Stolen Honor

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Stolen Honor [E1-M10]
AT-Astrometrics View-Generations.png
Chroniton 4 | 6 | 12
Episode
1 - The Art of War
Mission
10th
Type
Away Team
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Mission Rewards

Stolen Honor is the tenth mission in Episode 1, The Art of War. It takes place on N'Vak in the N'Vak system.

Mission Walkthrough

  Stolen Honor's Information Stolen Honor's Structure (Colors Info)
Introduction: Augment agents have robbed the Klingon Empire of valuable cultural artifacts.
Gowron has requested your assistance in their return.
Falsify Biohazard InspectionMedicine
Rally Klingon Vigilantes

Rare Rewards:
Common Orb Experience
Uncommon Q's Robes ★★
Common Bat'leth

DiplomacyCommon
Deploy Forcefield to Secure Relics

Rare Rewards:
Uncommon Kal-Toh ★★
Uncommon Field Rations ★★
Basic Wrench

ScienceCommon
Narrow Search For Artifacts

Rare Rewards:
Basic Phaser Type 2 (TOS)
Basic Multidimensional Transporter Device
Common Multidimensional Transporter Device

ScienceCommon
Sabotage Transport VehicleEngineering
Utilize Terrain to Cover Allies

Rare Rewards:
Uncommon Phaser Type 2 (TMP) ★★
Uncommon Security Reports ★★
Common Microconnector

SecurityCommon
Find Hidden Transport Site

Rare Rewards:
Basic Earl Grey Tea
Uncommon Science Experiment ★★
Basic Optronic Circuit

CommandCommon
Chroniton Cost: 4 | 6 | 12 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Locate Stolen Relics
Narrow Search For Artifacts
A. AT-Astrometrics View-Generations.png
Science Science
32 | 81 | 184
Trait bonus for tired crew:
(+5 | +13 | +32)
(+7 | +17 | +40)
No other traits provide a bonus.
Basic Phaser Type 2 (TOS)
Basic Multidimensional Transporter Device
Common Multidimensional Transporter Device
[Character]⁠ filters out the modern materials of the population center and locates what are likely old relics.
[Character]⁠'s wide sweeps eventually identifies objects from the era of Kahless, but the scan doesn't go undetected.
2.
Prevent Relics from Being Moved
Falsify Biohazard Inspection
A. AT-Back Alley Trade.png
Medicine Medicine
32 | 81 | 184
Trait bonus for tired crew:
(+5 | +13 | +32)
(+7 | +17 | +40)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ falsifies a biohazard inspection request, preventing normal transport of the relics.
[Character]⁠ fails to delay the shipment of the relics to a new location, complicating recovery efforts.
Sabotage Transport Vehicle
B. AT-Hiding from Nausicans.png
Engineering Engineering
32 | 81 | 184
Trait bonus for tired crew:
(+5 | +13 | +32)
(+7 | +17 | +40)
No other traits provide a bonus.
No Rewards at this Node
The Augments have no clue that [Character]⁠ is trailing them, leading the away team right to their base of operations.
[Character]⁠ nearly loses the trail in an attempts to stay undetected, but discovers the Augments' base of operations.
3.
Defend Against Counterattack
Rally Klingon Vigilantes
A. AT-Klingon Death Ritual.png
Diplomacy Diplomacy
32 | 81 | 184
Trait bonus for tired crew:
(+5 | +13 | +32)
(+7 | +17 | +40)
No other traits provide a bonus.
Common Orb Experience
Uncommon Q's Robes ★★
Common Bat'leth
[Character]⁠ convinces nearby Klingons to assist in fighting off the Augment thieves.
[Character]⁠ attempts to gain assistance from nearby Klingons, but they are suspicious of the away team's intentions.
Utilize Terrain to Cover Allies
B. AT-Transporter Room.png
Security Security
32 | 81 | 184
Trait bonus for tired crew:
(+5 | +13 | +32)
(+7 | +17 | +40)
No other traits provide a bonus.
Uncommon Phaser Type 2 (TMP) ★★
Uncommon Security Reports ★★
Common Microconnector
[Character]⁠ adapts a projectile launcher to mark the relic cases with a transponder. The plan works brilliantly!
[Character]⁠ misfires a projectile launcher adapted to shoot a transponder, destroying it in the process.
4.
Reclaim Klingon Relics
Deploy Forcefield to Secure Relics
A. AT-Artifact Discussion.png
Science Science
32 | 81 | 184
No trait bonuses. Uncommon Kal-Toh ★★
Uncommon Field Rations ★★
Basic Wrench
[Character]⁠ creates an impasse by locking the relics within a forcefield. The thieves choose to flee.
The Augment thieves prevent [Character]⁠'s attempt to lock the relics away. They escape with the goods.
Intercept Stolen Relics
B. AT-Romulan Chasing Federation.png
Command Command
32 | 81 | 184
Trait bonus for tired crew:
(+5 | +13 | +32)
(+7 | +17 | +40)
No other traits provide a bonus.
Basic Earl Grey Tea
Uncommon Science Experiment ★★
Basic Optronic Circuit
[Character]⁠ seizes the relics safely from the Augments, though the thieves themselves are able to escape.
The Augment thieves spot [Character]⁠! Only a few of the relics can be safely secured.
The ancient relics from the history of Emperor Kahless are safely in our possession.
They are of no value beyond their cultural significance, which begs many questions as to the Augment's interest in stealing them.
Regardless, Gowron will be relieved by their return.
The Augments were able to hide the Klingon relics before we could take possession of them.
We'll have to continue our search or catch the Augments in the act of retrieving them.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite

Standard Rewards

Standard Rewards
Elite
Epic

Drop Chance

Mission tested: Stolen Honor Normal
By: Sky Cap, Koba44, SleepingDragon & The Sisko1 (+ more)
Date(s): May 2016 – Feb 2019
Runs: 6432   Cost/Run: 4 Chroniton
Item Units Chroniton / unit Runs/Drop
Basic EPI Capacitor 2439>>

Basic EPI Capacitor

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)
  • 6 runs in 10 percent of cases
  • 12 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 11 runs.

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

10.6Statistical Strength: Very reliable

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

10.16 — 10.96
>>
2.6
Basic Phaser Type 1 2342>>

Basic Phaser Type 1

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)
  • 6 runs in 10 percent of cases
  • 12 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 11 runs.

Also, a run dropping only this item is expected
per 560 runs or so.

11Statistical Strength: Very reliable

Range of average cost per
Basic Phaser Type 1
within 2 standard deviations
(~95.5% confidence):

10.58 — 11.43
>>
2.7
Basic Isolinear Rod 2341>>

Basic Isolinear Rod

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)
  • 6 runs in 10 percent of cases
  • 12 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 11 runs.

Also, a run dropping only this item is expected
per 560 runs or so.

11Statistical Strength: Very reliable

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

10.58 — 11.43
>>
2.7
Basic Physiostimulator 2426>>

Basic Physiostimulator

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)
  • 6 runs in 10 percent of cases
  • 12 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 11 runs.

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

10.6Statistical Strength: Very reliable

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

10.22 — 11.02
>>
2.7
Basic Interlink 4772>>

Basic Interlink

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 66 runs or so.

5.4Statistical Strength: Very reliable

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

5.26 — 5.53
>>
1.3
Basic Isolinear Chips 4976>>

Basic 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 58 runs or so.

5.2Statistical Strength: Very reliable

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

5.05 — 5.3
>>
1.3

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: Stolen Honor Elite
By: Crunch, CodeHydro, TheGambit & Koba44 (+ more)
Date(s): May 2016 – Mar 2018
Runs: 716   Cost/Run: 6 Chroniton
Item Units Chroniton / unit Runs/Drop
Common 3d Chess Set 101>>

Common 3d Chess Set

Average (mean) runs per drop: 8

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 9,600 runs or so.

42.5Statistical Strength: Fairly reliable

Range of average cost per
Common 3d Chess Set
within 2 standard deviations
(~95.5% confidence):

35.61 — 52.79
>>
7.1
Common Identification Code 115>>

Common Identification Code

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)
  • 14 runs in 10 percent of cases
  • 28 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 27 runs.

Also, a run dropping only this item is expected
per 6,500 runs or so.

37.4Statistical Strength: Very reliable

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

31.62 — 45.64
>>
6.2
Common Casing 640>>

Common 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 38 runs or so.

6.7Statistical Strength: Very reliable

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

6.3 — 7.19
>>
1.1
Basic Clothing Pattern 1292>>

Basic 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)
  • 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 4.6 runs or so.

3.3Statistical Strength: Very reliable

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

3.21 — 3.45
>>
0.6

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.

Drop multipliers for components were removed on June 1, 2016 without affecting drop rates; pre-June values for Clothing Pattern are divided by their former multiplier per policy. Crunch: Best drop rate ever for basic Clothing Pattern? :o) [when it still dropped x2]
CodeHydro: Crunch got 7 ID Codes in 20 runs. I got 1 in 21. Similar rates otherwise.

Mission tested: Stolen Honor Epic
By: Koba44, bntracy, Chapey & Joker41NAM
Date(s): July – September 2016
Runs: 130   Cost/Run: 12 Chroniton
Item Units Chroniton / unit Runs/Drop
Rare Emitter Crystal ★★★ 7>>

Rare Emitter Crystal ★★★

Average (mean) runs per drop: 19

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

  • 13 runs in 50 percent of cases (median)
  • 43 runs in 10 percent of cases
  • 85 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 84 runs.

Also, a run dropping only this item is expected
per 170,000 runs or so.

222.9Statistical Strength: Very unreliable

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

127.34 — 891.7
>>
18.6
Uncommon Sensor ★★ 42>>

Uncommon Sensor ★★

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)
  • 7 runs in 10 percent of cases
  • 14 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 13 runs.

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

37.1Statistical Strength: Fairly reliable

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

28.75 — 52.45
>>
3.1
Common Casing 175>>

Common Casing

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.

8.9Statistical Strength: Very reliable

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

8.01 — 10.04
>>
0.7
Basic Microconnector 166>>

Basic Microconnector

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 13 runs or so.

9.4Statistical Strength: Very reliable

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

8.41 — 10.65
>>
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.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
105
5
511
21
841
31
Crew XP 16 48 84
Training
XP
Warp 1
Warp 10
35
320
95
945
180
?
Credits
Credits
regular
Warp 1
300
210
452
315
900
630