Trial by Fire

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Trial by Fire [E4-M10]
AT-Shuttlecraft Under Attack.png
Chroniton 10 | 16 | 22
Episode
4 - Hostile Takeover
Mission
10th
Type
Away Team
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Mission Rewards

Trial by Fire is the tenth mission in Episode 4, Hostile Takeover. It takes place at Ferenginar in the Ferenginar System.

Mission Walkthrough

  Trial by Fire's Information Trial by Fire's Structure (Colors Info)
Introduction: Jal Culluh is en route to Ferenginar to bombard it with highly unstable weapons.
Stop him before he destroys the planet, or worse!
Execute Maneuver to Attack Engines

Rare Rewards:
Uncommon Covert Contacts ★★
Rare Autosuture ★★★
Rare Ceti Eel ★★★

CommandCommon
Secure Torpedo Magazines

Rare Rewards:
Uncommon Phaser Type 2 ★★
Common Bajoran Command Uniform
Uncommon Reman Knife ★★

SecurityCommon
Boost Kazon Containment Field

Rare Rewards:
Uncommon Pattern Enhancer ★★
Uncommon Tailoring Tool ★★
Rare Central Command Insignia ★★★

EngineeringCommon
Plot Hidden Approach VectorCommand
Beam Away Team onto Culluh's Ship

Rare Rewards:
Uncommon Phaser Type 2 ★★
Uncommon Interlink ★★
Rare Augment Icon ★★★

EngineeringCommon
Transport Isolytic Torpedoes

Rare Rewards:
Uncommon Tactical Alert ★★
Uncommon Trident Scanner ★★
Rare Geordi's Hyperspanner ★★★

EngineeringCommon
Reverse Chain Reaction

Rare Rewards:
Uncommon Encoded Communique ★★
Rare Tactical Alert ★★★
Rare Clothing Pattern ★★★

ScienceCommon
Disable Torpedo's Subspace Detonator

Rare Rewards:
Uncommon Plasma Rifle ★★
Rare Star Empire Icon ★★★
Rare Single Pot Whiskey ★★★

