Space Between Maquis and Bajorans
Interpose Between Ships
A. AT-Astrometrics View-Generations.png
Command Command
68 | 165 | 350
Trait bonus for tired crew:
(+13 | +32 | +69)
(+17 | +41 | +87)
No other traits provide a bonus.
Uncommon Science Experiment ★★
Uncommon Toolbox ★★
Uncommon Microconnector ★★
[Character]⁠ has deftly maneuvered the ship between the fleeing Maquis and the pursuing Bajorans.
[Character]⁠ is barely able to catch up to both the Maquis and the Bajorans.
2.
Provide Immediate Triage for Maquis
Triage Critical Patients
A. AT-Under Surgery.png
Medicine Medicine
68 | 165 | 350
Trait bonus for tired crew:
(+13 | +32 | +69)
(+17 | +41 | +87)
No other traits provide a bonus.
Uncommon Writing PADD (TNG) ★★
Uncommon Security Codes ★★
Rare Casing ★★★
Despite the chase, [Character]⁠ beams over and successfully saves many critically wounded Maquis.
[Character]⁠ is unable to get a lock on the critically wounded Maquis. The ships are moving too fast.
Boost Maquis Shields
B. AT-Bolian Repairs Console.png
Engineering Engineering
68 | 165 | 350
Trait bonus for tired crew:
(+13 | +32 | +69)
(+17 | +41 | +87)
No other traits provide a bonus.
Uncommon Coffee ★★
Uncommon Astrometric Chart ★★
Super Rare Microconnector ★★★★
[Character]⁠ helps the Maquis boost their shields so they can hold out a little longer.
[Character]⁠ fails to boost the Maquis's shields in any significant or helpful way.
Coordinate Defensive Maneauver
C. AT-Starfleet Headquarters Meeting.png
Command Command
68 | 165 | 350
Tactician
or
Veteran
Trait bonus for tired crew:
(+13 | +32 | +69)
(+17 | +41 | +87)
No other traits provide a bonus.
Uncommon Boxing Gloves ★★
Uncommon Terran Knife ★★
Uncommon Field Rations ★★
With [Character]⁠'s help, the Maquis manage to get more space between them and the Bajorans.
[Character]⁠ is unable to provide any advice that improves the Maquis's chances.
3.
Discourage Bajoran Pursuers
Try to Talk Down Bajorans
A. AT-Klingon Warrior Arrested.png
Diplomacy Diplomacy
68 | 165 | 350
Choose
2.A or 2.C
Trait bonus for tired crew:
(+13 | +32 | +69)
(+17 | +41 | +87)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ has managed to convince most of the Bajorans to stop their pursuit. However, one ship refuses to give up!
[Character]⁠ was unable to convince the Bajorans to abandon their pursuit.
Fire Warning Shots at Bajorans
B. AT-Deflector Dish-First Contact.png
Security Security
68 | 165 | 350
Trait bonus for tired crew:
(+13 | +32 | +69)
(+17 | +41 | +87)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠'s warning shots have convinced most of the Bajorans to end their pursuit. However, one ship refuses to give up!
[Character]⁠'s warning shots miss the mark, and the Bajorans continue their pursuit.
4.
Stop Bajorans by Force
Cut Bajorans Off
A. AT-Shuttlecraft Under Attack.png
Command Command
68 | 165 | 350
Trait bonus for tired crew:
(+13 | +32 | +69)
(+17 | +41 | +87)
No other traits provide a bonus.
Uncommon Cortical Monitor ★★
Uncommon Civilian Diplomatic Clothing ★★
Uncommon Writing PADD (TNG) ★★
A skilled pilot, [Character]⁠ forces the Bajorans to abandon their pursuit to avoid a collision. The Maquis escape!
Despite [Character]⁠'s efforts, the Bajorans outmaneuver your ship, and leave you in the stardust.
Tractor Bajorans to Prevent Warp
B. AT-Shuttlecraft Under Attack.png
Engineering Engineering
68 | 165 | 350
Trait bonus for tired crew:
(+13 | +32 | +69)
(+17 | +41 | +87)
No other traits provide a bonus.
Uncommon Plasma Torch ★★
Uncommon Plasma Rifle ★★
Uncommon Database ★★
[Character]⁠ uses the tractor beam to hold the Bajorans up just long enough for the Maquis to escape!
[Character]⁠ is unable to get a lock on the Bajorans with the tractor beam. They continue their pursuit.
We have helped Doctor McCoy and a Maquis transport escape their Bajoran pursuers. We must learn the circumstances of this pursuit, lest we make new enemies...
We were unsuccessful in our attempt to help Doctor McCoy and his Maquis allies escape a Bajoran pursuit. If we do not act, Doctor McCoy may face prosecution...


