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'''Trading''' is the act of buying and selling items within Eve.
{{MissionLinks}} __NOTOC__ {{NPCTableCSS}}


==Introduction==
{{Missiondetails
There are many recordings of Uni trading classes available on the forums. A few examples are listed below:
|Level= 4
|Type= Encounter
|Objective= Kill Anire Scarlet
|Faction1= Serpentis
|Faction2= Angel Cartel
|Faction3= Guristas
|Faction4= Blood Raiders
|DamageToDeal=
|DamageToResist=
|WebPoint= Elite frigates (last pocket)
|EWAR= ECM (Guristas), dampening (Serpentis), Target painting (Angel)
|ShipSizeLimit=
|ShipSuggestion= Battleship (clear), T2/T3/faction cruiser (blitz)
|Rewards=
|Extra=
}}
{{MissionBriefing
|<Pilot>, it's good to see you. I have something a little outside of the ordinary that needs taking care of. A personal business opportunity for the both of us, I guess you could say.


*[http://content.alexsmith.im/eve-recordings/EVE_Trading_101_Monday_10_May_2010_1900-VBR_L9.mp3 Trading 101 - Lompster] (Basics of trading, some emphasis on station and wartime trading)
Have you ever heard of Anire Scarlet? Well, she's practically an urban legend among the local pirates. It seems any outlaw with a clone bay and rhetorical skills can amass a following these days. The sorts of degenerates that hang around this area are easily impressed too. It seems Anire has built quite a posse, but then, that could just be another one of the myths about her.  
*[http://ds180.net/eve-uni/Eldiora%20-%20Trading%20101.mp3 Eldiora] (The basics of trading. Emphasis on interregional trade and getting started.)
*[http://ds180.net/eve-uni/Dr%20Deus%20-%20Trading.mp3 Dr Deus] (Introduction to trading. Emphasis on station trading, trading in Jita, Maximizing profit.)
*[http://ds180.net/eve-uni/Sun%20Win%20-%20Trading%20101.mp3 Sun Win] (Buy and Sell orders. Creating a Trade Alt. Buying Low, selling high. Trade via hauling. Details of the Market system, Market analysis. Recommended Skills.)


===Advantages of trading===
As for where you come in: all this attention has earned her a CONCORD bounty. I'd very much like to claim that ISK, <Pilot>, with your help. I've hired an undercover surveillance team to locate her, and they've had some luck turning up a lead. If you're able to follow it up and take her out then we can split the bounty money equally. The surveillance team found her flagship vessel, The Crimson Dawn. She is sure to be either inside it, or very close by. If you think yourself capable of eliminating her, then I'll trade you the coordinates.  
*Easy to get started: You can start trading right away on a character with no skills, and the amount of skill training needed compared to other professions is fairly low. The only skill you really need to start with is Trade, without which you'll probably feel a little limited in the number of orders you can have open.  
*Easy to do during war: With a small investment in skills (Marketing, Procurement and Daytrading to level 2) you can easily station trade in one system while docked up in another, or use an alt to trade in other ways.
*Time-flexible: A lot of trading happens while docked up, and it's easy to go AFK with no real danger most of the time. While this isn't true during hauling, good hauls tend to be fairly short and you can always dock up halfway through.


==Trade Interfaces==
What do you say? Do we have a deal?
 
}}
===The Trade Window===
 
Possibly the simplest and least-used form of trading, the trade window requires you to be docked up with someone in the same station. It's mostly used to deliver items personally to a friend. The trade window is less useful in general since mass trading is not possible and scamming is common.
 
=== Contracts===
A [[contract]] is a public, formal agreement for work or goods, available through the contracts button on the [[NeoCom|NeoCom]]. Like the trade window, mass trading is hard and scamming is common. However, contracts have a couple of advantages. They can contain goods not normally available on the market, and finding an audience for your trading is much easier than through the trade window.
 
Alternatively, courier contracts can also add extra profit to hauling routes.
 
