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Homefront operation: Difference between revisions

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Damage types, EWAR, Factions: Updated Traffic Stop resistances based on the updated Traffic Stop page
 
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{{Move|Homefront Operations}}
{{HomefrontOperationsLinks}}
{{HomefrontOperationsLinks}}
'''Homefront operations''' are [[Cosmic Anomalies]] in [[highsec]] that require a group of pilots covering specific roles from standard roles like [[EVE Lexicon#DPS|DPS]] and logi to less common roles in fleets such as hacking and hauling. There were  6 types of them balanced for 5 players introduced in [[Expansions#Viridian|Viridian]] and 3 new types balanced for 3 players introduced in [[Expansions#Equinox|Equinox]], each having its own scenario and requiring its own group composition and strategy. The acceleration gate on the entrance allows only certain types of ships depending on particular type.
Homefront operations are [[Cosmic Anomalies]] found in [[HiSec|high security space]] that demand coordinated groups of pilots, filling roles ranging from traditional fleet positions like enforcers ([[DPS]]), miners, haulers and logistics ([[Logistics|Logi]]) to more specialized tasks such as [[hacking]], cargo scanning and [[tackling]].


== Goal ==
There a total of 9 unique Homefront operations to choose from, 6 missions are designed for fleets of 5 pilots, the other 3 missions require fleets of 3 pilots. Each operation offers its own scenario, team setup, and strategy. At the entrance, the acceleration gate restricts access to specific ship types, depending on the mission.
<!-- Source: Viridian: Expansion notes -->
The goal of these sites is to bring new and experienced capsuleers together to do new activities, help to establish social connections and introduce [[fleet]] gameplay.


Sites are located in empire owned [[High Security]] systems, mostly focused around [[trade hubs]] or [[career agent]] systems.
The enemies, narrative, and specific goals of a site depend on which empire’s space it is located in. Some sites feature hostiles from newly traitorous corporations that have splintered away from their parent empire.


The enemies, narrative, and specific goals of a site are dependent on which empire's space it is found within.
== Goal ==<!--Source: Viridian: Expansion notes-->
Bringing new and experienced capsuleers together to do new activities, help to establish social connections and introduce [[fleet]] gameplay.


Some sites introduce hostiles hailing from new traitorous corporations, splintering away from their empire.
== Damage types, EWAR, Factions ==
 
The following table details the electronic warfare ([[EWAR]]) tactics you’ll face and the primary and secondary damage profiles pilots must defend against.  
== Homefront types in different Empires ==  
{| class="wikitable" style="overflow:hidden; border-collapse:collapse; width:calc(100% - 4px);"
There is a total of 9 different types of Homefront Operations. Some of them have 4 different versions, depending on which empire space you are in; some of them have only one version. The differences between the versions are the type of [[Factions#Criminal Organizations|pirates]] you face in each site and the type of electronic warfare ([[EWAR]]) that you face.  
! colspan="4" style="background-color: #222d23; color: white; border-left: 5px solid #222d23; border-top: 5px solid #222d23; border-right: 5px solid #222d23; font-size: 18px; font-weight: bold;" |[[File:Logo_faction_gallente_federation_clean.png|64x64px|Gallente space]]Gallente Region
 
| rowspan="15"|
The following table provides an overview of the encountered EWAR and the primary and secondary damage types capsuleers should resist.
! colspan="4" style="background-color: #442a28; color: white; border-left: 5px solid #442a28; border-top: 5px solid #442a28; border-right: 5px solid #442a28; font-size: 18px; font-weight: bold;" |[[File:Logo_faction_minmatar_republic_clean.png|64x64px|Minmatar space]]Minmatar Region
 
