Quell the Riots
Quell the Riots [E5-M1] | |
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12 | 16 | 22 | |
Episode 5 - Ethical Alternatives | |
Mission 1st |
Type Away Team |
Next > | |
Mission Rewards |
Quell the Riots is the first mission in Episode 5, Ethical Alternatives. It takes place on Terra Nova in the Terra Nova system.
Mission Walkthrough
Quell the Riots's Information | Quell the Riots's Structure (Colors Info) | |||||||||||||
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Introduction: | Put a stop to riots incited by the Terra Prime movement. Rioting on this scale threatens the well-being of many human colonists. |
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Cost: | 12 | 16 | 22 | |||||||||||||
Suggested Traits: |
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Notes: | One reward node requires a Human with . Many choices: Captain Sisko, Wrathful Khan and Captain Janeway are the strongest 3 choices. |
Step | Choices | Skill Req | Other Req | Bonus Traits | Rare Reward |
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1. Stop Riots from Spreading |
Impose Martial Law A. |
Command 123 | 275 | 559 |
— | Trait bonus for tired crew: (+23 | +51 | +104)(+29 | +64 | +131) |
Uncommon Kotra ★★ Rare Quantum Chronometer ★★★ Rare Translation Algorithm ★★★ |
[Character] successfully explained to the citizenry the need to invoke martial law. | |||||
[Character] failed to explain Starfleet's motive for imposing martial law, sowing suspicion among the colonists. | |||||
2. Diffuse Riot Hot Spots |
Open Dialogue With Riot Leaders A. |
Diplomacy 123 | 275 | 559 |
— | Trait bonus for tired crew: (+23 | +51 | +104)(+29 | +64 | +131) |
Uncommon Communicator ★★ Rare First Contact Protocol ★★★ Rare Ceti Eel ★★★ |
[Character] has opened a line of communication with a Terra Prime leader, and further talks could be arranged. | |||||
[Character] failed to find enough common ground to gain the trust of a Terra Prime leader, and talks fell apart. | |||||
Broadcast Soothing Music B. |
Science 123 | 275 | 559 |
— | Trait bonus for tired crew: (+23 | +51 | +??)(+29 | +64 | +??) |
Uncommon Field Rations ★★ Rare Star Empire Icon ★★★ Uncommon Seven's Suit ★★ | |
[Character] successfully set comm panels to broadcast pleasant and relaxing music, to calm rioters. | |||||
[Character] failed to lull the rioters with music. The tactic was derided as 'Starfleet mind control'. | |||||
3. Develop a Plan to Stop the Rioting |
Implement Immediate Concessions A. |
Command 123 | 275 | 559 |
Human | Trait bonus for tired crew: (+23 | +51 | +104)(+29 | +64 | +131) |
No Rewards at this Node |
[Character] freed Terra Prime detainees as a concession. The anger in the city has subsided to a degree. | |||||
[Character]'s opening statement during the dialogue with the Terra Prime leaders irritated many of the citizens. | |||||
Seal Off Vulnerable City Sectors B. |
Engineering 123 | 275 | 559 |
— | Trait bonus for tired crew: (+23 | +51 | +??)(+29 | +64 | +??) |
No Rewards at this Node | |
[Character] successfully used the emergency seawall barriers to isolate districts from each other. | |||||
[Character] failed to think of a way to isolate the rioting districts. The rioting continues. | |||||
4. Restore Order in City |
Negotiate With Terra Prime Leaders A. |
Diplomacy 123 | 275 | 559 |
Step 3.A Successful |
Trait bonus for tired crew: (+23 | +51 | +??)(+29 | +64 | +??) |
Uncommon Astrometric Chart ★★ Rare Science Experiment ★★★ Rare Science Experiment ★★★ |
[Character] promised the Terra Prime leaders a summit meeting with the remaining members of the Federation Council. | |||||