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Picking the Bones Normal
By: TheGambit, Siguard, Crunch & R'nali (+ more)
Date(s): Jun 2016 – Oct 2021
Runs: 2306   Cost/Run: 6 Chroniton
Item Units Chroniton / unit Runs/Drop
Basic Communicator (ENT) 1813>>

Basic Communicator (ENT)

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 56 runs or so.

7.6Statistical Strength: Very reliable

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

7.34 — 7.95
>>
1.3
Basic Emergency Transponder 1811>>

Basic Emergency Transponder

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 56 runs or so.

7.6Statistical Strength: Very reliable

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

7.34 — 7.96
>>
1.3
Uncommon Expansion Module ★★ 344>>

Uncommon Expansion Module ★★

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 8,100 runs or so.

40.2Statistical Strength: Very reliable

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

36.39 — 44.95
>>
6.7
Common Emitter Crystal 1080>>

Common Emitter Crystal

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 260 runs or so.

12.8Statistical Strength: Very reliable

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

12.13 — 13.57
>>
2.1
Basic Relay 1870>>

Basic 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 51 runs or so.

7.4Statistical Strength: Very reliable

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

7.12 — 7.7
>>
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: Picking the Bones Elite
By: Raimen, SleepingDragon, middlehead & Chapey (+ more)
Date(s): June 2016 – July 2024
Runs: 138   Cost/Run: 10 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Combadge (DS9) ★★ 7>>

Uncommon Combadge (DS9) ★★

Average (mean) runs per drop: 20

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

  • 14 runs in 50 percent of cases (median)
  • 46 runs in 10 percent of cases
  • 91 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 90 runs.

Also, a run dropping only this item is expected
per 210,000 runs or so.

197.1Statistical Strength: Very unreliable

Range of average cost per
Uncommon Combadge (DS9) ★★
within 2 standard deviations
(~95.5% confidence):

112.63 — 789.89
>>
19.7
Rare Expansion Module ★★★ 14>>

Rare Expansion Module ★★★

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.

98.6Statistical Strength: Somewhat unreliable

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

64.59 — 207.98
>>
9.9
Uncommon Optronic Circuit ★★ 20>>

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.

69.0Statistical Strength: Somewhat unreliable

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

48.02 — 122.52
>>
6.9
Uncommon Subprocessor ★★ 29>>

Uncommon Subprocessor ★★

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 2,900 runs or so.

47.6Statistical Strength: Fairly reliable

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

35.03 — 74.19
>>
4.8
Common Furs 344>>

Common Furs

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
  • 1 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 0 runs.

Also, a run dropping only this item is expected
per 1.7 runs or so.

4Statistical Strength: Very reliable

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

3.84 — 4.2
>>
0.4

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: Picking the Bones Epic
By: Dharkus, SleepingDragon & Joker41NAM
Date(s): July 2016 - August 2016
Runs: 46   Cost/Run: 18 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Furs ★★★★ 1>>

Super Rare Furs ★★★★

Average (mean) runs per drop: 46

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

  • 32 runs in 50 percent of cases (median)
  • 106 runs in 10 percent of cases
  • 212 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 211 runs.

Also, a run dropping only this item is expected
per 2,600,000 runs or so.

828.0Statistical Strength: Nearly useless

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

276 — Infinity
>>
46
Rare Clothing Pattern ★★★ 6>>

Rare Clothing Pattern ★★★

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.

138.0Statistical Strength: Very unreliable

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

76.6 — 695.07
>>
7.7
Uncommon Casing ★★ 40>>

Uncommon Casing ★★

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 41 runs or so.

20.7Statistical Strength: Fairly reliable

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

16.33 — 28.26
>>
1.2
Common Synthesized Polymer 44>>

Common Synthesized Polymer

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 31 runs or so.

18.8Statistical Strength: Fairly reliable

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

15.06 — 25.08
>>
1
Basic Emitter Crystal 47>>

Basic Emitter Crystal

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.

17.6Statistical Strength: Fairly reliable

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

14.23 — 23.11
>>
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
469
19
748
28
963
33
Crew XP 44 72 100
Training
XP
Warp 1
Warp 10
95
?
?
?
?
?
Credits
Credits
regular
Warp 1
452
315
752
?
1352
?

Notes

  • Server update 1.1.1
    • Added the Veteran trait as a requirement to node 2c.
    • Mission title renamed to Picking the Bones from Hot Pursuit (Away Team). Had caused confusion with Hot Pursuit (Space Battle)
  • Server update 2017-05-15[1]
    • Epic skill requirement was corrected from 136 to 350.

References