Difference between revisions of "Nation Consolidation Network"

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<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div>
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{{incursions_sites}}
=Intelligence Reports=
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= Objectives =
 
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===== Force required =====
===Military Intelligence===
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{{incursion sites|assaults|ncn}}
Your objective is to split your forces, clear a path to the Nation's staging area, and destroy the fleet you find there. Sansha defenders have designed their security to separate capsuleer forces, but once both sides have breached the final area you will be able to reunite.
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===== Military information =====
 
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{|
 
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| valign="middle" | [[File:incursions_sansha_transmission.png]]
===Background Intelligence===
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| valign="middle" | Your objective is to split your forces, clear a path to the Nation's staging area, and destroy the fleet you find there. Sansha defenders have designed their security to separate capsuleer forces, but once both sides have breached the final area you will be able to reunite.
 +
|}
 +
===== Background information =====
 
The newly-acquired ability of Nation forces to override local system control has not yet been fully understood, and as a result, Nation forces are able to drastically affect contested systems over time, reducing the capabilities of capsuleers within their domain of control. Much of the technology used to aid this cause can be found at any of their mobile "consolidation network" facilities. This and other intelligence suggests that these complexes are primarily responsible for the initial propagation of system-wide interference.
 
The newly-acquired ability of Nation forces to override local system control has not yet been fully understood, and as a result, Nation forces are able to drastically affect contested systems over time, reducing the capabilities of capsuleers within their domain of control. Much of the technology used to aid this cause can be found at any of their mobile "consolidation network" facilities. This and other intelligence suggests that these complexes are primarily responsible for the initial propagation of system-wide interference.
  
''Synopsis from ISHAEKA-0077. DED Special Operations. ''<br/>
+
''Synopsis from ISHAEKA-0077. DED Special Operations.''<br>''Authorized for Capsuleer dissemination.''
''Authorized for Capsuleer dissemination.''
 
 
 
=Forces Required=
 
* 15-20 Pilots
 
 
 
 
 
''Preferred List''<br/>
 
*'''4-5 Logistics'''<br/>
 
*'''4-5 Cruiser Damage Dealers'''<br/>
 
*'''4-5 Battleship/Battlecruiser Damage Dealers'''<br/>
 
*'''3-5 Battleship/Battlecruiser Snipers'''<br/>
 
 
 
 
 
:''Note: If more DD or Logi are added for the safety of the fleet, be aware that payout will be affected.''
 
 
 
=Rewards=
 
[[File:Assault_rpr.PNG‎|right|Full Fleet Assault Reward Payout Ratio]]
 
 
 
 
 
 
 
'''Hi Sec Payout'''
 
* 18,200,000 ISK
 
* 3,500 CONCORD LP
 
 
 
'''Low / Null Sec Payout'''
 
* 26,000,000 ISK × ratio
 
* 5,000 CONCORD LP × ratio
 
 
 
 
 
 
 
 
 
=Achieving Objectives Successfully=
 
{{Box|red|The ships in the current kill order may not be the type of ship that spawns.  The ships listed in this wiki page represent the size of ship that will spawn.  Further investigation is needed to determine the different kind of ships that will spawn.  The amount and size of those ships will not be different.  The kill order is sorted for the worst type of ship that would spawn|solid}}
 
 
 
This site takes co-ordination of two Fleet Commanders due to the site requiring two different fleets to enter the sites.  The left acceleration gate will be a Cruiser only, and the right acceleration gate will allow for Battlecruisers / Battleships only.  Upon anchor's entrance to the site, anchor will proceed forward, to the next gate.  While moving, the fleet will shoot according to tagged order.  The pockets on each side need to be completed before the two groups are allowed to proceed to the next pocket.  This will take place for the second and third pocket. 
 
 
 
The fourth pocket is where the two fleets will converge.  The Battleship anchor will proceed into the fourth pocket before the entire fleet activates their final gates and lands on grid in this final pocket.  Follow tagged order.  Reward will be paid after the last Sansha ship is destroyed.
 
