Rabid Fans

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Rabid Fans
[CT-M2]
AT-Shuttlecraft Under Attack.png
Chroniton 8 | 14 | 18
Distress Calls
Celestial Temple
Mission
2nd
Type
Away Team
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Mission Rewards

Rabid Fans is the second distress call mission in the Celestial Temple. It takes place on Ventarus Idrilon III in the Ferenginar System.

Mission Walkthrough

  Rabid Fans's Information Rabid Fans's Structure (Colors Info)
Introduction: Morn is attempting to establish a vole fighting ring in Ferengi space,
unwittingly spreading a virulent strain of Simperian rabies. Shut it down.
Rabid Fans structure.png
Chroniton Cost: 8 | 14 | 18 Chroniton
Suggested
Traits
:
Notes: ItemError.png BUG: The epic skill bonus value for Ferengi is 150, not 188 like the others.
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Stop Morn from Spreading Infected Voles
Intercept and Quarantine Morn's Ship
A. AT-Shuttlecraft Under Attack.png
Command Command
125 | 300 | 712
Trait bonus for tired crew:
(+26 | +63 | +150)
(+33 | +79 | +188)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ coordinates a wide spread search for Morn, catching him before he makes any additional stops.
[Character]⁠'s search teams eventually find Morn, but not before he's visited about a dozen bars.
2.
Triage Rabies Outbreak Hotspots
Quarantine Infected Bars and Casinos
A. AT-Dinner with the Enemy-The Undiscovered Country.png
Diplomacy Diplomacy
125 | 300 | 712
Trait bonus for tired crew:
(+26 | +63 | +150)
(+33 | +79 | +188)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ coordinates with local authorities to quarantine locations that were exposed to voles.
Choice Failure Message
Design and Deploy Vole Traps
B. AT-Exploring Strange New World.png
Engineering Engineering
125 | 300 | 712
Trait bonus for tired crew:
(+26 | +63 | +150)
(+33 | +79 | +188)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ crafts pest control devices that prove effective in capturing a number of voles Morn misplaced.
[Character]⁠ isn't able to reliably capture vole than Morn misplaced before they mix with the native population.
Shut Down Fighting Rings
C. AT-With Bat'leth Against Klingons.png
Security Security
125 | 300 | 712
Investigator Trait bonus for tired crew:
(+26 | +63 | +150)
(+33 | +79 | +188)
No other traits provide a bonus.
Uncommon IDIC ★★
Val Jean Schematic
Super Rare Emitter Crystal ★★★★
[Character]⁠ ferrets out dozens of underground vole fighting rings and seizes their contraband animals.
[Character]⁠ manages to root out a few underground vole fight operations, but it's unlikely to be all of them.
3.
Squelch Outbreak Flare-Up
Prevent Panic in Population
A. AT-Starfleet Headquarters Meeting.png
Diplomacy Diplomacy
125 | 300 | 712
Choose
2.A or 2.B

Communicator
or
Counselor

Trait bonus for tired crew:
(+26 | +63 | +150)
(+33 | +79 | +188)
No other traits provide a bonus.
Uncommon Ferengi Trade By-Laws ★★
Rare Gold-Pressed Latinum ★★★
Super Rare Synthesized Polymer ★★★★
[Character]⁠ coordinates with local authorities to quarantine locations that were exposed to voles.
Choice Failure Message
Provide Humanitarian Aid
B. AT-Back Alley Trade.png
Command Command
125 | 300 | 712
Choose
2.A or 2.B
Trait bonus for tired crew:
(+26 | +63 | +150)
(+33 | +79 | +188)
No other traits provide a bonus.
Uncommon Imperial Guard Emblem ★★
Rare Starfleet Uniform Pattern ★★★
Uncommon Linguistic Database ★★
[Character]⁠ provides marching orders for several disaster relief efforts that alleviate the strain of quarantine.
Choice Failure Message
Create Predictive Model for Epidemic
C. AT-Astrometrics View-Generations.png
Science Science
125 | 300 | 712
Choose 2.C Trait bonus for tired crew:
(+26 | +63 | +150)
(+33 | +79 | +188)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ ferrets out dozens of underground vole fighting rings and seizes their contraband animals.
[Character]⁠ is overwhelmed by the multitude of ways the disease could spread, but models a functional plan of action.
4.
Manage Outbreak Repercussions
Develop Biofilter Upgrade
A. AT-Transporter Room.png
Science Science
125 | 300 | 712
Trait bonus for tired crew:
(+26 | +63 | +150)
(+33 | +79 | +188)
No other traits provide a bonus.
Basic Biological Sample Kit
Uncommon Microconnector ★★
Template:Rare
[Character]⁠ created an upgrade for transporter biofilters which diffuses the outbreak flare-up.
[Character]⁠ was not able to upgrade the transporter biofilters to limit the outbreak.
Exterminate Vermin Nests
B. AT-Andorian 'Planted'.png
Security Security
125 | 300 | 712
Choose 2.C Trait bonus for tired crew:
(+26 | +63 | +150)
(+33 | +79 | +188)
No other traits provide a bonus.
Uncommon Phaser Type 3 (TOS) ★★
Super Rare Spices ★★★★
Rare Parametric Scanner ★★★
[Character]⁠ organizes several successful raids on vole nests, thinning the population and mitigating exposure.
[Character]⁠ manages to wipe out a couple small nests, but the feral vole population remains largely unaffected.
5.
Cure Epidemic
Develop Rabies Treatment
A. AT-Under Surgery.png
Medicine Medicine
125 | 300 | 712
Trait bonus for tired crew:
(+26 | +63 | +150)
(+33 | +79 | +188)
No other traits provide a bonus.
Uncommon Parametric Scanner ★★
Uncommon Starfleet Uniform Pattern ★★
Rare Medical Scanner ★★★
[Character]⁠ is able to synthesize a cure for Simperian rabies that saves the lives of numerous Ferengi.
[Character]⁠'s attempts at developing a cure before loss of life occurs fall short and the disease goes unchecked.
We prevented Morn from creating a full scale epidemic. Hopefully Morn will think twice about smuggling animals in the future.
We were unable to prevent Morn's voles from being distributed across the sector, pleasing Ferengi vaccine manufacturers and no one else.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Elite
Epic