[Character] failed to assure the Terra Prime leaders that they would be taken seriously. Riots flare again. | |||||
Use Psychology On Rioters B. |
Science 123 | 275 | 559 |
— | Trait bonus for tired crew: (+23 | +51 | +??)(+29 | +64 | +??) |
Uncommon Phaser Type 2 (TMP) ★★ Rare Scalpel ★★★ Uncommon Kemocite ★★ | |
[Character] redirected the rioters anger long enough for the violence to diffuse and security to regain control. | |||||
[Character] failed to get the rioters to consider the effects of their action. The rioting continues. | |||||
Capture Key Riot Instigators C. |
Security 123 | 275 | 559 |
Step 3.B Successful |
Trait bonus for tired crew: (+23 | +51 | +??)(+29 | +64 | +??) |
Uncommon NX-01 Cap ★★ Rare Power Cell ★★★ Uncommon Reman Knife ★★ | |
[Character] successfully led Starfleet security teams into barricaded areas, and overwhelmed the rioters. | |||||
[Character]'s leadership of the Starfleet security teams led to a series of setbacks. The rioting continued for days. | |||||
Our away team successfully put a stop to Terra Prime rioting in Federation space. There will be a public discussion about Starfleet's right to intervene in humanity's civil matters, but peace has been restored. | |||||
Our away team failed to handle the Terra Prime rioting appropriately. Many Terrans are disturbed that despite so many of their resources being devoted to Starfleet, freedoms are being trampled and rioting holds sway. |
Mission Rewards
Rare Rewards
- Uncommon Astrometric Chart ★★
- Uncommon Phaser Type 2 (TMP) ★★
- Uncommon NX-01 Cap ★★
- Uncommon Kotra ★★
- Uncommon Communicator (ENT) ★★
- Uncommon Field Rations ★★
- Rare Science Experiment ★★★
- Rare Scalpel ★★★
- Rare Power Cell ★★★
- Rare Quantum Chronometer ★★★
- Rare First Contact Protocol ★★★
- Rare Star Empire Icon ★★★
- Rare Science Experiment ★★★
- Rare Ceti Eel ★★★
- Rare Translation Algorithm ★★★
- Uncommon Reman Knife ★★
- Uncommon Kemocite ★★
- Uncommon Seven's Suit ★★
Standard Rewards
- Rare Incense ★★★
- Uncommon Isolinear Chips ★★
- Common Database (Panel) ★
- Basic Emitter Crystal
- Super Rare Microconnector ★★★★
- Rare Synthesized Polymer ★★★
- Common Optronic Circuit ★
- Basic Polyalloy
- Basic Bloodwine
- Super Rare Subprocessor ★★★★
- Rare Clothing Pattern ★★★
- Rare Sensor ★★★
- Uncommon Clothing Pattern ★★
Drop Chance
Mission tested: Quell the Riots [edit]
| |||
By: Steve, SleepingDragon, Chapey & bntracy (+ more) Date(s): June – February 2017 | |||
Item | Units | / unit | Runs/Drop |
---|---|---|---|
Rare Incense ★★★ | 15>> Rare Incense ★★★ Average (mean) runs per drop: 8 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
|
88.0Statistical Strength: Somewhat unreliable Range of average cost per Rare Incense ★★★ within 2 standard deviations (~95.5% confidence): 58.46 — 177.88>> |
7.3 |
Uncommon Isolinear Chips ★★ | 19>> Uncommon Isolinear Chips ★★ Average (mean) runs per drop: 6 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
|
69.5Statistical Strength: Somewhat unreliable Range of average cost per Uncommon Isolinear Chips ★★ within 2 standard deviations (~95.5% confidence): 48.04 — 125.43>> |
5.8 |
Common Database (Panel) ★ | 149>> Common Database (Panel) ★ 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
|
8.9Statistical Strength: Very reliable Range of average cost per Common Database (Panel) ★ within 2 standard deviations (~95.5% confidence): 7.9 — 10.08>> |
0.7 |
Basic Emitter Crystal | 147>> Basic Emitter Crystal 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
|
9Statistical Strength: Very reliable Range of average cost per Basic Emitter Crystal within 2 standard deviations (~95.5% confidence): 8 — 10.24>> |
0.7 |
