Difference between revisions of "Right to Rule/Chapter 3: The Old Guard"

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{{main|Amarr Epic Arc - Right to Rule}}
 
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'''The Old Guard''' is the Amarr path for chapter 3 of Amarr epic arc. This path contains long combat missions and in the end rewards you with 10% bonus to Amarr faction standing and 1x Imperial Navy Modified 'Noble' Implant.
 
'''The Old Guard''' is the Amarr path for chapter 3 of Amarr epic arc. This path contains long combat missions and in the end rewards you with 10% bonus to Amarr faction standing and 1x Imperial Navy Modified 'Noble' Implant.
 
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==Mission 14 - Catching the Scent==
 
==Mission 14 - Catching the Scent==
 
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==Mission 16 - Making an Arrest==
 
==Mission 16 - Making an Arrest==
 
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==Mission 17 - An Unfortunate End==
 
==Mission 17 - An Unfortunate End==
 
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==Mission 18 - Panic Response==
 
==Mission 18 - Panic Response==
 
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==Mission 19 - The Right to Rule==
 
==Mission 19 - The Right to Rule==
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[[Category:Epic Arcs]]
 
[[Category:Epic Arcs]]
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Latest revision as of 15:32, 2 August 2023

Main article: Amarr Epic Arc - Right to Rule

The Old Guard is the Amarr path for chapter 3 of Amarr epic arc. This path contains long combat missions and in the end rewards you with 10% bonus to Amarr faction standing and 1x Imperial Navy Modified 'Noble' Implant.

Mission 14 - Catching the Scent

Type Encounter
Objective Retrieve 1x Sansha Command Signal Receiver (1.0 m3)
Faction Sansha's Nation
Best damage to deal Electromagnetic damage EMThermal damage Th
Damage to resist Electromagnetic damage EMThermal damage Th
EWAR Tracking disruption
Rewards 1,000,000 + time bonus
Mission briefing
So Rahsa has something more to say? Give my people a few minutes alone with him.... ah, there's a message coming in now.

Hm. I'll be damned. You were right. Someone else was working with him. He managed to activate some sort of suicide short in his socket before we got a name out of him. Too bad for him he's still useful to us.

Amarr epic 13.jpg

Single ungated pocket that you can warp in at range. The last ship destroyed will drop Sansha Command Signal Receiver (1.0 m3). The initial spawn is around 60 km from warpin.

Tips: To control incoming dps, kill all ships in the initial group except for one cruiser and one battleship, then eliminate all cruiser waves before eliminating the battleship waves.


Initial Group
WD EWAR L


Elite Frigate 3 x Elite Frigate Centii Loyal Savage/Slavehunter Tracking Disruptor
Cruiser 5 x Cruiser Centum Mutilator/Torturer Destroying last cruiser will spawn cruiser wave 1
Battleship 6 x Battleship Centus Dark Lord/Overlord Destroying last battleship will spawn battleship wave 1


Cruiser wave 1
WD EWAR L


Cruiser 4 x Cruiser Centum Hellhound/Fiend Destroying last cruiser will spawn cruiser wave 2


Battleship wave 1
WD EWAR L


Battleship 5 x Battleship Centus Dread Lord/Dark Lord Destroying last battleship will spawn battleship wave 2


Cruiser wave 2
WD EWAR L


Elite Cruiser 3 x Elite Cruiser Centum Loyal Torturer/Mutilator Destroying last cruiser will spawn cruisers wave 3


Battleship wave 2
WD EWAR L


Battleship 4 x Battleship Centus Dread Lord/Tyrant Destroying last battleship will spawn battleships wave 3


Cruiser wave 3
WD EWAR L


Elite Cruiser 2 x Elite Cruiser Centum Loyal Fiend


Battleship wave 3
WD EWAR L


Battleship 3 x Battleship Centus Tyrant

The last ship destroyed flags the mission objective completed. The Sansha Command Signal Receiver will spawn in a container next to the last ship destroyed.


Mission 15 - Falling into Place

Type Encounter
Objective Place the Homemade Sansha Beacon (1 m3) in the Linked Broadcast Array Hub, and destroy the ships that spawn.
Faction Mercenaries (Amarr ships)
Best damage to deal Electromagnetic damage EMThermal damage Th
Damage to resist Electromagnetic damage EMThermal damage Th
EWAR Tracking disruption, neuts
Rewards 1,000,000 + time bonus
Mission briefing
Hang on just a second. They must have changed socket sizes….

There. I present you one decoy Rahsa. Not a bad piece of work, if I do say so myself. Whoever Rahsa's friends were, they're probably looking for our departed Sansha right now. This device will mimic Rahsa's personal frequency: Just plug it in to a broadcast tower and you've got yourself an escapee Rahsa. Or the next best thing.

There's the perfect broadcast tower in Shaha. Place the homemade Sansha beacon in the tower, and then wait to see if "rescue" arrives. Then blow them out of the sky.

Amarr epic 14.jpg

Travel 13 jumps to Shaha, place the Homemade Sansha Beacon (1 m3) in the Linked Broadcast Array Hub, and destroy the ships that spawn. There is no standing loss for destroying ships in this mission.

You can complete this mission remotely and accept the next mission remotely.


Structures
WD EWAR L


Container 1 x Linked Broadcast Array Hub

Placing the Homemade Sansha Beacon into the Linked Broadcast Array Hub will spawn the Rescue Group.

Rescue Group
WD EWAR L


Cruiser 1 x Cruiser Independent Maller
Cruiser 2 x Cruiser Independent Green-Crewed Maller/Augoror/Arbitrator
Elite Cruiser 1 x Elite Cruiser Independent Veteran Augoror/Arbitrator/Omen Energy neutralizer - 25km range Tracking Disruptor Energy Neutralizer
Battleship 1 x Battleship Independent Abaddon/Armageddon/Apocalypse
Battleship 2 x Battleship Independent Green-Crewed Abaddon/Armageddon/Apocalypse

Destroying the last ship flags the mission as completed.


Mission 16 - Making an Arrest

Type Encounter
Ship suggestion Travel frigate/ceptor or shuttle
Rewards 1,000,000 + time bonus
Extra No combat
Mission briefing
Harkan must be dealt with immediately. His knowledge of Kor-Azor security and security codes make him a serious threat. I'll contact Kandus Sandar to get the MIO moving. Right now you need to arrest Harkan. He was granted a small fief upon his retirement. You have a good chance of catching him there.
Terrus Harkan
Commodore Harkan is an old guard of the Kor-Azor family. After multiple tours with the Imperial Navy, he became the chief security officer for House Miyan. In his decades of service, he has only had one blemish. In YC 109, he led Miyan's forces into battle against those of Lord Darabi in Fensi, a battle which he lost when Miyan surrendered. Harkan's big mistake was objecting to Miyan's surrender in public. It was not long after that Harkan retired.
Amarr epic 15.jpg

Travel to destination, and watch the explosion. There's no combat so you can travel in a shuttle.

This mission can take place in a lowsec or a highsec system near Nishah, and cannot be completed remotely.

Note: If the route from Mission 15 to Mission 16 takes you through or near the Palas system, it may save time to leave your combat ship in Palas and continue to the Mission 16 destination in a shuttle or rookie ship.


Structures
WD EWAR L


Structure 1 x Harkan's Manor Will self-destruct

Mission 17 - An Unfortunate End

Type Travel
Objective Report to Riff Hebian
Rewards 1,000,000 + time bonus
Mission briefing
You must inform Riff Hebian of Harkan's demise. He was very fond of the man, so he should be informed personally.
Harkan's Short Political Career
In Harkan's final years, he became a vocal critic of current Amarr slavery techniques. Though still in favor of slave labor, Harkan argued that the Empire's reliance on old methods of control such as Vitoc were too limiting. His views were cemented after the Elder invasion, which saw millions of slaves violently rebelling after they were freed of their Vitoc dependency. Harkan left the public eye after an outburst against Empress Jamyl's emancipation of ninth generation slaves cost him the favor of local Holders.
Riff Hebian

Report to the agent in Palas (6 jumps). The agent is located at the "Miyan Security Forces" beacon.