=== The Market===
This is where most trading in Eve takes place. The market is essentially an automated list of item exchange contracts: buy orders and sell orders. Since orders can be partially filled and searched easily, it tends to be a lot more convenient than trading through contracts, although the basic principle is the same. Another advantage of the market is that it's easy to see the price and quantity that items are actually selling for, using the market details tab. Markets are limited to the specific region they are in.
 
== Tips and Tricks  ==
 
As with other aspects of Eve, the first rule of trading is to never invest what you can't afford to lose.
 
=== 0.01 ISK-ing ===
Once you get into trading, you will notice that a lot of people tend to over/undercut you by just 0.01 ISK per unit. Quite a few new players seem to have a problem with this - often getting annoyed to the point where they radically change their orders, slashing huge chunks off their profits. However, a more useful way to look at the 0.01-isking is that it is simply the game mechanism by which a logged on and active trading player has the advantage over logged off or AFK traders. Over or undercutting your competitors by just 0.01 ISK is precisely how this is achieved. So when someone else over/undercuts you by just 0.01 ISK, they are just getting their turn at the front of the queue. If you are there, updating your orders, you can simply update your orders and it is back to your turn to be at the front of the queue... On the other hand if you are not there, or not logged on, don't get so bent out of shape when someone that ''is'' active happens to be reaping the rewards.
 
And when you start doing some 0.01-isking of your own, try using your mouse-wheel to bump your price. You might like it, specially since it can be quite quick once you get used to it.
 
Of course, sometimes the market for a particular item is simply unrealistic, or maybe you need your trades to go through quickly for some reason - a radical price change might be called for, but a good trader will have identifiable reasons for making such a change, rather than it just being an emotional "''I'll show you!''" response to being 0.01-isked.
 
***There is a real danger during the modification of your market orders that you may accidentally enter the wrong amount or potentially forget a decimal point resulting in a significant loss of ISK.  To mitigate this risk, observe the net change in your order before confirming it. You can also change the order amount using the up/down key to quickly add/subtract a few 0.01 ISK at a time.
 
===Finding items that are good to trade===
 
There is an incredibly simple 3-step plan for finding good trading items:


#Click on a market category, and start looking at the orders and market details for each item
#Switch to another category, and keep looking at each item.
#Look at items some more.


With that said, it's important to know what you're looking for, and hopefully the [[How to identify items to trade|burger method]] and the tips on this page should be enough. Generally, for station trading, you want to find items that:
Every pocket in this mission has ships from one randomly selected faction. Your fit should be able to fight with all of them. You can bring an extra ''Gate Key'' to skip warpin area or to give to fleet members.


*have a high and fairly constant demand. You can check item demand by looking at the volume sold chart in the market details. While some items might have huge margins, if the volume sold is small or infrequent then there is much more risk associated with that item.
The mission pockets are [[Deadspace|semi deadspace]]. This means that you can warp within a pocket grid but any warps from outside the pocket will land on the warpin area.
*actually sell for the buy and sell orders listed. You can check this by looking at the market details and seeing whether the range of prices includes the current best buy and sell orders. Hopefully the median price should be somewhere between the two.


Good items to trade are (depending on region and current market) meta-4 items (e.g. arbalest launchers): they can't be produced and some of them have better or the same attributes as their T2 counterparts.  
'''Blitz:'''
* Bring your own gate key and skip first room.
* Rush to acceleration gates and make your way to last room. All gates are open.
* Kill Scarlet and return to agent.


Remember to diversify between different items so that if your market breaks down you don't lose all your money.  
=== Warp-in ===
{{MessageBox|Anire Scarlet
|Well, well. You're the one who's given my boys some trouble, I see. Don't worry, I'll make this as fast and painless as possible. Anire Scarlet is nothing if not merciful.
|collapsed= no}}
The gate deeper into the mission requires one ''Gate Key''. The key is dropped by last battleship. The key is not consumed on use so you can keep it and skip fighting at warpin next time you get this mission.


