Uprising

From Star Trek Timelines
Jump to navigation Jump to search
Uprising
[E8-M11]
AT-Gold Metamorphosis.png
Chroniton 16 | 20 | 24
Episode
8 - The Killing Syndrome
Mission
11th
Type
Away Missions
< Prev Next >
Mission Rewards

Uprising is the eleventh mission in Episode 8, The Killing Syndrome. It takes place at Gralik in the Xindus system.

Mission Walkthrough

  Uprising's Information Uprising's Structure (Colors Info)
Introduction: A rebellious group of Jem'Hadar have turned on both the Founders and the Xindi. Protect at least the Xindi from coming to harm!
Uprising structure.png
Chroniton Cost: 16 | 20 | 24 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Coordinate Pursuit
Embed Jem'Hadar on Ship
A. AT-Gold Metamorphosis.png
Command Command
273 | 573 | 996
Trait bonus for tired crew:
(+54 | +113 | +198)
(+68 | +142 | +248)
Basic Clothing Pattern x4
Basic Identification Code
Basic Science Experiment
[Character] ensures several loyalist Jem'Hadar are in place aboard the ship, ready to guide your crew towards the rebels.
Choice Failure Message
2.
Cripple Rebels
Interrupt Transports
A. AT-Transporter Room.png
Science Science
273 | 573 | 996
Trait bonus for tired crew:
(+54 | +113 | +198)
(+68 | +142 | +248)
No Rewards at this Node
[Character] disrupts the rebel Jem'Hadar's attempts to transport by remotely activating their shields.
Choice Failure Message
Disable Warp Drive
B. AT-Sabotage Warp Core.png
Engineering Engineering
273 | 573 | 996
Trait bonus for tired crew:
(+54 | +113 | +198)
(+68 | +142 | +248)
No Rewards at this Node
[Character] disables the rebel Jem'Hadar ships' warp drive by artificially creating an inverse warp field.
Choice Failure Message
Engineer Bad Ketracel-white
C. AT-Under Surgery.png
Medicine Medicine
273 | 573 | 996
Trait bonus for tired crew:
(+54 | +113 | +198)
(+68 | +142 | +248)
No Rewards at this Node
Choice Success Message
Choice Failure Message
3.
Defend Targets
Secure Founders and Xindi
A. AT-Corridor Explosion.png
Security Security
273 | 573 | 996
Trait bonus for tired crew:
(+54 | +113 | +198)
(+68 | +142 | +248)
Rare Furs ★★★
Uncommon Database (Panel) ★★
Basic Holoprogram
[Character] ensures all targeted Founders and Xindi are transported to the safety of your ship.
Choice Failure Message
Tip Off Hirogen for Hunt
B. AT-Back Alley Trade.png
Diplomacy Diplomacy
273 | 573 | 996
Trait bonus for tired crew:
(+54 | +113 | +198)
(+68 | +142 | +248)
Basic Authorization Code
5000 credits
Super Rare Furs ★★★★
[Character]'s tip is subtle but effective. The Hirogen take advantage of the Founders' vulnerability, hunting several.
Choice Failure Message
4.
Repel Rebels
Engage Over Xindus
A. AT-Shuttlecraft Under Attack.png
Security Security
273 | 573 | 996
Trait bonus for tired crew:
(+54 | +113 | +198)
(+68 | +142 | +248)
Basic Encoded Communique
Uncommon Synthesized Polymer ★★
Super Rare Clothing Pattern ★★★★
[Character] proves an able defender on ground and above, rebelling the rebel Jem'Hadar ships into retreat.
Choice Failure Message
With help from loyal Jem'Hadar, we have repelled a group of rogue Jem'Hadar bent on murdering the Founders and the Xindi who shelter them. But what's behind this uprising?
Mission Failed Message


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Uprising Normal
By: middlehead & Siguard
Date(s): Feb 2018 – July 2018
Runs: 80   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Spices ★★★★ 3>>

Super Rare Spices ★★★★

Average (mean) runs per drop: 27

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

  • 19 runs in 50 percent of cases (median)
  • 62 runs in 10 percent of cases
  • 123 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 122 runs.

Also, a run dropping only this item is expected
per 510,000 runs or so.

426.7Statistical Strength: Nearly useless

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

198.46 — Infinity
>>
26.7
Rare Clothing Pattern ★★★ 20>>

Rare Clothing Pattern ★★★

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)
  • 9 runs in 10 percent of cases
  • 18 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 17 runs.

Also, a run dropping only this item is expected
per 1,700 runs or so.

64.0Statistical Strength: Somewhat unreliable

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

44.78 — 112.1
>>
4
Uncommon Microconnector ★★ 55>>

Uncommon Microconnector ★★

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 83 runs or so.

23.3Statistical Strength: Fairly reliable

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

18.81 — 30.51
>>
1.5
Common Gold-Pressed Latinum 88>>

Common Gold-Pressed Latinum

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.

14.6Statistical Strength: Very reliable

Range of average cost per
Common Gold-Pressed Latinum
within 2 standard deviations
(~95.5% confidence):

12.43 — 17.53
>>
0.9
Basic Clothing Pattern 74>>

Basic 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)
  • 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 34 runs or so.

17.3Statistical Strength: Fairly reliable

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

14.49 — 21.45
>>
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: Uprising Elite
By: middlehead, Trojanneil, Crunch & koba44 (+1 more)
Date(s): Dec 2017 – Aug 2018
Runs: 26   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Expansion Module ★★★★ 2>>Unable to display streak info due to insufficient sample size. 260.0Statistical Strength: Nearly useless

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

108.11 — Infinity
>>
13
Rare Sensor ★★★ 14>>

Rare Sensor ★★★

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 170 runs or so.

37.1Statistical Strength: Somewhat unreliable

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

24.97 — 72.45
>>
1.9
Uncommon Furs ★★ 40>>

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
  • 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 7.4 runs or so.

13.0Statistical Strength: Fairly reliable

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

10.64 — 16.71
>>
0.7
Uncommon Interlink ★★ 22>>

Uncommon 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
  • 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 45 runs or so.

23.6Statistical Strength: Fairly reliable

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

17.33 — 37.14
>>
1.2
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: Uprising Epic
By: middlehead, WaldoMag, Sorinev & Siguard (+1 more)
Date(s): Mar 2018 – July 2019
Runs: 95   Cost/Run: 24 Chroniton
Item Units Chroniton / unit Runs/Drop
Basic Compression Rifle 46>>

Basic Compression Rifle

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
  • 9 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 8 runs.

Also, a run dropping only this item is expected
per 240 runs or so.

49.6Statistical Strength: Fairly reliable

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

39.01 — 67.95
>>
2.1
Super Rare Alcohol ★★★★ 23>>

Super Rare 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.

99.1Statistical Strength: Somewhat unreliable

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

70.78 — 165.37
>>
4.1
Rare Spices ★★★ 116>>

Rare Spices ★★★

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 15 runs or so.

19.7Statistical Strength: Very reliable

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

17.19 — 22.94
>>
0.8
Uncommon Incense ★★ 100>>

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 23 runs or so.

22.8Statistical Strength: Very reliable

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

19.63 — 27.19
>>
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.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
923
33
994
34
1034
34
Crew XP 96 108 116
Training
XP
Warp 1
Warp 10
??
??
??
??
245
2395
Credits
Credits
regular
Warp 1
1200
??
1500
??
1800
1260