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Nation Rebirth Facility: Difference between revisions

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{{cleanup}}
{{incursions_sites}}
{{incursions_sites}}
[[Category:Incursions|Headquarter sites]]
== Intelligence Reports ==
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div>
{{important note box|Please keep in mind that this is how the [[EVE University Incursion Community]] recommends you run this site. Different communities may have different approaches to this site.}}
=Intelligence Reports=
{{incursion sites|headquarters}}
{{incursion sites|headquarters}}
''Preferred List''<br/>
*'''6-10 Logistics'''<br/>
*'''10-15 Damage Dealers'''<br/>
*'''10-15 Snipers'''<br/>


===Military Intelligence===
=== Military Intelligence ===
Your objective is to destroy the Sansha fleet guarding the cloning facility. You will not be able to destroy the facility itself, your only objective is to remove the defensive fleet.
Your objective is to destroy the Sansha fleet guarding the cloning facility. You will not be able to destroy the facility itself, your only objective is to remove the defensive fleet.


===Background Intelligence===
=== Background Intelligence ===
Although many parts of the Nation's cloning process are still not fully documented and understood, a few central aspects of the logistics behind their battlefield applications are clearly visible. Front-line cloning is handled in complexes that self-identify as "Nation Rebirth Facilities." Since this facility enables rapid reinforcement of the Nation's squadrons, its tactical importance must not be underestimated. For its own part, the Nation understands this potential weakness, and has made sure that cloning facilities are both highly mobile and heavily defended.
Although many parts of the Nation's cloning process are still not fully documented and understood, a few central aspects of the logistics behind their battlefield applications are clearly visible. Front-line cloning is handled in complexes that self-identify as "Nation Rebirth Facilities." Since this facility enables rapid reinforcement of the Nation's squadrons, its tactical importance must not be underestimated. For its own part, the Nation understands this potential weakness, and has made sure that cloning facilities are both highly mobile and heavily defended.


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''Authorized for Capsuleer dissemination.''
''Authorized for Capsuleer dissemination.''


=Rewards=
== Rewards ==
[[File:HQ_rpr.PNG‎|right|Full Fleet Headquarters Reward Payout Ratio]]
{| class="wikitable"
|-
! High Sec Payout !! Low / Null Sec Payout
|-
| 31,500,000 ISK || 45,000,000 ISK
|-
| 7,000 CONCORD LP || 10,000 CONCORD LP
|-
| For 20-40 pilots || For 30-60 pilots
|}
''Rewards decrease significantly for fleet sizes outside of these ranges''


'''High Sec Payout'''
== Site Overview ==
* 31,500,000 ISK
The Nation Rebirth facility has 4 separate waves of Sansha that must all be killed to complete the site. Each new wave is triggered by killing all rats in the previous wave.
* 7,000 CONCORD LP
The amount of movement required in the site is dependent on your role; long range ships will only need to move at most twice. First to get to their initial anchor point after
entering site and to kill the rats that spawn that spawn ~100km off in the final wave. Short range ships will need to move for each wave in order be on top of the new spawns.
Logistics ships will need to move once to their anchor point which will keep them in range of other ships for all spawns.


'''Low / Null Sec Payout'''
== Completion Requirements ==
* 45,000,000 ISK
Kill all enemies in each of the 4 waves.
* 10,000 CONCORD LP


=Achieving Objectives Successfully=
== Special Mechanics ==
This site has no special mechanics and only requires killing all rats in order to complete it. The only thing worth noting is that in the final wave there is a spawn ~100km away from where all other wave spawns were, so being prepared for this will avoid unwanted delays in site completion.


== Enemies ==
Below is a list of enemies that spawn in this site. See [[Sansha's Manual]] for a full list of the incursion rats.
{{incursion rats|Start}}
{{incursion rats|Antem Neo}}
{{incursion rats|Deltole Tegmentum}}
{{incursion rats|Eystur Rhomben}}
{{incursion rats|Intaki Collectus}}
{{incursion rats|Mara Paleo}}
{{incursion rats|Ostingele Tectum}}
{{incursion rats|Outuni Mesen}}
{{incursion rats|Romi Thalamus}}
{{incursion rats|Schmaeel Medulla}}
{{incursion rats|Tama Cerebellum}}
{{incursion rats|Uitra Telen}}
{{incursion rats|Vylade Dien}}
{{incursion rats|Yulai Crus Cerebi}}
{{incursion rats|End}}


