Difference between revisions of "Smash and Grab"

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{{EpicMissionArcBoilerintro}}
 
{{EpicMissionArcBoilerintro}}
Work in progress.  I am collecting information but most sources are old and some things may have changed. I am about to run this arc and will verify this information as I go along.
 
  
Warning: one of the missions half way through will require Hacking skill and a Codebreaker module (one is provided by agent) so make sure you have the skills needed beforehand.
+
'''Smash and Grab''' is the [[Guristas]] epic arc. Like all pirate epic arcs this too takes place in null security space.
  
 +
== Overview ==
  
=Starter Agents=
+
Smash and Grab features enemy NPCs mostly in frigats and some in destroyers and cruisers. rather than the large fleets of cruisers, battlecruisers, and battleships found in the empire arcs. The rewards for Smash and Grab are in line with most of the other epic arcs, often totaling several hundred million ISK, including a [[Gila]] BPC and Dread Guristas ECM Multispectral Jammer.
Pick any one of these agents below.  Those running this arc should be well versed in the mechanics of effective standing already so all you need is 3.0 effective standing with the stating agent.
 
  
==Arment Caute==
+
Though most players won't care about their standings with the Guristas, completing this arc can improve standing by several full points. While epic arc faction standing gain does not cause derived standing gains or losses to other factions some missions involve very small Gallente standing loss due to ship kills.
*Federal Intelligence Office - Gallente Federation
 
*Mission name: Enemy of my Enemy
 
*Location: Orvolle System (Beacon in space: Arment Caute's Lachesis)
 
*Mission type: Report to given agent.
 
  
==Atma Aulato==
+
== Preparations ==
*Ytiri - Caldari State
 
*Mission name: Turning Coat
 
*Location: Obe System (Beacon in space: Atma Aulato's [shiptype])
 
*Mission type: Report to given agent.
 
  
 +
Smash and Grab takes place in null security space, so pilots will want to plan accordingly and be ready to escape any unexpected PvP. As the epic arc might suggest, the Venal region is is controlled by the Guristas pirate faction, so pilots will be able to dock up in systems that have stations if the need arises. But keep in mind that the region has very few NPC stations. While operating in nullsec does mean that warp bubbles may be present, interceptors are a suggested ship for the arc, so they may not end up posing a threat. Pilots should, however, still be familiar with how bubbles work and how they affect both inbound and outbound warps.
  
==Yada Vinjivas==
+
== Ships and fits ==
*Guristas - Guristas
 
*Mission name: Recruitment Drive
 
*Location: Taisy System (Beacon in space: Yada Vinjivas's [shiptype])
 
*Mission type: Report to given agent.
 
  
=Chapter 1 Probationary=
+
On paper, any of the following frigate-class ships will meet the mission restrictions:
 +
* [[Stealth Bomber]]
 +
* [[Assault Ship]]
 +
* [[Destroyer]]
 +
* [[Corvette]]
 +
* [[Interdictor]]
 +
* [[Frigate]]
 +
* [[Shuttle]]
 +
* [[Electronic Attack Ship]]
 +
* [[Covert Ops]]
 +
* [[Interceptor]]
  
==Mission 1 - Intelligence Mining==
+
An interceptor is the most popular choice due to its immunity to warp bubbles. Prior to the Rubicon expansion in 2014, many pilots preferred a cloak-fit destroyer, and ran this arc successfully with those fits. However, those setups placed a much greater demand on the pilot, and were inherently riskier to fly. It can still be done, but it is not recommended.
*Agent: Kori Latamaki - Guristas - Guristas
 
*Location: H-PA29 IV - Moon 2 - Guristas Assembly Plant
 
*Mission type: Encounter (Deadspace)
 
*Objective: Provide 1 Minedrill – E518 Crew (3.0 m3) to agent.
 
*Damage dealt: Kin/Therm
 
*Recommended damage dealing: Kin (best), Therm (secondary)
 
  
First Room
+
Many of the NPCs hit hard and move fast, so ships will need a decent tank, good propulsion, and most likely a web -- the last item is especially important if you're flying a close-range setup such as hybrid blasters.
:no guards on initial gate, Reinforcement's spawn every 2 minutes.
 
  
{{NPCTableHead|Wave 1}}
+
        {{ShipFitting
{{NPCTableRow|Frigate|3|Minedrill Expedition Frigate}}
+
        | ship=Taranis
|}
+
        | shipTypeID=11200
 +
        | fitName=Pirate arc runner brawler
 +
        | fitID=Angels-Runner-Brawler
 +
        | low1name=Small Ancillary Armor Repairer
 +
        | low1typeID=33076
 +
        | low2name=Magnetic Field Stabilizer II
 +
        | low2typeID=10190
 +
        | low3name=Damage Control II
 +
        | low3typeID=2048
 +
        | mid1name=1MN Afterburner II
 +
        | mid1typeID=438
 +
        | mid2name=Stasis Webifier II
 +
        | mid2typeID=527
 +
        | mid3name=open
 +
        | high1name=Light Ion Blaster II
 +
        | high1typeID=3170
 +
        | high2name=Light Ion Blaster II
 +
        | high2typeID=3170
 +
        | high3name=Light Ion Blaster II
 +
        | high3typeID=3170
 +
        | high4name=open
 +
        | charge1name=Void S x1
 +
        | charge1typeID=12612
 +
        | charge2name=open
 +
        | charge3name=open
 +
        | charge4name=open
 +
        | charge5name=open
 +
        | drone1name=Hobgoblin II x2
 +
        | drone1typeID=2456
 +
        | drone2name=open
 +
        | drone3name=open
 +
        | drone4name=open
 +
        | drone5name=open
 +
        | rig1name=Small Hybrid Burst Aerator I
 +
        | rig1typeID=31526
 +
        | rig2name=Small Hybrid Collision Accelerator I
 +
        | rig2typeID=31538
 +
        | difficulty=2
 +
        | warsop=A
 +
        | warsopReason=
 +
        | version=CITA 118.5
 +
        | shipDNA=11200:3170;3:5439;1:5973;1:8517;1:5837;1:10190;1:11563;1:31358;1:31716;1:2456;2:12612;1::
 +
        | skills=
 +
        | notes=
 +
        }}
  