Mission 18 - Panic Response

Type Encounter
Objective Destroy all Sansha ships
Faction Sansha's Nation
Best damage to deal Electromagnetic damage EMThermal damage Th
Damage to resist Electromagnetic damage EMThermal damage Th
Warp disruption Stasis tower
EWAR Neuting
Rewards 1,000,000 + time bonus
Mission briefing
I have to apologize to you for my skepticism of your aims earlier. We've been increasing our security since the attack on Miyan's manor. But we never imagined one of our own was a threat. You have to understand that many of us have nothing but reverence for the Commodore. To find out he was a traitor...

But he's gone. The task of judgment is out of our hands now.

Only one task remains. With the destruction of their base and the deaths of Rahsa and now Harkan, the remaining Sansha are panicking. They're throwing a last ditch assault at one of Miyan's facilities. Lord Miyan himself is perfectly safe. Per our heightened security measures, I've sent him to a hidden safe house far from there.

The Sansha attacked my Lord and corrupted my predecessor. Annihilate them.

Loose Ends
Lady Jariza is under investigation for her role in all of this, but the only charge we could actually bring is conspiracy. And accusing a noble of conspiracy is about as useful as charging a Slaverhound with indecent exposure. It's the nature of the beast.

Lord Darabi has been cleared of any wrong doing. His daughter Mina has returned to their estate and is taking a larger role in family affairs.

Lord Manik and Lord Miyan reached a gentleman's agreement after the destruction of Manik's mercenary fleet. A number of Manik's agricultural worlds have been given as a gift to House Miyan. Lord Miyan accepted the gift, and has declared a clean slate between them.

Single ungated pocket.

  • The Sentry Group has 100km range and spawns several seconds after warp in.
  • The Amarr Energy Neutralizer Sentry III is very tough to destroy. Be forewarned - it has a massive tank.
  • Last ship destroyed in each Hull Group will spawn a duplicate group.

Mission is flagged as complete and all remaining ships despawn when any one of the following occurs:

  • Battleship destroyed
  • Energy Neutralizer Sentry III destroyed
  • Either of the Chain Groups destroyed

Blitz: Kill the battleship, warp out once mission is marked completed.


Initial defenders
WD EWAR L


Frigate 3-4 x Frigate Centii Servant/Minion Chain trigger (5x)
Cruiser 3-4 x Cruiser Centum Ravisher/Ravager Chain trigger (5x)
Battleship 1 x Battleship Centus Tyrant


Sentry group
WD EWAR L


Sentry 4 x Sentry Amarr Cruise Missile Battery
Sentry 1 x Sentry Amarr Stasis Tower Stasis Webifier
Sentry 1 x Sentry Amarr Energy Neutralizer Sentry III Energy Neutralizer


Mission 19 - The Right to Rule

Type Encounter
Objective Destroy Harkan's Behemoth Battleship
Faction Sansha's Nation
Best damage to deal Electromagnetic damage EMThermal damage Th
Damage to resist Electromagnetic damage EMThermal damage Th
EWAR Neuting, tracking disruption, Webs
Rewards Imperial Navy Modified 'Noble' Implant + 10% Amarr faction standing + time bonus
Mission briefing
Harkan's not dead! He's just launched an attack on Lord Miyan's safe house! Lord Miyan is in danger!

He's already broken past the main acceleration gate. Harkan knows our systems inside out. Our automated defenses are useless. Worse, I've reports that several of our own security forces are helping him!

The safe house is in Choga. I need your help to rescue Miyan from Harkan's forces. I can't rely on my own security forces, because I don't know how many more will turn.

This is the final mission of the Amarr epic arc. This will be a long mission so load your ship with plenty of ammo.