|-
{| class="wikitable"
!style="border-left: 5px solid #222d23;" | Site
|Damage types
|EWAR
!style="border-right:5px solid #222d23;" | Weakness
!style="border-left: 5px solid #442a28;" |Site
|Damage types
|EWAR
!style="border-right: 5px solid #442a28;" |Weakness
|-
!style="border-left:5px solid #222d23;" |[[Suspicious Signal|Suspicious Signal: Stop the Siphon]]
|{{Damage to resist|Caldari}}
|[[File:Icon_target_max.png|16x16px|ECM]] ECM
!style="border-right: 5px solid #222d23;" |{{Damagetype|EM}}
!style="border-left: 5px solid #442a28;" |[[Suspicious Signal|Suspicious Signal: Stop the Sabotage]]
|{{Damage to resist|Amarr}}
|[[File:Icon_energy_neutralizer_i.png|16x16px]] Neuts / [[File:Icon_track_disruptor_64.png|16x16px]][[File:Icon_missile_guidance_computer_i.png|16x16px]] Weapon disruption
!style="border-right: 5px solid #442a28;" |{{Damagetype|EX}}
|-
!style="border-left:5px solid #222d23;" |[[Dread Assault|Dread Assault: Primacy Base]]
|{{Damagetype|EX|EM}}<!--Gallentia Primacy-->
|[[File:Icon_energy_neutralizer_i.png|16x16px]] Neuts / [[File:Icon_target_max.png|16x16px]] ECM
!style="border-right: 5px solid #222d23;" |{{Damagetype|TH}}
!style="border-left: 5px solid #442a28;" |[[Dread Assault|Dread Assault: Cartel Racket]]
|{{Damage to resist|Angel}}
|[[File:Icon_target_painter_i.png|16x16px]] Paints / [[File:Icon_target_max.png|16x16px]] ECM
!style="border-right: 5px solid #442a28;" |{{Damagetype|EM}}
|-
|-
! colspan=3 | [[File:Logo_faction_gallente_federation_clean.png|64px|Gallente space]] Gallente !! style="background-color: #222222" | !! colspan=3 | [[File:Logo_faction_minmatar_republic_clean.png|64px|Minmatar space]] Minmatar
!style="border-left:5px solid #222d23;" |[[Raid|Raid: Narcotics Lab]]
|{{Damage to resist|Serpentis}}
|[[File:Icon_remote_sensor_dampening.png|16x16px]] Damps
!style="border-right: 5px solid #222d23;" |{{Damagetype|EM}}
!style="border-left: 5px solid #442a28;" |[[Raid|Raid: Deserters Hideout]]
|{{Damagetype|TH|EM}}<!--Ashes of Turnur-->
|[[File:Icon_target_max.png|16x16px]] ECM
!style="border-right: 5px solid #442a28;" |{{Damagetype|EX}}
|-
|-
! Site !! Damage types !! EWAR !! style="background-color: #222222" | !! Site !! Damage types !! EWAR
!style="border-left:5px solid #222d23;" |[[Emergency Aid|Emergency Aid: Automated Factory]]
|{{Damagetype|EM|TH}}<!--Rogue Drones-->
|[[File:Icon_stasis_webifier_i.png|16x16px]] Webs
!style="border-right: 5px solid #222d23;" |{{Damagetype|EX}}
!style="border-left: 5px solid #442a28;" |[[Emergency Aid|Emergency Aid: Clan Holding]]
|{{Damage to resist|Angel}}
|[[File:Icon_target_painter_i.png|16x16px]] Paints
!style="border-right: 5px solid #442a28;" |{{Damagetype|EM}}
|-
|-
|[[Homefront operation#Suspicious_Signal|Suspicious Signal: Stop the Siphon]]|| {{Damage to resist|Caldari}} || [[File:Icon_target_max.png|16px]] ECM ||style="background-color: #222222" | || [[Homefront operation#Suspicious_Signal|Suspicious Signal: Stop the Sabotage]] || {{Damage to resist|Amarr}} || [[File:Icon_energy_neutralizer_i.png|16px]] Neuts/ [[File:Icon_track_disruptor_64.png|16px]][[File:Icon_missile_guidance_computer_i.png|16px]] Weapon disruption
!style="border-left: 5px solid #222d23; border-bottom: 5px solid #222d23;" |[[Metaliminal Meteoroid|Metaliminal Meteoroid: Gallente Mining]]
!style="border-bottom: 5px solid #222d23;" |{{damagetype|EM|TH}}<!--Rogue Drones-->
!style="border-bottom: 5px solid #222d23;"|[[File:Icon_stasis_webifier_i.png|16x16px]] Webs
!style="border-right: 5px solid #222d23; border-bottom: 5px solid #222d23;" |{{Damagetype|EX}}
!style="border-left: 5px solid #442a28; border-bottom: 5px solid #442a28;" |[[Metaliminal Meteoroid|Metaliminal Meteoroid: Minmatar Mining]]
!style="border-bottom: 5px solid #442a28;" |{{Damagetype|TH|EM}}<!--Ashes of Turnur-->
!style="border-bottom: 5px solid #442a28;" |[[File:Icon_target_max.png|16x16px]] ECM
!style="border-right: 5px solid #442a28; border-bottom: 5px solid #442a28;" |{{Damagetype|EX}}
|-
|-
| [[Homefront operation#Dread_Assault|Dread Assault: Primacy Base]] || {{Damagetype|ex|em}}<!--Gallentia Primacy--> || [[File:Icon_energy_neutralizer_i.png|16px]] Neuts/[[File:Icon_target_max.png|16px]] ECM || style="background-color: #222222" | || [[Homefront operation#Dread_Assault|Dread Assault: Cartel Racket]] || {{Damage to resist|Angel}} || [[File:Icon_target_painter_i.png|16px]] Paints/[[File:Icon_target_max.png|16px]] ECM
| colspan="10"|
|-
|-
| [[Homefront operation#Raid|Raid: Narcotics Lab]] || {{Damage to resist|Serpentis}} || [[File:Icon_remote_sensor_dampening.png|16px]] Damps || style="background-color: #222222" | || [[Homefront operation#Raid|Raid: Deserters Hideout]] || {{Damagetype|th|em}}<!-- Ashes of Turnur--> || [[File:Icon_target_max.png|16px]] ECM
|-
|-
| [[Homefront operation#Emergency_Aid|Emergency Aid: Automated Factory]] || {{Damagetype|em|th}}<!--Rogue Drones--> || [[File:Icon_stasis_webifier_i.png|16px]] Webs || style="background-color: #222222" | || [[Homefront operation#Emergency_Aid|Emergency Aid: Clan Holding]] || {{Damage to resist|Angel}} || [[File:Icon_target_painter_i.png|16px]] Paints
| colspan="4" style="background-color: #222222; color: white; border-left: 5px solid #222222; border-right: 5px solid #222222; border-top: 5px solid #222222; font-size: 18px; font-weight: bold;" |[[File:Logo_faction_caldari_state_clean.png|64x64px|Caldari space]] Caldari Region
| colspan="4" style="background-color: #443719; color: white; border-left: 5px solid #443719; border-right: 5px solid #443719; border-top: 5px solid #443719; font-size: 18px; font-weight: bold;" |[[File:Logo_faction_amarr_empire_clean.png|64x64px|Amarr space]] Amarr Region
|-
|-
| [[Homefront operation#Metaliminal_Meteoroid|Metaliminal Meteoroid: Gallente Mining]] || {{Damagetype|em|th}}<!--Rogue Drones--> || [[File:Icon_stasis_webifier_i.png|16px]] Webs || style="background-color: #222222" | || [[Homefront operation#Metaliminal_Meteoroid|Metaliminal Meteoroid: Minmatar Mining]] || {{Damagetype|th|em}}<!-- Ashes of Turnur--> || [[File:Icon_target_max.png|16px]] ECM
!style="border-left: 5px solid #222222;" |Site
|- style="background-color: #222222"
!Damage types
| colspan=7 |  
!EWAR
!style="border-right: 5px solid #222222;" |Weakness
!style="border-left: 5px solid #443719;" |Site
!Damage types
!EWAR
!style="border-right: 5px solid #443719;" |Weakness
|-
|-
! colspan=3 | [[File:Logo_faction_caldari_state_clean.png|64px|Caldari space]] Caldari !! style="background-color: #222222" | !! colspan=3 | [[File:logo_faction_amarr_empire_clean.png|64px|Amarr space]] Amarr
!style="border-left: 5px solid #222222;" |[[Suspicious Signal|Suspicious Signal: Block the Broadcast]]
|{{Damage to resist|Gallente}}
|[[File:Icon_remote_sensor_dampening.png|16x16px]] Damps
!style="border-right: 5px solid #222222;" |{{Damagetype|EM}}
!style="border-left: 5px solid #443719;" |[[Suspicious Signal|Suspicious Signal: Secure the Intel]]
|{{Damage to resist|Minmatar}}
|[[File:Icon_target_painter_i.png|16x16px]] Paints
!style="border-right: 5px solid #443719;" |{{Damagetype|EM}}
|-
|-
! Site !! Damage types !! EWAR !! style="background-color: #222222" | !! Site !! Damage types !! EWAR
!style="border-left: 5px solid #222222;" |[[Dread Assault|Dread Assault: Occupied Industry]]
|{{Damagetype|EX|EM}}<!--United Champions of Freedom-->
|[[File:Icon_energy_neutralizer_i.png|16x16px]] Neuts / [[File:Icon_target_max.png|16x16px]] ECM
!style="border-right: 5px solid #222222;" |{{Damagetype|TH}}
!style="border-left: 5px solid #443719;" |[[Dread Assault|Dread Assault: Blood Raider Temple]]
|{{Damage to resist|Blood raiders}}
|[[File:Icon_energy_neutralizer_i.png|16x16px]] Neuts / [[File:Icon_track_disruptor_64.png|16x16px]][[File:Icon_missile_guidance_computer_i.png|16x16px]] Weapon disruption / [[File:Icon_target_max.png|16x16px]] ECM
!style="border-right: 5px solid #443719;" |{{Damagetype|EX}}
|-
|-
| [[Homefront operation#Suspicious_Signal|Suspicious Signal: Block the Broadcast]] || {{Damage to resist|Gallente}} || [[File:Icon_remote_sensor_dampening.png|16px]] Damps || style="background-color: #222222" | || [[Homefront operation#Suspicious_Signal|Suspicious Signal: Secure the Intel]] || {{Damage to resist|Minmatar}} || [[File:Icon_target_painter_i.png|16px]] Paints
!style="border-left: 5px solid #222222;" |[[Raid|Raid: Black Market]]
|{{Damage to resist|Guristas}}
|[[File:Icon_target_max.png|16x16px]] ECM
!style="border-right: 5px solid #222222;" |{{Damagetype|EM}}
!style="border-left: 5px solid #443719;" |[[Raid|Raid: Hall of Sacrifice]]
|{{Damage to resist|Blood raiders}}
|[[File:Icon_energy_neutralizer_i.png|16x16px]] Neuts / [[File:Icon_track_disruptor_64.png|16x16px]][[File:Icon_missile_guidance_computer_i.png|16x16px]] Weapon disruption
!style="border-right: 5px solid #443719;" |{{Damagetype|EX}}
|-
|-
| [[Homefront operation#Dread_Assault|Dread Assault: Occupied Industry]] || {{Damagetype|ex|em}}<!--United Champions of Freedom --> || [[File:Icon_energy_neutralizer_i.png|16px]] Neuts/[[File:Icon_target_max.png|16px]] ECM || style="background-color: #222222" | || [[Homefront operation#Dread_Assault|Dread Assault: Blood Raider Temple]] || {{Damage to resist|Blood raiders}} || [[File:Icon_energy_neutralizer_i.png|16px]] Neuts/[[File:Icon_track_disruptor_64.png|16px]][[File:Icon_missile_guidance_computer_i.png|16px]] Weapon disruption/[[File:Icon_target_max.png|16px]] ECM
!style="border-left: 5px solid #222222;" |[[Emergency Aid|Emergency Aid: Convoy]]
|{{Damage to resist|Guristas}}
|[[File:Icon_target_max.png|16x16px]] ECM
!style="border-right: 5px solid #222222;" |{{Damagetype|EM}}
!style="border-left: 5px solid #443719;" |[[Emergency Aid|Emergency Aid: Holy Mission]]
|{{Damagetype|TH|EX}}<!--Disciples of Purity-->
|[[File:Icon_target_max.png|16x16px]] ECM
!style="border-right: 5px solid #443719;" |{{Damagetype|EM}}
|-
|-
| [[Homefront operation#Raid|Raid: Black Market]] || {{Damage to resist|Guristas}} || [[File:Icon_target_max.png|16px]] ECM || style="background-color: #222222" | || [[Homefront operation#Raid|Raid: Hall of Sacrifice]] || {{Damage to resist|Blood raiders}} || [[File:Icon_energy_neutralizer_i.png|16px]] Neuts/ [[File:Icon_track_disruptor_64.png|16px]][[File:Icon_missile_guidance_computer_i.png|16px]] Weapon disruption
!style="border-left: 5px solid #222222; border-bottom: 5px solid #222222;" |[[Metaliminal Meteoroid|Metaliminal Meteoroid: Caldari Mining]]
!style="border-bottom: 5px solid #222222;" |{{Damage to resist|Guristas}}
!style="border-bottom: 5px solid #222222;" |[[File:Icon_target_max.png|16x16px]] ECM
!style="border-right: 5px solid #222222; border-bottom: 5px solid #222222;" |{{Damagetype|EM}}
!style="border-left: 5px solid #443719; border-bottom: 5px solid #443719;" |[[Metaliminal Meteoroid|Metaliminal Meteoroid: Amarr Mining]]
!style="border-bottom: 5px solid #443719;" |{{Damagetype|TH|EX}}<!--Disciples of Purity-->
!style="border-bottom: 5px solid #443719;" |[[File:Icon_target_max.png|16x16px]] ECM
!style="border-right: 5px solid #443719; border-bottom: 5px solid #443719;" |{{Damagetype|EM}}
|-
|-
| [[Homefront operation#Emergency_Aid|Emergency Aid: Convoy]] || {{Damage to resist|Guristas}} || [[File:Icon_target_max.png|16px]] ECM || style="background-color: #222222" | || [[Homefront operation#Emergency_Aid|Emergency Aid: Holy Mission]] || {{Damagetype|th|ex}}<!--Disciples of Purity --> || [[File:Icon_target_max.png|16px]] ECM
| colspan="10"|
|-
|-
| [[Homefront operation#Metaliminal_Meteoroid|Metaliminal Meteoroid: Caldari Mining]] || {{Damage to resist|Guristas}} || [[File:Icon_target_max.png|16px]] ECM || style="background-color: #222222" | || [[Homefront operation#Metaliminal_Meteoroid|Metaliminal Meteoroid: Amarr Mining]] || {{Damagetype|th|ex}}<!--Disciples of Purity --> || [[File:Icon_target_max.png|16px]] ECM
|- style="background-color: #222222"
| colspan=7 |
|-
|-
! colspan=7 | All Empires
| colspan="9" style="background-color: #111111; color: white; font-size: 18px; font-weight: bold; border-left: 5px solid #111111; border-right: 5px solid #111111; border-top: 5px solid #111111;" |[[File:4factions_logo.png|64x64px]] All Empires
|-
|-
! Site !! !! Damage types !! !! EWAR !! |
! style="border-left: 5px solid #111111;" colspan="2" |Site
!Damage types
! colspan="5" |EWAR
! style="border-right: 5px solid #111111;" |Weakness
|-
|-
| colspan=2 | [[#Abyssal Artifact Recovery|Abyssal Artifact Recovery]] || colspan=2 | {{Damage to resist|Triglavians}} || colspan=3 | Warp Bubble - Neuts/Trackin & guid disrupt/Webs/Paints/Damps
| style="border-left: 5px solid #111111;" colspan="2" |[[Abyssal Artifact Recovery]]
| colspan=7 |  
|{{Damage to resist|Triglavians}}
| colspan="5" |
[[File:Icon_warp_disruptor_i.png|16px]] Warp bubble / [[File:Icon_energy_neutralizer_i.png|16px]] Neuts / [[File:Icon_track_disruptor_64.png|16px]][[File:Icon_missile_guidance_computer_i.png|16px]] Weapon disruption / [[File:Icon_stasis_webifier_i.png|16px]] Webs / [[File:Icon_target_painter_i.png|16px]]Paints / [[File:Icon_remote_sensor_dampening.png|16px]]Damps
! style="border-right: 5px solid #111111;" |{{Damage to resist|Triglavians}}
|-
|-
| colspan=2 | [[#Salvage Research|Salvage Research]] (3 ships) || colspan=2 | {{Damagetype|th|em}}<!-- Ashes of Turnur--> || colspan=3 | [[File:Icon_target_max.png|16px]] ECM
| style="border-left: 5px solid #111111;" colspan="2" |[[Salvage Research]] (3 pilots)
| colspan=7 |  
|{{Damagetype|TH|EM}}<!--Ashes of Turnur-->
| colspan="5" |[[File:Icon_target_max.png|16x16px]] ECM
! style="border-right: 5px solid #111111;" |{{Damagetype|EX}}
|-
|-
| colspan=2 | [[#Traffic Stop|Traffic Stop]] (3 ships) || colspan=2 |[[File:Icon_damage_em.png|16x16px|Electromagnetic damage]] EM || colspan="3" | None
| style="border-left: 5px solid #111111;" colspan="2" |[[Traffic Stop]] (3 pilots)
| colspan=7 |  
|[[File:Icon_damage_em.png|16x16px|Electromagnetic damage]] EM
| colspan="5" |None
! style="border-right: 5px solid #111111;" | Varies by empire
|-
|-
| colspan=2 | [[#Stabilize Rift|Stabilize Rift]] (3 ships) || colspan=2 | {{Damage to resist|Sleepers}} || colspan=3 | Neuts; Enemies Cap Transfer Arrays
| style="border-left: 5px solid #111111; border-bottom: 5px solid #111111" colspan="2" |[[Stabilize Rift]] (3 pilots)
!style="border-bottom: 5px solid #111111;" |{{Damage to resist|Sleepers}}
| style="border-bottom: 5px solid #111111;" colspan="5" |[[File:Icon_energy_neutralizer_i.png|16px]] Neuts / [[File:Icon_remote_capacitor_transmitter_i.png|16px]] Enemies Cap Transfer Arrays
! style="border-bottom: 5px solid #111111; border-right: 5px solid #111111" |{{Damage to resist|Triglavians}}
|}
|}