{{NPCTableHead|Wave 2}}
+
        {{ShipFitting
{{NPCTableRow|Frigate|2|Minedrill Expedition Frigate}}
+
        | ship=Crow
{{NPCTableRow|Elite Frigate|2|Minedrill Expedition Elite Frigate}}
+
        | shipTypeID=11176
|}
+
        | fitName=Pirate arc runner kiter
 +
        | fitID=Angels-Runner-Kiter
 +
        | low1name=Damage Control II
 +
        | low1typeID=2048
 +
        | low2name=Micro Auxiliary Power Core II
 +
        | low2typeID=4254
 +
        | mid1name=1MN Afterburner II
 +
        | mid1typeID=438
 +
        | mid2name=Target Painter I
 +
        | mid2typeID=12709
 +
        | mid3name=Medium F-S9 Regolith Compact Shield Extender
 +
        | mid3typeID=8517
 +
        | mid4name=open
 +
        | high1name=Light Missile Launcher II
 +
        | high1typeID=2404
 +
        | high2name=Light Missile Launcher II
 +
        | high2typeID=2404
 +
        | high3name=Light Missile Launcher II
 +
        | high3typeID=2404
 +
        | high4name=Light Missile Launcher II
 +
        | high4typeID=2404
 +
        | charge1name=Scourge Fury Light Missile
 +
        | charge1typeID=24495
 +
        | charge2name=open
 +
        | charge3name=open
 +
        | charge4name=open
 +
        | charge5name=open
 +
        | rig1name=Small Anti-EM Screen Reinforcer I
 +
        | rig1typeID=31716
 +
        | rig2name=Small Ionic Field Projector I
 +
        | rig2typeID=31274
 +
        | difficulty=2
 +
        | warsop=A
 +
        | warsopReason=
 +
        | version=CITA 118.5
 +
        | shipDNA=11176:2048;1:2605;1:448;1:3244;1:5971;1:3831;1:31716;1:31274;1::
 +
        | skills=
 +
        | notes=
 +
        }}
  
{{NPCTableHead|Wave 3}}
+
Regardless of the chosen ship and fitting, pilots should carry modules for travel and combat:
{{NPCTableRow|Frigate|2|Minedrill Expedition Frigate}}
+
* Nanite Repair Paste or Cap Booster chargers (if the fit requires them)
{{NPCTableRow|Cruiser|1|Minedrill Expedition Cruiser}}
+
* Nanofibers
|}
+
* Warp Core Stabilizers
 +
* Damage modifiers (Ballistic Controls, Magnetic Field Stabilizers, etc.)
 +
* Warp Disruptor/Scrambler
  
{{NPCTableHead|Wave 4}}
+
Mobile depot is required to refit due to low number of stations.
{{NPCTableRow|Frigate|2|Minedrill Expedition Frigate}}
 
{{NPCTableRow|Destroyer|2|Minedrill Expedition Destroyer}}
 
{{NPCTableRow|Industrial|1|Minedrill E518 Industrial|cargo = Drops the mission item}}
 
|}
 
  
==Mission 2 - Planning the Operation==
+
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 Venal, 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.'''
*Agent: Kori Latamaki - Guristas - Guristas
 
*Location: H-PA29 IV - Moon 2 - Guristas Assembly Plant
 
*Mission type: Branch Decision
 
*Branch 1 Sabotage 101
 
*Branch 2 Faced Bastard
 
  
==Mission 3a - Sabotage 101==
+
== General Tactics ==
*Agent: Kori Latamaki - Guristas - Guristas
 
*Location: H-PA29 IV - Moon 2 - Guristas Assembly Plant
 
*Mission type: Encounter
 
*Objective: Provide 1 Capital Ship Design – “Dictator” (0.1 m3) to agent.
 
  
 +
* 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.
  
Deadspace entry point guards:
+
==Starter Agents==
:None.
+
Pick any one of these agents below.  Those running this arc should be well versed in the mechanics of effective standing already so all you need is 3.0 effective standing with the stating agent, the agent's corporation or the agent's faction. You will also need to have over -2.00 standing with the agent, agent's corporation and agent's faction.
  
 +
===Arment Caute===
 +
*Federal Intelligence Office - Gallente Federation
 +
*Mission name: Enemy of my Enemy
 +
*Location: Orvolle System (Beacon in space: Arment Caute's Lachesis)
 +
*Mission type: Report to given agent.
  
Deadspace room 1:
+
===Atma Aulato===
:None, but will contain 44 Proximity Charge structures instead.
+
*Ytiri - Caldari State
:A Proximity Charge structure will detonate and damage anything in its vicinity if you get within 7km distance of it.
+
*Mission name: Turning Coat
 
+
*Location: Obe System (Beacon in space: Atma Aulato's [shiptype])
 
 
Deadspace room 2:
 
 
 
*The Taibu State Suriage might web and warp scramble your ship.
 
