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{{EpicMissionArcBoilerintro}}
 
{{EpicMissionArcBoilerintro}}
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{{GuristasEpicArcNav}}
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<blockquote>
 +
''"You might think we're all about loot and plunder, smash and grab tactics, but the Guristas are more than that. We're about power, betrayal, and fear. That is our currency, our lifestyle, our credo."''
 +
</blockquote>
  
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.
+
'''Smash and Grab''' is the [[Guristas Pirates]] Epic Arc which takes place in the Gurista controlled [https://evemaps.dotlan.net/map/Venal Venal] Null Security Region.
  
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.
+
== Overview ==
  
 +
You will fight:
 +
* [[frigates]],
 +
* [[destroyers]],
 +
* a few [[cruisers]].
  
=Starter Agents=
+
You will get:
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.
+
* 1x Dread Guristas ECM Multispectral Jammer for completing Knockout Punch;
 +
* 1x [[Gila]] Blueprint Copy (single run) and +30% base Guristas Pirates Faction Standing from completing the final Mission;
 +
* ~80M ISK;
 +
* ~20% Guristas Corporation Standings (with no derived standings).
  
==Arment Caute==
+
You will lose:
*Federal Intelligence Office - Gallente Federation
+
* minor amount of Gallente Federation Faction Standing;
*Mission name: Enemy of my Enemy
+
* between 2.4% and 12% Caldari State Faction Standing.
*Location: Orvolle System (Beacon in space: Arment Caute's Lachesis)
 
*Mission type: Report to given agent.
 
  
==Atma Aulato==
+
==Starting Agents==
*Ytiri - Caldari State
+
{| class="wikitable"
*Mission name: Turning Coat
+
|+ Smash and Grab Starting Agents
*Location: Obe System (Beacon in space: Atma Aulato's [shiptype])
+
|-
*Mission type: Report to given agent.
+
! Agent<ref name="Standing"></ref> !! Corporation<ref name="Standing"></ref> !! Faction<ref name="Standing"></ref> !! System !! Region !! Mission
 +
|-
 +
| Arment Caute || Federal Intelligence Office || Gallente Federation || Orvolle || Placid || [[Enemy of my Enemy]]
 +
|-
 +
| Atma Aulato || Ytiri || Caldari State || Obe || The Forge || [[Turning Coat]]
 +
|-
 +
| Yada Vinjivas || Guristas || Guristas Pirates || Taisy || Lonetrek || [[Recruitment Drive]]
 +
|}
  
 +
<small><references><ref name="Standing">You need at least -2.00 Standing with all and at least 3.00 Standing with the Agent, their Corporation or Faction.</ref></references></small>
  
==Yada Vinjivas==
+
{{:Pirate epic arc advice}}
*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=
+
==External Links==
  
==Mission 1 - Intelligence Mining==
+
* [http://games.chruker.dk/eve_online/mission_view.php?id=244 Games Chruker Smash and Grab Guide]
*Agent: Kori Latamaki - Guristas - Guristas
+
* [https://eve-files.com/media/corp/jowen/guristas_epic_arc_guide_by_jowen_datloran_v1.0.pdf Guristas Epic Arc guide by Jowen Datloran (pdf)]
*Location: H-PA29 IV - Moon 2 - Guristas Assembly Plant
+
* [http://eve-survival.org/wikka.php?wakka=MissionReportsEpicArc EVE-Survival]
*Mission type: Encounter (Deadspace)
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* [https://www.youtube.com/watch?v=KjcWy_zJrS4 Smash and Grab in a Malediction]
*Objective: Provide 1 Minedrill – E518 Crew (3.0 m3) to agent.
+
* [http://www.evehowto.com/wordpress/2018/12/25/mission-running-the-guristas-epic-arc/ Smash and Grab in a Crow]
*Damage dealt: Kin/Therm
 
*Recommended damage dealing: Kin (best), Therm (secondary)
 
  
First Room
 
:no guards on initial gate, Reinforcement's spawn every 2 minutes.
 
