Angel Sound
"Normally, we would launch a whole campaign to remove CONCORD scum from our space, but my superiors want to see you handle this situation."
Angel Sound is the Angel Cartel Epic Arc which takes place in the Angel controlled Curse Null Security Region.
Contents
Overview
You will fight:
- Frigates
- Destroyers
- a few Cruiser
You will get:
- 1x Domination Target Painter for completing Wrath of Angels
- 1x Cynabal Blueprint Copy (one run) and +30% base Angel Cartel Faction Standing from completing the final Mission
- ~65M ISK
- ~15% Archangels and Dominations Corporation Standings
You will lose:
- 2.4% Minmatar Republic Faction Standing
- minor amount of Guristas Pirates Faction Standing
Preparations
Angel Sound takes place in the Curse Null Security Region. Consider that:
- the Local Market may not stock items or they may be expensive - stock up on everything you might need
- capsuleer may hunt you down - think how you'll avoid them
- there are few Stations where you can dock up to repair and refit - have a fit for all occasions
- Jump Gates may be encased in Warp Interdiction Spheres that prevent warping - learn more about Bubbles
Consider buying:
- an Interceptor to ignores Warp Interdiction Spheres
- plenty of ammo
- Nanite Repair Paste
- a Travel Fit
Starting Agents
Agent[1] | Corporation[1] | Faction[1] | System | Region | Mission |
---|---|---|---|---|---|
Aton Hordner | Republic Security Service | Minmatar Republic | Egbinger[2] | Molden Heath | The Balance of Power |
Arajna Ashia | Amarr Navy | Amarr Empire | Sendaya[3] | Derelik | Mistaken Identity |
Ellar Stin | Dominations | Angel Cartel | Konora[4] | Metropolis | Headhunted |
Ships and fits
The gated pirate epic arc missions have special ship restrictions. On paper, any T1/T2 frigate or T1/T2/T3 destroyer will meet the mission restrictions.
An interceptor is a popular choice due to its immunity to warp bubbles. A destroyer has superior firepower and tank however, those setups placed a much greater demand on the pilot, and are inherently riskier to fly.
Many of the NPCs hit hard and move fast, so ships will need a decent tank, good propulsion, and perhaps a web -- the last item is especially important if you're flying a close-range setup such as hybrid blasters.
Pirate Arc Thrasher, Artillery ancillary Tank

250mm Light 'Scout' Artillery I, Phased Plasma S
250mm Light 'Scout' Artillery I, Phased Plasma S
250mm Light 'Scout' Artillery I, Phased Plasma S
250mm Light 'Scout' Artillery I, Phased Plasma S
250mm Light 'Scout' Artillery I, Phased Plasma S
250mm Light 'Scout' Artillery I, Phased Plasma S
250mm Light 'Scout' Artillery I, Phased Plasma S
Medium Ancillary Shield Booster, Cap Booster 50
Optical Compact Tracking Computer, Tracking Speed Script
5MN Y-T8 Compact Microwarpdrive
Gyrostabilizer II
Gyrostabilizer II
Small Projectile Burst Aerator I
Small Projectile Metastasis Adjuster I
Small Projectile Locus Coordinator I
Cap Booster 50 x1
Tracking Speed Script x2
Phased Plasma S x2
Optimal Range Script x1




























- Use MWD to crash gate if you jump into a camp.
- MWD will also help to burn long distances in missions.
- Take advantage of your range if incoming DPS is too high.
- When facing frigates you can split weapons to two groups to kill two frigates in single volley.
- Downgrade gyrostabilizers to compact if CPU doesn't fit. Swap rigs for CPU rigs if it still won't fit.
- Bring full set of different range ammo so you can kite in missions that have high dps.
Pirate Arc Thrasher, Artillery Passive Tank

