Race to the Finish

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Race to the Finish [E5-M4]
AT-Bolian Repairs Console.png
Chroniton 12 | 16 | 22
Episode
5 - Ethical Alternatives
Mission
4th
Type
Away Team
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Mission Rewards

Race to the Finish is the fourth mission in Episode 5, Ethical Alternatives. It takes place at Trillius Prime in the Trill system.

Mission Walkthrough

  Race to the Finish's Information Race to the Finish's Structure (Colors Info)
Introduction: Section 31 agents have split ranks, and some believe Mirror Ezri Tigan must die! Help Malcolm Reed arrest her, for her own safety.
Use Decoy to Trigger Ambush

Rare Rewards:
Uncommon Civilian Command Clothing ★★
Rare Gravitic Caliper ★★★
Uncommon Expansion Module ★★

CommandCommon
Penetrate Electronic JammingScience
Perform Dangerous Beam-Out

Rare Rewards:
Uncommon Parametric Scanner ★★
Rare Quantum Chronometer ★★★
Super Rare Agonizer ★★★★

CommandCommon
Track Hostile Section 31 Agents

Rare Rewards:
Rare Toolbox ★★★
Uncommon Ketracel-white ★★
Uncommon Mr. Scott's Toolbox ★★

ScienceCommon
Put Section 31 Agent to Sleep

Rare Rewards:
Uncommon Klingon Warnog ★★
Basic Excursion Jacket
Rare Synthesized Polymer ★★★

MedicineCommon
Coordinate Scan TriangulationCommand
Disguise Ezri

Rare Rewards:
Uncommon Combadge (DS9) ★★
Uncommon Hirogen Alpha Mark ★★
Rare Brain Circuitry Pattern ★★★

MedicineCommon
Chroniton Cost: 12 | 16 | 22 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Disguised Section 31 Operatives
Track Hostile Section 31 Agents
A. AT-Bolian Repairs Console.png
Science Science
126 | 279 | 574
Trait bonus for tired crew:
(+23 | +51 | +105)
(+29 | +64 | +132)
No other traits provide a bonus.
Rare Toolbox ★★★
Uncommon Ketracel-white ★★
Uncommon Mr. Scott's Toolbox ★★
[Character]⁠ found a novel way to key into Section 31's tactical communications channel, and eavesdrop on their agents.
[Character]⁠ failed to detect the presence of Section 31 agents. The away team had to locate them the hard way.
2.
Prevent Section 31 Ambush
Use Decoy to Trigger Ambush
A. AT-Musketeer La Forge.png
Command Command
126 | 279 | 574
Trait bonus for tired crew:
(+23 | +51 | +105)
(+29 | +64 | +132)
No other traits provide a bonus.
Uncommon Civilian Command Clothing ★★
Rare Gravitic Caliper ★★★
Uncommon Expansion Module ★★
[Character]⁠ acted as a decoy and triggered the Section 31 ambush prematurely. Ezri is out of their hands for now.
[Character]⁠'s failed to trick the Section 31 ambushers. The agents have gained an advantage over the away team.
Put Section 31 Agent to Sleep
B. AT-Under Surgery.png
Medicine Medicine
126 | 279 | 574
Trait bonus for tired crew:
(+23 | +51 | +105)
(+29 | +64 | +132)
No other traits provide a bonus.
Uncommon Klingon Warnog ★★
Basic Excursion Jacket
Rare Synthesized Polymer ★★★
[Character]⁠ successfully knocked out a Section 31 agent with a hypospray sedative, removing the threat of the ambush.
[Character]⁠ fumbled the opportunity to sedate a Section 31 agent with a hypospray.
3.
Locate Ezri Tigan
Penetrate Electronic Jamming
A. AT-Sabotage Cardassians.png
Science Science
126 | 279 | 574
Trait bonus for tired crew:
(+23 | +51 | +105)
(+29 | +64 | +132)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ was able to use a tricorder to break through Section 31's electronic jamming, and contact Ezri Tigan.
[Character]⁠ failed to penetrate Section 31's electronic jamming. Communications and transporters remain offline.
Coordinate Scan Triangulation
B. AT-Scotty In Jefferies Tube.png
Command Command
126 | 279 | 574
Trait bonus for tired crew:
(+23 | +51 | +105)
(+29 | +64 | +132)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ has managed to get some leads on Ezri Tigan's position using triangulated multiphase lifeform scans.
[Character]⁠ failed to think of a useful way to narrow down Ezri Tigan's possible location.
4.
Rescue Ezri Tigan
Perform Dangerous Beam-Out
A. AT-Transporter Room.png
Command Command
126 | 279 | 574
Trait bonus for tired crew:
(+23 | +51 | +105)
(+29 | +64 | +132)
No other traits provide a bonus.
Uncommon Parametric Scanner ★★
Rare Quantum Chronometer ★★★
Super Rare Agonizer ★★★★
[Character]⁠ ordered the transporter room to wave safety considerations and use a skeletal lock to beam up Ezri Tigan.
[Character]⁠ failed to get a transporter lock on Ezri Tigan. Section 31 succeeded and the away team failed.
Disguise Ezri
B. AT-Vulcan Hiding From Romulans.png
Medicine Medicine
126 | 279 | 574
Trait bonus for tired crew:
(+23 | +51 | +105)
(+29 | +64 | +132)
No other traits provide a bonus.
Uncommon Combadge (DS9) ★★
Uncommon Hirogen Alpha Mark ★★
Rare Brain Circuitry Pattern ★★★
[Character]⁠ was able to temporarily modify some of Ezri's features to avoid Section 31 detection.
[Character]⁠ failed to disguise Ezri from the Section 31 agents. They captured her and the mission failed.
Our away team successfully brought Mirror Ezri Tigan to safety aboard the ship after fighting off some of Section31's best operatives. We must now discuss Ezri's future...
Our away team could not overcome Section 31's best and most determined agents. We must hurry if we are to save Mirror Ezri Tigan's life.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Race to the Finish Normal
By: Jauranna, Crunch, Octarolakh & Jlieser (+ more)
Date(s): June 2016 — Mar 2018
Runs: 422   Cost/Run: 12 Chroniton
Item Units Chroniton / unit Runs/Drop
Rare Polyalloy ★★★ 42>>