'''Alternatively an EVE University member has created a dynamic TradeBook that provides real-time market data on any EVE item, so long as the API calls to EVE market-central are working (and they usually are - as of June 14th, 2016, CCP deployed a massive update that greatly increased the speed at which market data is updated).
you can warp in at distance to snipe.
You can find the TradeBook in the EVE University Forum under the Research, Production, and Trade tab.
Click [http://forum.eveuniversity.org/viewtopic.php?f=48&t=99347 here] to access the document.'''


<br>
At first some merchants are on the gate. The hostiles arrive soon. The hostiles are either Serpentis ships or Angel ships.


===Trading Math===
{{NPCTableHead|Initial defenders (Angel)}}
{{Update|Needs update due to the tex, fees, and skill changes in summer 2019.}}
{{NPCTableRow|Cruiser|4|Gistum Liquidator/Marauder}}
{{NPCTableRow|Battleship|5|Gist Malakim/Nephilim/Warlord|ewar= TP|cargo= Last one drops the gate key.}}
|}


Like almost all of Eve there is math. Fortunately most of the math in trading is basic math and/or the game does the math for you.  If you want to find out how much you will be paying or selling an item please use the following equation.  
{{NPCTableHead|Initial defenders (Serpentis)}}
{{NPCTableRow|Elite Cruiser|2|Corelum Chief Safeguard|ewar= Damp}}
{{NPCTableRow|Battlecruiser|3|Corelatis Squad Leader}}
{{NPCTableRow|Battleship|4|Core Admiral/High Admiral|cargo= Last one drops the gate key.}}
|}


'''X'''=The amount of units you want to buy or sell
=== 1st pocket ===
You will see Anire Scarlet when you warp in but she warps to next pocket before you have time to engage.


'''U'''=The price of one unit of what your trying to buy or sell
This room contains either Guristas ships or Blood Raider ships.


'''P<sub>1</sub>'''=The overall cost of all the units you want to sell
Gate to next room is not locked so you can skip combat. The gate is 29 km away.


'''P<sub>2</sub>'''<sub></sub>=The overall cost of the units you want to buy
{{NPCTableHead|Initial defenders (Guristas)}}
{{NPCTableRow|Battlecruiser|3-5|Pithatis Enforcer/...}}
{{NPCTableRow|Battleship|4|Pith Exterminator/Eliminator|ewar= ECM}}
|}


'''B'''=The broker percentage in decimal form
{{NPCTableHead|Initial defenders (Blood Raider)}}
{{NPCTableRow|Cruiser|4|Corpum Arch Priest/...}}
{{NPCTableRow|Battleship|4|Corpus Cardinal/Monsignor}}
|}


'''E'''=The amount that you will get after a sell
=== 2nd pocket ===
You can see Anire again when you warp in. This time you will have enough time to get one or two shots at her. If you have enough DPS you can kill her here and complete the mission prematurely. If you manage to kill her here you will be able to loot an +3 charisma implant from her wreck.  Anire Scarlet is most vulnerable to EM/Thermal damage; it is advisable to preload EMP ammo or Mjolnir missiles before warping into the pocket.


'''A'''=The amount you will have to pay to buy something
This room contains initially either Serpentis ships or Serpentis and Guristas ships. Regardless of which are present first more Guristas battleships will spawn as reinforcement.


<br>
The gate to next room is again unlocked. The gate is 19 km away.