ScienceCommon
Chroniton Cost: 10 | 16 | 22 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Intercept Kazon Warship
Plot Hidden Approach Vector
A. AT-Shuttlecraft Under Attack.png
Command Command
111 | 229 | 499
Trait bonus for tired crew:
(+?? | +44 | +??)
(+?? | +55 | +??)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ takes the conn and pilots a course to intercept Culluh stealthily. The crew has the upper hand.
[Character]⁠ is barely able to get into range of the Kazon vessel and gained no advantage.
2.
Disable Kazon Warship
Execute Maneuver to Attack Engines
A. AT-Deflector Dish-First Contact.png
Command Command
111 | 229 | 499
Trait bonus for tired crew:
(+?? | +44 | +??)
(+?? | +55 | +??)
No other traits provide a bonus.
Uncommon Covert Contacts ★★
Rare Autosuture ★★★
Rare Ceti Eel ★★★
[Character]⁠ perfectly executes a precarious maneuver to prevent the Kazon ship from protecting their warp nacelle.
[Character]⁠ couldn't maintain an angle on the warp nacelle and was forced to abandon the attempted maneuver.
Beam Away Team onto Culluh's Ship
B. AT-Corridor Battle-First Contact.png
Engineering Engineering
111 | 229 | 499
Trait bonus for tired crew:
(+?? | +44 | +??)
(+?? | +55 | +??)
No other traits provide a bonus.
Uncommon Phaser Type 2 ★★
Uncommon Interlink ★★
Rare Augment Icon ★★★
[Character]⁠ manages to find and exploit a weakness in the Kazon shields, allowing crew to be to transported aboard.
[Character]⁠ hastily transports the away team on top of the ships defenders, resulting in an ugly firefight.
3.
Neutralize Isolytic Torpedoes
Secure Torpedo Magazines
A. AT-With Bat'leth Against Klingons.png
Security Security
111 | 229 | 499
Choose 2.A Trait bonus for tired crew:
(+?? | +44 | +??)
(+?? | +55 | +??)
No other traits provide a bonus.
Uncommon Phaser Type 2 ★★
Common Bajoran Command Uniform
Uncommon Reman Knife ★★
[Character]⁠ takes control of the Kazon torpedo bay, fending off repeated attempts to reclaim it.
Casualties are high, but [Character]⁠ is able to seize control of the torpedo bays.
Transport Isolytic Torpedoes
B. AT-Transporter Room.png
Engineering Engineering
111 | 229 | 499
Step 2.B
Successful
Trait bonus for tired crew:
(+?? | +44 | +??)
(+?? | +55 | +??)
No other traits provide a bonus.
Uncommon Tactical Alert ★★
Uncommon Trident Scanner ★★
Rare Geordi's Hyperspanner ★★★
Reprogramming the transporter, [Character]⁠ sends Culluh's isolytic torpedoes drifting harmlessly into space.
Warp core interference thwarts attempts to transport the torpedoes, [Character]⁠ wastes resources stopping the launch.
Disable Torpedo's Subspace Detonator
C. AT-Corridor Explosion.png
Science Science
111 | 229 | 499
Choose 2.B Trait bonus for tired crew:
(+?? | +44 | +??)
(+?? | +55 | +??)
No other traits provide a bonus.
Uncommon Plasma Rifle ★★
Rare Star Empire Icon ★★★
Rare Single Pot Whiskey ★★★
[Character]⁠ manages to remotely disable the subspace detonators on the isolytic torpedoes.
[Character]⁠ struggles to remotely disable the detonators on the isolytic torpedoes, causing damage to other systems.
4.
Stop Jal Culluh's Plan
Boost Kazon Containment Field
A. AT-Federation Brig with Prisoner.png
Engineering Engineering
111 | 229 | 499
Choose
3.A or 3.B
Trait bonus for tired crew:
(+?? | +44 | +??)
(+?? | +55 | +??)
No other traits provide a bonus.
Uncommon Pattern Enhancer ★★
Uncommon Tailoring Tool ★★
Rare Central Command Insignia ★★★
[Character]⁠ acts quickly and boosts the warp containment field preventing a disaster.
[Character]⁠'s actions fail to protect the ships from the chain reaction. The mission fails.
Reverse Chain Reaction
B. AT-Sabotage Warp Core.png
Science Science
111 | 229 | 499
Trait bonus for tired crew:
(+?? | +44 | +??)
(+?? | +55 | +??)
No other traits provide a bonus.
Uncommon Encoded Communique ★★
Rare Tactical Alert ★★★
Rare Clothing Pattern ★★★
[Character]⁠ repurposes some of the Kazon technology to interrupt and reverse the chain reaction in the warp core.
[Character]⁠'s attempts fail to prevent the chain reaction destroying the Kazon vessel, the mission fails.
Thanks to our intervention the isolytic torpedoes now float harmlessly in space and Jal Culluh's warp core is returning to stable readings. He doesn't seem all that pleased about it.
Despite our team's best efforts, Jal Culluh was able to escape with the isolytic torpedos. We must catch up and disarm him, the fate of the entire sector depends on it.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Trial by Fire Normal
By: Chapey, bntracy & Joker41NAM
Date(s): July – October 2016
Runs: 71   Cost/Run: 10 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Astrometric Chart ★★ 3>>

Uncommon Astrometric Chart ★★

Average (mean) runs per drop: 24

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

  • 17 runs in 50 percent of cases (median)
  • 55 runs in 10 percent of cases
  • 109 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 108 runs.

Also, a run dropping only this item is expected
per 360,000 runs or so.

236.7Statistical Strength: Nearly useless

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

110.12 — Infinity
>>
23.7
Rare Spices ★★★ 7>>

Rare Spices ★★★

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 28,000 runs or so.