After watchlist has been provided in fleet chat, the fleet will enter site.  Anchor will make their way approximately 15 kilometers to the upper right side of the tower.  Once the rest of the fleet enters the site, the fleet will follow anchor with the "Orbit" or "Keep in Range" command.  With everyone in the fleet having set their "Orbit" or "Keep in Range" command to anchor, anchor will then 'pull' the fleet approximately 15 kilometers to the upper right side of the tower.  This is done to allow the fleet's DD ships to attack the ships that would otherwise be too far for anything but Snipers to hit. 
<!--= = Priorities == -->


Upon completion of last wave, Payout is received, and the fleet may leave the site.
{{Incursions sites horizontal}}


=Watchlist=


===Logistics===
[[Category:Incursions sites]]
 
*Anchor
*Jammer *
*Logistics Commander
*Cap Chain Partner
*Fleet Commander
 
''Note: It is not required to have a Jammer in a TPPH HQ site.  Jammers decrease DPS but also become aggro magnets when activating jamming modules.  They will be aggro magnets.''
 
===Damage Dealer / Sniper / Drone Bunny===
 
*Anchor
*Drone Bunny
*Cap Chain Partner *
 
''Note: If you need a cap chain partner, be aware of the distance necessary to facilitate the transfer properly and co-ordinate with your partner or partners for less confusion in the battlefield.''
 
 
=Pirates / Kill Order=
 
'''Anchor'''
 
Anchor will want to move approximately 15 kilometers to the upper right side of the tower, and stop when reaching the 15 kilometer mark.  Once in that spot, no further action is necessary (other than firing) from anchor.
 
===Wave 1===
'''Full Fleet DPS (DPS and Snipers)'''
 
Mara Paleo - Sansha Logistics (Tag 0)<br/>
Uitra Telen - Sansha Booster (Tag 1)<br/>
Deltole Tegmentum - Warp Scrambler / Neut (Tag 2)<br/>
Romi Thalamus - Sansha DD (Tag 3-5)<br/>
Ostingele Tectums - Sansha High DPS DD (Tag 6-8)<br/>
Vylade Dien - Sansha Booster (Tag J)  - *TRIGGER - Wave 2*<br/>
 
 
'''Drone Bunny'''
 
Schmaeel Medullas - Warp Scrambler / Webber (Tag X)<br/>
Renyn Metens - Webber (Tag Y)<br/>
 
''Note: After all Sansha frigates are down, Drone Bunny can start shooting DPS targets in numbered order until more frigates spawn''
 
 
 
 
===Wave 2===
'''DPS Only'''
 
Uitra Telen - Sansha Booster (Tag 1)<br/>
Romi Thalamus - Sansha DD (Tag 2-4)<br/>
Ostingele Tectums - Sansha High DPS DD (Tag 5-7)<br/>
 
 
'''Snipers Only'''
 
Antem Neos - Sansha Sniper DD (Tag A-B)<br/>
Yulai Crus Cerebi - Sansha DD (Only 3 of the 4) (Tag E-G)<br/>
 
 
'''Drone Bunny'''
 
Schmaeel Medullas - Warp Scrambler / Webber (Tag X)<br/>
Tama Cerebellums - Warp Scrambler (Tag Y)<br/>
 
''Note: After all Sansha frigates are down, Drone Bunny can start shooting DPS targets in numbered order until more frigates spawn''
 
 
'''Full Fleet DPS (DPS, Snipers and Drone Bunny)'''
 
Yulai Crus Cerebi - Sansha DD (Tag J)  - *TRIGGER - Wave 3*<br/>
 
 
 
 
===Wave 3===
'''Full Fleet DPS (DPS and Snipers)'''
 
Mara Paleo - Sansha Logistics (Tag 0-1)<br/>
Vylade Dien - Sansha Booster (Tag 2)<br/>
Antem Neos  - Sansha Sniper DD (Tag 3-5)<br/>
Yulai Crus Cerebi - Sansha DD (Tag J)  - *TRIGGER - Wave 4*<br/>
 
 
'''Drone Bunny'''
 
Tama Cerebellums - Warp Scrambler (Tag X)<br/>
 
 
 
 
===Wave 4 / Finále===
''Attention - This wave has a significant alpha strike.  Broadcasting for shields and capacitor when initially being yellow-boxed will save your ship.''
 