== Type of ships allowed ==
== Site summary ==
For the 5-ships sites only the following type of ships are allowed to use the acceleration gate and enter the sites:
{{Note|See the linked main articles in the summary for full mission details}}
 
<!--Source: Hippla Tsero post on the uni forum-->
 
 
=== Dread Assault===
{{Main|Dread Assault}}
[[File:Dread_Assault-_Cartel_Racket_Augoror.jpg|left|thumb|Homefront Operation - Dread Assault: Cartel Racket]]
Your objective is to keep a friendly Dreadnought operational by charging its capacitor 3 times to 30,000 units. After each charge, the allied Dread enters Siege mode for 90 seconds, during which it cannot accept any more capacitor.
 
A hostile fleet consisting of frigates, destroyers, cruisers, and battlecruisers will be present upon arrival. The enemy will attempt to drain its power and overwhelm your defenses.


* Tech 1 frigates, navy and pirate frigates
A chain of T1 logistics cruisers equipped with remote capacitor transmitters is essential to sustain the Dreadnought, while damage-dealing ships are required to break neut pressure and clear the field.
* Tech 1 destroyers, navy and pirate destroyers
* Tech 1 cruisers
* Tech 1 haulers, including [[Squall]]
* [[Venture]]s


For 3-ships sites the list is:
{{-}}
* Tech 1 frigates, navy and pirate frigates
* Tech 1 destroyers
* [[Venture]]s


== Site summary == <!-- Source: Hippla Tsero post on the uni forum -->
=== Emergency Aid ===
=== Emergency Aid ===
{{Main|Emergency Aid}}
{{Main|Emergency Aid}}
Your aim is to keep a friendly target alive for 10 minutes. You can provide either shield boosts or armor repairs as you wish. You will have several rats on grid with you. Killing those rats simply results in new replacement rats spawning.
[[File:Emergency_Aid-_Convoy_-_Friendly_Under_Fire.jpg|thumb|Homefront Operation - Emergency Aid: Convoy]]
Emergency Aid tasks you with keeping a friendly asset alive for 10 minutes. Your fleet may provide either shield boosts or armor repairs.
 