Four rooms with several spawns. It is recommended that you are in a fleet (even if alone) and tag the waves to avoid triggering too many waves at once.

The mission is NOT in deadspace. You can bookmark the rooms, warp out and then warp back in.

Blitz:

  • Clear rooms 1-3.
  • Kill Harkan's Behemoth in room 4.

Warpin

WD EWAR L


Elite Cruiser 2 x Elite Cruiser Centum Loyal Hellhound/Fiend
Battlecruiser 3 x Battlecruiser Centatis Devil/Wraith

Room 1

WD EWAR L


Elite Frigate 1-2 x Elite Frigate Centii Loyal Servant/Minion Warp Disruptor Stasis Webifier
Cruiser 2 x Cruiser Centum Slaughterer/Execrator Tracking Disruptor
Elite Cruiser 4 x Elite Cruiser Centum Loyal Hellhound/Fiend
Battlecruiser 2 x Battlecruiser Centatis Behemoth/Wraith
Battleship 2-3 x Battleship Centus Plague/Beast Lord Tracking Disruptor

Room 2

Notes:

  • The Acceleration Gate is 3km away.
  • No aggro from Initial Group B at warp-in, however it will aggro if you get too close, and they must also be cleared to unlock the gate.
  • Drones cannot be safely deployed without drawing aggro, but the aggro won't switch to you when you recall them.
  • Wave 1 seems to be time triggered to spawn 30-60 seconds after warp-in.


Initial defenders
WD EWAR L
Group A (30 km)
Elite Cruiser 4 x Elite Cruiser Centum Loyal Torturer/...
Battleship 2-3 x Battleship Centus Mutant/Savage Lord
Group B (10-20 km)
Battlecruiser 6 x Battlecruiser Centatis Devil/Daemon
Wave 1
WD EWAR L


Elite Frigate 3 x Elite Frigate Centii Loyal Enslaver/...
Elite Cruiser 4 x Elite Cruiser Centum Loyal Slaughterer/Execrator Tracking Disruptor

Room 3

Warning:

  • Enemy ships will breed like rabbits if you do not manage your triggers in this pocket.
  • The key trigger is the single Battleship in the Initial Group. Pay careful attention when you attack it.
    • 1st chain group 1 is triggered when the Initial Battleship receives any damage.
    • 2nd chain group 1 is triggered when the Initial Battleship is damaged to about 10% shield.
    • 3rd chain group 1 is triggered when the Initial Battleship is damaged to about 10% armor.
    • 4th chain group 1 is triggered when the Initial Battleship is destroyed.

Each chain group 1 will spawn one chain group 2 when attacked. Additionally the Centus Tyrant will fully repair when new group is spawned. (Update Feb 17, 2020 - Tyrant instantly fully recovers all health after each of the first two new chain groups spawns, then after chain group 3, it recovers all armor and half shields which recover slowly over the next few minutes. Recommend following tips below unless you can tank all chains at once).

Tips:

  • STOP your attack on the Centus Tyrant Battleship after a chain group has spawned.
  • Eliminate all ships in that chain group before attacking Centus Tyrant Battleship again.
  • Rinse and repeat.


Initial defenders
WD EWAR L


Destroyer 1-2 x Destroyer Centior Monster
Battleship 1 x Battleship Centus Tyrant triggers Chain group 1 (x4)
Chain group 1 (x4)
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Elite Frigate 3 x Elite Frigate Centii Loyal Enslaver/Butcher Triggers chain group 2
Battleship 2-3 x Battleship Centus Overlord/Dark Lord Triggers chain group 2
Chain group 2 (x4)
WD EWAR L


Elite Cruiser 1-2 x Elite Cruiser Centum Loyal Hellhound/Torturer
Battlecruiser 1-2 x Battlecruiser Centus Daemon/Behemoth

Room 4

Warning:

  • You will face a total of 17 spawn waves. Be very careful in attacking spawn triggers.
  • Suggest getting plenty of range from landing beacon in order to manage spawn waves.
  • Wave 1 is triggered by attacking Harkan's Behemoth, Wave 2 at armor damage and Wave 3 when Harkan's Behemoth is destroyed.
  • Repeating Chain Group is triggered when any of the other ships in the Initial Group is damaged.