Drop Chance

Mission tested: Rabid Fans Normal
By: koba44, Unclebean, LivewareFailure & Siguard (+ more)
Date(s): Jul 2016 – Feb 2019
Runs: 614   Cost/Run: 8 Chroniton
Item Units Chroniton / unit Runs/Drop
Val Jean Schematic 173>>

Val Jean 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 1,200 runs or so.

28.4Statistical Strength: Very reliable

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

24.8 — 33.2
>>
3.5
Basic Imperial Guard Emblem 429>>

Basic Imperial Guard Emblem

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 79 runs or so.

11.5Statistical Strength: Very reliable

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

10.56 — 12.51
>>
1.4
Uncommon Starfleet Uniform Pattern ★★ 172>>

Uncommon Starfleet Uniform Pattern ★★

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 1,200 runs or so.

28.6Statistical Strength: Very reliable

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

24.94 — 33.41
>>
3.6
Common Isolinear Chips 474>>

Common Isolinear Chips

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 59 runs or so.

10.4Statistical Strength: Very reliable

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

9.6 — 11.25
>>
1.3
Basic Database (Panel) 594>>

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)
  • 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 30 runs or so.

8.3Statistical Strength: Very reliable

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

7.75 — 8.87
>>
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.

Mission tested: Rabid Fans Elite
By: middlehead, Siguard, Crunch & Joker41NAM
Date(s): Oct 2016– May 2019
Runs: 119   Cost/Run: 14 Chroniton
Item Units Chroniton / unit Runs/Drop
Rare Relay ★★★ 11>>

Rare Relay ★★★

Average (mean) runs per drop: 11

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

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

That is, 1 in 100 players may not see this item
drop at all even after 49 runs.

Also, a run dropping only this item is expected
per 34,000 runs or so.

151.5Statistical Strength: Somewhat unreliable

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

94.99 — 373.49
>>
10.8
Rare Spices ★★★ 4>>

Rare Spices ★★★

Average (mean) runs per drop: 30

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

  • 21 runs in 50 percent of cases (median)
  • 69 runs in 10 percent of cases
  • 137 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 136 runs.

Also, a run dropping only this item is expected
per 710,000 runs or so.

416.5Statistical Strength: Nearly useless

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

208.69 — 98640.64
>>
29.8
Uncommon Starfleet Uniform Pattern ★★ 95>>

Uncommon Starfleet Uniform 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
  • 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 53 runs or so.

17.5Statistical Strength: Very reliable

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

14.91 — 21.28
>>
1.3
Common Interlink 247>>

Common Interlink

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
  • 2 runs in 1 percent of cases

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

Also, a run dropping only this item is expected
per 3 runs or so.

6.7Statistical Strength: Very reliable

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

6.3 — 7.26
>>
0.5

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: Rabid Fans Epic
By: WaldoMag
Date(s): December 2017 – December 2017
Runs: 30   Cost/Run: 18 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Astrometric Chart ★★ 14>>

Uncommon Astrometric Chart ★★

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.

38.6Statistical Strength: Somewhat unreliable

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

25.82 — 76.22
>>
2.1
Super Rare Spices ★★★★ 3>>Unable to display streak info due to insufficient sample size. 180.0Statistical Strength: Nearly useless

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

84.05 — Infinity
>>
10
Rare Relay ★★★ 7>>

Rare Relay ★★★

Average (mean) runs per drop: 5

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

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

That is, 1 in 100 players may not see this item
drop at all even after 18 runs.

Also, a run dropping only this item is expected
per 2,100 runs or so.

77.1Statistical Strength: Very unreliable

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

44.59 — 285.72
>>
4.3
Uncommon Furs ★★ 30>>

Uncommon 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)
  • 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.

18.0Statistical Strength: Fairly reliable

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

13.85 — 25.71
>>
1
Common Sensor 36>>

Common Sensor

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 16 runs or so.

15.0Statistical Strength: Fairly reliable

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

11.91 — 20.26
>>
0.8
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.

Warning 2: Above results flagged as preliminary due to small sample size.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
594
24
861
31
984
34
Crew XP 55 85 ?
Training
XP
Warp 1
Warp 10
?
?
?
?
?
?
Credits
Credits
regular
Warp 1
600
?
900/1050
735
1080
945

Notes

As of 2017-09-11, only three characters may complete the node 2.C: Detective Data, Doctor La Forge and Tommy Gun Dixon.