 
 
=Watchlist=
 
 
 
===Logistics===
 
 
 
*Anchor
 
*Jammer *
 
*Logistics Commander
 
*Cap Chain Partner
 
*Fleet Commander
 
 
 
''Note: It is not required to have a Jammer in an Assault site.  Jammers decrease DPS but also become aggro magnets when activating jamming modules.  They will be aggro magnets.''
 
 
 
===Damage Dealer / Sniper / Drone Bunny===
 
 
 
*Anchor
 
*Drone Bunny
 
*Cap Chain Partner *
 
 
 
''Note: If you need a cap chain partner, be aware of the distance necessary to facilitate the transfer properly and co-ordinate with your partner or partners for less confusion in the battlefield.''
 
 
 
 
 
 
 
=Pirates / Kill Order=
 
 
 
'''Anchors'''
 
:Each pocket has approximately 30 to 50 kilometer's between where the previous gate drop's the fleet, to the next gate.  The next gate is always in front of where you land.  Proceed strait forward, to the next gate as everyone lands on grid. 
 
 
 
 
 
==BattleCruiser / Battleship Side==
 
 
 
===BattleCruiser / Battleship Pocket 1===
 
 
 
''1 Cruiser type / 2 Battleship types / 1 Battleship type / 1 Battleship type''
 
 
 
Arnon Epithalamus - Jammer / Warp Scrambler (Tag 0)<br/>
 
Outuni Mesen - Scrambler / Webber / Neut (Tag 1-2)<br/>
 
Deltole Tegmentum - Warp Scrambler / Neut (Tag 3)<br/>
 
Ostingele Tectums - Sansha High DPS DD (Tag 4)<br/>
 
 
 
:Upon clearing BattleCruiser / Battleship Pocket 1, Cruiser gate 2 is able to be activated.
 
:The gate to BattleCruiser / Battleship Pocket 2 is able to be entered after the Cruiser side clears Cruiser Pocket 1.
 
 
 
===BattleCruiser / Battleship Pocket 2===
 
 
 
''1 Cruiser type / 4 Battleship types''
 
 
 
Vylade Dien - Sansha Booster (Tag 0)<br/>
 
Intaki Colliculus - Sansha Logistics (Tag 1-4)
 
 
 
:Upon clearing BattleCruiser / Battleship Pocket 2, Cruiser gate 3 is able to be activated.
 
:The gate to BattleCruiser / Battleship Pocket 3 is able to be entered after the Cruiser side clears Cruiser Pocket 2.
 
 
 
===BattleCruiser / Battleship Pocket 3===
 
 
 
''1 Battleship type / 1 Cruiser type / 2 Battleship types / 2 Battleship types''
 
 
 
Deltole Tegmentum - Warp Scrambler / Neut (Tag 0)<br/>
 
Vylade Dien - Sansha Booster (Tag 1)<br/>
 
Intaki Colliculus - Sansha Logistics (Tag 2-3)
 
Ostingele Tectums - Sansha High DPS DD (Tag 4-5)<br/>
 
 
 
:Upon clearing BattleCruiser / Battleship Pocket 3, Cruiser gate is able to be activated.
 
:The Battleship, BattleCruiser, and Cruiser Rally Pocket on the Cruiser side is able to be used after the Cruiser side clears Cruiser Pocket 3.
 
 
 
 
 
 
 
 
 
==Cruiser Side==
 
 
 
===Cruiser Pocket 1===
 
 
 
''1 Frigate type / 1 Cruiser type / 1 Cruiser type / 2 Frigate types / 2 Cruiser types''
 
 
 
Niarja Myelen - Jammer / Neut (Tag 0)<br/>
 
Arnon Epithalamus - Jammer / Warp Scrambler (Tag 1)<br/>
 
Mara Paleo - Sansha Logistics (Tag 2)<br/>
 
Schmaeel Medullas - Warp Scrambler / Webber (Tag 3-4)<br/>
 
Auga Hypophysis - Scrambler / Webber (Tag 5-6)<br/>
 
 
 
:Upon clearing Cruiser Pocket 1, BattleCruiser / Battleship gate 2 is able to be activated.
 
:The gate to Cruiser Pocket 2 is able to be entered after the BattleCruiser / Battleship side clears BattleCruiser / Battleship Pocket 1.
 
 
 
===Cruiser Pocket 2===
 
 
 
Niarja Myelen - Jammer / Neut (Tag 0-1)<br/>
 
Arnon Epithalamus - Jammer / Warp Scrambler (Tag 2-3)<br/>
 
Mara Paleo - Sansha Logistics (Tag 4)<br/>
 
Ostingele Tectums - Sansha High DPS DD (Tag 5)<br/>
 
Eystur Rhomben - High DPS Frigate DD (Tag 6)<br/>
 
 
 
:Upon clearing Cruiser Pocket 2, BattleCruiser / Battleship gate 3 is able to be activated.
 
:The gate to Cruiser Pocket 3 is able to be entered after the BattleCruiser / Battleship side clears BattleCruiser / Battleship Pocket 2.
 
 
 
===Cruiser Pocket 3===
 
 
 
Schmaeel Medullas - Warp Scrambler / Webber (Tag 0-1)<br/>
 
Tama Cerebellums - Warp Scrambler (Tag 2)<br/>
 
Auga Hypothosis - Scrambler / Webber (Tag 3)<br/>
 
Romi Thalamus - Sansha DD (Tag 4-6)<br/>
 
Eystur Rhomben - High DPS Frigate DD  (Tag 7-8)<br/>
 
  
:Upon clearing Cruiser Pocket 3, Battleship, BattleCruiser, and Cruiser Rally Pocket on the Battleship side, is able to be activated.
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= Enemies =
:The gate to the Battleship, BattleCruiser, and Cruiser Rally Pocket is able to be used after the Cruiser side clears BattleCruiser / Battleship Pocket 3.
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Below is a list of enemies that spawn in this site. See [[Sansha's Manual]] for a full list of the incursion rats.
 +
{{incursion rats|Start}}
 +
{{incursion rats|Antem Neo}}
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{{incursion rats|Auga Hypophysis}}
 +
{{incursion rats|Deltole Tegmentum}}
 +
{{incursion rats|Eystur Rhomben}}
 +
{{incursion rats|Mara Paleo}}
 +
{{incursion rats|Niarja Myelen}}
 +
{{incursion rats|Ostingele Tectum}}
 +
{{incursion rats|Renyn Meten}}
 +
{{incursion rats|Romi Thalamus}}
 +
{{incursion rats|Schmaeel Medulla}}
 +
{{incursion rats|Tama Cerebellum}}
 +
{{incursion rats|Vylade Dien}}
 +
{{incursion rats|Yulai Crus Cerebi}}
 +
{{incursion rats|End}}
 +
== Priorities ==
 +
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.
 +
{| class="wikitable" style="font-size:90%;"
 +
|-
 +
! style="background:#333333;" nowrap colspan="2" rowspan="2" | #
 +
! style="background:#333333;" nowrap colspan="3" | Targets for the entire fleet
 +
! style="background:#333333; vertical-align:middle; text-align:center" rowspan="2" nowrap | Reason
 +
|-
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! style="background:#222222;" nowrap | Regular targets<small>&nbsp;<ref>These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns.</ref></small>
 +
! style="background:#222222;" nowrap | Sniper targets<small>&nbsp;<ref>Sniper targets are enemies that spawn up to 150km away and even if they will start moving in closer you'll need increased locking range and good damage projection out to at least 120 km. Once you run out of sniper targets, change to short range ammo and follow regular targets.</ref></small>
 +
! style="background:#222222;" nowrap | Small targets<small>&nbsp;<ref>Smaller targets, like frigates or extremely fast or small cruisers. Ideally the primary targets for '''strategic cruisers''', [[Vindicator]]s or the [[Roles in Incursions#Dronebunny|dronebunny]] as a last resort.</ref></small>
 +
|- style="vertical-align:top;"
 +
| nowrap | 1
 +
| style="background:Red;" width="1" |
 +
| style="padding:5px;"  nowrap | '''Auga Hypophysis'''&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]][[File:icon_stasis_webifier_i.png|24px|link=|Webbing]]
 +
| style="padding:5px;" nowrap |
 +
| style="padding:5px;" nowrap | '''Niarja Myelen'''&nbsp;[[File:Icon_target_max.png|24px|link=|Jamming]][[File:icon_energy_neutralizer_i.png|24px|link=|Energy neutralizing]]
 +
| style="padding:5px;" | The '''Augas''' because they are very easy to kill and web as well as warp disrupts.
  
 +
The '''Niarjas''' because they jam and neut.
 +
|- style="vertical-align:text-top;"
 +
| nowrap | 2
 +
| style="background:OrangeRed;" width="1" |
 +
| style="padding:5px;"  nowrap | '''Deltole Tegmentum'''&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]][[File:icon_energy_neutralizer_i.png|24px|link=|Energy neutralizing]][[File:icon_target_painter_i.png|24px|link=|Target painting]]<br>'''Vylade Dien'''<small>&nbsp;<ref>The '''Vylade''' is technically not much of a threat. The more Sansha on the grid the higher the priority to kill it, as it'll make all ships capable of taking more damage. But with less ships on grid that aspect becomes more or less trivial. It can still be prioritized before the '''Deltole''' for the battleship-side if you want to kill it before it moves too far out (its preferred orbit is 60 km).</ref></small>&nbsp;[[File:Warfare-links.png|24px|link=|Siege Warfare links]]
 +
| style="padding:5px;" nowrap | '''Mara Paleo'''<small>&nbsp;<ref>The '''Mara''' can often be ignored in favour of other ships in the last room due to superior firepower of the fleet, but a higher priority for the cruiser-side due to having less damage while split up.</ref></small>&nbsp;[[File:icon_shield_transporter_i.png|24px|link=|Remote shield booster]]
 +
| style="padding:5px;" nowrap | '''Tama Cerebellum'''&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]]<br>'''Schmaeel Medulla'''&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]][[File:icon_stasis_webifier_i.png|24px|link=|Webbing]]<br>'''Renyn Meten'''&nbsp;[[File:icon_stasis_webifier_i.png|24px|link=|Webbing]]
 +
| style="padding:5px;" | '''Deltoles''' because they neut, target paints and warp disrupts, then '''Vylades''' because they boost resists.
  
 +
The '''Maras''' because they remote repair.
  
==Battleship, BattleCruiser, and Cruiser Rally Pocket==
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'''Tamas''' due to their high damage and warp disruption, then '''Schmaeel''' before '''Renyn''' due to its ability to warp disrupt in addition to webbing.
 +
|- style="vertical-align:top;"
 +
| nowrap | 3
 +
| style="background:Green;" width="1" |
 +
| style="padding:5px;" nowrap | '''Ostingele Tectum'''<br>'''Romi Thalamus'''
 +
| style="padding:5px;" nowrap | '''Yulai Crus Cerebi'''<br>'''Antem Neo'''
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| style="padding:5px;" nowrap | '''Eystur Rhomben'''
 +
| style="padding:5px;" | '''Ostingeles''' before '''Romis''' as they are easier to hit and do more damage.
  
'''Anchor'''<br/>
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'''Yulais''' before '''Antems''' as they are easier to hit and do more damage.
Battleship Anchor will activate gate first.  Once anchor indicates they are in, the rest of the fleet is authorized to activate the final acceleration gate, and end up in the same pocket.
 
  
 +
'''Eysturs''' pose no specific threat.
 +
|}
 +
<small><references/></small>
  
Niarja Myelen - Jammer / Neut (Tag 0)<br/>
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== Triggers ==
Outuni Mesen - Scrambler / Webber / Neut (Tag 1)<br/>
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The acceleration gates leading deeper into this site will be unlocked by the killing all the Sansha in the other side's pocket. So when the cruiser-side finishes their pocket, it unlocks the acceleration gate for the battleship-side, and vice versa. This means that you have to see it through on both sides in order to get to the fourth and final pocket where the sides come together to finish the site off.
Deltole Tegmentum - Warp Scrambler / Neut (Tag 2)<br/>
 
Mara Paleo - Sansha Logistics (Tag 3)<br/>
 
Tama Cerebellums - Warp Scrambler (Tag 4-5)<br/>
 
Auga Hypophysis - Webber / Scram (Tag 6-9)<br/>
 
Romi Thalamus - Sansha DD (Tag 10)<br/>
 
Eystur Rhomben - High DPS Frigate DD  (Tag 11)<br/>
 
Yulai Crus Cerebi - Sansha DD (Tag 12-13)<br/>
 
Antem Neos - Sansha Sniper DD (Tag 14-15)<br/>
 
  
 +
== Special requirements ==
 +
{|
 +
| [[File:icon_ship_dark.png|48px|Cruiser-and battleship-sized hulls]]
 +
| This site splits the fleet up into '''cruiser'''- and '''battleship'''-sized hulls.<br>''(requiring you to have both in your fleet)''
 +
|}
 +
{|
 +
| [[File:icon_optimal_range_script.png|48px|Snipers]]
 +
| This site requires you to have '''snipers''' in your fleet.<br>''(able to lock and apply good damage up to 120 km)''
 +
|}
 +
{|
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| [[File:icon_ship.png|48px|Anchor]]
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| This site benefits greatly from having an '''anchor''' for the last pocket.<br>''(ship with an above-average tank to go in first)''
 +
|}
 +
===== Cruiser- and battleship-sized hulls =====
 +
The acceleration gates leading deeper into this site has ship restrictions, forcing your fleet to split up based on ship type. Certain ships are allowed to go through either of the gates. Below is a list of ships allowed through either or both sides.
 +
{|
 +
| valign="top" |
 +
{| class="wikitable" style="font-size:90%;"
 +
! style="background:#222222;" | Cruiser-side
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! style="background:#222222;" | Battleship-side
 +
|-
 +
| valign="top" nowrap style="padding:5px;" |
 +
Cruisers<small>&nbsp;<ref>Including '''Combat Recon Ships''', '''Force Recon Ships''', '''Heavy Assault Cruisers''', '''Heavy Interdictors''' and '''Strategic Cruisers'''.</ref></small><br>
 +
''{{co|grey|Frigates}}''<small>&nbsp;<ref>Including '''Assault Frigates''', '''Covert Ops''', '''Electronic Attack Ships''', '''Interceptors''', '''Rookie Ships''', '''Stealth Bombers''' and '''Shuttles'''.</ref></small><br>
 +
''{{co|grey|Destroyers}}''<small>&nbsp;<ref>Including '''Interdictors'''.</ref></small>
 +
| valign="top" nowrap style="padding:5px;" |
 +
Battleships<small>&nbsp;<ref>Including '''Black Ops''', '''Elite Battleships''' and '''Marauders'''.</ref></small><br>
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''{{co|grey|Mining barges}}''<small>&nbsp;<ref>Including '''Exhumers'''.</ref></small><br>
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''{{co|grey|Large industrials}}''<small>&nbsp;<ref>Including '''Freighters''', '''Industrial Command Ships''' and '''Jump Freighters'''</ref></small>
 +
|-
 +
| colspan="2" align="center" |
 +
Battlecruisers<small>&nbsp;<ref>Including '''Attack Battlecruisers''', '''Combat Battlecruisers''' and '''Command Ships'''.</ref></small><br>
 +
Logistics<br>
 +
''{{co|grey|Industrials}}''<small>&nbsp;<ref>Including '''Blockade Runners''' and '''Deep Space Transports'''.</ref></small>
 +
|}
 +
| valign="top" | <br><small><references/></small>
 +
|}
  
 +
===== Snipers =====
 +
Several ships in the last pocket will spawn at sniper ranges up to 150 km away from where you land. While they will slowly approach to their preferred 60 km orbits, it is pretty much critical to have some ships able to lock and apply good damage out to at least 120 km.
  
===Finále===
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===== Anchor =====
 +
While not a critical role, having an anchor that goes in first to ensure that the initial full room aggro is directed to them is a safety measure. It helps avoid initial split aggro while you're facing a full wave of Sansha. It also gives people a point of reference for orbiting, to keep the fleet together.
  
When going into the final pocket, the site is cleared when all DPS has been removed/destroyed from the field. Upon destruction of the final ship, payout will be received.
+
= Hints & tips =
 +
* There are four pockets separated by acceleration gates. The fleet comes together in the fourth and final pocket, with the gate being called '''Fleet Staging Area'''. So be sure to consolidate your fleet when you reach this gate and ready your anchor and logistics on both sides before going in.
 +
** 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.
 +
* Moving is required in this site, but you will not need a propulsion module unless you want to speed up your completion times.
 +
** The next acceleration gate is located 50+ km away from where you land in the pocket, so be sure to start moving right away.
 +
* 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.
 +
{{Incursions sites horizontal}}
  
==Hints and Tips==
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[[Category:Incursions sites]]

Latest revision as of 11:31, 12 November 2022

Objectives

Force required
Assault sites Fleet of 20 - 21 pilots (up to 30 in low/null)
3 - 4 logistics needed
5 - 10 snipers needed
4 - 5 command ships/strategic cruisers
Sites take about 10 - 20 minutes
Military information
Incursions sansha transmission.png Your objective is to split your forces, clear a path to the Nation's staging area, and destroy the fleet you find there. Sansha defenders have designed their security to separate capsuleer forces, but once both sides have breached the final area you will be able to reunite.
Background information

The newly-acquired ability of Nation forces to override local system control has not yet been fully understood, and as a result, Nation forces are able to drastically affect contested systems over time, reducing the capabilities of capsuleers within their domain of control. Much of the technology used to aid this cause can be found at any of their mobile "consolidation network" facilities. This and other intelligence suggests that these complexes are primarily responsible for the initial propagation of system-wide interference.

Synopsis from ISHAEKA-0077. DED Special Operations.
Authorized for Capsuleer dissemination.

Enemies

Below is a list of enemies that spawn in this site. See Sansha's Manual for a full list of the incursion rats.

NameSig [1]Speed [2]Orbit / Speed [3]Damage / Volley [4]Range [5]Effective HP [6]
3 Icon red cruiser.png Antem Neo
Antem Neo [7]
184 Signature 184 m 1350 Velocity 1,350 m/s 60000 60 km Orbit 205 m/s 168 168 dps Turret damage 840 hp 176000 146 - 176 km Effective range (from optimal up to double falloff) 87717 88k ehp 87,717 effective hit points (26,250 raw hit points)
3 Icon red cruiser.png Auga Hypophysis
Auga Hypophysis Warp disruption - 2 strength at 9 km rangeWebbing - 60% speed reduction at 10 km range
325 Signature 325 m 1100 Velocity 1,100 m/s 6000 6 km Orbit 170 m/s 480 480 dps Turret damage 2,400 hp 20000 12 - 20 km Effective range (from optimal up to double falloff) 51597 52k ehp 51,597 effective hit points (31,185 raw hit points)
5 Icon red battleship.png Deltole Tegmentum
Deltole Tegmentum Warp disruption - 1 strength at 20 km rangeEnergy neutralizing - 360 GJ every 12 seconds at 12 km rangeTarget painting - 37,5% strength at 45+90 km range
540 Signature 540 m 850 Velocity 850 m/s 12000 12 km Orbit 118 m/s 818 818 dps Torpedo damage 4,500 hp 45000 < 45 km Effective range 179075 179k ehp 179,075 effective hit points (73,150 raw hit points)
1 Icon red frigate.png Eystur Rhomben
Eystur Rhomben
49 Signature 49 m 3360 Velocity 3,360 m/s 11000 11 km Orbit 560 m/s 120 120 dps Turret damage 600 hp 12000 10 - 12 km Effective range (from optimal up to double falloff) 9067 9k ehp 9,067 effective hit points (4,375 raw hit points)
3 Icon red cruiser.png Mara Paleo
Mara Paleo Remote Shield Booster - 700 hp every 5 sec for up to 3 targets at 70 km range
65 Signature 65 m 2050 Velocity 2,050 m/s 60000 60 km Orbit 310 m/s -1 (no weapons) -1 (no weapons) 29505 30k ehp 29,505 effective hit points (8,085 raw hit points)
1 Icon red frigate.png Niarja Myelen
Niarja Myelen Jamming - 6 strength at 32+36 km rangeEnergy neutralizing - 450 GJ every 10 seconds at 18 km range
53 Signature 53 m 2760 Velocity 2,760 m/s 15000 15 km Orbit 405 m/s -1 (no weapons) -1 (no weapons) 3786 4k ehp 3,786 effective hit points (2,575 raw hit points)
5 Icon red battleship.png Ostingele Tectum
Ostingele Tectum
530 Signature 530 m 850 Velocity 850 m/s 40000 40 km Orbit 118 m/s 528 528 dps Turret damage 2,640 hp 65000 45 - 65 km Effective range (from optimal up to double falloff) 289853 290k ehp 289,853 effective hit points (105,000 raw hit points)
1 Icon red frigate.png Renyn Meten
Renyn Meten Webbing - 60% speed reduction at 15 km range
33 Signature 33 m 2550 Velocity 2,550 m/s 9000 9 km Orbit 410 m/s 192 192 dps Turret damage 960 hp 12000 10 - 12 km Effective range (from optimal up to double falloff) 8898 9k ehp 8,898 effective hit points (3,388 raw hit points)
3 Icon red cruiser.png Romi Thalamus
Romi Thalamus
200 Signature 200 m 1520 Velocity 1,520 m/s 18000 18 km Orbit 205 m/s 320 320 dps Turret damage 1,600 hp 33000 23 - 33 km Effective range (from optimal up to double falloff) 105551 106k ehp 105,551 effective hit points (43,750 raw hit points)
1 Icon red frigate.png Schmaeel Medulla
Schmaeel Medulla Warp disruption - 1 strength at 30 km rangeWebbing - 60% speed reduction at 15 km range
36 Signature 36 m 4000 Velocity 4,000 m/s 12000 12 km Orbit 640 m/s 50 50 dps Turret damage 252 hp 20000 12 - 20 km Effective range (from optimal up to double falloff) 9234 9k ehp 9,234 effective hit points (5,775 raw hit points)
1 Icon red frigate.png Tama Cerebellum
Tama Cerebellum Warp disruption - 1 strength at 24 km range
39 Signature 39 m 2100 Velocity 2,100 m/s 12000 12 km Orbit 355 m/s 300 300 dps Torpedo damage 2,700 hp 70200 < 70 km Effective range 8103 8k ehp 8,103 effective hit points (5,390 raw hit points)
3 Icon red cruiser.png Vylade Dien
Vylade Dien Warfare Links - 20% increased shield resists for all friendly NPC
422 Signature 422 m 170 Velocity 170 m/s 60000 60 km Orbit 170 m/s -1 (no weapons) -1 (no weapons) 274918 275k ehp 274,918 effective hit points (73,150 raw hit points)
5 Icon red battleship.png Yulai Crus Cerebi
Yulai Crus Cerebi [8]
400 Signature 400 m 800 Velocity 800 m/s 60000 60 km Orbit 118 m/s 397 397 dps Turret damage 1,984 hp 210000 160 - 210 km Effective range (from optimal up to double falloff) 117850 118k ehp 117,850 effective hit points (57,750 raw hit points)
  1. ^ While using their propulsion module, they suffer the same signature bloom as players.
  2. ^ 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.
  3. ^ Preferred orbit range and regular speed while orbiting, which is their regular speed without the propulsion module turned on.
  4. ^ 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.
  5. ^ 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.
  6. ^ 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.
  7. ^ The Antem Neo does 29% EM and 71% thermal damage with its turrets.
  8. ^ The Yulai Crus Cerebi does 63% EM and 38% thermal damage with its turrets.

Priorities

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 [1] Sniper targets [2] Small targets [3]
1 Auga Hypophysis Warp disruptingWebbing Niarja Myelen JammingEnergy neutralizing The Augas because they are very easy to kill and web as well as warp disrupts.

The Niarjas because they jam and neut.