Hostile ships will remain on grid throughout the engagement, but destroying them only summons reinforcements, making firepower secondary to survival.
 
This site can be completed entirely with Logistics cruisers, with T1 hulls such as the [[Osprey|Ospreys]] or [[Auguror|Augurors]] proving effective. Success depends on strict coordination, careful capacitor management, and the ability to maintain continuous repairs under pressure.
 
{{-}}


This means the Emergency Aid site can be run solely with Logistics ships. T1 Logistic cruisers like [[Osprey]]s or [[Auguror]]s work well.
=== Metaliminal Meteoroid===
{{Main|Metaliminal Meteoroid}}
[[File:Metaliminal_Meteoroid-_Caldari_Mining.jpg|left|thumb|Homefront Operation - Metaliminal Meteoroid: Caldari Mining]]
The mission revolves around mining a large asteroid until it is fully depleted. Hostile ships will continuously respawn, so engaging them directly is not recommended. Survival and efficiency are the priorities.
 
Teams can approach the task in different ways, such as using small mining ships with support, or tougher ships capable of withstanding damage while extracting ore. Rewards come both from completing the site itself and from selling the mined ore, which has significant value. Some groups choose to have an additional hauler remain outside the site to collect the ore separately, maximizing profit without sharing the standard payout. Overall, the focus is on coordination, endurance, and making the most of the ore’s market value.
 
{{-}}


=== Raid ===
=== Raid ===
{{Main|Raid}}
{{Main|Raid}}
Your objective is to collect loot from a respawning hauler and bring it to a friendly transporter.
[[File:Raid-_Deserters_Hideout.jpg|thumb|Homefront Operation - Raid: Deserters Hideout]]
The first hauler will spawn almost immediately after you warp onto the site. Haulers will generally try to warp off and if they successfully warp away, you will have to wait for a new hauler spawn.
The mission centers on intercepting enemy haulers as they arrive. A new one appears quickly after you land on the site, but each will attempt to escape. If one gets away, you’ll need to wait for another to show up.
 
The key task is to warp disrupt them, recover the cargo, and deliver it safely to the nearby freighter waiting on grid. The cargo itself is bulky, so at least one fast hauler is needed to carry 3 large packages back to the drop-off. A balanced team works best: ships to apply damage and hold targets in place, support to keep the group alive, and a hauler to secure and deliver the loot. The challenge is maintaining steady coordination so that nothing slips through.


This means you will want DPS ships to equip [[Warp Disruptor]] (long point). As each piece of loot is 3,500{{m3}}, you will need one hauler (the quicker the better) that can haul 10,500{{m3}} from the dead hauler(s) to the transport ship. The usual composition is 1 Logi + 3 DPS + 1 Hauler.
{{-}}


=== Suspicious Signal ===
=== Suspicious Signal ===
{{Main|Suspicious Signal}}
{{Main|Suspicious Signal}}
The aim of this site is to destroy a single structure. However, it starts invulnerable and only gets vulnerable once 3 data cans are hacked. Each hacked can starts a 90 seconds timer, so if the cans are hacked simultaneously, there is a 90 second window for damaging the target. The hp of the target is estimated to be ≈410k.
[[File:Suspicious_Signal-_Vexor_Cruiser_.jpg|left|thumb|Homefront Operation - Suspicious Signal: Secure the Intel]]
This mission focuses on bringing down an enemy structure. At first it cannot be harmed and only becomes vulnerable once three arrays on the site are successfully hacked. Each successful hack opens a timed window, and if all are done together, the group has a short opportunity to inflict as much damage as possible.


Common group compositions are 5 DPS with strong active tank, 3 of which have [[Hacking|Data Analyzer]] equipped; or 4 DPS with 1 Logi.
The structure itself is tough, demanding steady firepower and good coordination. Typical groups bring strong damage-dealing ships, with some pilots handling the hacking, while others keep the team stable and supported. The challenge lies in timing the hacks and concentrating fire so the structure can be destroyed before the opportunity closes.


=== Metaliminal Meteoroid===
{{-}}
{{Main|Metaliminal Meteoroid}}
The objective is to mine out one asteroid with 14,000{{m3}} (3,500 units). As in all other sites, killing rats is futile, as they simply respawn.
Possible compositions include 4 ventures + 1 Logi cruiser, 5 tanked ventures, or 5 active tank Cruisers with enough turret slots such as [[Moa]].
 
In addition to the site's payout, the (event) ore can be sold to NPC buy orders at 5000 ISK/unit. The site contains 17.5M ISK worth of ore (less with residue). One possible tactic is for a 6th person in a hauler to wait outside of the site so that they do not get part of the reward, but they gather all jetcanned ore and sell it.


=== Abyssal Artifact Recovery ===
=== Abyssal Artifact Recovery ===
{{Main|Abyssal Artifact Recovery}}
{{Main|Abyssal Artifact Recovery}}
[[File:Abyssal Artifact Recovery.jpg|alt=Abyssal Artifact Recovery Miner|thumb|Abyssal Artifact Recovery Miner]]
[[File:Abyssal_Artifact_Recovery.jpg|thumb|Homefront Operation - Abyssal Artifact Recovery]]
Abyssal Artifact Recovery (AAR) is a Homefront Operation site found throughout [[System security|high-security]] Empire space. It is unique among the Homefront lineup in that there are no regional differences to the site's enemies or layout.
This mission is an attempt to uncover hidden Triglavian artifacts that have appeared through Abyssal rifts. The site unfolds in stages, beginning with a short setup before waves of asteroids and hostile fleets arrive.


Aside from the standard tank and fitting skills, this site will require proficiency in mining, drones, repair, and capacitor transfer.  
Each wave is a race against time: clear every asteroid to uncover the artifacts before the timer runs out, while holding off enemies that grow stronger and more numerous with each stage.


After an initial set-up peroid of 90 seconds, asteroids from beyond the rift will appear and a timer will begin. The site will progress through a total of 9 waves divided into three tiers. The enemy fleet compositions will become more difficult and the wave timers become shorter with each tier.[[File:Abyssal Artifact Recover Overview.jpg|left|thumb|Abyssal Artifact Recovery Site Overview]]
The asteroids contain Admixti Mutanite, a mineral with unique properties. It generates a powerful warp bubble field that prevents your fleet from warping out. Only by mining them completely can the field be dispersed.
During each wave, a random Abyssal [[Abyssal Deadspace#Weather Effects|Weather]] effect will begin and 12 asteroids will spawn in fixed locations. Each asteroid contains 24 ore ([[Media:Admixti mutanite description.jpg|Admixti Mutanite]]), each with a mass of 4{{m3}}, for a total of 96{{m3}}. The presence of these asteroids causes an anti-warp [[Tackling#Warp disruption fields|bubble]] until all 12 are depleted.  


Along with the asteroids, each wave will also spawn an enemy fleet which will be one of three factions: [[Drifters]], [[Rogue Drones]], or [[Triglavian Collective|Triglavians]]. These fleets have random compositions that may include logistics, capacitor neutralizers, and other [[EWAR]]. Enemies will remain until destroyed, so a minimum threshold of [[DPS]] is needed to prevent being overrun.
Success brings steady payouts that scale with difficulty, and sometimes rare caches appear among the shattered rocks, offering additional rewards if collected quickly.


The success of each wave is determined by the depletion of the asteroids. If any remain at the end of the wave timer, the site will fail. Note that the warp bubble will still remain until all asteroids have been mined out. Successfully completing a wave will result in a payout at the end of that wave's timer, based on the tier of difficulty.
The challenge lies in coordination: balancing mining, combat, and survival while the pressure escalates across nine waves. Once the final stage is complete, a short window opens to retreat. Any delay brings an overwhelming Drifter fleet, making escape impossible.


