Smiles and Knives

From Star Trek Timelines
Jump to navigation Jump to search
Smiles and Knives [E4-M14B]
AT-Gold Metamorphosis.png
Chroniton 10 | 16 | 22
Episode
4 - Hostile Takeover
Mission
14th
Type
Away Team
< Prev
Mission Rewards

Smiles and Knives is the fourteenth mission in Episode 4, Hostile Takeover. It takes place on Volchok III in the Volchok system.

This mission is only available if you selected the Ferengi Traditionalist Victory. Otherwise you will run Putting the Free in Freedom for the Ferengi Alliance victory.

Mission Walkthrough

  Smiles and Knives's Information Smiles and Knives's Structure (Colors Info)
Introduction: Brunt has asked you help him frame Rom for an attempt on his life during peace talks.
See that the plot succeeds.
Screen Food for PoisonsMedicine
Replace Security Checkpoint

Rare Rewards:
Common Physiostimulator
Rare Microconnector ★★★
Super Rare Synthesized Polymer ★★★★

CommandCommon
Shadow Suspect FerengiCommand
Trigger Haywire Security Protocols

Rare Rewards:
Common Poisoned Drink
Basic Flux Coupler
Super Rare Microconnector ★★★★

EngineeringCommon
Frame Rom for Murder

Rare Rewards:
Basic Laser Scalpel
Rare Opera ★★★
Uncommon Borg Exo-Plating ★★

ScienceCommon
Pose as Decoy of BruntDiplomacy
Sneak Assassin into Talks

Requires:
Changeling
or
Undercover Operative

Rare Rewards:
Ferengi D'Kora Marauder Schematic (x10)
Uncommon Terran Sash ★★
Rare Q's Robes ★★★

SecurityCommon
Chroniton Cost: 10 | 16 | 22 Chroniton
Suggested
Traits
:
Notes: To unlock this mission you must choose the Ferengi Traditionalists Victory in Episode 4.
One node requires an Undercover Operative with Security.
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Smuggle in Rigged Weapon
Replace Security Checkpoint
A. AT-Gold Metamorphosis.png
Command Command
120 | 240 | 544
No trait bonuses. Common Physiostimulator
Rare Microconnector ★★★
Super Rare Synthesized Polymer ★★★★
[Character]⁠ browbeats the security guards into manning the checkpoint, allowing only the rigged weapon through.
[Character]⁠ is overwhelmed by the volume of "personal protection" hidden on the diplomats and lets some slip by.
2.
Prevent Real Assassination
Screen Food for Poisons
A. AT-Dinner with the Enemy-The Undiscovered Country.png
Medicine Medicine
120 | 240 | 544
No trait bonuses. No Rewards at this Node
[Character]⁠ detects several meals that had been tampered with and disposes of them without incident.
Choice Failure Message
Shadow Suspect Ferengi
B. AT-Hiding from Nausicans.png
Command Command
120 | 240 | 544
No trait bonuses. No Rewards at this Node
[Character]⁠ is able to keep a close eye on any Ferengi who wander from the main conference, ensuring they behave.
[Character]⁠ loses track of several Ferengi that leave the main conference. Whatever they're plotting goes unknown.
Pose as Decoy of Brunt
C. AT-Vulcan Hiding From Romulans.png
Diplomacy Diplomacy
120 | 240 | 544
Trait bonus for tired crew:
(+26 | +46 | +104)
(+33 | +58 | +131)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ helps create a convincing cover for the assassin that has no one looking twice.
Choice Failure Message
3.
Orchestrate Fake Assassination
Trigger Haywire Security Protocols
A. AT-Sabotage Warp Core.png
Engineering Engineering
120 | 240 | 544
Trait bonus for tired crew:
(+26 | +46 | +104)
(+33 | +58 | +131)
No other traits provide a bonus.
Common Poisoned Drink
Basic Flux Coupler
Super Rare Microconnector ★★★★
[Character]⁠ rewritten security protocol causes chaos, allowing the fake assassination to convince many.
The distraction created by [Character]⁠ only barely obfuscates the fake assassination attempt. Many are suspicious.
Sneak Assassin into Talks
B. AT-Transporter Room.png
Security Security
120 | 240 | 544
Choose 2.B or 2.C

Changeling
or
Undercover Operative

Trait bonus for tired crew:
(+26 | +46 | +104)
(+33 | +58 | +131)
No other traits provide a bonus.
Ferengi D'Kora Marauder Schematic (x10)
Uncommon Terran Sash ★★
Rare Q's Robes ★★★
[Character]⁠ helps create a convincing cover for the assassin that has no one looking twice.
Choice Failure Message
4.
Convince Attendees of Rom's Guilt
Frame Rom for Murder
A. AT-Courtroom Procedings.png
Science Science
120 | 240 | 544
Trait bonus for tired crew:
(+26 | +46 | +104)
(+33 | +58 | +131)
No other traits provide a bonus.
Basic Laser Scalpel
Rare Opera ★★★
Uncommon Borg Exo-Plating ★★
[Character]⁠ is able to falsify evidence that ties Brunt's fake assassin back to Rom.
Choice Failure Message
We've succeeded in ensuring the safety of the attendees and throwing blame for the assassination attempt onto Rom. Now there's the matter of seeing to his arrest.
Mission Failed Message


Mission Rewards

Rare Rewards

Rare Rewards
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Smiles and Knives Normal
By: Tygra Dax, Kesss, WaldoMag & Katoquro (+2 more)
Date(s): June – October 2021
Runs: 100   Cost/Run: 10 Chroniton
Item Units Chroniton / unit Runs/Drop
Klingon K'Vort Bird-of-Prey Schematic (x2) 54>>

Klingon K'Vort Bird-of-Prey Schematic

Average (mean) runs per x2 drop: 4

Based on test averages, to get one more x2 drop,
you may need to do another:

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

That is, 1 in 100 players may not see this item
drop at all even after 16 runs.