*Destroying all destroyer class ships from the initial group will trigger spawning of reinforcement wave 1.
 
*The capital ship design blueprint is found inside the Assembly Station DC105-A structure.
 
 
 
{{NPCTableHead|Initial defenders}}
 
{{NPCTableRow|Frigate|3|State Shukoro Shuriken}}
 
{{NPCTableRow|Elite Frigate|1|Taibu State Shuriken|ewar = ECM}}
 
{{NPCTableRow|Elite Frigate|1|Taibu State Suriage|ewar = Web|point=yes}}
 
{{NPCTableRow|Destroyer|3|State Yumi/Kai Gunto|trigger = Triggers next wave}}
 
|}
 
 
 
{{NPCTableHead|Wave 1}}
 
{{NPCTableRow|Destroyer|3|State Shukoro Choji}}
 
{{NPCTableRow|Cruiser|1|State Shukoro Choji}}
 
|}
 
 
 
==Mission 3b - Brassy Faced Bastard==
 
*Agent: Kori Latamaki - Guristas - Guristas
 
*Location: H-PA29 IV - Moon 2 - Guristas Assembly Plant
 
*Mission type: Encounter
 
*Gate restrictions: Yes
 
*Objective: Provide 1 Capital Ship Design – “Dictator” (0.1 m3) to agent.
 
 
 
 
 
Deadspace room 1:
 
 
 
*The guards are initially friendly unless fired upon. After getting within 20 km of the acceleration gate to the next stage they will all turn hostile.
 
 
 
{{NPCTableHead|Initial defenders}}
 
{{NPCTableRow|Frigate|8|Caldari Frigate Vessel}}
 
{{NPCTableRow|Cruiser|2|Caldari Cruiser Vessel}}
 
|}
 
 
 
 
 
Deadspace room 2:
 
 
 
*The Taibu State Shirasaya might web and warp scramble your ship. Destroying all destroyer class ships from the initial group will trigger spawning of reinforcement wave 1. The capital ship design blueprint is found inside the Assembly Station DC105-A structure.
 
 
 
{{NPCTableHead|Initial defenders}}
 
{{NPCTableRow|Frigate|2|State Shukoro Shuriken}}
 
{{NPCTableRow|Frigate|1|Taibu State Shuriken|ewar = ECM}}
 
{{NPCTableRow|Frigate|1|Taibu State Suriage|point=yes|ewar = Web}}
 
{{NPCTableRow|Destroyer|3|State Yumi|trigger = Triggers reinforcements}}
 
|}
 
 
 
{{NPCTableHead|Reinforcements}}
 
{{NPCTableRow|Destroyer|2|State Shukoro Choji}}
 
{{NPCTableRow|Cruiser|1|State Dogo}}
 
|}
 
 
 
==Mission 4 - Upward Momentum==
 
*Agent: Kori Latamaki - Guristas - Guristas
 
*Location: H-PA29 IV - Moon 2 - Guristas Assembly Plant
 
 
*Mission type: Report to given agent.
 
*Mission type: Report to given agent.
  
=Chapter 2: For Fun and Profit=
 
  
==Mission 5 - Miscommunication==
+
===Yada Vinjivas===
*Agent: Cilis Leglise - Guristas - Guristas
+
*Guristas - Guristas
*Location: 6NJ8-V VII - Moon 2 - Guristas Logistic Support
+
*Mission name: Recruitment Drive
*Mission type: Encounter
+
*Location: Taisy System (Beacon in space: Yada Vinjivas's [shiptype])
*Gate restrictions: Yes
 
*Can be complete remotely
 
*Objective: Hack the Venal Regional Comms Tower structure.
 
*One Codebreaker module will be granted to you when accepting this mission.
 
 
 
Warning:  Mission requires Hacking skill and a data analyzer module (provided by agent).
 
 
 
 
 
Deadspace room 1:
 
 
 
You will land 12 km from the Venal Regional Comms Tower that you need to hack. Initial defenders are scattered 30-50 km from the hackable container so you will have time to hack it before any of them gets close to you. Remember to take the item from inside the hacked tower.
 
 
 
No ships need to be destroyed to complete the mission.
 
 
 
{{NPCTableHead|Initial defenders}}
 
{{NPCTableRow|Frigate|10|Caldari Navy Patrol FrigateP}}
 
{{NPCTableRow|Elite Frigate|1|Caldari Navy Special Operations Patrol}}
 
{{NPCTableRow|Destroyer|2|Caldari Navy Patrol Destroyer}}
 
|}
 
 
 
Reinforcements arrive after succesful hacking.
 
{{NPCTableHead|Reinforcements}}
 
{{NPCTableRow|Frigate|2|Caldari Navy Patrol FrigateP}}
 
{{NPCTableRow|Destroyer|2|Caldari Navy Patrol Destroyer}}
 
|}
 
 
 
 
 
You can remotely complete this mission and remotely accept the next while still in space.
 
 
 
==Mission 6 - Fuel Gauge==
 
*Agent: Cilis Leglise - Guristas - Guristas
 
*Location: 6NJ8-V VII - Moon 2 - Guristas Logistic Support
 
*Mission type: Encounter
 
*Gate restrictions: Yes
 
*Can be accepted Remotely
 
*Mission briefing:
 
 
 
 
 
Objective: Destroy 1 Fuel Depot (Alpha, Beta or Gamma) structure.
 
