Nation Rebirth Facility
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Incursion sites |
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Click the title for a summary, or return to Incursions for general information. |
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Intelligence Reports
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Fleet of 40 pilots (up to 60 in low/null) 6 - 10 logistics needed (5+ utility cap needed) 10 - 15 snipers needed Sites take about 10 - 20 minutes |
Military Intelligence
Your objective is to destroy the Sansha fleet guarding the cloning facility. You will not be able to destroy the facility itself, your only objective is to remove the defensive fleet.
Background Intelligence
Although many parts of the Nation's cloning process are still not fully documented and understood, a few central aspects of the logistics behind their battlefield applications are clearly visible. Front-line cloning is handled in complexes that self-identify as "Nation Rebirth Facilities." Since this facility enables rapid reinforcement of the Nation's squadrons, its tactical importance must not be underestimated. For its own part, the Nation understands this potential weakness, and has made sure that cloning facilities are both highly mobile and heavily defended.
Synopsis from ISHAEKA-0085. DED Special Operations.
Authorized for Capsuleer dissemination.
Rewards
High Sec Payout | Low / Null Sec Payout |
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31,500,000 ISK | 45,000,000 ISK |
7,000 CONCORD LP | 10,000 CONCORD LP |
For 20-40 pilots | For 30-60 pilots |
Rewards decrease significantly for fleet sizes outside of these ranges
Site Overview
The Nation Rebirth facility has 4 separate waves of Sansha that must all be killed to complete the site. Each new wave is triggered by killing all rats in the previous wave. The amount of movement required in the site is dependent on your role; long range ships will only need to move at most twice. First to get to their initial anchor point after entering site and to kill the rats that spawn that spawn ~100km off in the final wave. Short range ships will need to move for each wave in order be on top of the new spawns. Logistics ships will need to move once to their anchor point which will keep them in range of other ships for all spawns.
Completion Requirements
Kill all enemies in each of the 4 waves.
Special Mechanics
This site has no special mechanics and only requires killing all rats in order to complete it. The only thing worth noting is that in the final wave there is a spawn ~100km away from where all other wave spawns were, so being prepared for this will avoid unwanted delays in site completion.
Enemies
Enemies
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 [1] | Speed [2] | Orbit / Speed [3] | Damage / Volley [4] | Range [5] | Effective HP [6] | |
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Antem Neo [7] |
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60 km ![]() |
168 dps ![]() |
146 - 176 km ![]() |
88k ehp
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12 km ![]() |
818 dps ![]() |
< 45 km ![]() |
179k ehp |
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Eystur Rhomben |
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11 km ![]() |
120 dps ![]() |
10 - 12 km ![]() |
9k ehp
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60 km (no weapons) | (no weapons) | ![]() |
30k ehp |
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Ostingele Tectum |
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40 km ![]() |
528 dps ![]() |
45 - 65 km ![]() |
290k ehp
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18 km ![]() |
352 dps ![]() |
45 - 65 km ![]() |
215k ehp |
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Romi Thalamus |
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18 km ![]() |
320 dps ![]() |
23 - 33 km ![]() |
106k ehp
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12 km ![]() |
50 dps ![]() |
12 - 20 km ![]() |
9k ehp |
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12 km ![]() |
300 dps ![]() |
< 70 km ![]() |
8k ehp |
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Uitra Telen [9] |
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30 km ![]() |
132 dps ![]() |
23 - 33 km ![]() |
132k ehp
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60 km (no weapons) | (no weapons) | ![]() |
275k ehp |
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Yulai Crus Cerebi [10] |
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60 km ![]() |
397 dps ![]() |
160 - 210 km ![]() |
118k 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.
- ^ The Outuni Mesen does 82% EM and 18% thermal damage with its turrets.
- ^ The Uitra Telen does 82% EM and 18% thermal damage with its turrets.
- ^ The Yulai Crus Cerebi does 63% EM and 38% thermal damage with its turrets.
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