Average cost per unit assumes 3 standard rewards per run. |
Mission tested: Quell the Riots [edit]
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By: Siguard, R'nali, Crunch & Joker41NAM (+2 more) Date(s): Jun 2016, Mar 2017 | |||
Item | Units | / unit | Runs/Drop |
---|---|---|---|
Basic Bloodwine | 22>> Basic Bloodwine Average (mean) runs per drop: 3 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
|
39.3Statistical Strength: Somewhat unreliable Range of average cost per Basic Bloodwine within 2 standard deviations (~95.5% confidence): 28.1 — 65.2>> |
2.5 |
Super Rare Microconnector ★★★★ | 4>> Super Rare Microconnector ★★★★ Average (mean) runs per drop: 14 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
|
216.0Statistical Strength: Nearly useless Range of average cost per Super Rare Microconnector ★★★★ within 2 standard deviations (~95.5% confidence): 108.51 — 23075.49>> |
13.5 |
Rare Synthesized Polymer ★★★ | 4>> Rare Synthesized Polymer ★★★ Average (mean) runs per drop: 14 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
|
216.0Statistical Strength: Nearly useless Range of average cost per Rare Synthesized Polymer ★★★ within 2 standard deviations (~95.5% confidence): 108.51 — 23075.49>> |
13.5 |
Common Optronic Circuit ★ | 70>> Common Optronic Circuit ★ 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
|
12.3Statistical Strength: Very reliable Range of average cost per Common Optronic Circuit ★ within 2 standard deviations (~95.5% confidence): 10.45 — 15.07>> |
0.8 |
Basic Polyalloy | 62>> Basic Polyalloy 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
|
13.9Statistical Strength: Fairly reliable Range of average cost per Basic Polyalloy within 2 standard deviations (~95.5% confidence): 11.61 — 17.42>> |
0.9 |
Average cost per unit assumes 3 standard rewards per run. |
Mission tested: Quell the Riots [edit]
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By: Crunch, ct, ChewableCPP & Joker41NAM (+1 more) Date(s): March 2017 - May 2018 | |||
Item | Units | / unit | Runs/Drop |
---|---|---|---|
Super Rare Subprocessor ★★★★ | 12>> Super Rare Subprocessor ★★★★ Average (mean) runs per drop: 5 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
|
89.8Statistical Strength: Somewhat unreliable Range of average cost per Super Rare Subprocessor ★★★★ within 2 standard deviations (~95.5% confidence): 57.76 — 201.95>> |
4.1 |
Rare Clothing Pattern ★★★ | 30>> Rare Clothing Pattern ★★★ 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
|
35.9Statistical Strength: Fairly reliable Range of average cost per Rare Clothing Pattern ★★★ within 2 standard deviations (~95.5% confidence): 27.08 — 53.38>> |
1.6 |
Rare Sensor ★★★ | 43>> Rare Sensor ★★★ 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
|
25.1Statistical Strength: Fairly reliable Range of average cost per Rare Sensor ★★★ within 2 standard deviations (~95.5% confidence): 19.94 — 33.76>> |
1.1 |
Uncommon Clothing Pattern ★★ | 62>> Uncommon Clothing Pattern ★★ 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
|
17.4Statistical Strength: Fairly reliable Range of average cost per Uncommon Clothing Pattern ★★ within 2 standard deviations (~95.5% confidence): 14.56 — 21.57>> |
0.8 |
Average cost per unit assumes 3 standard rewards per run. Several drop rates and item drops got adjusted on 2017/03/15. As this DropTest is likely affected, old data has been removed or commented out. |
Other Rewards
Currency Rewards |
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Capt XP | 1st-Run Repeat |
789 29 |
923 ? |
1004 34 |
Crew XP | 76 | 96 | 108 | |
Training XP |
Warp 1 Warp 10 |
? ? |
? ? |
? ? |
Credits |
regular Warp 1 |
900 ? |
1200 ? |
1652 ? |