The Repeating Chain Group will repeat itself 4.5 times before it runs out. It will feel like groundhog day.

  • The key to identifying the start of a new chain is the appearance of Group 1 Battlecruisers.
  • Group 2 is triggered by destroying one of the Battlecruisers in Group 1.
  • Group 3 is triggered by destroying the last Elite Frigate in Group 2.
  • Attacking any ship in Group 3 triggers a new chain i.e. it resets back to Group 1.

Tips:

  • Harkan's Behemoth Battleship is much faster than the other ships making it easy to separate him from the other ships.
  • Destroying Harkan's Behemoth Battleship flags the mission objective as completed.
  • Marauders seem to be able to prevent additional waves from spawning by triggering the next wave within a few seconds. This may or may not work on Room 3.

Blitz: Get Harkan's Behemoth Battleship to aggro and lead him away from the spawn area, concentrate attack only on him and ignore the other ships.


Initial defenders
WD EWAR L


Elite Cruiser 2 x Elite Cruiser Centum Loyal Hellhound/Fiend Repeating
Battleship 2 x Battleship Centus Daemon/Behemoth
Elite Battleship 1 x Elite Battleship Harkan's Behemoth Triggers waves 1-3, Mission objective Energy Neutralizer Tracking Disruptor
Harkan shield damage wave
WD EWAR L


Destroyer 1-2 x Destroyer Centior Cannibal
Cruiser 1-2 x Cruiser Centum Execrator Tracking Disruptor
Harkan armor damage wave
WD EWAR L


Destroyer 1-2 x Destroyer Centior Abomination
Cruiser 1-2 x Cruiser Centum Slaughterer Tracking Disruptor
Harkan destroyed wave
WD EWAR L


Destroyer 1-2 x Destroyer Centior Abomination
Cruiser 1-2 x Cruiser Centum Execrator Tracking Disruptor

Attacking any ship in "Harkan destroyed wave" will trigger chain Group 1. The chain groups will spawn four times if triggered.

Repeating chain group
WD EWAR L
Group 1 (x4)
Battlecruiser 3 x Battlecruiser Centus Daemon/Behemoth First ship destroyed triggers group 2
Group 2 (x4)
Elite Frigate 2 x Elite Frigate Centii Loyal Scavenger/Ravener Last ship destroyed triggers group 3 Stasis Webifier
Group 3 (x4)
Elite Frigate 0-2 x Elite Frigate Centii Loyal Scavenger/Ravener Triggers group 1 Tracking Disruptor
Elite Cruiser 1-2 x Elite Cruiser Centum Loyal Mutilator/Torturer Triggers group 1 Tracking Disruptor
Battleship 1-2 x Battleship Centus Tyrant/Dread Lord Triggers group 1


Mission briefing
Lord Miyan is safe. The political situation is returning to what passes for normal.

The few remnants of the Sansha forces are fleeing back to Stain. The crews of the Amarr ships that joined Harkan's failed rebellion have been stripped of their ranks and any titles. Their commanders have the Empress' justice to look forward to.

As for Harkan himself? His death allowed him to escape temporal justice. His name is being stripped from the Miyan records of service. My lord's men are tracking down Harkan's kin to end his line. In a generation, when the living memory of Harkan's betrayal fades with us, there will be no sign of Harkan's passing .

You, <Character>, will be remembered long after this. I envy your Capsuleer lifespan, and pray you continue your good works in the name of the Empire for years to come.

Rewards:

  • 1x Imperial Navy Modified 'Noble' Implant = Slot 10 (+3% to Armor HP's and +3% to repair amount)
  • Amarr Empire Faction Standing increase = +10% Base (+12.5% with Social 5)