Nation Commander Stronghold
|Click the title for a summary, or return to Incursions for general information.|
|Fleet of 20 - 21 pilots (up to 30 in low/null)
3 - 4 logistics needed
5 - 10 snipers needed
Sites take about 10 - 20 minutes
|Your objective is to locate the Nation commander and assassinate them. Once you have separated the commander from the rest of the Sansha fleet they will scatter and flee.|
Intelligence and other supporting evidence have revealed that this facility is being used as a rally point for senior capsuleer commanders within Sansha's Nation. When one of these leaders is killed in combat or their forces routed by capsuleer counterattack, this is where they are re-cloned, and where they retreat to.
In light of this functionality, the strategic value of these outposts must be considered. By directly attacking the nexus of pro-Nation leadership, capsuleers will be able to limit the level of coordination and efficiency amongst attack squads.
Synopsis from ISHAEKA-0079. 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 |
Antem Neo 
|184 m||1,350 m/s||205 m/s60 km||840 hp168 dps||146 - 176 km||88k ehp|
|215 m||1,300 m/s||210 m/s50 km||900 hp164 dps||< 113 km||65k ehp|
|325 m||1,100 m/s||170 m/s6 km||2,400 hp480 dps||12 - 20 km||52k ehp|
Citizen / Slave 
|540 m||850 m/s||118 m/s12 km||4,500 hp818 dps||< 45 km||179k ehp|
|540 m||850 m/s||118 m/s12 km||4,500 hp818 dps||< 45 km||179k ehp|
|49 m||3,360 m/s||560 m/s11 km||600 hp120 dps||10 - 12 km||9k ehp|
|320 m||980 m/s||140 m/s50 km||2,256 hp282 dps||< 148 km||316k ehp|
|65 m||2,050 m/s||310 m/s60 km||(no weapons)||(no weapons)||30k ehp|
|53 m||2,760 m/s||405 m/s15 km||(no weapons)||(no weapons)||4k ehp|
|530 m||850 m/s||118 m/s40 km||2,640 hp528 dps||45 - 65 km||290k 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|
|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|
Yulai Crus Cerebi 
|400 m||800 m/s||118 m/s60 km||1,984 hp397 dps||160 - 210 km||118k ehp|
At the end of the site you'll have several other ships potentially spawning:
|Name||Sig||Speed||Orbit / Speed||Damage / Volley||Range||Effective HP|
Outuni Mesen 
|400 m||790 m/s||110 m/s18 km||1,760 hp352 dps||45 - 65 km||215k ehp|
|422 m||170 m/s||170 m/s60 km||(no weapons)||(no weapons)||275k 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.
- ^ The Antem Neo does 29% EM and 71% thermal damage with its turrets.
- ^ This is a combined entry for the randomized spawn in the end that spawns either Citizen Astur, Slave 32152, Slave Endoma01, Slave Heavenbound02 or Slave Tama01. These are identical to the Deltole Tegmentum in all but the name.
- ^ The Yulai Crus Cerebi does 63% EM and 38% thermal damage with its turrets.
- ^ The Outuni Mesen does 82% EM and 18% thermal damage with its turrets.
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|
|Brawler targets ||Sniper targets ||Small targets |
|1||Citizen / Slave||Killing the Citizen / Slave when it spawns ends the site.|
|2||Arnon Epithalamus||Niarja Myelen||The Arnons and Niarjas because they jam.|
|Mara Paleo 
Intaki Colliculus 
|Augas because they web and warp disrupts and have weak tanks, Deltoles because they neut, target paints and warp disrupts.
The Mara before the Intaki because they have stronger reps and less hit points.
Tamas due to their high damage and warp disruption, then Schmaeel before Renyn due to its ability to warp disrupt in addition to webbing.
|Yulai Crus Cerebi
|Eystur Rhomben||Ostingeles before Romis as they are easier to hit and do more damage.
Yulais before Antems as they are easier to hit and do more damage.
Eysturs pose no specific threat.
- ^ These targets are usually larger, cruisers or battleships and suitable for ships with normal damage projection, like battleships with large guns.
- ^ Sniper targets are enemies that stay up to 150km away, requiring you to have increased locking range and extreme damage projection. Once you run out of sniper targets, change to short range ammo and follow regular targets.
- ^ 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.
- ^ a b Both the Mara and the Intaki can be ignored if you have enough firepower on grid to simply power through them. In that case it could be safer to at least remove the Yulais before starting in on the Mara and the Intaki.
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. The only exception is the Citizen / Slave, see below.
|This site requires you to have snipers in your fleet.|
(able to lock and apply good damage up to 120 km)
|This site benefits greatly from having an anchor.|
(a ship people can anchor up on to stay together)
|Focus on the Citizen / Slave in the end.|
(the remainder of the last wave will warp off)
Several ships in the first wave will initially sit at sniper ranges up to 160 km away from where you land. They will approach you however, and in combination with your fleet moving further into the site it's not critical to have a lock range of 150 km. Having just 120 km will be doable, even if you'll initially have to wait a little for things to come into range.
In order to keep the fleet together, everyone within remote shield booster range and so forth. Appoint someone to be your anchor then have the rest of the fleet anchor up on him and use keep at range 2,500 m to make sure they always remain with the anchor (except logistics who would orbit at 5,000 m instead to avoid bumping fleet members). That way only the anchor needs to know where to move and the rest of the fleet would follow suit.
As for where to go, the Snake Shaped Asteroid is a good compromise for a fleet without propulsion modules. If you approach it until you're within 10 km from it, you'll be in a good position for all the remaining spawns.
Citizen / Slave
Killing the Citizen / Slave that spawns in the fifth and final wave will finish the site and force the remaining forces to warp off. As such there is no need to focus on any other ships in the last wave, just kill the commander as quickly as possible and be done with it.
The commander will be named either Citizen Astur, Slave 32152, Slave Endoma01, Slave Heavenbound02 or Slave Tama01. It is identical to the Deltole Tegmentum in all but the name.
Hints & tips
- There are five waves in this site, identifiable by the Yulai Crus Cerebi in the first wave, Ostingele Tectums in the second, Antem Neos in the third, Arnon Epithalamus in the fourth and the Citizen / Slave in the fifth and final wave.
- The first wave spawns 160 km from the beacon, behind the Snake Shaped Asteroid to the right.
- The second wave spawns 60 km from the beacon, between the L-shaped buildings and the Snake Shaped Asteroid.
- The third wave spawns 150 km from the beacon, behind the Snake Shaped Asteroid to your left.
- The fourth wave spawns 20 km from the beacon, a little to the right.
- The fifth and final wave spawns 50 km from the beacon, to the right side of the L-shaped buildings.
- The different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised. So you will encounter the same type of ships in each site, but the number of ships per type in each individual wave will be slightly different. There will only be one Citizen / Slave however.
- Moving is not strictly required in this site, but it helps a lot. See Anchor above for an example of how you can move into a more preferred position near the Snake Shaped Asteroid. Should you sit still near the beacon the distance to the first and third wave would remain 150+ km off.
- Remember to keep an eye on your capacitor if you have prolonged attention from a bunch of Deltole Tegmentums. While their individual neuting is rather small, it adds up. The same goes if you get a lot of Outuni Mesen spawning in the end, along with the Citizen / Slave.