Each of the 5 pilots in the fleet receive a total payout of 65,422,260 ISK for completing all 9 waves. This amount does not include any Triglavian Artifacts ([[Media:Unaligned Dekaisogen description.jpg|Unaligned Dekaisogen]], [[Media:Fluctuating Entropic Regulator.jpg|Fluctuating Entropic Regulator]]) found in hidden Faulty Triglavian Caches. These caches may appear when an asteroid is depleted—destroy them quickly, as they have a limited lifespan.
{{-}}
{| class="wikitable" style="text-align: center;"
|+Payout: 5x pilots
|- style="background-color: var(--background-color-warning-subtle);"
! Tier
! Waves
! Threat Level
! Timer
! Payout (ISK)
|-
| 1
| 3
| style="text-align: left;"| Minimal
| 3:00
| style="text-align: right;"| 5,372,850
|-
| 2
| 3
| style="text-align: left;"| Moderate
| 2:30
| style="text-align: right;"| 7,269,130
|-
| 3
| 3
| style="text-align: left;"| Severe
| 2:00
| style="text-align: right;"| 9,165,440
|}
After the 9th and final wave, a 60‑second evacuation timer begins. Once it expires, a Drifter response fleet ([[Media:Tyrannos Basileus.jpg|Tyrannos Basileus]]) will arrive in overwhelming force. Your vessel has no chance of withstanding the Basileus battleships attacks.<gallery>
File:Tyrannos Basileus.jpg|Tyrannos Basileus Battleship
File:Admixti mutanite description.jpg|Admixti Mutanite
File:Unaligned Dekaisogen description.jpg|Unaligned Dekaisogen
File:Fluctuating Entropic Regulator.jpg|Fluctuating Entropic Regulator
</gallery>


=== Salvage Research ===
=== Salvage Research ===
{{Main|Salvage Research}}  
{{Main|Salvage Research}}
Salvage Research is a Homefront Operation site found throughout high-security Empire space. It is designed for a fleet of 3 pilots. There are no regional differences in the site’s enemies or layout.  
[[File:Salvage_Research-_Algos_Salvage.jpg|left|thumb|Homefront Operation - Salvage Research]]
Salvage Research plunges a fleet into a tense field of wrecks scattered across Empire space. Within 20 minutes, every piece of valuable data must be recovered from 30 shattered ships.
 
Pilots must move quickly, using their salvagers on each wreck while keeping an eye on hostile ships. Somewhere among the debris lies a malfunctioning Werpost. Activate it with a Data Analyzer, and its disintegrator will begin targeting enemy ships, lending support to your fleet.
 
Every salvaged wreck yields a piece of encrypted data that contributes to the reward. Success demands fleet coordination, manual piloting, and precision.
 
{{-}}


Damage types & [[EWAR]]:
=== Stabilize Rift ===
{{Main|Stabilize Rift}}
[[File:Stabilize_Rift-_Dragoon.png|thumb|Homefront Operation - Stabilize Rift]]
The Stabilize Rift requires your fleet to prevent the Sleepers from collapsing an active abyssal rift. The enemy has anchored five Destabilizing Arrays, which must be drained of capacitor and held below 20% simultaneously to break the destabilization cycle.


* {{Damagetype|th|em}}
Destroyer-class vessels equipped with energy neutralizer modules and combat drones are advised. Sleeper reinforcements may attempt to neutralize your capacitor or restore power to the arrays, forcing a prolonged engagement. This mission demands strict coordination and precise execution. Success will stabilize the rift and allow free passage for the Triglavian caravan.
* [[File:Icon_target_max.png|16px]] ECM


The operation takes place in a [[Deadspace|deadspace pocket]] with an acceleration gate that allows the following ships:
{{-}}


* T1 Frigate (including Navy and Faction)
=== Traffic Stop ===
* T1 Destroyer (excluding Navy and Faction)
{{Main|Traffic Stop}}
* Venture
[[File:Homefronts_Traffic_Stop.jpg|left|thumb|Homefront Operation - Traffic Stop]]
[[File:Algos flying Salvage Research.jpg|left|thumb|Gallente Algos flying Salvage Research]]
The mission requires your fleet to scan incoming haulers as they try to reach the local market. Any ship carrying illicit data must be stopped and destroyed, webifier modules are recommended. Once an enemy hauler is caught, it will deploy attack drones to engage your ship and greatly increase its speed in an attempt to reach its destination.
The pocket contains 30 wrecks that must be salvaged within 20 minutes. [[Mobile Tractor Unit]]s (MTU) and tractor beams are prohibited—you must approach each wreck and use high-slot salvagers directly. Be aware that hostile ships can target and destroy salvage drones.


Hostile ships will spawn and engage you. These can be ignored if your tank is strong enough, speed-tanked if you’re fast, or destroyed depending on your fleet composition.  
At the same time, pilots must avoid harming civilians. Attacking more than two civilians or allowing five contraband ships to dock will fail the mission. Success depends on careful scanning, precise targeting, and steady coordination throughout the full timer, meeting both objectives without mistakes.


A Malfunctioning Werpost is located in the pocket. It can be activated with a [[Hacking|Data Analyzer]] module; once online, it will attack enemy ships with its disintegrator weapon. For more info please read: [[Hacking]].
== Type of ships allowed ==
The operations take place in a [[Deadspace|deadspace pocket]] with an acceleration gate that has ship restrictions.


Salvagers must have at least a 20% Access Difficulty Bonus to function (Salvaging IV or a rig is required). At 20%, these sites are quite difficult; 30–35% is recommended.  For more info please read: [[Salvaging]].
For the 5-ships sites only the following type of ships are allowed:


Optimal payout for a fleet of 3 pilots is 11,025,000 ISK per pilot upon timely completion of the mission. The 30 salvaged "Encrypted ‘Istina’ Data" items can be sold to NPC buy orders for an additional 3,000,000 ISK to be shared among the pilots.<gallery>
* Tech 1 frigates, navy and pirate frigates
File:Malfunctioning Werpost.jpg|Malfunctioning Werpost
* Tech 1 destroyers, navy and pirate destroyers
File:Salvage Access Difficulty .jpg|Access Difficulty
* Tech 1 cruisers
File:Encrypted Istina Data Salvage.jpg|Encrypted 'Istina' Data
* Tech 1 haulers, including [[Squall]]
File:Salvage Research Opportunities Window.jpg|Timer and wreck count
* [[Venture|Ventures]]
 
For 3-ships sites the list is:
 
* Tech 1 frigates, navy and pirate frigates
* Tech 1 destroyers
* [[Venture|Ventures]]
{{Note|You can view in-game ship restrictions for each Homefront Operation by opening the Opportunities window (ALT+J) and double-clicking on a mission.}}<gallery>
File:Homefronts ship restrictions.png|Homefront ship restrictions example
</gallery>
</gallery>


=== Traffic Stop ===
== Finding sites ==
{{Main|Traffic Stop}}
'''Homefront operations''' are [[Cosmic Anomalies]] located in empire owned [[High Security]] systems, mostly focused around [[trade hubs]] or [[career agent]] systems.
[[File:Homefronts Traffic Stop.jpg|thumb|Traffic Stop Haulers]]
 
This 3 man Homefront Operation site is found throughout high-security Empire space. There are no regional differences in the site’s enemies or layout. Pilots should resist{{Damagetype|em}}damage type. There is no [[EWAR]] being deployed in the site.
* Opportunities window >  Homefront Operations tab: will render a list of the available homefronts within a limited range.
* Agency window > Homefront Operations tab: will give you a more detailed filtering ability that allows you to search any region.
* Probe Scanner  > Displays all available anomalies in the system, including their distance in AU, with options to warp or align to them.
<gallery>
File:Opportunities_Window.jpg|Opportunities > Homefront Operations
File:Agency_Window_Homefronts.jpg|Agency > Homefront Operations
File:Probe_Scanner-_Homefront_Anomalies.png|Probe Scanner > Homefront Anomalies
</gallery>


== Rewards ==
The amount of the ISK payout depends on the number of participants who have interacted with the site. Interacting with the site might consist of dealing at least 1000 damage to any enemy, repairing at least 1000 shield or armor (it counts even if the target has full hp) or other interactions depending on the objective.