 
 
Wave 1:
 
:3x Frigate (Minedrill Expedition Frigate)
 
 
 
Wave 2:
 
:2x Frigate (Minedrill Expedition Frigate)
 
:1x Elite Frigate (Minedrill Expedition Elite Frigate)
 
 
 
Wave 3:
 
:1x Cruiser (Minedrill Expedition Cruiser)
 
:2x Frigate (Minedrill Expedition Frigate)
 
 
 
Wave 4:
 
:2x Destroyer (Minedrill Expedition Destroyer)
 
:2x Frigate (Minedrill Expedition Frigate)
 
:1x Industrial (Minedrill E518 Industrial)
 
 
==Mission 2 - Planning the Operation==
 
*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==
 
*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.
 
 
 
Deadspace entry point guards:
 
:None.
 
 
 
Deadspace stage 1 guards:
 
:None, but will contain 44 Proximity Charge structures instead.
 
:A Proximity Charge structure will detonate and damage anything in its vicinity if you get within 7km distance of it.
 
 
 
Deadspace stage 2 guards:
 
:3 State Yumi (destroyer)
 
:2 State Shukoro Shinai (frigate)
 
:1 State Shukoro Shuriken (frigate)
 
:1 Taibu State Shuriken (frigate)
 
:1 Taibu State Suriage (frigate)
 
 
 
Reinforcement wave 1:
 
:1 State Dogo (cruiser)
 
:2 State Shukoro Choji (destroyer)
 
 
 
*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.
 
 
==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 stage 1 guards:
 
:2 Caldari Cruiser Vessel (cruiser)
 
:8 Caldari Frigate Vessel (frigate)
 
 
*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.
 
 
 
Deadspace stage 2 guards:
 
:3 State Yumi (destroyer)
 
:2 State Shukoro Shinai (frigate)
 
:1 State Shukoro Shuriken (frigate)
 
:1 Taibu State Shuriken (frigate)
 
:1 Taibu State Shirasaya (frigate)
 
 
 
Reinforcement wave 1:
 
:1 State Dogo (cruiser)
 
:2 State Shukoro Choji (destroyer)
 
 
*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.
 
 
==Mission 4 - Upward Momentum==
 
*Agent: Kori Latamaki - Guristas - Guristas
 
*Location: H-PA29 IV - Moon 2 - Guristas Assembly Plant
 
*Mission type: Report to given agent.
 
 
=Chapter 2: For Fun and Profit=
 
 
==Mission 5 - Miscommunication==
 
*Agent: Cilis Leglise - Guristas - Guristas
 
*Location: 6NJ8-V VII - Moon 2 - Guristas Logistic Support
 
*Mission type: Encounter
 
*Gate restrictions: Yes
 
*Can be complete remotely
 
*Objective: Hack the Venal Regional Comms Tower structure.
 
 
Warning:  Mission requires Hacking skill and a Codebreaker module (provided by agent)
 
 
 
Deadspace stage 1 guards:
 
:2 Caldari Navy Patrol Destroyer (destroyer)
 
:10 Caldari Navy Patrol Frigate (frigate)
 
:2 Caldari Navy Special Operations Patrol (frigate)
 
 
 
Reinforcement wave 1:
 
:2 Caldari Navy Patrol Destroyer (destroyer)
 
:2 Caldari Navy Patrol Frigate (frigate)
 
 
 
*One Codebreaker module will be granted to you when accepting this mission.
 
*You do not need to destroy all guards to complete the mission.
 
*Upon a successful attempt using a Codebreaker module on the Venal Regional Comms Tower structure the mission will be marked as complete, reinforcement wave 1 will spawn and you will receive the a message from the agent Irichi Tsunikabda telling you to look inside the comms tower.
 
*Inside the comms tower structure you will find 1 Holoreel GRS-81A (0.5 m3)
 
 
 
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 guards:
 
:2 Fueling Depot Guard (destroyer)
 
:7 Fueling Depot Guard (frigate)
 
:2 Caldari Stasis Tower (stasis tower) 35000 ISK
 
 
 
Deadspace stage 1 guards:
 
:4 State Tenkyu (battleship)
 
:6 State Utaisho (battleship)
 
:6 State Yojimbo (battleship)
 
:2 State Zen (battleship)
 
:7 Fueling Depot Guard (destroyer)
 
:7 Fueling Depot Guard (frigate)
 
 
 
*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.
 
*Some of the Fuel Depot Guard frigates might web and warp scramble your ship.
 
