Nation Commander Outpost
|Click the title for a summary, or return to Incursions for general information.|
|Fleet of 10 - 12 pilots (up to 15 in low/null)
2 - 3 logistics needed
Sites take about 5 - 10 minutes
|Your primary objective is to destroy the Sansha's Nation fleet amassing here, including any commanders present.|
Veterans of the earlier Nation resurgence, those chiefly responsible for coordinating the planetary invasions, have made this mobile fortress their base of operations. DED surveillance has reported a range of key Nation personnel moving in and out of these temporary headquarters, although it is rare for any two to be in the same place at once, suggesting Nation is spreading its expertise across multiple facilities in order to minimize risk.
Intelligence suggests the primary role of these commanders has changed from leading large-scale planetary invasions to covert raids, as well as other special operations outside of the usual assignments handled by the larger Nation force.
Synopsis from ISHAEKA-0073. DED Special Operations.
Authorized for Capsuleer dissemination.
Below is a list of enemies that spawn in this site. See Sansha's Manual for a full list of the incursion rats.
|Name||Sig ||Speed ||Orbit / Speed ||Damage / Volley ||Range ||Effective HP |
|325 m||1,100 m/s||170 m/s6 km||2,400 hp480 dps||12 - 20 km||52k ehp|
|49 m||3,360 m/s||560 m/s11 km||600 hp120 dps||10 - 12 km||9k ehp|
|53 m||2,760 m/s||405 m/s15 km||(no weapons)||(no weapons)||4k ehp|
|33 m||2,550 m/s||410 m/s9 km||960 hp192 dps||10 - 12 km||9k ehp|
|200 m||1,520 m/s||205 m/s18 km||1,600 hp320 dps||23 - 33 km||106k ehp|
|39 m||2,100 m/s||355 m/s12 km||11,250 hp1,250 dps||< 70 km||8k ehp|
|36 m||4,000 m/s||640 m/s12 km||252 hp50 dps||12 - 20 km||9k ehp|
|39 m||2,100 m/s||355 m/s12 km||2,700 hp300 dps||< 70 km||8k ehp|
- ^ While using their propulsion module, they suffer the same signature bloom as players.
- ^ 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.
- ^ Preferred orbit range and regular speed while orbiting, which is their regular speed without the propulsion module turned on.
- ^ 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.
- ^ 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.
- ^ 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.
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.
As a general rule of thumb, if you cannot shoot the highest priority target due to low damage projection, move on to the next target you can actually hit. Just remember to switch back to a higher priority target if it moves into range later on.
|#||Targets for the entire fleet||Reason|
|Regular targets ||Small targets |
|1||Niarja Myelen||Because the Niarja Myelen jams and neuts.|
|2||Sansha's Nation Commander
|The Sansha's Nation Commander first, because the commander does a lot of damage (it also warp disrupts).
The Tamas after the commander, as the commander is essentially just a stronger version.
|3||Auga Hypophysis||Schmaeel Medulla||The Auga warp disrupts, webs and does more damage and is easier to kill than the Romi.
The Schmaeel because it both warp disrupts and webs, with the web being a potential problem for speed-tanking logistics.
|4||Romi Thalamus||Renyn Meten
|Romis pose no real threat.|
Renyns web and do more damage than Eysturs.
- ^ These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns.
- ^ 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.
The last enemy killed triggers the next wave, so there is no risk of accidentally triggering the next wave before you finish your current one.
There are no special requirements for this site.
Hints & tips
- There are four waves in this site, identifiable by the Romi Thalamus in the first wave, the lack of a Romi Thalamus in the second wave, the Sansha's Nation Commander in the third wave and the complete lack of cruisers in the fourth and final wave.
- Waves spawn roughly 35 - 40km away from the beacon, although the Sansha will rapidly close the distance to their preferred orbit.
- The different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised.