Turncoat Outpost
| Turncoat Outpost [E5-M15] | |
|---|---|
| Episode 5 - Ethical Alternatives | |
| Mission 15th |
Type Away Team |
| < Prev | Next > |
| Mission Rewards | |
Turncoat Outpost is the fifteenth mission in Episode 5, Ethical Alternatives. It takes place on Trill in the Trill system.
Mission Walkthrough
| Turncoat Outpost's Information | Turncoat Outpost's Structure (Colors Info) | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Introduction: | Mirror Sisko has a lead on a Terran Empire outpost commander who might defect to the Federation with a slight nudge. Provide that nudge. |
| ||||||||
| 14 | 18 | 22 | ||||||||||
| Suggested Traits: |
| Step | Choices | Skill Req | Other Req | Bonus Traits | Rare Reward |
|---|---|---|---|---|---|
| 1. Shuttlecraft Under Fire! |
Avoid Fatal Barrage from Outpost A. |
Command 147 | 314 | 680 |
— | Trait bonus for tired crew: (+?? | +59 | +129)(+?? | +74 | +162) |
Uncommon Field Rations ★★ Rare Identification Code ★★★ Rare Spring Wine ★★★ |
| Ambushed, [Character]'s reactions and deft piloting saved the away team from major injuries during a crash landing. | |||||
| [Character] reacted slowly and took the brunt of the ambush. The crash caused debilitating injuries to the away team. | |||||
| 2. Survive Hostile Jungle |
Fight off Hostile Flora A. |
Security 147 | 314 | 680 |
— | Trait bonus for tired crew: (+?? | +59 | +129)(+?? | +74 | +162) |
No Rewards at this Node |
| [Character] led the way through the jungle, defeating aggressive plants and creatures to the outpost. | |||||
| [Character] did a poor job of protecting the away team's safety while traveling through the jungle to the outpost. | |||||
| Mask Away Team's Scent B. |
Science 147 | 314 | 680 |
— | Trait bonus for tired crew: (+?? | +59 | +129)(+?? | +74 | +162) |
No Rewards at this Node | |
| [Character] determines that the flora and fauna of the jungle hunt by scent, and develops a way to mask the away team. | |||||
| [Character] failed to keep the hostile flora and fauna from tracking the away team. They fend off many attacks. | |||||
| 3. Breach Outpost Security |
Overpower Sentries A. |
Security 147 | 314 | 680 |
— | Trait bonus for tired crew: (+?? | +59 | +129)(+?? | +74 | +162) |
Uncommon Jem'Hadar Scanner ★★ Common Jem'Hadar Scanner ★ Uncommon Kali-fal ★★ |
| [Character] assaulted the outpost sentries. The battle was quickly and the away team reached the commander's office. | |||||
| [Character] led the away team on an assault of the sentries. The sentries won and the away team was captured. | |||||
| Blast through Exterior Shed B. |
Engineering 147 | 314 | 680 |
Choose 2.B | Trait bonus for tired crew: (+?? | +59 | +129)(+?? | +74 | +162) |
Uncommon Palm Beacon ★★ Rare Prime Directive ★★★ Defiant-Class Ship Schematic (x10) | |
| Using some chemicals found in a shed on the exterior wall, [Character] blew open a passage into the compound. | |||||
| [Character] tried to use chemicals in an exterior shed to breach the compound but failed. The blast alerted guards. | |||||
| 4. Convince Garrison to Turn |
Prove Worth to Commander A. |
Diplomacy 147 | 314 | 680 |
Step 3.A Successful | Trait bonus for tired crew: (+?? | +59 | +129)(+?? | +74 | +162) |
Uncommon Civilian Medical Clothing ★★ Uncommon Star Empire Icon ★★ Uncommon Yar's Belt ★★ |
| [Character] confronts the garrison commander and convinces them of the Federation's worth. The mission is a success. | |||||