 
 
 
 
Deadspace entry point:
 
 
 
The guards are split to two groups. You can attack one of them without getting aggro from the other.
 
{{NPCTableHead|Initial defenders}}
 
{{NPCTableRow|Frigate|7|Fueling Depot Guard}}
 
{{NPCTableRow|Destroyer|1|Fueling Depot Guard}}
 
{{NPCTableRow|Sentry|1|Caldari Stasis Tower|ewar=Web}}
 
|}
 
 
 
 
 
Deadspace room:
 
 
 
3 battleship groups with frigates and destroyers near them. Destroying any of the Fuel Depot structures (Alpha, Beta and Gamma) will make all battleship class guards near that structure explode. Frigate and destroyer classes are not harmed by the explosions.
 
 
 
Some of the Fuel Depot Guard frigates might web and warp scramble your ship.
 
 
 
Fly to each Fuel Depot and blow them up fast. Warp off after last one blows up. Move fast to avoid frigates that web and point.
 
 
 
{{NPCTableHead|Initial defenders}}
 
{{NPCTableRow|Frigate|7|Fueling Depot Guard|ewar = Web|point=yes}}
 
{{NPCTableRow|Destroyer|7|Fueling Depot Guard}}
 
{{NPCTableRow|Battleship|18|State Tenkyu/Utaisho/Yojimbo/Zewn}}
 
|}
 
 
 
 
 
Each battleship will drop Caldari Navy Vice Admiral Insignia I which are worth few millions. You should not try to loot the wrecks while the frigates are around as they will point and web. Instead bookmark the site and return after turning in the mission
 
 
 
==Mission 7 - Knockout Punch==
 
*Agent: Cilis Leglise - Guristas - Guristas
 
*Location: 6NJ8-V VII - Moon 2 - Guristas Logistic Support
 
*Mission type: Encounter
 
*Gate restrictions: Yes (shuttles only)
 
*Rewards Dread Guristas ECM Multispectral Jammer
 
 
 
Objective: Pick up the Guristas „Dirty‟ Explosive System and bring it close to the Caldari State Carrier.
 
*1 Caldari Shuttle (500.0 m3) will be granted to you when accepting this mission.
 
 
 
You will lose your ship during this mission. Your pod is safe in mission but traveling in null in pod can be dangerous.
 
 
 
 
 
Deadspace entry point:
 
 
 
The ships at entry point are not agressive unless fired at. You can proceed to first deadspace room right away.
 
{{NPCTableHead|Passivce entry guards}}
 
{{NPCTableRow|Battleship|18|Guristas Battleshi}}
 
|}
 
 
 
 
 
Deadspace room 1:
 
 
 
 
 
*Shortly after entering the stage, all guards will explode upon each other. Pick up the Guristas
 
„Dirty‟ Explosive System from the Damaged Caldari Shuttle.
 
 
 
{{NPCTableHead|Ships}}
 
{{NPCTableRow|Frigate|18|Captured Caldari State Shuttle}}
 
{{NPCTableRow|Frigate|7|State Bo-Hi/Showato}}
 
{{NPCTableRow|Cruiser|2|State Bushi/Dogo}}
 
|}
 
 
 
Deadspace room 2:
 
 
 
{{NPCTableHead|Target}}
 
{{NPCTableRow|Carrier|1|Caldari State Carrier}}
 
|}
 
 
 
*When you get within close proximity to the carrier, both it and you will explode and the mission is marked as completed.
 
* The carrier wreck will contain one rear-admiral dog tag. You can bookmark the wreck and come back to loot it.
 
 
 
=Chapter 3: Internal Security=
 
 
 
==Mission 8 - Culling the Weak==
 
*Agent: Cilis Leglise - Guristas - Guristas
 
*Location: 6NJ8-V VII - Moon 2 - Guristas Logistic Support
 
*Mission type: Branch Decision
 
*Branch 1: Threat Assessment, Dread Pirates, Rabbit Hole, Passing the Buck
 
*Branch 2: Smoke and Mirrors, Foxfire, Spy Games
 
 
 
In this mission you chose between two paths. You either help Irichi Path and take mission 9a, 10a, 11a and 12a or help Kori Path and take missions 9b, 10b and 11b. The final reward is same.
 
 
 
==Mission 9a - Threat Assessment==
 
*Agent: Cilis Leglise - Guristas - Guristas
 
*Location: 6NJ8-V VII - Moon 2 - Guristas Logistic Support
 
 
*Mission type: Report to given agent.
 
*Mission type: Report to given agent.
  
==Mission 10a - Dread Pirates==
+
==Chapter 1: Probation==
*Agent name: Irichi Tsunikabda
+
[[Smash and Grab/Chapter 1: Probation|Probation]] is the first chapter of [[Smash and Grab|Guristas epic arc]]. You will be doing missions for Kori Latamaki in H-PA29 IV - Moon 2 - Guristas Assembly Plant.
*Location: PF-QHK VII - Moon 6 - Guristas Logistic Support
 
*Mission type: Encounter
 
*Gate restrictions: Yes
 
*Can complete remotely
 
 
 
 
 
Objective: Deliver 1 Dread Guristas Strike Force (1.0 m3) to given destination.
 
 
 
 
 
*You are granted the strike force when accepting this mission.
 
