Smash and Grab

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Each epic mission arc is a special series of missions tied together in a dramatic story. These are often more difficult than standard missions of "equivalent" level, but have better narrative and often better rewards. The last mission in each arc gives a significant faction standing boost - with no derived standings changes to other factions - and may also award a valuable item. Each epic arc has at least one branch point where your decision of how to continue will affect both the story and your rewards.

The epic arcs can involve a lot of travel, but many of the missions can be accepted and/or completed remotely to reduce travel time. Epic arc missions do not expire, and each arc can be repeated every three months.

Epic Mission Arcs -- Sisters of EVE | Amarr | Caldari | Gallente | Minmatar | Angels | Guristas

Logo faction guristas pirates.png
Smash and Grab
Chapter 1: Probation

1a Enemy of my Enemy
1b Turning Coat
1c Recruitment Drive
2 Intelligence Mining
3 Planning the Operation
4a Sabotage 101
4b Brassy Faced Bastard
5 Upward Momentum

Chapter 2: For Fun and Profit

6 Miscommunication
7 Fuel Gauge
8 Knockout Punch
9 Culling the Weak

Chapter 3a: Internal Security

10 Threat Assessment
11 Dread Pirates
12 Rabbit Hole
13 Passing the Buck

Chapter 3b: Internal Security

10 Smoke and Mirrors
11 Foxfire
12 Spy Games

"You might think we're all about loot and plunder, smash and grab tactics, but the Guristas are more than that. We're about power, betrayal, and fear. That is our currency, our lifestyle, our credo."

Smash and Grab is the Guristas Pirates Epic Arc which takes place in the Gurista controlled Venal Null Security Region.

Overview

You will fight:

  • Frigates
  • Destroyers
  • a few Cruiser

You will get:

  • 1x Dread Guristas ECM Multispectral Jammer for completing Knockout Punch
  • 1x Gila Blueprint Copy (one run) and +30% base Guristas Pirates Faction Standing from completing the final Mission
  • ~80M ISK
  • ~20% Guristas Corporation Standings

You will lose:

  • minor amount of Gallente Federation Faction Standing
  • between 1% and 12% Caldari State Faction Standing

Preparations

Smash and Grab takes place in the Venal 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
  • ship fittings that can deal more then 150 DPS or a Tractor Beam I and a weapon that deals damage over 20 km for Spy Games

Starting Agents

Smash and Grab Starting Agents
Agent[1] Corporation[1] Faction[1] System Region Mission
Arment Caute Federal Intelligence Office Gallente Federation Orvolle Placid Enemy of my Enemy
Atma Aulato Ytiri Caldari State Obe The Forge Turning Coat
Yada Vinjivas Guristas Guristas Pirates Taisy Lonetrek Recruitment Drive
  1. ^ a b c You need at least -2.00 Standing with all and at least 3.00 Standing with the Agent, their Corporation or Faction.

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
Thrasher: Pirate Arc Thrasher, Artillery ancillary Tank
EFT
[Thrasher, 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

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FITTING DIFFICULTY
EVE VERSION
2018.10.6
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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
Thrasher: Pirate Arc Thrasher, Artillery Passive Tank
EFT
[Thrasher, 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

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Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
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Fitting template low slots label.png
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Fitting template drone slots label.png
Fitting template drone slots label.png
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FITTING DIFFICULTY
EVE VERSION
January 2019
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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.

External Links/Guides

Complete Guide on EVE Files

EVE-Survival

Smash and Grab in a Malediction

Smash and Grab in a Crow