 
==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)
 
 
 
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.
 
 
 
Deadspace entry point guards:
 
:18 Guristas Battleship (battleship) 800000 ISK
 
 
 
*The guards are friendly unless fired upon, so maybe get through without firing upon them??  need to confirm!
 
 
 
Deadspace stage 1 guards:
 
:1 State Bushi (cruiser)
 
:1 State Dogo (cruiser)
 
:5 State Bo-Hi (frigate)
 
:2 State Showato (frigate)
 
:11 Captured Caldari State Shuttle (shuttle)
 
 
 
*Shortly after entering the stage, all guards will explode upon each other. Pick up the Guristas
 
„Dirty‟ Explosive System from the Damaged Caldari Shuttle.
 
 
 
Deadspace stage 2 guards:
 
:1 Caldari State Carrier (carrier)
 
 
 
*When you get within close proximity to the carrier, both it and you will explode and the mission is marked as completed.
 
 
=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
 
 
==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 10a - Dread Pirates==
 
*Agent name: Irichi Tsunikabda
 
*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 stage 1 guards:
 
:2 Ytiri Light Missile Battery (missile battery) 25000 ISK
 
 
 
Repeating reinforcement wave:
 
:2-3 Ytiri Frigate (frigate)
 
 
 
*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.
 
 
 
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 entry point guards:
 
:None.
 
 
 
Deadspace stage 1 guards:
 
:12 Guristas Sentry Gun (sentry gun) 20000 ISK
 
 
 
*Shortly after entering the stage the acceleration gate to the next stage will disappear. Destroying the sentry guns will make it reappear.
 
 
 
Deadspace stage 2 guards:
 
:2 Caldari Light Missile Battery (missile battery) 25000 ISK
 
:2 Caldari Point Defense Battery (missile battery) 10000 ISK
 
:1 Caldari Stasis Tower (stasis tower) 35000 ISK
 
 
 
Reinforcement wave 1:
 
:1 Caldari Navy Destroyer (destroyer)
 
:3 Caldari Navy Frigate (frigate)
 
 
 
Reinforcement wave 2:
 
:2 Caldari Navy Cruiser (cruiser)
 
:3 Caldari Navy Frigate (frigate)
 
 
 
*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.
 
 
==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 stage 1 guards:
 
:8 Guristas Battleship Vessel (battleship) 500000 ISK
 
:1 Caldari Cruiser Vessel (cruiser)
 
:1 Gallente Cruiser Vessel (cruiser)
 
:1 Minmatar Cruiser Vessel (cruiser)
 
:5 Gallente Frigate Vessel (cruiser)
 
:5 Minmatar Frigate Vessel (cruiser)
 
 
 
Reinforcement wave 1:
 
:3 State Bushi (cruiser)
 
:2 State Dogo (cruiser)
 
:4 State Shukuro Shinai (frigate)
 
:1 State Shukuro Shuriken (frigate)
 
 
 
*The 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.
 
*Moments after the agent message the Cilis Leglise‟s Headquarters structure will explode, all guards will disappear, this triggers spawning of reinforcement wave 1 which are hostile ships.
 
 
 
Deadspace stage 2 guards:
 
:3 State Shukuro Shinai (frigate)
 
:1 State Shukuro Shuriken (frigate)
 
:1 Taibu State Shuriken (frigate)
 
:1 Taibu State Yari (frigate)
 
 
 
Reinforcement wave 1:
 
:1 State Shukuro Buke (cruiser)
 
:2 State Shukuro Choji (destroyer)
 
:1 State Shukuro Kamikazi (destroyer)
 
:1 State Shukuro Shinai (frigate)
 
:2 State Shukuro Shuriken (frigate)
 
 
 
Reinforcement wave 2:
 
:1 State Kerai (battlecruiser)
 
:2 State Shukuro Choji (destroyer)
 
:2 State Shukuro Shinai (frigate)
 
:1 Tabu State Tachi (frigate)
 
 
 
*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
 
 
==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.
 
 
 
Deadspace stage 1 guards:
 
:None.
 
 
 
Reinforcement wave 1-3:
 
:1 Pithoriate (cruiser)
 
:5 Pithoriate (frigate)
 
 
 
*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.
 
 
 
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 entry point guards:
 
:None.
 
