Striking at Shadows

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Striking at Shadows
[E7-M6]
AT-Bolian Repairs Console.png
Chroniton 16 | 22 | 24
Episode
7 - When Falcons Clash
Mission
6th
Type
Away Missions
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Mission Rewards

Striking at Shadows is the sixth mission in Episode 7, When Falcons Clash. It takes place in Alpha Onias III in the Alpha Onias System.

Mission Walkthrough

  Striking at Shadows's Information Striking at Shadows's Structure (Colors Info)
Introduction: Sela has released a series of sensor decoys and mines to impede Shinzon's fleet, but your ship is vulnerable to them. Disable the mines and decoys.
Striking at Shadows structure.png
Chroniton Cost: 16 | 22 | 24 Chroniton
Suggested
Traits
:
Notes: Choose 2.B to get 3 rewards.
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Initiate Anti-Mine Measures
Adjust Helm Controls
A. AT-Bolian Repairs Console.png
Engineering Engineering
188 | 434 | 815
Trait bonus for tired crew:
(+?? | +84 | +159)
(+?? | +106 | +199)
No Rewards at this Node
[Character]⁠ successfully adjusted the ship's helm controls to respond better to sudden course changes.
Choice Failure Message
2.
Tune Sensors for Mine Detection
Adjust Sensor Harmonics
A. AT-Scotty In Jefferies Tube.png
Science Science
188 | 434 | 815
Trait bonus for tired crew:
(+?? | +84 | +159)
(+?? | +106 | +199)
No Rewards at this Node
Choice Success Message
Choice Failure Message
Rig Countermeasure Probes
B. AT-Son'a Collector.png
Engineering Engineering
188 | 434 | 815
Trait bonus for tired crew:
(+36 | +84 | +159)
(+46 | +106 | +199)
Uncommon Science Experiment ★★
Uncommon Starfleet Uniform Pattern ★★
Uncommon Reman Knife ★★
[Character]⁠ succeeded in rigging our science probes to act as minefield clearing drones.
Choice Failure Message
3.
Destroy or Disable Mines
Bullseye Mines from Distance
A. AT-Corridor Battle-First Contact.png
Security Security
188 | 434 | 815
Marksman
or
Augments
Trait bonus for tired crew:
(+36 | +84 | +159)
(+46 | +106 | +199)
Common Quantum Chronometer
Uncommon Prime Directive ★★
Rare Field Rations ★★★
[Character]⁠ successfully picked off nearly all mines, clearing a path for the ship.
Choice Failure Message
Remotely Disarm Mines
B. AT-Sabotage Warp Core.png
Science Science
188 | 434 | 815
Trait bonus for tired crew:
(+?? | +84 | +159)
(+?? | +106 | +199)
Common Desktop Monitor (TNG)
Uncommon Central Command Insignia ★★
Uncommon Authorization Code ★★
[Character]⁠ successfully hacks into the mine network, disarming nearly all of them!
Choice Failure Message
Follow and Protect Probes
C. AT-Astrometrics View-Generations.png
Command Command
188 | 434 | 815
Choose 2.B

Hunter
or
Tactician

Trait bonus for tired crew:
(+?? | +84 | +159)
(+?? | +106 | +199)
Uncommon Agonizer ★★
Uncommon Astrometric Chart ★★
Uncommon Covert Contacts ★★
Choice Success Message
Choice Failure Message
4.
Take Evasive Action
Avoid Missed Mine
A. AT-Shuttlecraft Under Attack.png
Command Command
188 | 434 | 815
Trait bonus for tired crew:
(+36 | +84 | +159)
(+46 | +106 | +199)
Common Dermal Regenerator
Uncommon First Contact Protocol ★★
Rare Identification Code ★★★
[Character]⁠ correctly saw a potential threat in a dim cluster of sensor contacts, and moved the ship away from them.
Choice Failure Message
Our ship detected all of Sela's mines, and was able to dodge away from each of them before they damaged the ship.
Mission Failed Message


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Striking at Shadows Normal
By: middlehead, Koba44, Siguard & LapplandsCohan (+1 more)
Date(s): Aug 2016–Nov 2023
Runs: 117   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Writing PADD (TNG) ★★ 42>>

Uncommon Writing PADD (TNG) ★★

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

That is, 1 in 100 players may not see this item
drop at all even after 12 runs.