| Despite [Character]'s arguments, the garrison commander seems unconvinced about Federation might and does not turn. | |||||
| Convince Outpost Commander to Defect B. |
Diplomacy 147 | 314 | 680 |
— | Trait bonus for tired crew: (+?? | +59 | +129)(+?? | +74 | +162) |
Uncommon Jet Pack ★★ Uncommon Communicator (TOS) ★★ Uncommon Detronal Scanner ★★ | |
| Having passed the commander's test, [Character] manages to convince the garrison to join the Federation. | |||||
| Despite having lived through the commander's test, [Character] fails to convince the garrison to join the Federation. | |||||
| Our away team dealt with the unexpected test from the garrison commander and managed to win the garrison over. Some bruises were exchanged but the Federation gained a veteran unit. | |||||
| Our away team was ambushed, left to die, and forced to prove their worth to a Terran Empire commander who seemingly only acted upon whim. He ultimately declined joining the Federation. The mission failed. | |||||
Mission Rewards
Rare Rewards
- Uncommon Palm Beacon ★★
- Uncommon Jem'Hadar Scanner ★★
- Uncommon Civilian Medical Clothing ★★
- Uncommon Field Rations ★★
- Uncommon Jet Pack ★★
- Rare Prime Directive ★★★
- Rare Identification Code ★★★
- Uncommon Star Empire Icon ★★
- Uncommon Communicator (TOS) ★★
- Common Jem'Hadar Scanner ★
- Rare Spring Wine ★★★
- Uncommon Kali-fal ★★
- Uncommon Yar's Belt ★★
- Uncommon Detronal Scanner ★★
- Defiant-Class Ship Schematic (x10)
Standard Rewards
- Rare Furs ★★★
- Rare Microconnector ★★★
- Uncommon Database (Panel) ★★
- Common Isolinear Chips ★
- Uncommon Field Rations ★★
- Super Rare Emitter Crystal ★★★★
- Rare Synthesized Polymer ★★★
- Uncommon Emitter Crystal ★★
- Common Expansion Module ★
- Super Rare Polyalloy ★★★★
- Rare Incense ★★★
- Rare Clothing Pattern ★★★
- Uncommon Clothing Pattern ★★
Drop Chance
| Mission tested: Turncoat Outpost [edit]
| |||
| By: SleepingDragon, ct, Joker41NAM & Keithustus (+2 more) Date(s): May 2017 – Sept 2023 | |||
| Item | Units | Runs/Drop | |
|---|---|---|---|
| Rare Microconnector ★★★ | 4>> Rare Microconnector ★★★ Average (mean) runs per drop: 19 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
262.5Statistical Strength: Nearly useless Range of average cost per Rare Microconnector ★★★ within 2 standard deviations (~95.5% confidence): 131.69 — 39068.31>> |
18.8 |
| Rare Furs ★★★ | 4>> Rare Furs ★★★ Average (mean) runs per drop: 19 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
262.5Statistical Strength: Nearly useless Range of average cost per Rare Furs ★★★ within 2 standard deviations (~95.5% confidence): 131.69 — 39068.31>> |
18.8 |
| Uncommon Database (Panel) ★★ | 49>> Uncommon Database (Panel) ★★ Average (mean) runs per drop: 2 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
21.4Statistical Strength: Fairly reliable Range of average cost per Uncommon Database (Panel) ★★ within 2 standard deviations (~95.5% confidence): 17.1 — 28.7>> |
1.5 |
| Common Isolinear Chips ★ | 168>> Common Isolinear Chips ★ Average (mean) runs per drop: 1 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
6.3Statistical Strength: Very reliable Range of average cost per Common Isolinear Chips ★ within 2 standard deviations (~95.5% confidence): 5.8 — 6.78>> |
0.4 |
|
Average cost per unit assumes 3 standard rewards per run. 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. | |||
| Mission tested: Turncoat Outpost [edit]
| |||
| By: Crunch, Drsheep, Dharkus & 84wb (+2 more) Date(s): Nov 2016 – June 2025 | |||
| Item | Units | Runs/Drop | |