 
 
 
 
Deadspace room 1:
 
 
 
{{NPCTableHead|Initial defenders}}
 
{{NPCTableRow|Sentry|2|Ytiri Light Missile Battery}}
 
|}
 
 
 
*Destroy the Ytiri Security Bunker to gain access to the Ytiri Storage Warehouse.
 
*Drop the Dread Guristas Strike Forc to the warehouse.
 
*Dropping off the strike force will make an instance of the repeating reinforcement wave spawn.
 
*Destroying all ships in a group will make a new instance spawn. This goes on for 3 minutes at which all remaining hostile ships will explode and the mission marked as complete.
 
*The ships do no need to be destroyed. Circling in the pocket for three minutes completes the mission.
 
 
 
{{NPCTableHead|Repeating wave}}
 
{{NPCTableRow|Frigate|2-3|Ytiri Frigate}}
 
|}
 
 
 
You can remotely complete this mission and remotely accept the next while still in space.
 
 
 
==Mission 11a - Rabbit Hole==
 
*Agent name: Irichi Tsunikabda
 
*Location: PF-QHK VII - Moon 6 - Guristas Logistic Support
 
*Mission type: Encounter
 
*Gate restrictions: Yes
 
*Can accept remotely
 
 
 
 
 
Objective: Provide 1 Lieutenant Kipo “Foxfire” Tekira (1.0 m3) to agent.
 
 
 
 
 
Deadspace room 1:
 
 
 
Shortly after entering the stage the acceleration gate to the next stage will disappear. Destroying the sentry guns will make it reappear.
 
 
 
{{NPCTableHead|Initial defender}}
 
{{NPCTableRow|Sentry|12|Guristas Sentry Gun}}
 
|}
 
 
 
 
 
 
 
Deadspace room 2:
 
  
*Reinforcement wave 1 will spawn a shortly after you enter the room.
+
==Chapter 2: For Fun and Profit==
*Reinforcement wave 2 will spawn upon destruction of the Caldari Navy Destroyer from reinforcement wave 1.  
+
[[Smash and Grab/Chapter 2: For Fun and Profit|For Fun and Profit]] is the second chapter of Guristas epic arc. You will be doing missions for Cilis Leglise in 6NJ8-V VII - Moon 2 - Guristas Logistic Support. Near the end of this chapter in mission seven you will receive one Dread Guristas ECM Multispectral Jammer. In the last mission you will also choose between two paths for the third chapter.  
*Destroying one of the Point Defense Batteries will make the Large EM Forcefield structure disappear and you can attack the Caldari Navy Storage Bunker structure directly instead.
 
*Destroying the storage bunker will make it drop Lieutenant Kipo “Foxfire” Tekira.
 
  
{{NPCTableHead|Initial defenders}}
+
==Chapter 3: Internal Security==
{{NPCTableRow|Sentry|2|Caldari Light Missile Battery}}
+
[[Smash and Grab/Chapter 3: Internal Security|Internal Security]] is the third and last chapter of Guristas epic arc. This chapter has two parallel paths. You will either do mission to Irichi Tsunikabda in PF-QHK VII - Moon 6 - Guristas Logistic Support or to Cilis Leglise in 6NJ8-V VII - Moon 2 - Guristas Logistic Support. Both paths will give the same one run Gila blueprint copy and Guristas Pirates faction standing bonus.
{{NPCTableRow|Sentry|2|Caldari Point Defense Battery|trigger = Destroying deactivates forcefield}}
 
{{NPCTableRow|Sentry|1|Caldari Stasis Tower|ewar = Web}}
 
|}
 
  
Reinforcements will arrive soon after entering the pocket.
 
  
{{NPCTableHead|Reinforcement wave 1}}
+
==Rewards==
{{NPCTableRow|Frigate|3|Caldari Navy Frigate}}
 
{{NPCTableRow|Destroyer|1|Caldari Navy Destroyer|trigger = Triggers next wave}}
 
|}
 
 
 
{{NPCTableHead|Reinforcement wave 2}}
 
{{NPCTableRow|Frigate|3|Caldari Navy Frigate}}
 
{{NPCTableRow|Cruiser|2|Caldari Navy Cruiser}}
 
|}
 
 
 
==Mission 12a - Passing the Buck==
 
*Agent name: Irichi Tsunikabda
 
*Location: PF-QHK VII - Moon 6 - Guristas Logistic Support
 
*Mission type: Encounter
 
*Gate restrictions: Yes
 
 
 
Objective: Provide 1 Holoreel – Torture Log I15B (0.5 m3) to agent.
 
 
 
*You are granted 1 Lieutenant Kipo “Foxfire” Tekira (1.0 m3) to agent.
 
 
 
 
 
Deadspace room 1:
 
 
 
The initial guards are friendly unless fired upon. After dropping of Kipo “Foxfire” Tekira at the Cilis Leglise‟s Headquarters structure the acceleration gate to the next stage will appear. This acceleration gate is not locked. Moments after the agent message the Cilis Leglise‟s Headquarters structure will explode, all guards will disappear, this triggers spawning of reinforcement wave which are hostile ships. The gate to next rom is not locked. The ships in this room do not need to be killed.
 