Also, a run dropping only this item is expected
per 1,400 runs or so.

18.5Statistical Strength: Fairly reliable

Range of average cost per
Klingon K'Vort Bird-of-Prey Schematic
within 2 standard deviations
(~95.5% confidence):

13.54 — 29.29
>>
1.9
Uncommon Combadge (DS9) ★★ 11>>

Uncommon Combadge (DS9) ★★

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)
  • 21 runs in 10 percent of cases
  • 42 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 41 runs.

Also, a run dropping only this item is expected
per 20,000 runs or so.

90.9Statistical Strength: Somewhat unreliable

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

57.07 — 223.28
>>
9.1
Uncommon Pattern Enhancer ★★ 22>>

Uncommon Pattern Enhancer ★★

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
  • 21 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 20 runs.

Also, a run dropping only this item is expected
per 2,500 runs or so.

45.5Statistical Strength: Somewhat unreliable

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

32.21 — 77.19
>>
4.5
Rare Emitter Crystal ★★★ 3>>

Rare Emitter Crystal ★★★

Average (mean) runs per drop: 34

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

  • 23 runs in 50 percent of cases (median)
  • 77 runs in 10 percent of cases
  • 153 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 152 runs.

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

333.3Statistical Strength: Nearly useless

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

154.98 — Infinity
>>
33.3
Uncommon Sensor ★★ 15>>

Uncommon Sensor ★★

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 8,000 runs or so.

66.7Statistical Strength: Somewhat unreliable

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

44.32 — 134.45
>>
6.7
Common Alcohol 222>>

Common 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)
  • 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 2.5 runs or so.

4.5Statistical Strength: Very reliable

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

4.22 — 4.84
>>
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: Smiles and Knives Elite
By: WaldoMag & Iknamur
Date(s): October 2016 - August 2017
Runs: 63   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Synthesized Polymer ★★★★ 2>>

Super Rare Synthesized Polymer ★★★★

Average (mean) runs per drop: 32

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

  • 22 runs in 50 percent of cases (median)
  • 73 runs in 10 percent of cases
  • 145 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 144 runs.

Also, a run dropping only this item is expected
per 840,000 runs or so.

504.0Statistical Strength: Nearly useless

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

209.09 — Infinity
>>
31.5
Rare Isolinear Chips ★★★ 10>>

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
  • 29 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 28 runs.

Also, a run dropping only this item is expected
per 6,800 runs or so.

100.8Statistical Strength: Somewhat unreliable

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

62.33 — 263.28
>>
6.3
Uncommon Optronic Circuit ★★ 43>>

Uncommon Optronic Circuit ★★

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 85 runs or so.

23.4Statistical Strength: Fairly reliable

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

18.48 — 32.06
>>
1.5
Common Clothing Pattern 73>>

Common Clothing Pattern

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 17 runs or so.

13.8Statistical Strength: Very reliable

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

11.66 — 16.92
>>
0.9
Basic Casing 61>>

Basic 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)
  • 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.

16.5Statistical Strength: Fairly reliable

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

13.64 — 20.95
>>
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: Smiles and Knives Epic
By: philsf
Date(s): Oct 2019 – Oct 2019
Runs: 30   Cost/Run: 22 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Expansion Module ★★★★ 4>>

Super Rare Expansion Module ★★★★

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)
  • 17 runs in 10 percent of cases
  • 34 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 33 runs.

Also, a run dropping only this item is expected
per 11,000 runs or so.

165.0Statistical Strength: Nearly useless

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

83.21 — 9706.79
>>
7.5
Rare Clothing Pattern ★★★ 17>>

Rare Clothing Pattern ★★★

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)
  • 4 runs in 10 percent of cases
  • 8 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 7 runs.

Also, a run dropping only this item is expected
per 150 runs or so.

38.8Statistical Strength: Somewhat unreliable

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

26.97 — 69.24
>>
1.8
Uncommon Incense ★★ 36>>

Uncommon Incense ★★

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.

18.3Statistical Strength: Fairly reliable

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

14.55 — 24.76
>>
0.8
Uncommon Clothing Pattern ★★ 33>>

Uncommon Clothing Pattern ★★

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 20 runs or so.

20.0Statistical Strength: Fairly reliable

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

15.64 — 27.72
>>
0.9

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
748
29
#
33
#
#
Crew XP 72 # #
Training
XP
Warp 1
Warp 10
160
?
?
?
?
?
Credits
Credits
regular
Warp 1
752
525
1200
?
?
?

Notes

  • As of May 21, 2016, the following bugged nodes have been fixed:
    • This mission is currently bugged as the Diplomacy Task for Node 2c is not accessible. Instead the Medicine node is duplicated.
    • There is also a duplicate Security task for Node 3.