101.4Statistical Strength: Very unreliable

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

58.12 — 398
>>
10.1
Uncommon Emitter Crystal ★★ 10>>

Uncommon Emitter Crystal ★★

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 9,700 runs or so.

71.0Statistical Strength: Very unreliable

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

43.86 — 186.3
>>
7.1
Uncommon Synthesized Polymer ★★ 11>>

Uncommon Synthesized Polymer ★★

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 7,300 runs or so.

64.6Statistical Strength: Somewhat unreliable

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

40.63 — 156.9
>>
6.5
Common Incense 182>>

Common 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)
  • 1 runs in 10 percent of cases
  • 1 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 0 runs.

Also, a run dropping only this item is expected
per 1.6 runs or so.

3.9Statistical Strength: Very reliable

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

3.69 — 4.14
>>
0.4

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: Trial by Fire Elite
By: middlehead, Crunch, Joker41NAM & Vepal
Date(s): Mar 2017 – Oct 2021
Runs: 56   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Backpack ★★ 23>>

Uncommon Backpack ★★

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
  • 11 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 10 runs.

Also, a run dropping only this item is expected
per 390 runs or so.

39Statistical Strength: Somewhat unreliable

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

28.05 — 63.72
>>
2.4
Super Rare Alcohol ★★★★ 4>>

Super Rare Alcohol ★★★★

Average (mean) runs per drop: 14

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

  • 10 runs in 50 percent of cases (median)
  • 32 runs in 10 percent of cases
  • 64 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 63 runs.

Also, a run dropping only this item is expected
per 74,000 runs or so.

224.0Statistical Strength: Nearly useless

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

112.51 — 24826.16
>>
14
Rare Database (Panel) ★★★ 5>>

Rare Database (Panel) ★★★

Average (mean) runs per drop: 12

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

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

That is, 1 in 100 players may not see this item
drop at all even after 50 runs.

Also, a run dropping only this item is expected
per 38,000 runs or so.

179.2Statistical Strength: Nearly useless

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

95.13 — 1540.19
>>
11.2
Uncommon Spices ★★ 42>>

Uncommon Spices ★★

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 64 runs or so.

21.3Statistical Strength: Fairly reliable

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

16.82 — 29.15
>>
1.3
Common Synthesized Polymer 94>>

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)
  • 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 5.7 runs or so.

9.5Statistical Strength: Very reliable

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

8.38 — 11.05
>>
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.

Several drop rates and item drops got adjusted on 2017/03/15. As this DropTest is likely affected, old data has been removed or commented out.
The old costs/unit were: 17.5 Spices, 9.1 Synthesized Polymer.

Mission tested: Trial by Fire Epic
By: middlehead, Joker41NAM & sorin08
Date(s): Mar 2017 – Mar 2024
Runs: 141   Cost/Run: 22 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Interlink ★★★★ 20>>

Super Rare Interlink ★★★★

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 9,500 runs or so.

155.1Statistical Strength: Somewhat unreliable

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

107.93 — 275.5
>>
7.1
Rare Expansion Module ★★★ 98>>

Rare Expansion Module ★★★

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 80 runs or so.

31.7Statistical Strength: Very reliable

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

26.89 — 38.47
>>
1.4
Uncommon Interlink ★★ 141>>

Uncommon 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)
  • 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.

22.0Statistical Strength: Very reliable

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

19.34 — 25.51
>>
1
Uncommon Optronic Circuit ★★ 164>>

Uncommon Optronic Circuit ★★

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.

18.9Statistical Strength: Very reliable

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

16.85 — 21.55
>>
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.

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: -.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
717
27
902
32
1004
#
Crew XP 68 92 #
Training
XP
Warp 1
Warp 10
?
?
?
?
?
?
Credits
Credits
regular
Warp 1
752
?
1200
?
?
?