 
 
Deadspace stage 1 guards:
 
:12 Guristas Sentry Gun (sentry gun) 20000 ISK
 
 
 
*Shortly after entering the stage the acceleration gate to the next stage will disappear. Destroying the sentry guns will make it reappear.
 
 
 
Deadspace stage 2 guards:
 
:2 Caldari Light Missile Battery (missile battery) 25000 ISK
 
:2 Caldari Point Defense Battery (missile battery) 10000 ISK
 
:1 Caldari Stasis Tower (stasis tower) 35000 ISK
 
 
 
Reinforcement wave 1:
 
:1 Caldari Navy Destroyer (destroyer)
 
:3 Caldari Navy Frigate (frigate)
 
 
 
Reinforcement wave 2:
 
:2 Caldari Navy Cruiser (cruiser)
 
:3 Caldari Navy Frigate (frigate)
 
 
 
*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.
 
 
==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 guards:
 
:1 Eroma Eralen (battlecruiser)
 
 
 
*Eroma only turns hostile when you get closer to him.
 
*Eroma will drop 1 Caldari Navy Overlay Transponder upon destruction.
 
 
 
Deadspace stage 1 guards:
 
:1 Quebec Squadron (cruiser)
 
:1 Romeo Squadron (cruiser)
 
:1 Sierra Squadron (cruiser)
 
:1 Tango Squadron (cruiser)
 
:3 Alpha Squadron (frigate)
 
:3 Bravo Squadron (frigate)
 
:3 Charlie Squadron (frigate)
 
:3 Delta Squadron (frigate)
 
:3 Echo Squadron (frigate)
 
:3 Foxtrot Squadron (frigate)
 
:3 Golf Squadron (frigate)
 
:3 Hotel Squadron (frigate)
 
:3 India Squadron (frigate)
 
:3 Juliet Squadron (frigate)
 
:3 Kilo Squadron (frigate)
 
:3 Lima Squadron (frigate)
 
:3 Mike Squadron (frigate)
 
:3 November Squadron (frigate)
 
:3 Oscar Squadron (frigate)
 
:3 Papa Squadron (frigate)
 
 
 
*The guards are friendly unless fired upon. Dont fire on them and they will let you pass??? need to confirm this!
 
 
 
Deadspace stage 2 guards:
 
:None.
 
 
 
Reinforcement waves (each squadron is a wave):
 
:1 Quebec Squadron (cruiser)
 
:1 Romeo Squadron (cruiser)
 
:1 Sierra Squadron (cruiser)
 
:1 Tango Squadron (cruiser)
 
:3 Mike Squadron (destroyer)
 
:3 November Squadron (destroyer)
 
:3 Oscar Squadron (destroyer)
 
:5 Alpha Squadron (frigate)
 
:5 Bravo Squadron (frigate)
 
:5 Charlie Squadron (frigate)
 
:5 Delta Squadron (frigate)
 
:5 Echo Squadron (frigate)
 
:5 Foxtrot Squadron (frigate)
 
:4 Golf Squadron (frigate)
 
:4 Hotel Squadron (frigate)
 
:4 India Squadron (frigate)
 
:4 Juliet Squadron (frigate)
 
:4 Kilo Squadron (frigate)
 
:4 Lima Squadron (frigate)
 
 
 
*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.
 
 
 
=Final Notes=
 
 
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
 
 
 
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=
 
 
[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://eve-survival.org/wikka.php?wakka=MissionReportsEpicArc EVE-Survival]
 
 
[[Category:Guides]]
 
[[Category:PvE]]
 
 
[[Category:Epic Arcs]]
 
[[Category:Epic Arcs]]

Latest revision as of 20:17, 9 November 2023


"You might think we're all about loot and plunder, smash and grab tactics, but the Guristas are more than that. We're about power, betrayal, and fear. That is our currency, our lifestyle, our credo."

Smash and Grab is the Guristas Pirates Epic Arc which takes place in the Gurista controlled Venal Null Security Region.

Overview

You will fight:

You will get:

  • 1x Dread Guristas ECM Multispectral Jammer for completing Knockout Punch;
  • 1x Gila Blueprint Copy (single run) and +30% base Guristas Pirates Faction Standing from completing the final Mission;
  • ~80M ISK;
  • ~20% Guristas Corporation Standings (with no derived standings).