The max number of people who can receive a payout is twice the ideal fleet size: 10 people for 5-person sites and 6 people for 3-person sites.


You need to [[Cargo scanning|cargo scan]] incoming ships for 10 minutes. If any of them possess [[:File:Traffic Stop Contraband Data.jpg|contraband data]], you need to use [[Tackle|stasis webifier]] and destroy them. This site takes the full 9 minutes, and you need to ensure both victory criteria are met (1) don't let 5 ships carrying contraband dock up; and (2) don't shoot or kill more than 2 civilians. The mission will fail if either of those occur prior to the 9-minute timer on the site ending.<gallery>
Payout amount for [[Emergency Aid]], [[Dread Assault]], [[Raid]] and [[Metaliminal Meteoroid]] peaks at 5 people, giving 15,486,410 ISK. The payout amount for [[Salvage Research]], [[Traffic Stop]] and [[Stabilize Rift]] peaks at 3 people, giving 11,025,000 ISK.{{Note|[[Abyssal Artifact Recovery]] payout peaks at 5 people but follows a different, wave-based payout structure that is not reflected in these graphs.}}
File:Phaseless Cutter.jpg|Enemy drones aiding smugglars
[[File:Graph_ISK_Payout_per_Pilot_vs._Number_of_Pilots_(5-person_Homefronts).svg|alt=Graph showing ISK Payout per Pilot vs Number of Pilots for 5-person Homefronts, max is 15,486,410 ISK at 5 players|center|thumb|500x500px|Homefront Operation: 5 pilot mission ISK payout]]
File:Traffic Stop Opportunities.jpg|Opportunities Window
[[File:Graph_ISK_Payout_per_Pilot_vs._Number_of_Pilots_(3-person_Homefronts).svg|alt=Graph showing ISK Payout per Pilot vs Number of Pilots for 5-person Homefronts, max is 11,025,000 ISK at 3 players|center|thumb|500x500px|Homefront Operation: 3 pilot mission ISK payout]]
File:Traffic Stop Contraband Data.jpg|Contraband Data
</gallery>


=== Stabilize Rift ===
== Interaction & standings ==
{{Main|Stabilize Rift}}
The hostile ships encountered in Homefront operations represent a wide variety of factions, including the four main empires, major pirate factions, as well as factions that are unique to Homefront. These unique factions are:
There are several (5?) Destabilizing Arrays, that need to be drained of capacitor. They need to be below 20% capacitor simultaneously. Recommended fit: Dragoon with 1x Nosferatu and 4x Neuts using Warrior I drones. There are NPCs that may neut you (not always), and there are NPCs that may cap transfer the arrays. Having drones kill NPCs is recommended.


== Payout ==
* [[Ashes of Turnur]] - a criminal Minmatar faction
The amount of the payout depends on the number of participants who have interacted with the site. Interacting with the site might consist of dealing at least 1000 damage to any enemy, repairing at least 1000 shield or armor (it counts even if the target has full hp) or other interactions depending on the objective. The max number of people who can receive a payout is twice the ideal fleet size: 10 people for 5-person sites and 6 people for 3-person sites.
* [[Disciples of Purity]] - a criminal Amarr faction
* [[Gallentia Primacy]] - a criminal Gallente faction
* [[United Champions of Freedom]] - a criminal Caldari faction


Payout amount for Emergency Aid, Dread Assault, Raid and Metaliminal Meteoroid peaks at 5 people, giving 15,486,410 ISK. The payout amount for Salvage Research, Traffic Stop and Stabilize Rift peaks at 3 people, giving 11,025,000 ISK. The graphs below show the payout based on fleet size for 5 and 3 pilot fleets.
No standing is gained or lost when fighting any of these unique hostile Homefront factions.


Abyssal Artifact Recovery payout peaks at 5 people but follows a different, wave-based payout structure that is not reflected in these graphs.
No standing is gained or lost when fighting the [[Amarr Empire]], [[Caldari State]], [[Gallente Federation]], or [[Minmatar Republic]] ships present in the Suspicious Signal operations.


[[File:Graph_ISK_Payout_per_Pilot_vs._Number_of_Pilots_(5-person_Homefronts).svg|alt=Graph showing ISK Payout per Pilot vs Number of Pilots for 5-person Homefronts, max is 15,486,410 ISK at 5 players|500px]]
However, standing is lost when killing the pirate haulers in Raid operations in Amarr ([[Blood Raider Covenant|Blood Raiders]]), Caldari ([[Guristas Pirates|Guristas]]), and Gallente ([[Serpentis]]) space.
[[File:Graph_ISK_Payout_per_Pilot_vs._Number_of_Pilots_(3-person_Homefronts).svg|alt=Graph showing ISK Payout per Pilot vs Number of Pilots for 5-person Homefronts, max is 11,025,000 ISK at 3 players|500px]]


== Spawn Mechanics ==
== Spawn mechanics ==<!--Amount of sites has been proven to be outdated as of 25/08/2025-->
The anomalies can spawn anywhere in [[highsec]], with a heavily increased probability of spawning near [[trade hubs]] (Dodixie, Jita, Amarr, Rens and Hek<ref>Added in patch 2024-06-26.1</ref>) and [[Career Agents]] constellations. The spawns for each type are independent<ref>They do not share a pool (CCP Rampant)</ref> and the total number for each type in Gallente space seems to be 18, in Caldari space 17, in Minmatar 14 (without newly added in Hek) and in Amarr 28<ref>Research by Mednik Breau using Agency per region. [https://docs.google.com/spreadsheets/d/1snK6s34d3yW9ZQ82jj9GJltUeYmuEQKQ_-KpqDTPEDc/edit?usp=sharing Spreadsheet] with results and methodology. <!-- 19/05/2025 - Outdated --></ref>.
The anomalies can spawn anywhere in [[highsec]], with a heavily increased probability of spawning near [[trade hubs]] (Dodixie, Jita, Amarr, Rens and Hek<ref>Added in patch 2024-06-26.1</ref>) and [[Career Agents]] constellations. The spawns for each type are independent<ref>They do not share a pool (CCP Rampant)</ref> and the total number for each type in Gallente space seems to be 18, in Caldari space 17, in Minmatar 14 (without newly added in Hek) and in Amarr 28<ref>Research by Mednik Breau using Agency per region. [https://docs.google.com/spreadsheets/d/1snK6s34d3yW9ZQ82jj9GJltUeYmuEQKQ_-KpqDTPEDc/edit?usp=sharing Spreadsheet] with results and methodology. <!-- 19/05/2025 - Outdated --></ref>.{{Note|There are some islands of high security systems behind low security systems where homefront operation sites can spawn; these sites are rarely completed.}}


There are some islands of high security systems behind low security systems where sites can spawn; these sites are rarely completed. Because of this, significant numbers of sites can pile up in these systems reducing the number of sites available elsewhere in the region. To fix this, enter each of the unwanted sites with any ship. The site timers will run down, the sites will fail, and the sites will respawn elsewhere in the region.
As a result, many sites can build up in these systems, which reduces the number available in other parts of the region. To resolve this, simply enter the unwanted sites with any ship. Once activated, their timers will run down, the sites will fail, and new ones will respawn elsewhere in the region.


== History ==
== History ==
Homefront operations were introduced in [[Expansion#Viridian|Viridian]] expansion in summer 2023 (see [https://www.eveonline.com/news/view/viridian-expansion-notes Viridian expansion notes]). All of them were tuned for 5-ship fleets (Abyssal Artifact Recovery, Dread Assault, Emergency Aid, Metaliminal Meteoroid, Raid, Suspicious Signal).
Homefront operations were introduced in [[Expansion#Viridian|Viridian]] expansion in summer 2023 (see [https://www.eveonline.com/news/view/viridian-expansion-notes Viridian expansion notes]). All of them were tuned for 5-ship fleets (Abyssal Artifact Recovery, Dread Assault, Emergency Aid, Metaliminal Meteoroid, Raid, Suspicious Signal).


In autumn 2023 they were rebalanced, nerfing the overall payouts and bringing the outliers closer to others.<!-- need link for particular patch -->
In autumn 2023 they were rebalanced, nerfing the overall payouts and bringing the outliers closer to others.<!--need link for particular patch-->[[Expansion#Equinox]] in summer 2024 new 3-ship types (Salvage Research, Traffic Stop and Stabilize Rift) were introduced. The old types had another tuning pass.
 
[[Expansion#Equinox]] in summer 2024 new 3-ship types (Salvage Research, Traffic Stop and Stabilize Rift) were introduced. The old types had another tuning pass.


In september 2024 Abyssal Artifact Recovery was reworked as it was one of two most complicated but the least rewarding.
In september 2024 Abyssal Artifact Recovery was reworked as it was one of two most complicated but the least rewarding.


== See also ==
== See also ==
* [[Talk:Overview#June 2023 additions]] — new overview entities
* [[Talk:Overview#June 2023 additions]] — new overview entities
* [[User:Amfion_Bravais/Homefronts]] — collection of fits and strategies
* [[User:Amfion_Bravais/Homefronts]] — collection of fits and strategies
Line 236: Line 333:
== Notes and references ==
== Notes and references ==
<references />
<references />


[[Category:Homefront Operations]]
[[Category:Homefront Operations]]

Latest revision as of 17:17, 22 November 2025

Homefront operations are Cosmic Anomalies found in high security space that demand coordinated groups of pilots, filling roles ranging from traditional fleet positions like enforcers (DPS), miners, haulers and logistics (Logi) to more specialized tasks such as hacking, cargo scanning and tackling.

There a total of 9 unique Homefront operations to choose from, 6 missions are designed for fleets of 5 pilots, the other 3 missions require fleets of 3 pilots. Each operation offers its own scenario, team setup, and strategy. At the entrance, the acceleration gate restricts access to specific ship types, depending on the mission.

The enemies, narrative, and specific goals of a site depend on which empire’s space it is located in. Some sites feature hostiles from newly traitorous corporations that have splintered away from their parent empire.

Goal

Bringing new and experienced capsuleers together to do new activities, help to establish social connections and introduce fleet gameplay.

Damage types, EWAR, Factions

The following table details the electronic warfare (EWAR) tactics you’ll face and the primary and secondary damage profiles pilots must defend against.

Gallente spaceGallente Region Minmatar spaceMinmatar Region
Site Damage types EWAR Weakness Site Damage types EWAR Weakness
Suspicious Signal: Stop the Siphon Kinetic damage KinThermal damage Th ECM ECM Electromagnetic damage EM Suspicious Signal: Stop the Sabotage Electromagnetic damage EMThermal damage Th Neuts / Weapon disruption Explosive damage Ex
Dread Assault: Primacy Base Explosive damage ExElectromagnetic damage EM Neuts / ECM Thermal damage Th Dread Assault: Cartel Racket Explosive damage ExKinetic damage Kin Paints / ECM Electromagnetic damage EM
Raid: Narcotics Lab Thermal damage ThKinetic damage Kin Damps Electromagnetic damage EM Raid: Deserters Hideout Thermal damage ThElectromagnetic damage EM ECM Explosive damage Ex
Emergency Aid: Automated Factory Electromagnetic damage EMThermal damage Th Webs Explosive damage Ex Emergency Aid: Clan Holding Explosive damage ExKinetic damage Kin Paints Electromagnetic damage EM
Metaliminal Meteoroid: Gallente Mining Electromagnetic damage EMThermal damage Th Webs Explosive damage Ex Metaliminal Meteoroid: Minmatar Mining Thermal damage ThElectromagnetic damage EM ECM Explosive damage Ex
Caldari space Caldari Region Amarr space Amarr Region
Site Damage types EWAR Weakness Site Damage types EWAR Weakness
Suspicious Signal: Block the Broadcast Kinetic damage KinThermal damage Th Damps Electromagnetic damage EM Suspicious Signal: Secure the Intel Explosive damage ExKinetic damage Kin Paints Electromagnetic damage EM
Dread Assault: Occupied Industry Explosive damage ExElectromagnetic damage EM Neuts / ECM Thermal damage Th Dread Assault: Blood Raider Temple Electromagnetic damage EMThermal damage Th Neuts / Weapon disruption / ECM Explosive damage Ex
Raid: Black Market Kinetic damage KinThermal damage Th ECM Electromagnetic damage EM Raid: Hall of Sacrifice Electromagnetic damage EMThermal damage Th Neuts / Weapon disruption Explosive damage Ex
Emergency Aid: Convoy Kinetic damage KinThermal damage Th ECM Electromagnetic damage EM Emergency Aid: Holy Mission Thermal damage ThExplosive damage Ex ECM Electromagnetic damage EM
Metaliminal Meteoroid: Caldari Mining Kinetic damage KinThermal damage Th ECM Electromagnetic damage EM Metaliminal Meteoroid: Amarr Mining Thermal damage ThExplosive damage Ex ECM Electromagnetic damage EM
All Empires
Site Damage types EWAR Weakness
Abyssal Artifact Recovery Electromagnetic damageThermal damageKinetic damageExplosive damage Omni

Warp bubble / Neuts / Weapon disruption / Webs / Paints / Damps

Electromagnetic damageThermal damageKinetic damageExplosive damage Omni
Salvage Research (3 pilots) Thermal damage ThElectromagnetic damage EM ECM Explosive damage Ex
Traffic Stop (3 pilots) Electromagnetic damage EM None Varies by empire
Stabilize Rift (3 pilots) Electromagnetic damageThermal damageKinetic damageExplosive damage Omni Neuts / Enemies Cap Transfer Arrays Electromagnetic damageThermal damageKinetic damageExplosive damage Omni

Site summary

Note: See the linked main articles in the summary for full mission details


Dread Assault

Main article: Dread Assault
Homefront Operation - Dread Assault: Cartel Racket

Your objective is to keep a friendly Dreadnought operational by charging its capacitor 3 times to 30,000 units. After each charge, the allied Dread enters Siege mode for 90 seconds, during which it cannot accept any more capacitor.

A hostile fleet consisting of frigates, destroyers, cruisers, and battlecruisers will be present upon arrival. The enemy will attempt to drain its power and overwhelm your defenses.

A chain of T1 logistics cruisers equipped with remote capacitor transmitters is essential to sustain the Dreadnought, while damage-dealing ships are required to break neut pressure and clear the field.

Emergency Aid

Main article: Emergency Aid
Homefront Operation - Emergency Aid: Convoy

Emergency Aid tasks you with keeping a friendly asset alive for 10 minutes. Your fleet may provide either shield boosts or armor repairs.

Hostile ships will remain on grid throughout the engagement, but destroying them only summons reinforcements, making firepower secondary to survival.

This site can be completed entirely with Logistics cruisers, with T1 hulls such as the Ospreys or Augurors proving effective. Success depends on strict coordination, careful capacitor management, and the ability to maintain continuous repairs under pressure.

Metaliminal Meteoroid

Main article: Metaliminal Meteoroid
Homefront Operation - Metaliminal Meteoroid: Caldari Mining

The mission revolves around mining a large asteroid until it is fully depleted. Hostile ships will continuously respawn, so engaging them directly is not recommended. Survival and efficiency are the priorities.

Teams can approach the task in different ways, such as using small mining ships with support, or tougher ships capable of withstanding damage while extracting ore. Rewards come both from completing the site itself and from selling the mined ore, which has significant value. Some groups choose to have an additional hauler remain outside the site to collect the ore separately, maximizing profit without sharing the standard payout. Overall, the focus is on coordination, endurance, and making the most of the ore’s market value.

Raid

Main article: Raid
Homefront Operation - Raid: Deserters Hideout

The mission centers on intercepting enemy haulers as they arrive. A new one appears quickly after you land on the site, but each will attempt to escape. If one gets away, you’ll need to wait for another to show up.