2 Deltole Tegmentum Warp disruptingEnergy neutralizingTarget painting
Vylade Dien [4] Siege Warfare links
Mara Paleo [5] Remote shield booster Tama Cerebellum Warp disrupting
Schmaeel Medulla Warp disruptingWebbing
Renyn Meten Webbing
Deltoles because they neut, target paints and warp disrupts, then Vylades because they boost resists.

The Maras because they remote repair.

Tamas due to their high damage and warp disruption, then Schmaeel before Renyn due to its ability to warp disrupt in addition to webbing.

3 Ostingele Tectum
Romi Thalamus
Yulai Crus Cerebi
Antem Neo
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.

  1. ^ These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns.
  2. ^ Sniper targets are enemies that spawn up to 150km away and even if they will start moving in closer you'll need increased locking range and good damage projection out to at least 120 km. Once you run out of sniper targets, change to short range ammo and follow regular targets.
  3. ^ 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.
  4. ^ The Vylade is technically not much of a threat. The more Sansha on the grid the higher the priority to kill it, as it'll make all ships capable of taking more damage. But with less ships on grid that aspect becomes more or less trivial. It can still be prioritized before the Deltole for the battleship-side if you want to kill it before it moves too far out (its preferred orbit is 60 km).
  5. ^ The Mara can often be ignored in favour of other ships in the last room due to superior firepower of the fleet, but a higher priority for the cruiser-side due to having less damage while split up.

Triggers

The acceleration gates leading deeper into this site will be unlocked by the killing all the Sansha in the other side's pocket. So when the cruiser-side finishes their pocket, it unlocks the acceleration gate for the battleship-side, and vice versa. This means that you have to see it through on both sides in order to get to the fourth and final pocket where the sides come together to finish the site off.

Special requirements

Cruiser-and battleship-sized hulls This site splits the fleet up into cruiser- and battleship-sized hulls.
(requiring you to have both in your fleet)
Snipers This site requires you to have snipers in your fleet.
(able to lock and apply good damage up to 120 km)
Anchor This site benefits greatly from having an anchor for the last pocket.
(ship with an above-average tank to go in first)
Cruiser- and battleship-sized hulls

The acceleration gates leading deeper into this site has ship restrictions, forcing your fleet to split up based on ship type. Certain ships are allowed to go through either of the gates. Below is a list of ships allowed through either or both sides.

Cruiser-side Battleship-side

Cruisers [1]
Frigates [2]
Destroyers [3]

Battleships [4]
Mining barges [5]
Large industrials [6]

Battlecruisers [7]
Logistics
Industrials [8]


  1. ^ Including Combat Recon Ships, Force Recon Ships, Heavy Assault Cruisers, Heavy Interdictors and Strategic Cruisers.
  2. ^ Including Assault Frigates, Covert Ops, Electronic Attack Ships, Interceptors, Rookie Ships, Stealth Bombers and Shuttles.
  3. ^ Including Interdictors.
  4. ^ Including Black Ops, Elite Battleships and Marauders.
  5. ^ Including Exhumers.
  6. ^ Including Freighters, Industrial Command Ships and Jump Freighters
  7. ^ Including Attack Battlecruisers, Combat Battlecruisers and Command Ships.
  8. ^ Including Blockade Runners and Deep Space Transports.
Snipers

Several ships in the last pocket will spawn at sniper ranges up to 150 km away from where you land. While they will slowly approach to their preferred 60 km orbits, it is pretty much critical to have some ships able to lock and apply good damage out to at least 120 km.

Anchor

While not a critical role, having an anchor that goes in first to ensure that the initial full room aggro is directed to them is a safety measure. It helps avoid initial split aggro while you're facing a full wave of Sansha. It also gives people a point of reference for orbiting, to keep the fleet together.

Hints & tips

  • There are four pockets separated by acceleration gates. The fleet comes together in the fourth and final pocket, with the gate being called Fleet Staging Area. So be sure to consolidate your fleet when you reach this gate and ready your anchor and logistics on both sides before going in.
    • 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.
  • Moving is required in this site, but you will not need a propulsion module unless you want to speed up your completion times.
    • The next acceleration gate is located 50+ km away from where you land in the pocket, so be sure to start moving right away.
  • 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.