 
 
{{NPCTableHead|Passive initial ships}}
 
{{NPCTableRow|Frigate|10|Gallente/Minmatar Frigate Vessel}}
 
{{NPCTableRow|Cruiser|3|Caldari/Gallente/Minmatar Cruiser Vessel}}
 
{{NPCTableRow|Battleship|8|Guristas Battleship Vessel}}
 
|}
 
 
 
{{NPCTableHead|Hostile Reinforcement}}
 
{{NPCTableRow|Frigate|5|State Shukuro Shinai/Shhuriken}}
 
{{NPCTableRow|Cruiser|5|State Bushi/Dogo}}
 
|}
 
 
 
 
 
Deadspace room 2:
 
 
 
*Destroying the Tabu State Yari frigate triggers spawning of reinforcement wave 1.
 
*Destroying the State Shukuro Buke cruiser triggers spawning of reinforcement wave 2.
 
*Destroying the State Kerai battlecruiser makes the Caldari Storage Warehouse structure appear in which you will find the torture log holoreel
 
 
 
{{NPCTableHead|Initial defenders}}
 
{{NPCTableRow|Frigate|4|State Shukuro Shinai/Shuriken}}
 
{{NPCTableRow|Elite Frigate|1|Taibu State Shuriken|ewar =ECM}}
 
{{NPCTableRow|Elite Frigate|1|Taibu State Yari|trigger = Triggers next wave}}
 
|}
 
 
 
{{NPCTableHead|Wave 1}}
 
{{NPCTableRow|Frigate|3|State Shukuro Shinai/Shuriken}}
 
{{NPCTableRow|Destroyer|3|State Shukuro Kamikazi/Choji}}
 
{{NPCTableRow|Cruiser|1|State Shukuro Buke|trigger = Triggers next wave}}
 
|}
 
 
 
{{NPCTableHead|Wave 1}}
 
{{NPCTableRow|Frigate|2|State Shukuro Shinai/Shuriken}}
 
{{NPCTableRow|Elite Frigate|1|Taibu State Shuriken|ewar =ECM}}
 
{{NPCTableRow|Destroyer|2|State Shukuro Choji}}
 
{{NPCTableRow|Battlecruiser|1|State Kerai|trigger = Destroying this reveals the Caldari Storage Warehouse structure that contains the mission objective}}
 
|}
 
 
 
==Mission 9b - Smoke and Mirrors==
 
*Agent: Cilis Leglise - Guristas - Guristas
 
*Location: 6NJ8-V VII - Moon 2 - Guristas Logistic Support
 
*Mission type: Encounter
 
*Gate restrictions: Yes
 
*Complete remotely: Yes
 
 
 
 
 
Objective: Meet with Eroma Eralen and follow his instructions.
 
 
 
*When getting within 4 km of the Guristas Warehouse structure, it will disappear and reinforcement wave 1 will spawn in its place.
 
*After destroying all ships in that group another Guristas Warehouse structure will appear.
 
*Get within 4 km of that, it will disappear and reinforcement wave 2 will spawn in its place.
 
*Destroying all ships in that group will make another Guristas Warehouse structure appear
 
 
 
 
 
*Get within 4 km of the new Guristas Warehouse structure and it will disappear and reinforcement wave 3 will spawn in its place.
 
*Destroying all ships in that group will make another Guristas Warehouse structure appear.
 
*Destroy this new Guristas Warehouse structure and Eroma Eralen will spawn in person.
 
*Move close to Eroma Eralen and you will receive a message and Eroma Eralen will disappear shortly after and the mission is marked as complete.
 
 
 
{{NPCTableHead|Reinforcement waves (x3)}}
 
{{NPCTableRow|Frigate|5|Pithoriate}}
 
{{NPCTableRow|Cruiser|1|Pithoriate}}
 
|}
 
 
 
You can remotely complete this mission and remotely accept the next while still in space.
 
 
 
==Mission 10b - Foxfire==
 
*Agent: Cilis Leglise - Guristas - Guristas
 
*Location: 6NJ8-V VII - Moon 2 - Guristas Logistic Support
 
*Mission type: Encounter
 
*Gate restrictions: Yes
 
*Can accept remotely
 
 
 
 
 
Objective: Provide 1 Lieutenant Kipo “Foxfire” Tekira (1.0 m3) to agent.
 
 
 
 
 
Deadspace room 1:
 
 
 
*Shortly after entering the stage the acceleration gate to the next stage will disappear. Destroying the sentry guns will make it reappear.
 
 
 
{{NPCTableHead|Spawn table}}
 
{{NPCTableRow|Sentry|11|Guristas Sentry Gun}}
 
|}
 
 
 
 
 
Deadspace room 2:
 
 
 
*Reinforcement wave 1 will spawn a shortly after you enter the stage.
 
*Reinforcement wave 2 will spawn upon destruction of the Caldari Navy Destroyer from reinforcement wave 1.
 
*Destroying one of the Point Defense Batteries will make the Large EM Forcefield structure disappear and you can attack the Caldari Navy Storage Bunker structure directly instead.
 
*Destroying the storage bunker will make it drop Lieutenant Kipo “Foxfire” Tekira.
 