|---|---|---|---|
| Uncommon Field Rations ★★ | 26>> Uncommon Field Rations ★★ Average (mean) runs per drop: 3 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
48.5Statistical Strength: Fairly reliable Range of average cost per Uncommon Field Rations ★★ within 2 standard deviations (~95.5% confidence): 35.42 — 76.68>> |
2.7 |
| Super Rare Emitter Crystal ★★★★ | 17>> Super Rare Emitter Crystal ★★★★ Average (mean) runs per drop: 5 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
74.1Statistical Strength: Somewhat unreliable Range of average cost per Super Rare Emitter Crystal ★★★★ within 2 standard deviations (~95.5% confidence): 50.55 — 138.83>> |
4.1 |
| Rare Synthesized Polymer ★★★ | 5>> Rare Synthesized Polymer ★★★ Average (mean) runs per drop: 14 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
252.0Statistical Strength: Nearly useless Range of average cost per Rare Synthesized Polymer ★★★ within 2 standard deviations (~95.5% confidence): 133.63 — 2207.17>> |
14 |
| Uncommon Emitter Crystal ★★ | 50>> Uncommon Emitter Crystal ★★ Average (mean) runs per drop: 2 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
25.2Statistical Strength: Fairly reliable Range of average cost per Uncommon Emitter Crystal ★★ within 2 standard deviations (~95.5% confidence): 20.2 — 33.49>> |
1.4 |
| Common Expansion Module ★ | 112>> Common Expansion Module ★ Average (mean) runs per drop: 1 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
11.3Statistical Strength: Very reliable Range of average cost per Common Expansion Module ★ within 2 standard deviations (~95.5% confidence): 9.96 — 12.92>> |
0.6 |
|
Average cost per unit assumes 3 standard rewards per run. | |||
| Mission tested: Turncoat Outpost [edit]
| |||
| By: middlehead, Titan, SleepingDragon & Keithustus (+ more) Date(s): May 2017 – Aug 2023 | |||
| Item | Units | Runs/Drop | |
|---|---|---|---|
| Super Rare Polyalloy ★★★★ | 112>> Super Rare Polyalloy ★★★★ Average (mean) runs per drop: 5 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
98Statistical Strength: Very reliable Range of average cost per Super Rare Polyalloy ★★★★ within 2 standard deviations (~95.5% confidence): 82.94 — 119.8>> |
4.5 |
| Rare Incense ★★★ | 600>> Rare Incense ★★★ Average (mean) runs per drop: 1 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
18.3Statistical Strength: Very reliable Range of average cost per Rare Incense ★★★ within 2 standard deviations (~95.5% confidence): 17.21 — 19.53>> |
0.8 |
| Rare Clothing Pattern ★★★ | 221>> Rare Clothing Pattern ★★★ Average (mean) runs per drop: 3 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
49.7Statistical Strength: Very reliable Range of average cost per Rare Clothing Pattern ★★★ within 2 standard deviations (~95.5% confidence): 44.18 — 56.72>> |
2.3 |
| Uncommon Clothing Pattern ★★ | 564>> Uncommon Clothing Pattern ★★ Average (mean) runs per drop: 1 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
19.5Statistical Strength: Very reliable Range of average cost per Uncommon Clothing Pattern ★★ within 2 standard deviations (~95.5% confidence): 18.25 — 20.85>> |
0.9 |
|
Average cost per unit assumes 3 standard rewards per run. Drops were changed with v1.8.0 on 2017-03-15 | |||
Other Rewards
| Currency Rewards |
||||
|---|---|---|---|---|
| Capt XP | 1st-Run Repeat |
861 31 |
963 33 |
1024 34 |
| Crew XP | 84 | 100 | 112 | |
| Training XP |
Warp 1 Warp 10 |
? ? |
? ? |
235 ? |
| Credits |
regular Warp 1 |
1052 ? |
1352 ? |
1652 1155 |