Rare Polyalloy ★★★

Average (mean) runs per drop: 11

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
  • 46 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 45 runs.

Also, a run dropping only this item is expected
per 27,000 runs or so.

120.6Statistical Strength: Fairly reliable

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

92.49 — 173.13
>>
10
Uncommon Alcohol ★★ 102>>

Uncommon Alcohol ★★

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 1,900 runs or so.

49.7Statistical Strength: Very reliable

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

41.72 — 61.29
>>
4.1
Common Synthesized Polymer 547>>

Common Synthesized Polymer

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
  • 3 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 2 runs.

Also, a run dropping only this item is expected
per 12 runs or so.

9.3Statistical Strength: Very reliable

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

8.7 — 9.9
>>
0.8
Basic Database (Panel) 575>>

Basic Database (Panel)

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
  • 3 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 2 runs.

Also, a run dropping only this item is expected
per 11 runs or so.

8.8Statistical Strength: Very reliable

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

8.3 — 9.39
>>
0.7

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: Race to the Finish Elite
By: SleepingDragon, SYSKonfigg, Octarolakh & Iknamur (+ more)
Date(s): Aug 2016 – Aug 2023
Runs: 182   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Alcohol ★★★★ 5>>

Super Rare Alcohol ★★★★

Average (mean) runs per drop: 37

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

  • 26 runs in 50 percent of cases (median)
  • 84 runs in 10 percent of cases
  • 167 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 166 runs.

Also, a run dropping only this item is expected
per 1,300,000 runs or so.

582.4Statistical Strength: Nearly useless

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

307.96 — 5349.93
>>
36.4
Rare Isolinear Chips ★★★ 28>>

Rare Isolinear Chips ★★★

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)
  • 15 runs in 10 percent of cases
  • 30 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 29 runs.

Also, a run dropping only this item is expected
per 7,400 runs or so.

104.0Statistical Strength: Fairly reliable

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

76 — 164.68
>>
6.5
Uncommon Database (Panel) ★★ 148>>

Uncommon 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.

19.7Statistical Strength: Very reliable

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

17.25 — 22.89
>>
1.2
Common Furs 195>>

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)
  • 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 22 runs or so.

14.9Statistical Strength: Very reliable

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

13.39 — 16.87
>>
0.9
Basic Synthesized Polymer 170>>

Basic 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)
  • 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 33 runs or so.

17.1Statistical Strength: Very reliable

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

15.19 — 19.63
>>
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.

Mission tested: Race to the Finish Epic
By: middlehead, 84wb, Loulybob & Ditto (+ more)
Date(s): Mar 2017 – Mar 2023
Runs: 205   Cost/Run: 22 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Incense ★★★★ 43>>

Super Rare Incense ★★★★

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.

104.9Statistical Strength: Fairly reliable

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

81.03 — 148.64
>>
4.8
Rare Clothing Pattern ★★★ 130>>

Rare Clothing 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)
  • 4 runs in 10 percent of cases
  • 7 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 6 runs.

Also, a run dropping only this item is expected
per 110 runs or so.

34.7Statistical Strength: Very reliable

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

30.01 — 41.1
>>
1.6
Rare Sensor ★★★ 155>>

Rare Sensor ★★★

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 62 runs or so.

29.1Statistical Strength: Very reliable

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

25.54 — 33.8
>>
1.3
Uncommon Alcohol ★★ 287>>

Uncommon Alcohol ★★

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
  • 3 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 2 runs.

Also, a run dropping only this item is expected
per 9.8 runs or so.

15.7Statistical Strength: Very reliable

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

14.47 — 17.2
>>
0.7

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.

Several drop rates and item drops got adjusted on 2017/03/15. The items of this DropTest were modified, so old data had to be removed.
The old costs/unit were: No Data.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
789
29
923
33
1004
34
Crew XP 76 96 108
Training XP
at Warp 1+10
?
?
?
?
235
?
Credits Credits
Credits at Warp 1
900
?
1200
?
1652
?