Outuni Mesen - Neut / Warp Scrambler / Webber (Tag 0-1)<br/>
Deltole Tegmentum - Warp Scrambler / Neut (Tag 2)<br/>
Ostingele Tectums - Sansha High DPS DD (Tag 3-7)<br/>
 
 
=Hints and Tips=
*''If nobody has gated in (aka 'preloaded') the site before the fleet enters site, all groups will spawn in short intervals.  If someone preloaded a site, and started the short intervals, all the different types of ships that would otherwise spawn intermittently, will all be on field when the fleet enters the site.  Logistics will need to make repairing the shields of the anchor, their top priority before setting up Energy Transfers, due to the alpha strike of the preloaded site.''
*''The Romi Thalamus in wave 2 are not required to be killed, but the death of them will allow for lesser DPS on the field in wave 3.  If Romi Thalamus is skipped in wave 2, Drone Bunny can take out the Romi Thalamus during wave 3''
 
Special thanks to veteran Shield HQ Fleet Commander 'nomatech' for his input as well as many of the links that were sorted, to bring you these details.

Latest revision as of 09:34, 18 June 2025

Intelligence Reports

Headquarter sites Fleet of 40 pilots (up to 60 in low/null)
6 - 10 logistics needed (5+ utility cap needed)
10 - 15 snipers needed
Sites take about 10 - 20 minutes

Military Intelligence

Your objective is to destroy the Sansha fleet guarding the cloning facility. You will not be able to destroy the facility itself, your only objective is to remove the defensive fleet.

Background Intelligence

Although many parts of the Nation's cloning process are still not fully documented and understood, a few central aspects of the logistics behind their battlefield applications are clearly visible. Front-line cloning is handled in complexes that self-identify as "Nation Rebirth Facilities." Since this facility enables rapid reinforcement of the Nation's squadrons, its tactical importance must not be underestimated. For its own part, the Nation understands this potential weakness, and has made sure that cloning facilities are both highly mobile and heavily defended.

Synopsis from ISHAEKA-0085. DED Special Operations.
Authorized for Capsuleer dissemination.

Rewards

High Sec Payout Low / Null Sec Payout
31,500,000 ISK 45,000,000 ISK
7,000 CONCORD LP 10,000 CONCORD LP
For 20-40 pilots For 30-60 pilots

Rewards decrease significantly for fleet sizes outside of these ranges

Site Overview

The Nation Rebirth facility has 4 separate waves of Sansha that must all be killed to complete the site. Each new wave is triggered by killing all rats in the previous wave. The amount of movement required in the site is dependent on your role; long range ships will only need to move at most twice. First to get to their initial anchor point after entering site and to kill the rats that spawn that spawn ~100km off in the final wave. Short range ships will need to move for each wave in order be on top of the new spawns. Logistics ships will need to move once to their anchor point which will keep them in range of other ships for all spawns.

Completion Requirements

Kill all enemies in each of the 4 waves.

Special Mechanics

This site has no special mechanics and only requires killing all rats in order to complete it. The only thing worth noting is that in the final wave there is a spawn ~100km away from where all other wave spawns were, so being prepared for this will avoid unwanted delays in site completion.

Enemies

Below is a list of enemies that spawn in this site. See Sansha's Manual for a full list of the incursion rats.