'''X * U = P<sub>1</sub>'''
{{NPCTableHead|Initial defenders (Guristas battleship)}}
{{NPCTableRow|Destroyer|3|Corelior Artillery/Cannoneer}}
{{NPCTableRow|Battleship|4|Pith Conquistador/Massacrer}}
|}


'''P<sub>1</sub> - (P<sub>1</sub> * B) = E'''
{{NPCTableHead|Initial defenders (Serpentis battleships)}}
{{NPCTableRow|Cruiser|3-5|Pithum Silencer}}
{{NPCTableRow|Battleship|6|Core Port Admiral/ Rear Admiral}}
|}


<br> '''X * U = P<sub>2</sub>'''
{{NPCTableHead|Spawn (Serpentis)}}
{{NPCTableRow|Battleship|3|Core Flotilla/Vice Admiral|ewar= Damp}}
|}


'''P<sub>2</sub> + (P<sub>2</sub> * B) = A'''
{{NPCTableHead|Spawn (Guristas)}}
{{NPCTableRow|Battleship|4|Pith Eliminator/Extinguisher|ewar= ECM}}
|}


<br> So if you were buying PLEX for 100 isk each and you want 100 PLEX the amount you would have to pay after a 10% broker fee is 11,000 in isk. The equation for this is below.
=== 3rd pocket ===
Last pocket. This time Anire Scarlet has nowhere to run to so you can finish her.


<br>  
The initial defenders are from a random faction. The spawn's faction is based on the initial defender's faction, if Guristas, then the spawn will be Blood Raider, if Angels then Serpentis.<br>Anire Scarlet deals quite high damage for a battlecruiser.


'''100 * 100 = 10000'''


'''10000 + (10000 * .1) = 11000'''
Note: Scarlet's Station does not drop loot.


<br>
{{NPCTableHead|Initial defenders}}
{{NPCTableRow|Battlecruiser|1|Anire Scarlet|trigger= Mission objective|cargo= Chance of dropping +3 charisma implant}}
{{NPCTableRow|Sentry|1|Angel Heavy Missile Battery}}
{{NPCTableRow|Sentry|1|Blood Heavy Missile Battery}}
{{NPCTableRow|Sentry|1|Guristas Cruise Missile Battery}}
{{NPCTableRow|Sentry|1|Serpentis Cruise Missile Battery}}
|}


And if you want to sell the same PLEX for the same price and amount and same brokers fee you will get 9000 isk and the equation will look like this:
{{NPCTableHead|Initial defenders (Angel and Blood Raider)}}
{{NPCTableRow|Elite Frigate|2|Arch Gistii Rogue/Hijacker|ewar= Web|point= yes}}
{{NPCTableRow|Elite Cruiser|4|Arch Gistum Breaker/...}}
{{NPCTableRow|Battlecruiser|3|Gistatis Primus/Tribuni}}
{{NPCTableRow|Battlecruiser|3|Corpatis Bishop}}
{{NPCTableRow|Battleship|4|Corpus Archon}}
|}


<br>
{{NPCTableHead|Initial defenders (Guristas)}}
{{NPCTableRow|Elite Frigate|2|Dire Pithi Imputor|ewar= Web|point= yes}}
{{NPCTableRow|Elite Cruiser|3|Dire Pithum Abolisher/...|ewar= ECM}}
{{NPCTableRow|Battlecruiser|4|Pithatis Enforcer/Executor}}
{{NPCTableSeparator|Group 2 (100 km)}}
{{NPCTableRow|Battlecruiser|4|Corpatis Bishop/Seer}}
{{NPCTableRow|Battleship|4|Corpus Archon/Prophet}}
|}


'''100 * 100 = 10000'''
{{NPCTableHead|Initial defenders (Serpentis variant 1)}}
{{NPCTableRow|Battlecruiser|4|Corelatis Squad Leader/Wing Leader}}
{{NPCTableRow|Battleship|4|Core Baron/Commodore}}
|}


'''10000 - (10000 * .1) = 9000'''
{{NPCTableHead|Reinforcements}}
{{NPCTableRow|Battleship|4|Corpus Oracle/Apostle }}
|}


<br>
{{NPCTableHead|Initial defenders (Serpentis variant 2)}}
{{NPCTableRow|Battleship|4|Core Port Admiral/Rear Admiral}}
|}


===Trend lines===
{{NPCTableHead|Reinforcements (100 km)}}
{{NPCTableRow|Battleship|5|Corpus Cardinal/Patriarch}}
|}