The key task is to warp disrupt them, recover the cargo, and deliver it safely to the nearby freighter waiting on grid. The cargo itself is bulky, so at least one fast hauler is needed to carry 3 large packages back to the drop-off. A balanced team works best: ships to apply damage and hold targets in place, support to keep the group alive, and a hauler to secure and deliver the loot. The challenge is maintaining steady coordination so that nothing slips through.

Suspicious Signal

Main article: Suspicious Signal
Homefront Operation - Suspicious Signal: Secure the Intel

This mission focuses on bringing down an enemy structure. At first it cannot be harmed and only becomes vulnerable once three arrays on the site are successfully hacked. Each successful hack opens a timed window, and if all are done together, the group has a short opportunity to inflict as much damage as possible.

The structure itself is tough, demanding steady firepower and good coordination. Typical groups bring strong damage-dealing ships, with some pilots handling the hacking, while others keep the team stable and supported. The challenge lies in timing the hacks and concentrating fire so the structure can be destroyed before the opportunity closes.

Abyssal Artifact Recovery

Main article: Abyssal Artifact Recovery
Homefront Operation - Abyssal Artifact Recovery

This mission is an attempt to uncover hidden Triglavian artifacts that have appeared through Abyssal rifts. The site unfolds in stages, beginning with a short setup before waves of asteroids and hostile fleets arrive.

Each wave is a race against time: clear every asteroid to uncover the artifacts before the timer runs out, while holding off enemies that grow stronger and more numerous with each stage.

The asteroids contain Admixti Mutanite, a mineral with unique properties. It generates a powerful warp bubble field that prevents your fleet from warping out. Only by mining them completely can the field be dispersed.

Success brings steady payouts that scale with difficulty, and sometimes rare caches appear among the shattered rocks, offering additional rewards if collected quickly.

The challenge lies in coordination: balancing mining, combat, and survival while the pressure escalates across nine waves. Once the final stage is complete, a short window opens to retreat. Any delay brings an overwhelming Drifter fleet, making escape impossible.

Salvage Research

Main article: Salvage Research
Homefront Operation - Salvage Research

Salvage Research plunges a fleet into a tense field of wrecks scattered across Empire space. Within 20 minutes, every piece of valuable data must be recovered from 30 shattered ships.

Pilots must move quickly, using their salvagers on each wreck while keeping an eye on hostile ships. Somewhere among the debris lies a malfunctioning Werpost. Activate it with a Data Analyzer, and its disintegrator will begin targeting enemy ships, lending support to your fleet.

Every salvaged wreck yields a piece of encrypted data that contributes to the reward. Success demands fleet coordination, manual piloting, and precision.

Stabilize Rift

Main article: Stabilize Rift
Homefront Operation - Stabilize Rift

The Stabilize Rift requires your fleet to prevent the Sleepers from collapsing an active abyssal rift. The enemy has anchored five Destabilizing Arrays, which must be drained of capacitor and held below 20% simultaneously to break the destabilization cycle.

Destroyer-class vessels equipped with energy neutralizer modules and combat drones are advised. Sleeper reinforcements may attempt to neutralize your capacitor or restore power to the arrays, forcing a prolonged engagement. This mission demands strict coordination and precise execution. Success will stabilize the rift and allow free passage for the Triglavian caravan.

Traffic Stop

Main article: Traffic Stop
Homefront Operation - Traffic Stop

The mission requires your fleet to scan incoming haulers as they try to reach the local market. Any ship carrying illicit data must be stopped and destroyed, webifier modules are recommended. Once an enemy hauler is caught, it will deploy attack drones to engage your ship and greatly increase its speed in an attempt to reach its destination.

At the same time, pilots must avoid harming civilians. Attacking more than two civilians or allowing five contraband ships to dock will fail the mission. Success depends on careful scanning, precise targeting, and steady coordination throughout the full timer, meeting both objectives without mistakes.

Type of ships allowed

The operations take place in a deadspace pocket with an acceleration gate that has ship restrictions.

For the 5-ships sites only the following type of ships are allowed:

  • Tech 1 frigates, navy and pirate frigates
  • Tech 1 destroyers, navy and pirate destroyers
  • Tech 1 cruisers
  • Tech 1 haulers, including Squall
  • Ventures

For 3-ships sites the list is:

  • Tech 1 frigates, navy and pirate frigates
  • Tech 1 destroyers
  • Ventures

Note: You can view in-game ship restrictions for each Homefront Operation by opening the Opportunities window (ALT+J) and double-clicking on a mission.

Finding sites

Homefront operations are Cosmic Anomalies located in empire owned High Security systems, mostly focused around trade hubs or career agent systems.

  • Opportunities window > Homefront Operations tab: will render a list of the available homefronts within a limited range.
  • Agency window > Homefront Operations tab: will give you a more detailed filtering ability that allows you to search any region.
  • Probe Scanner > Displays all available anomalies in the system, including their distance in AU, with options to warp or align to them.

Rewards

The amount of the ISK payout depends on the number of participants who have interacted with the site. Interacting with the site might consist of dealing at least 1000 damage to any enemy, repairing at least 1000 shield or armor (it counts even if the target has full hp) or other interactions depending on the objective.

The max number of people who can receive a payout is twice the ideal fleet size: 10 people for 5-person sites and 6 people for 3-person sites.

Payout amount for Emergency Aid, Dread Assault, Raid and Metaliminal Meteoroid peaks at 5 people, giving 15,486,410 ISK. The payout amount for Salvage Research, Traffic Stop and Stabilize Rift peaks at 3 people, giving 11,025,000 ISK.

Note: Abyssal Artifact Recovery payout peaks at 5 people but follows a different, wave-based payout structure that is not reflected in these graphs.

Graph showing ISK Payout per Pilot vs Number of Pilots for 5-person Homefronts, max is 15,486,410 ISK at 5 players
Homefront Operation: 5 pilot mission ISK payout
Graph showing ISK Payout per Pilot vs Number of Pilots for 5-person Homefronts, max is 11,025,000 ISK at 3 players
Homefront Operation: 3 pilot mission ISK payout

Interaction & standings

The hostile ships encountered in Homefront operations represent a wide variety of factions, including the four main empires, major pirate factions, as well as factions that are unique to Homefront. These unique factions are:

No standing is gained or lost when fighting any of these unique hostile Homefront factions.

No standing is gained or lost when fighting the Amarr Empire, Caldari State, Gallente Federation, or Minmatar Republic ships present in the Suspicious Signal operations.

However, standing is lost when killing the pirate haulers in Raid operations in Amarr (Blood Raiders), Caldari (Guristas), and Gallente (Serpentis) space.

Spawn mechanics

The anomalies can spawn anywhere in highsec, with a heavily increased probability of spawning near trade hubs (Dodixie, Jita, Amarr, Rens and Hek[1]) and Career Agents constellations. The spawns for each type are independent[2] and the total number for each type in Gallente space seems to be 18, in Caldari space 17, in Minmatar 14 (without newly added in Hek) and in Amarr 28[3].

Note: There are some islands of high security systems behind low security systems where homefront operation sites can spawn; these sites are rarely completed.

As a result, many sites can build up in these systems, which reduces the number available in other parts of the region. To resolve this, simply enter the unwanted sites with any ship. Once activated, their timers will run down, the sites will fail, and new ones will respawn elsewhere in the region.

History

Homefront operations were introduced in Viridian expansion in summer 2023 (see Viridian expansion notes). All of them were tuned for 5-ship fleets (Abyssal Artifact Recovery, Dread Assault, Emergency Aid, Metaliminal Meteoroid, Raid, Suspicious Signal).

In autumn 2023 they were rebalanced, nerfing the overall payouts and bringing the outliers closer to others.Expansion#Equinox in summer 2024 new 3-ship types (Salvage Research, Traffic Stop and Stabilize Rift) were introduced. The old types had another tuning pass.

In september 2024 Abyssal Artifact Recovery was reworked as it was one of two most complicated but the least rewarding.

See also

Notes and references

  1. ^ Added in patch 2024-06-26.1
  2. ^ They do not share a pool (CCP Rampant)
  3. ^ Research by Mednik Breau using Agency per region. Spreadsheet with results and methodology.