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{{MissionLinks}} | {{MissionLinks}} | ||
{{NPCTableCSS}} | {{NPCTableCSS}} | ||
{{Missiondetails | {{Missiondetails | ||
|Level= 3 | |Level= 3 | ||
|Storyline= yes | |||
|Type= Encounter | |Type= Encounter | ||
|Objective= Kill the Amarr Slaver and retrieve the captives ( | |Objective= Kill the Amarr Slaver and retrieve the captives (1,093{{m3}}) | ||
|Faction1= Amarr Empire | |Faction1= Amarr Empire | ||
|Faction2= Caldari State | |Faction2= Caldari State | ||
| Line 12: | Line 13: | ||
|EWAR= Tracking disruption (Imperial Forian/Agatho), Target jamming (State Fudai) | |EWAR= Tracking disruption (Imperial Forian/Agatho), Target jamming (State Fudai) | ||
|ShipSizeLimit= | |ShipSizeLimit= | ||
|ShipSuggestion= Battlecruiser, | |ShipSuggestion= Battlecruiser, Hauler (to pick up the captives) | ||
}} | }} | ||
The mission contains 2 pockets. | The mission contains 2 pockets. The first pocket must be cleared of NPCs before the acceleration gate can be taken. The NPCs are around 20 km away. | ||
Both pockets contain a few battleships; they have poor tracking and can be speed-tanked in a cruiser. | Both pockets contain a few battleships; they have poor tracking and can be speed-tanked in a cruiser. | ||
=== Warp-in === | === Warp-in === | ||
Initially, the Amarr Slaver is present in the pocket next to the acceleration gate. | Initially, the Amarr Slaver is present in the pocket next to the acceleration gate. He will taunt you in local, then warp off quickly. | ||
No standings loss from killing the Amarr ships. | No standings loss from killing the Amarr ships. Gate is locked until they are destroyed. | ||
{{NPCTableHead|Initial forces, 10-20km (auto aggro)}} | {{NPCTableHead|Initial forces, 10-20km (auto aggro)}} | ||
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=== Pocket === | === Pocket === | ||
There are two industrials present on entry, an '''Amarr Slaver''' (your mission objective) and a '''State Transport'''. The Caldari industrial does not need to be killed to complete the mission. | There are two industrials present on entry, an '''Amarr Slaver''' (your mission objective) and a '''State Transport'''. The Caldari industrial does not need to be killed to complete the mission. | ||
No standings loss from killing Caldari combat ships. There is a -0.002 standings loss from killing the Amarr battleship, but this is negligible compared to the Derived Modification. | |||
{{NPCTableHead}} | {{NPCTableHead}} | ||
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=== Notes === | === Notes === | ||
*Possible Blitz: | * Possible Blitz: | ||
**Kill the first pocket with a standard combat ship and then destroy the slaver in the second pocket. | ** Kill the first pocket with a standard combat ship and then destroy the slaver in the second pocket. | ||
**Change ships to a T1 | ** Change ships to a T1 hauler. The fitting should include a tractor beam, medium prop mod, and passive/buffer shield tank of large shield extenders and hardeners. | ||
**Return to the second pocket, tractoring the mission objective can while aligning out, loot it and warp out. | ** Return to the second pocket, tractoring the mission objective can while aligning out, loot it and warp out. | ||
{{Missionrelated}} | {{Missionrelated}} | ||
[[Category: | [[Category:Security missions]] | ||
Latest revision as of 12:14, 28 May 2025
|
| Missions |
|---|
| Mission Reports |
| Mission Guides |
| Special Missions |
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The mission contains 2 pockets. The first pocket must be cleared of NPCs before the acceleration gate can be taken. The NPCs are around 20 km away.
Both pockets contain a few battleships; they have poor tracking and can be speed-tanked in a cruiser.
Warp-in
Initially, the Amarr Slaver is present in the pocket next to the acceleration gate. He will taunt you in local, then warp off quickly.
No standings loss from killing the Amarr ships. Gate is locked until they are destroyed.
| WD | EWAR | L
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|---|---|---|---|---|
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2-3 x Frigate Mercenary Frigate [Imperial Forian/Paladin] | |
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2-3 x Cruiser Mercenary Cruiser [Imperial Agatho/Donus] | |
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1 x Battleship Mercenary Battleship [Imperial Origen/Tanakh] | |
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There are two industrials present on entry, an Amarr Slaver (your mission objective) and a State Transport. The Caldari industrial does not need to be killed to complete the mission.
No standings loss from killing Caldari combat ships. There is a -0.002 standings loss from killing the Amarr battleship, but this is negligible compared to the Derived Modification.
Notes
- Possible Blitz:
- Kill the first pocket with a standard combat ship and then destroy the slaver in the second pocket.
- Change ships to a T1 hauler. The fitting should include a tractor beam, medium prop mod, and passive/buffer shield tank of large shield extenders and hardeners.
- Return to the second pocket, tractoring the mission objective can while aligning out, loot it and warp out.
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