NameSig [1]Speed [2]Orbit / Speed [3]Damage / Volley [4]Range [5]Effective HP [6]
3 Antem Neo
Antem Neo [7]
184 Signature 184 m 1350 Velocity 1,350 m/s 60000 60 km Orbit 205 m/s 168 168 dps Turret damage 840 hp 176000 146 - 176 km Effective range (from optimal up to double falloff) 87717 88k ehp 87,717 effective hit points (26,250 raw hit points)
5 Deltole Tegmentum
Deltole Tegmentum Warp disruption - 1 strength at 20 km rangeEnergy neutralizing - 360 GJ every 12 seconds at 12 km rangeTarget painting - 37,5% strength at 45+90 km range
540 Signature 540 m 850 Velocity 850 m/s 12000 12 km Orbit 118 m/s 818 818 dps Torpedo damage 4,500 hp 45000 < 45 km Effective range 179075 179k ehp 179,075 effective hit points (73,150 raw hit points)
1 Eystur Rhomben
Eystur Rhomben
49 Signature 49 m 3360 Velocity 3,360 m/s 11000 11 km Orbit 560 m/s 120 120 dps Turret damage 600 hp 12000 10 - 12 km Effective range (from optimal up to double falloff) 9067 9k ehp 9,067 effective hit points (4,375 raw hit points)
3 Mara Paleo
Mara Paleo Remote Shield Booster - 700 hp every 5 sec for up to 3 targets at 70 km range
65 Signature 65 m 2050 Velocity 2,050 m/s 60000 60 km Orbit 310 m/s -1 (no weapons) -1 (no weapons) 29505 30k ehp 29,505 effective hit points (8,085 raw hit points)
5 Ostingele Tectum
Ostingele Tectum
530 Signature 530 m 850 Velocity 850 m/s 40000 40 km Orbit 118 m/s 528 528 dps Turret damage 2,640 hp 65000 45 - 65 km Effective range (from optimal up to double falloff) 289853 290k ehp 289,853 effective hit points (105,000 raw hit points)
5 Outuni Mesen
Outuni Mesen [8] Warp disruption - 1 strength at 24 km rangeEnergy neutralizing - 3,000 GJ every 24 seconds at 25 km rangeWebbing - 60% speed reduction at 20 km range
400 Signature 400 m 790 Velocity 790 m/s 18000 18 km Orbit 110 m/s 352 352 dps Turret damage 1,760 hp 65000 45 - 65 km Effective range (from optimal up to double falloff) 215104 215k ehp 215,104 effective hit points (92,400 raw hit points)
3 Romi Thalamus
Romi Thalamus
200 Signature 200 m 1520 Velocity 1,520 m/s 18000 18 km Orbit 205 m/s 320 320 dps Turret damage 1,600 hp 33000 23 - 33 km Effective range (from optimal up to double falloff) 105551 106k ehp 105,551 effective hit points (43,750 raw hit points)
1 Schmaeel Medulla
Schmaeel Medulla Warp disruption - 1 strength at 30 km rangeWebbing - 60% speed reduction at 15 km range
36 Signature 36 m 4000 Velocity 4,000 m/s 12000 12 km Orbit 640 m/s 50 50 dps Turret damage 252 hp 20000 12 - 20 km Effective range (from optimal up to double falloff) 9234 9k ehp 9,234 effective hit points (5,775 raw hit points)
1 Tama Cerebellum
Tama Cerebellum Warp disruption - 1 strength at 24 km range
39 Signature 39 m 2100 Velocity 2,100 m/s 12000 12 km Orbit 355 m/s 300 300 dps Torpedo damage 2,700 hp 70200 < 70 km Effective range 8103 8k ehp 8,103 effective hit points (5,390 raw hit points)
3 Uitra Telen
Uitra Telen [9]
300 Signature 300 m 1500 Velocity 1,500 m/s 30000 30 km Orbit 260 m/s 132 132 dps Turret damage 660 hp 32500 23 - 33 km Effective range (from optimal up to double falloff) 132070 132k ehp 132,070 effective hit points (36,190 raw hit points)
3 Vylade Dien
Vylade Dien Warfare Links - 20% increased shield resists for all friendly NPC
422 Signature 422 m 170 Velocity 170 m/s 60000 60 km Orbit 170 m/s -1 (no weapons) -1 (no weapons) 274918 275k ehp 274,918 effective hit points (73,150 raw hit points)
5 Yulai Crus Cerebi
Yulai Crus Cerebi [10]
400 Signature 400 m 800 Velocity 800 m/s 60000 60 km Orbit 118 m/s 397 397 dps Turret damage 1,984 hp 210000 160 - 210 km Effective range (from optimal up to double falloff) 117850 118k ehp 117,850 effective hit points (57,750 raw hit points)
  1. ^ While using their propulsion module, they suffer the same signature bloom as players.
  2. ^ This is the speed of the ship while they try to get within orbit or as they try to chase after you, suffering the same signature bloom as players do with the propulsion module on. They will turn off any propulsion modules once they get close to their preferred orbit.
  3. ^ Preferred orbit range and regular speed while orbiting, which is their regular speed without the propulsion module turned on.
  4. ^ Damage per second as well as damage per volley. Unless stated otherwise, turrets do an equal amount of EM and thermal damage while torpedoes do an equal amount of kinetic and explosive damage.
  5. ^ This is the effective range of this ship, presented with two values for turrets, optimal and optimal + double falloff, as well as a single range for torpedoes.
  6. ^ This is the amount of damage this ship can take, taking into account their resists. All ships, except the Lirsautton Parichaya have omni tanks. Hover over the icon for information about raw hitpoints.
  7. ^ The Antem Neo does 29% EM and 71% thermal damage with its turrets.
  8. ^ The Outuni Mesen does 82% EM and 18% thermal damage with its turrets.
  9. ^ The Uitra Telen does 82% EM and 18% thermal damage with its turrets.
  10. ^ The Yulai Crus Cerebi does 63% EM and 38% thermal damage with its turrets.