Trend lines are used in the real world to help self brokers and stock brokers find out future events in the stock market, or more commonly known as a technical analysis. To use a trend line all you need to do is find a way to draw a line from peak to peak and trough to trough in the line graph on price history on an item. You will want to draw a line that hits at least 2 to 3 peaks and another that hits 2 to 3 troughs. This will tell you that the price should fall between the 2 lines and if the prices hits one of the lines or go a little past it then its time to buy or sell the item in Eve. The trick to this in both Eve and the real world is to do this and know what you're doing as fast and right as possible.
{{NPCTableHead|Initial defenders (Serpentis variant 3)}}
{{NPCTableRow|Battleship|5|Core Grand Admiral/High Admiral}}
|}


You should be able to look at a graph in 5 minutes and say if it's a good buy or sell for you if you're buying and selling short term. The only trick to using something is it must be straight. If worst comes to worst you can press print screen, paste the image into paint and make the trend line there but if you do this you will lose some valuable time.


Because there is so much information already out there [https://stockcharts.com/school/doku.php?id=chart_school:chart_analysis:trend_lines here is a link that gets in detail on what you should do to make and read a trend line.]


Lastly here is another [https://www.youtube.com/watch?v=5v72zMtO3Mk video that shows you how the trend line works on line graphs.]
<br>
===Scams to avoid===
*Trade routes or courier contracts might be set up by pirates - a camp could be waiting on one of the jumps on the route to collect your ship, their goods and the collateral.
*Courier contracts might be set up to deliver to a player-owned station where you do not have docking rights.
A good way to avoid courier contract scams is to only accept contracts for routes you were planning on hauling anyway, and to not accept contracts to player owned stations.
===Trading Cost Modifiers===
*{{sk|Broker Relations}} [Req: Trade 2] reduce base broker fee by 0.3% per level
*{{sk|Accounting}} [Req: Trade 4]: reduces sales tax by 11% per level
*{{sk|Margin Trading}} [Req: Accounting 4]: reduces escrow requirement for buy orders by an additional 25% per level
Whenever you set up a buy or sell order, you will have to pay the broker fee: 5% of the total order (3.5% at {{sk|Broker Relations}} level five), modified by standings. Whenever each unit gets sold, the seller will pay 5% of the sell price as a [[Tax#Sales_tax|sales tax]] (2.25% at max skills). The fees show up in the wallet journal as "Brokers Fee" and "Transaction Tax".
Thus, a station trader with zero standings will pay between 5% (at max skills) and 10% of the order price as fees/taxes. This is important to take into account when calculating your profit, but of course the standings below can change that further.
====Standings====
[[Faction Standings|Faction and corporation standings]] relevant to the station the orders are placed in will have an effect on the broker fee. Faction standings contribute 1/3 more than corp standings. Note that the ''unmodified'' standing is used for the calculation. The exact formula is:
:''BrokerFee&nbsp;(in %) = 5 - (0.3*BrokerRelationsLevel) - (0.03*FactionStanding) - (0.02*CorpStanding)''
With no skills or standing the broker fee is 5%. With 10 faction and corp standing, the broker fee is reduced to 4.5%. With broker relations V and perfect standing the fee is further reduced to 3%.
{{expansion past|
[https://www.eveonline.com/article/ptgdti/patch-notes-for-june-2019-release 2019-08-01]:
Market sales taxes and broker fees have changed:
*Maximum Sales Tax increased from 2% to 5%
*Maximum Brokers Fee increase for NPC stations from 3% to 5%
Tax associated skills have been changed:
*Accounting – Increase in reduction of sales tax from 10% per level to 11% per level
*Brokers Relations – Increase in reduction of costs associated with setting up a market order from 0.1% per level to 0.3% per level
See also https://www.eveonline.com/article/pvewgz/updates-to-sales-taxes-and-brokers-fees
}}


==External links==
{{Missionrelated}}
*[https://www.eveonline.com/article/pvewgz/updates-to-sales-taxes-and-brokers-fees DevBlog announcing changes to taxes, fees, and skills.]