250mm Light 'Scout' Artillery I, EMP S
250mm Light 'Scout' Artillery I, EMP S
250mm Light 'Scout' Artillery I, EMP S
250mm Light 'Scout' Artillery I, EMP S
250mm Light 'Scout' Artillery I, EMP S
250mm Light 'Scout' Artillery I, EMP S
250mm Light 'Scout' Artillery I, EMP S
5MN Y-T8 Compact Microwarpdrive
Medium Shield Extender II
Multispectrum Shield Hardener II
Counterbalanced Compact Gyrostabilizer
Damage Control II
Small Core Defense Field Purger I
Small Core Defense Field Purger I
Small Core Defense Field Purger I
Depleted Uranium S x5000
Phased Plasma S x2500
EMP S x2500



























- Requires the following skills to have sufficient CPU:
- CPU Management V
- Weapon Upgrades IV
- Compared to an Ancillary Shield Booster/Tracking Computer fit, this fit exchanges DPS, range, signature radius, and burst healing for much more buffer and a longer lasting tank.
- Use MWD to crash gate if you jump into a camp.
- Take advantage of your range if incoming DPS is too high.
- When facing frigates you can split weapons to two groups to kill two frigates in single volley.
- Consider carrying a spare set of Autocannons for the final mission in Angel Cartel epic arc, as the frigate in that mission moves fast and occasionally carries a web that makes it hard for artillery to track well.
- Swapping the Damage Control II for a Power Diagnostic System II offers marginally higher EHP/s at the expense of buffer. It also opens up enough CPU to fit either a T2 Gyrostabilizer or an Arbalest Compact Light Missile Launcher.
- Swap the Damage Control II for a Power Diagnostic System II to get everything to fit. If there is still not enough CPU, then swap the Shield Extender to a Meta version.
- Bring full set of different range ammo so you can kite in missions that have high dps.
Regardless of the chosen ship and fitting, pilots should carry the following items in their cargo hold:
- Nanite Repair Paste or Cap Booster chargers (if the fit requires them)
- Nanofibers
- Warp Core Stabilizers
- Damage modifiers (Ballistic Controls, Magnetic Field Stabilizers, etc.)
- Warp Disruptor/Scrambler
- For Guristas arc a Mobile Depot is required to refit due to low number of stations.
For some missions pilots may feel the need to swap out agility for tank, or vice versa. While traveling home with loot, warp stabilizers may provide some peace of mind. For pilots who are supremely confident in their piloting skills and don't mind the risk, there are fights to be had in Curse, so those pilots may wish to bring a warp scrambler/disruptor. However, PVP is strongly discouraged during this arc. Losing a mission item will result in failure, and pilots must wait three months to start the arc over again.
General Tactics
- Think of this like a PVP mission with some PVE sprinkled in. The big difference here is that you're not going to be PVP'ing head-on -- you're going to be PVP'ing by out-piloting, outsmarting, and avoiding your enemies.
- Periodically check your star map for ship kills, pod kills, and jumps in the last hour. Compare these systems against your mission route to see if you can avoid those systems, or wait until the action has subsided.
- Keep an eye on local, but never speak. You don't want to give away the fact that you're active.
- The D-scan button is hotkeyed these days, so there's no excuse not to mash it constantly. Do a 360 scan every few seconds while running your missions. Look for combat scanner probes first and foremost (this is the only way pirates can find you inside a mission's deadspace pocket), but also keep an eye out for other ships so you know who's active in the system. You'll see lots of assault frigates and interceptors flown by other missioners and those hunting them.
- Some missions include waves of frigates and destroyers that can be quite punishing. Don't be afraid to cherry pick a few, dock up, repair, rinse, and repeat.
- Once you accept a mission you should minimize the agent conversation window instead of closing it. This way, once your objectives are complete the window will pop back up, giving you a clear indication that your work is done.
- Many of the missions can be handed in and/or accepted without docking; be sure to always do "Start Conversation" with the agent to see if you can talk to them remotely.
- Be familiar with survival techniques like the cloak/MWD trick before you attempt these missions.
- To be even safer, go with a cheap frigate first and make tactical gate bookmarks and instant-undocks.