You will lose:

  • minor amount of Gallente Federation Faction Standing;
  • between 2.4% and 12% Caldari State Faction Standing.

Starting Agents

Smash and Grab Starting Agents
Agent[1] Corporation[1] Faction[1] System Region Mission
Arment Caute Federal Intelligence Office Gallente Federation Orvolle Placid Enemy of my Enemy
Atma Aulato Ytiri Caldari State Obe The Forge Turning Coat
Yada Vinjivas Guristas Guristas Pirates Taisy Lonetrek Recruitment Drive
  1. ^ a b c You need at least -2.00 Standing with all and at least 3.00 Standing with the Agent, their Corporation or Faction.


General Advice

Pirate Epic Arcs take place in Null Security Regions. This means:

  • Warp Disruption Fields created by Interdictors and Mobile Warp Disruptors can and will be used against you.
  • You may be hunted down by capsuleers roaming the region. Capsuleers know in which systems the Epic Arc takes place.
  • There are few NPC stations, making docking up for repairs or safety difficult.
  • Local markets may be inaccessible when in player structures, very expensive or not stocked.

Preparation - fitting your ship

The main challenge of the Epic Arc are not hostile hostile NPCs, but hostile capsuleers. The pirate Epic Arc missions can only be done with a T1/T2 Frigates or T1/T2/T3 Destroyers due to Acceleration Gates being ship type restricted.

Consider the following:

  • An Interceptor can be fit to ignore Warp Disruption Fields. Having this ability will grant you a major advantage.
  • If you decide against using an Interceptor and go for another ship type, consider bringing a Mobile Depot and a Travel fit to switch to.
  • You will not be able to fight your way out of a gate camp. Focus on being hard to catch, consider using a Microwarpdrive and getting your align time as low as possible.
  • Due to the aforementioned difficulty of resupply consider bringing a generous amount of ammunition. If you have room, bring ammunition for a variety of engagement distances.
  • If you have the Thermodynamics skill trained, bring Nanite Repair Paste to repair heat damage.
  • Name your ship in a way that does not give away you are doing an Epic Arc. If you name the ship "Epic Arc Runner" others know exactly what you are here for - and what you are fit for. They will gladly expedite your way home.
  • Don't fly what you can't afford to lose.
  • If you want to tip things in your favour, pay the region a visit in a fast, cheap frigate. Make tactical gate, instant-undock and safe spot bookmarks in all systems in which the Epic Arc takes place.
  • For the Smash and Grab arc: Spy Games requires you to either have a Tractor Beam and a weapon system capable of dealing damage at over 16 km or capable of dealing over 150 DPS to break through the forcefield.
  • For the Angel Sound arc: The entire arc features sizeable combat portions against a variety of enemy ships with high resistances. Plan ahead according to the path you wish to take and double up on ammunition.

Execution - maneuvers on grid

  • Focus on the objectives. Many missions do not require you to kill everything. The less time you spend in a mission pocket, the less time you spend being stuck in one location.
  • Your main defense is staying mobile - if anything reduces your speed or prevents you from warping out, kill it first.
  • Some missions include enemy ship combinations that can be quite punishing, especially for newer players. Don't be afraid to kill a few, dock up, repair, rinse, and repeat.

Execution - utilizing information warfare

You will have to travel through hostile space constantly. Being aware of what happens in the systems surrounding you and on your path will help you not being caught.

  • Use tools such as zkillboard, EVE Gatecheck and Dotlan to stay up-to-date on what's happening. Do not activate a mission pocket or go through systems without checking if there was any activity along the way.
  • When in a system, keep an eye on local, but never speak. You don't want to give away the fact that you're active.
  • D-Scan is your lifeline. Do a 360 scan every few seconds while running your missions. Look for combat scanner probes first and foremost - they are the only way hostile capsuleers can find you inside a mission deadspace pocket. Also keep an eye out for other ships so you know who's active in the system. If you see Assault Frigates or Interceptors they're most likely doing the Epic Arc themselves, hunting you or both.

General tips and tricks

  • 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.
  • Many of the missions can be handed in or accepted without docking; be sure to always do "Start Conversation" with the agent to see if you can talk to them remotely.


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