[[Category:Trade]]
[[Category:Security missions]]

Latest revision as of 18:25, 14 May 2025


Level 4
Type Encounter
Objective Kill Anire Scarlet
Factions SerpentisAngel CartelGuristasBlood Raiders
Best damage to deal Kinetic damage KinThermal damage ThExplosive damage ExKinetic damage KinKinetic damage KinThermal damage ThElectromagnetic damage EMThermal damage Th
Damage to resist Thermal damage ThKinetic damage KinExplosive damage ExKinetic damage KinKinetic damage KinThermal damage ThElectromagnetic damage EMThermal damage Th
Warp disruption Elite frigates (last pocket)
EWAR ECM (Guristas), dampening (Serpentis), Target painting (Angel)
Ship suggestion Battleship (clear), T2/T3/faction cruiser (blitz)
Mission briefing
<Pilot>, it's good to see you. I have something a little outside of the ordinary that needs taking care of. A personal business opportunity for the both of us, I guess you could say.

Have you ever heard of Anire Scarlet? Well, she's practically an urban legend among the local pirates. It seems any outlaw with a clone bay and rhetorical skills can amass a following these days. The sorts of degenerates that hang around this area are easily impressed too. It seems Anire has built quite a posse, but then, that could just be another one of the myths about her.

As for where you come in: all this attention has earned her a CONCORD bounty. I'd very much like to claim that ISK, <Pilot>, with your help. I've hired an undercover surveillance team to locate her, and they've had some luck turning up a lead. If you're able to follow it up and take her out then we can split the bounty money equally. The surveillance team found her flagship vessel, The Crimson Dawn. She is sure to be either inside it, or very close by. If you think yourself capable of eliminating her, then I'll trade you the coordinates.

What do you say? Do we have a deal?


Every pocket in this mission has ships from one randomly selected faction. Your fit should be able to fight with all of them. You can bring an extra Gate Key to skip warpin area or to give to fleet members.

The mission pockets are semi deadspace. This means that you can warp within a pocket grid but any warps from outside the pocket will land on the warpin area.

Blitz:

  • Bring your own gate key and skip first room.
  • Rush to acceleration gates and make your way to last room. All gates are open.
  • Kill Scarlet and return to agent.

Warp-in

Anire Scarlet
Well, well. You're the one who's given my boys some trouble, I see. Don't worry, I'll make this as fast and painless as possible. Anire Scarlet is nothing if not merciful.

The gate deeper into the mission requires one Gate Key. The key is dropped by last battleship. The key is not consumed on use so you can keep it and skip fighting at warpin next time you get this mission.

you can warp in at distance to snipe.

At first some merchants are on the gate. The hostiles arrive soon. The hostiles are either Serpentis ships or Angel ships.


Initial defenders (Angel)
WD EWAR L


Cruiser 4 x Cruiser Gistum Liquidator/Marauder
Battleship 5 x Battleship Gist Malakim/Nephilim/Warlord Target Painter Last one drops the gate key.


Initial defenders (Serpentis)
WD EWAR L


Elite Cruiser 2 x Elite Cruiser Corelum Chief Safeguard Remote Sensor Dampener
Battlecruiser 3 x Battlecruiser Corelatis Squad Leader
Battleship 4 x Battleship Core Admiral/High Admiral Last one drops the gate key.

1st pocket

You will see Anire Scarlet when you warp in but she warps to next pocket before you have time to engage.

This room contains either Guristas ships or Blood Raider ships.

Gate to next room is not locked so you can skip combat. The gate is 29 km away.