Also, a run dropping only this item is expected
per 580 runs or so.

44.6Statistical Strength: Fairly reliable

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

34.55 — 62.77
>>
2.8
Super Rare Expansion Module ★★★★ 11>>

Super Rare Expansion Module ★★★★

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
  • 49 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 48 runs.

Also, a run dropping only this item is expected
per 32,000 runs or so.

170.2Statistical Strength: Somewhat unreliable

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

106.74 — 419.52
>>
10.6
Rare Alcohol ★★★ 7>>

Rare Alcohol ★★★

Average (mean) runs per drop: 17

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

  • 12 runs in 50 percent of cases (median)
  • 39 runs in 10 percent of cases
  • 77 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 76 runs.

Also, a run dropping only this item is expected
per 130,000 runs or so.

267.4Statistical Strength: Very unreliable

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

152.87 — 1067.24
>>
16.7
Uncommon Polyalloy ★★ 93>>

Uncommon Polyalloy ★★

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 54 runs or so.

20.1Statistical Strength: Very reliable

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

17.09 — 24.49
>>
1.3
Common Polyalloy 198>>

Common Polyalloy

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 5.6 runs or so.

9.5Statistical Strength: Very reliable

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

8.64 — 10.44
>>
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.

Mission tested: Striking at Shadows Elite
By: Middlehead
Date(s): March 2018 – March 2018
Runs: 21   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Astrometric Chart ★★ 2>>Unable to display streak info due to insufficient sample size. 210.0Statistical Strength: Nearly useless

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

87.4 — Infinity
>>
10.5
Rare Interlink ★★★ 12>>

Rare Interlink ★★★

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 140 runs or so.

35.0Statistical Strength: Somewhat unreliable

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

22.97 — 73.47
>>
1.8
Uncommon Alcohol ★★ 26>>

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 14 runs or so.

16.2Statistical Strength: Fairly reliable

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

12.4 — 23.18
>>
0.8
Uncommon Furs ★★ 23>>

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 21 runs or so.

18.3Statistical Strength: Fairly reliable

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

13.68 — 27.46
>>
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.

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

Mission tested: Striking at Shadows Epic
By: Middlehead, Crunch & WaldoMag
Date(s): March 2018 – March 2018
Runs: 80   Cost/Run: 24 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Astrometric Chart ★★ 37>>

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.

51.9Statistical Strength: Fairly reliable

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

39.82 — 74.45
>>
2.2
Super Rare Synthesized Polymer ★★★★ 15>>

Super Rare Synthesized Polymer ★★★★

Average (mean) runs per drop: 6

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

  • 4 runs in 50 percent of cases (median)
  • 12 runs in 10 percent of cases
  • 24 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 23 runs.

Also, a run dropping only this item is expected
per 4,100 runs or so.

128.0Statistical Strength: Somewhat unreliable

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

85.27 — 256.54
>>
5.3
Rare Furs ★★★ 96>>

Rare 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 16 runs or so.

20.0Statistical Strength: Very reliable

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

17.26 — 23.77
>>
0.8
Uncommon Isolinear Chips ★★ 92>>

Uncommon Isolinear Chips ★★

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 18 runs or so.

20.9Statistical Strength: Very reliable

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

17.93 — 24.97
>>
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
923
33
1004
34
#
#
Crew XP 96 108 #
Training
XP
Warp 1
Warp 10
?
?
?
?
?
?
Credits
Credits
regular
Warp 1
1200
?
1652
?
?
?