Forward Reconnaissance Outpost

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Incursions staging icon.png Scout sites

Distress Beacon
Forward Reconnaissance Outpost
Nation Industrial Proxy (belt)
Propaganda Cluster

Incursions vanguard icon.png Vanguard sites

Nation Commander Outpost
Nation Mining Colony
Override Transfer Array

Incursions assault icon.png Assault sites

Nation Commander Stronghold
Nation Consolidation Network
Overwhelmed Civilian Facility

Incursions headquarter icon.png Headquarter sites

Nation Rebirth Facility
True Creations Research Center
True Power Provisional Headquarters

Mothership sites

The Kundalini Manifest
Uroborus

Contents

Objectives

Force required
Scout sitesFleet of 3 - 5 pilots
1 logistics or spidertanking
Sites take about 15 - 20 minutes
Military information
Incursions sansha transmission.png Your primary objective is to destroy any Sansha vessels defending the transmitter arrays. Once the area is secured, surveillance teams can move in to backhack the Sansha information network.
This is a target of opportunity, and has minimal impact on the larger anti-Sansha campaign.
Background information

Sansha's Nation forces have established forward outposts for the purpose of reconnaissance and minor communication relays between fleets. Although these outposts play a relatively minor role they are nonetheless contributing to the Nation's larger influence over systems and must be considered equally troubling in this regard.

Synopsis from ISHAEKA-0091. DED Special Operations.
Authorized for Capsuleer dissemination.

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 Icon red cruiser.png Arnon Epithalamus
Arnon Epithalamus Jamming - 12 strength at 32+36 km range
215 Signature 215 m 1300 Velocity 1,300 m/s 50000 50 km Orbit 210 m/s 164 164 dps Torpedo damage 900 hp 112500 < 113 km Effective range 65415 65k ehp 65,415 effective hit points (24,255 raw hit points)
3 Icon red cruiser.png 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)
1 Icon red frigate.png 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)
1 Icon red frigate.png Jel Rhomben
Jel Rhomben
49 Signature 49 m 3360 Velocity 3,360 m/s 11000 11 km Orbit 560 m/s 48 48 dps Turret damage 240 hp 12000 10 - 12 km Effective range (from optimal up to double falloff) 3264 3k ehp 3,264 effective hit points (1,575 raw hit points)
3 Icon red cruiser.png 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)
1 Icon red frigate.png Niarja Myelen
Niarja Myelen Jamming - 6 strength at 32+36 km rangeEnergy neutralizing - 450 GJ every 10 seconds at 18 km range
53 Signature 53 m 2760 Velocity 2,760 m/s 15000 15 km Orbit 405 m/s -1 (no weapons) -1 (no weapons) 3786 4k ehp 3,786 effective hit points (2,575 raw hit points)
1 Icon red frigate.png Orkashu Myelen
Orkashu Myelen Jamming - 3 strength at 32+36 km rangeEnergy neutralizing - 75 GJ every 10 seconds at 5.25 km range
53 Signature 53 m 2760 Velocity 2,760 m/s 4500 5 km Orbit 405 m/s -1 (no weapons) -1 (no weapons) 2762 3k ehp 2,762 effective hit points (1,890 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.

Priorities

This is a generic kill order that works no matter what fleet you're running. Certain special doctrines or fleet compositions could change some things in order to optimize their fleet efficiency, so this isn't necessarily the only kill order, but it works.

# Targets for the entire fleet Reason
Regular targets [1] Small targets [2]
1 Niarja Myelen JammingEnergy neutralizing
Orkashu Myelen JammingEnergy neutralizing
Arnon Epithalamus Jamming
Because the Niarja Myelen and the Orkashu Myelen jams and neuts. Niarja first since it poses more of a threat.

The Arnon also jam but takes longer to kill, so it pays off to kill the Myelens first to reduce jammers.

3 Mara Paleo Remote shield booster The Mara because it has remote shield boosting capabilities.
4 Antem Neo Eystur Rhomben
Jel Rhomben
Antem Neos pose no serious threat.

Eysturs before Jels as they are a little bit stronger.

  1. ^ These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns.
  2. ^ Smaller targets, like frigates or extremely fast or small cruisers. Ideally the primary targets for strategic cruisers, Vindicators or the dronebunny as a last resort.

Triggers

Initial research suggests that some ships are triggers for the next wave and while the exact details hasn't been ironed out, the Mara Paleo is usually a trigger for the next wave.

All ships will need to be destroyed in order to complete the site, so intentionally forcing the next wave before you finish your current wave isn't advantageous.

Special requirements

There are no special requirements for this site.

Hints & tips

  • There are five waves in this site, with spawns ranging from 25 - 30 km away from the warp-in.
  • There are no ships capable of warp disrupting or warp scrambling you in this site, which means you can warp out at any time.
  • This site has a high number of neuting capable ships with extreme waves having up to six Niarjas, which will quickly drain your capacitor.

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