Initial defenders (Guristas)
WD EWAR L


Battlecruiser 3-5 x Battlecruiser Pithatis Enforcer/...
Battleship 4 x Battleship Pith Exterminator/Eliminator Target Jammer


Initial defenders (Blood Raider)
WD EWAR L


Cruiser 4 x Cruiser Corpum Arch Priest/...
Battleship 4 x Battleship Corpus Cardinal/Monsignor

2nd pocket

You can see Anire again when you warp in. This time you will have enough time to get one or two shots at her. If you have enough DPS you can kill her here and complete the mission prematurely. If you manage to kill her here you will be able to loot an +3 charisma implant from her wreck. Anire Scarlet is most vulnerable to EM/Thermal damage; it is advisable to preload EMP ammo or Mjolnir missiles before warping into the pocket.

This room contains initially either Serpentis ships or Serpentis and Guristas ships. Regardless of which are present first more Guristas battleships will spawn as reinforcement.

The gate to next room is again unlocked. The gate is 19 km away.


Initial defenders (Guristas battleship)
WD EWAR L


Destroyer 3 x Destroyer Corelior Artillery/Cannoneer
Battleship 4 x Battleship Pith Conquistador/Massacrer


Initial defenders (Serpentis battleships)
WD EWAR L


Cruiser 3-5 x Cruiser Pithum Silencer
Battleship 6 x Battleship Core Port Admiral/ Rear Admiral


Spawn (Serpentis)
WD EWAR L


Battleship 3 x Battleship Core Flotilla/Vice Admiral Remote Sensor Dampener


Spawn (Guristas)
WD EWAR L


Battleship 4 x Battleship Pith Eliminator/Extinguisher Target Jammer

3rd pocket

Last pocket. This time Anire Scarlet has nowhere to run to so you can finish her.

The initial defenders are from a random faction. The spawn's faction is based on the initial defender's faction, if Guristas, then the spawn will be Blood Raider, if Angels then Serpentis.
Anire Scarlet deals quite high damage for a battlecruiser.


Note: Scarlet's Station does not drop loot.


Initial defenders
WD EWAR L


Battlecruiser 1 x Battlecruiser Anire Scarlet Mission objective Chance of dropping +3 charisma implant
Sentry 1 x Sentry Angel Heavy Missile Battery
Sentry 1 x Sentry Blood Heavy Missile Battery
Sentry 1 x Sentry Guristas Cruise Missile Battery
Sentry 1 x Sentry Serpentis Cruise Missile Battery


Initial defenders (Angel and Blood Raider)
WD EWAR L


Elite Frigate 2 x Elite Frigate Arch Gistii Rogue/Hijacker Warp Disruptor Stasis Webifier
Elite Cruiser 4 x Elite Cruiser Arch Gistum Breaker/...
Battlecruiser 3 x Battlecruiser Gistatis Primus/Tribuni
Battlecruiser 3 x Battlecruiser Corpatis Bishop
Battleship 4 x Battleship Corpus Archon


Initial defenders (Guristas)
WD EWAR L


Elite Frigate 2 x Elite Frigate Dire Pithi Imputor Warp Disruptor Stasis Webifier
Elite Cruiser 3 x Elite Cruiser Dire Pithum Abolisher/... Target Jammer
Battlecruiser 4 x Battlecruiser Pithatis Enforcer/Executor
Group 2 (100 km)
Battlecruiser 4 x Battlecruiser Corpatis Bishop/Seer
Battleship 4 x Battleship Corpus Archon/Prophet


Initial defenders (Serpentis variant 1)
WD EWAR L


Battlecruiser 4 x Battlecruiser Corelatis Squad Leader/Wing Leader
Battleship 4 x Battleship Core Baron/Commodore


Reinforcements
WD EWAR L


Battleship 4 x Battleship Corpus Oracle/Apostle


Initial defenders (Serpentis variant 2)
WD EWAR L


Battleship 4 x Battleship Core Port Admiral/Rear Admiral


Reinforcements (100 km)
WD EWAR L


Battleship 5 x Battleship Corpus Cardinal/Patriarch


Initial defenders (Serpentis variant 3)
WD EWAR L


Battleship 5 x Battleship Core Grand Admiral/High Admiral