 
 
{{NPCTableHead|Initial defenders}}
 
{{NPCTableRow|Sentry|2|Caldari Light Missile Battery}}
 
{{NPCTableRow|Sentry|2|Caldari Point Defense Battery|trigger = Destroying deactivates forcefield}}
 
{{NPCTableRow|Sentry|1|Caldari Stasis Tower|ewar = Web}}
 
|}
 
 
 
{{NPCTableHead|Reinforcement wave 1}}
 
{{NPCTableRow|Frigate|3|Caldari Navy Frigate}}
 
{{NPCTableRow|Destroyer|1|Caldari Navy Destroyer|trigger = Triggers next wave}}
 
|}
 
 
 
{{NPCTableHead|Reinforcement wave 2}}
 
{{NPCTableRow|Frigate|3|Caldari Navy Frigate}}
 
{{NPCTableRow|Cruiser|2|Caldari Navy Cruiser}}
 
|}
 
 
 
==Mission 11b - Spy Games==
 
*Agent: Cilis Leglise - Guristas - Guristas
 
*Location: 6NJ8-V VII - Moon 2 - Guristas Logistic Support
 
*Mission type: Encounter
 
*Gate restrictions: Yes
 
 
 
 
 
Objective: Provide 1 Correspondence Log KL-513 (0.5 m3) to agent.
 
 
 
 
 
Deadspace entry point:
 
 
 
*Eroma only turns hostile when you get closer to him.
 
*Eroma will drop 1 Caldari Navy Overlay Transponder upon destruction.
 
 
 
{{NPCTableHead|Entry defender}}
 
{{NPCTableRow|Battlecruiser|1|Eroma Eralen}}
 
|}
 
 
 
Deadspace room 1:
 
 
 
Large number of passive ships. They will not be agressive unless attacked. Proceed to next room.
 
 
 
Deadspace room 2:
 
 
 
*The many reinforcement waves will spawn one by one as you get closer and closer to the Caldari Bunker structure. You either have to take stops and destroy what waves that have spawned or try to outrun them and their damage (tricky), blow up the forcefield and the bunker, grab the evidence and get out of there. The evidence is dropped by the Caldari Bunker structure upon destruction.
 
 
 
{{NPCTableHead|Reinforcement waves}}
 
{{NPCTableSeparator|Alpha}}
 
{{NPCTableRow|Frigate|5|Frigate}}
 
{{NPCTableSeparator|Bravo}}
 
{{NPCTableRow|Frigate|5|Frigate}}
 
{{NPCTableSeparator|Charlie}}
 
{{NPCTableRow|Frigate|5|Frigate}}
 
{{NPCTableSeparator|Delta}}
 
{{NPCTableRow|Frigate|5|Frigate}}
 
{{NPCTableSeparator|Echo}}
 
{{NPCTableRow|Frigate|5|Frigate}}
 
{{NPCTableSeparator|Foxtrot}}
 
{{NPCTableRow|Frigate|5|Frigate}}
 
{{NPCTableSeparator|Gulg}}
 
{{NPCTableRow|Frigate|4|Frigate}}
 
{{NPCTableSeparator|Hotel}}
 
{{NPCTableRow|Frigate|4|Frigate}}
 
{{NPCTableSeparator|India}}
 
{{NPCTableRow|Frigate|4|Frigate}}
 
{{NPCTableSeparator|Juliet}}
 
{{NPCTableRow|Frigate|4|Frigate}}
 
{{NPCTableSeparator|Kilo}}
 
{{NPCTableRow|Frigate|4|Frigate}}
 
{{NPCTableSeparator|Lima}}
 
{{NPCTableRow|Frigate|4|Frigate}}
 
{{NPCTableSeparator|Mike}}
 
{{NPCTableRow|Destroyer|3|Destroyer}}
 
{{NPCTableSeparator|November}}
 
{{NPCTableRow|Destroyer|3|Destroyer}}
 
{{NPCTableSeparator|Oscar}}
 
{{NPCTableRow|Destroyer|3|Destroyer}}
 
{{NPCTableSeparator|Quebec}}
 
{{NPCTableRow|Cruiser|1|Cruiser}}
 
{{NPCTableSeparator|Romeo}}
 
{{NPCTableRow|Cruiser|1|Cruiser}}
 
{{NPCTableSeparator|Sierra}}
 
{{NPCTableRow|Cruiser|1|Cruiser}}
 
{{NPCTableSeparator|Tango}}
 
{{NPCTableRow|Cruiser|1|Cruiser}}
 
|}
 
 
 
=Final Notes=
 
  
 
At the end of Mission 7 you should have a nice reward:
 
At the end of Mission 7 you should have a nice reward:
Line 595: Line 182:
 
At the end of Mission 11b or 12a you should have your final mission reward:
 
At the end of Mission 11b or 12a you should have your final mission reward:
 
*Reward: 1 one run Gila blueprint copy + Guristas Pirates faction standing
 
*Reward: 1 one run Gila blueprint copy + Guristas Pirates faction standing
 +
 +
Each mission will also give Guristas corporation standings.
  
  
 
Be careful getting your loot out.  It was a lot of work to get through all this and it would be a pity to lose your =rewards on your way back to highsec.
 
Be careful getting your loot out.  It was a lot of work to get through all this and it would be a pity to lose your =rewards on your way back to highsec.
  
=External Links/Guides=
+
==External Links/Guides==
  
 
[http://go-dl.eve-files.com/media/corp/jowen/Guristas_Epic_Arc_guide_by_Jowen_Datloran_v1.0.pdf  Complete Guide on EVE Files]
 
[http://go-dl.eve-files.com/media/corp/jowen/Guristas_Epic_Arc_guide_by_Jowen_Datloran_v1.0.pdf  Complete Guide on EVE Files]

Revision as of 18:41, 25 May 2017


Smash and Grab is the Guristas epic arc. Like all pirate epic arcs this too takes place in null security space.

Overview

Smash and Grab features enemy NPCs mostly in frigats and some in destroyers and cruisers. rather than the large fleets of cruisers, battlecruisers, and battleships found in the empire arcs. The rewards for Smash and Grab are in line with most of the other epic arcs, often totaling several hundred million ISK, including a Gila BPC and Dread Guristas ECM Multispectral Jammer.

Though most players won't care about their standings with the Guristas, completing this arc can improve standing by several full points. While epic arc faction standing gain does not cause derived standing gains or losses to other factions some missions involve very small Gallente standing loss due to ship kills.

Preparations

Smash and Grab takes place in null security space, so pilots will want to plan accordingly and be ready to escape any unexpected PvP. As the epic arc might suggest, the Venal region is is controlled by the Guristas pirate faction, so pilots will be able to dock up in systems that have stations if the need arises. But keep in mind that the region has very few NPC stations. While operating in nullsec does mean that warp bubbles may be present, interceptors are a suggested ship for the arc, so they may not end up posing a threat. Pilots should, however, still be familiar with how bubbles work and how they affect both inbound and outbound warps.

Ships and fits

On paper, any of the following frigate-class ships will meet the mission restrictions:

An interceptor is the most popular choice due to its immunity to warp bubbles. Prior to the Rubicon expansion in 2014, many pilots preferred a cloak-fit destroyer, and ran this arc successfully with those fits. However, those setups placed a much greater demand on the pilot, and were inherently riskier to fly. It can still be done, but it is not recommended.

Many of the NPCs hit hard and move fast, so ships will need a decent tank, good propulsion, and most likely a web -- the last item is especially important if you're flying a close-range setup such as hybrid blasters.


Pirate arc runner brawler
Taranis: Pirate arc runner brawler
EFT
[Taranis, Pirate arc runner brawler]
Light Ion Blaster II
Light Ion Blaster II
Light Ion Blaster II

1MN Afterburner II
Stasis Webifier II

Small Ancillary Armor Repairer
Magnetic Field Stabilizer II
Damage Control II

Small Hybrid Burst Aerator I
Small Hybrid Collision Accelerator I


Hobgoblin II x2

Void S x1

Fitting template high slot label.png
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Icon hi slot.png
Fitting template mid slots label.png
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Icon mid slot.png
Fitting template low slots label.png
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Fitting template drone slots label.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template rig slots label.png
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FITTING DIFFICULTY
EVE VERSION
CITA 118.5
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Pirate arc runner kiter
Crow: Pirate arc runner kiter
EFT
[Crow, Pirate arc runner kiter]
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II

1MN Afterburner II
Target Painter I
Medium F-S9 Regolith Compact Shield Extender

Damage Control II
Micro Auxiliary Power Core II

Small Anti-EM Screen Reinforcer I
Small Ionic Field Projector I



Scourge Fury Light Missile

Fitting template high slot label.png
icon?size=64&.png
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Fitting template mid slots label.png
icon?size=64&.png
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icon?size=64&.png
Icon mid slot.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
CITA 118.5
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Regardless of the chosen ship and fitting, pilots should carry modules for travel and combat:

  • 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

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 Venal, 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.

Starter Agents

Pick any one of these agents below. Those running this arc should be well versed in the mechanics of effective standing already so all you need is 3.0 effective standing with the stating agent, the agent's corporation or the agent's faction. You will also need to have over -2.00 standing with the agent, agent's corporation and agent's faction.

Arment Caute

  • Federal Intelligence Office - Gallente Federation
  • Mission name: Enemy of my Enemy
  • Location: Orvolle System (Beacon in space: Arment Caute's Lachesis)
  • Mission type: Report to given agent.

Atma Aulato

  • Ytiri - Caldari State
  • Mission name: Turning Coat
  • Location: Obe System (Beacon in space: Atma Aulato's [shiptype])
  • Mission type: Report to given agent.


Yada Vinjivas

  • Guristas - Guristas
  • Mission name: Recruitment Drive
  • Location: Taisy System (Beacon in space: Yada Vinjivas's [shiptype])
  • Mission type: Report to given agent.

Chapter 1: Probation

Probation is the first chapter of Guristas epic arc. You will be doing missions for Kori Latamaki in H-PA29 IV - Moon 2 - Guristas Assembly Plant.

Chapter 2: For Fun and Profit

For Fun and Profit is the second chapter of Guristas epic arc. You will be doing missions for Cilis Leglise in 6NJ8-V VII - Moon 2 - Guristas Logistic Support. Near the end of this chapter in mission seven you will receive one Dread Guristas ECM Multispectral Jammer. In the last mission you will also choose between two paths for the third chapter.

Chapter 3: Internal Security

Internal Security is the third and last chapter of Guristas epic arc. This chapter has two parallel paths. You will either do mission to Irichi Tsunikabda in PF-QHK VII - Moon 6 - Guristas Logistic Support or to Cilis Leglise in 6NJ8-V VII - Moon 2 - Guristas Logistic Support. Both paths will give the same one run Gila blueprint copy and Guristas Pirates faction standing bonus.


Rewards

At the end of Mission 7 you should have a nice reward:

  • Reward: 1 Dread Guristas ECM Multispectral Jammer


At the end of Mission 11b or 12a you should have your final mission reward:

  • Reward: 1 one run Gila blueprint copy + Guristas Pirates faction standing

Each mission will also give Guristas corporation standings.


Be careful getting your loot out. It was a lot of work to get through all this and it would be a pity to lose your =rewards on your way back to highsec.

External Links/Guides

Complete Guide on EVE Files

EVE-Survival