Difference between revisions of "Kidnappers Strike Part 1-4"

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==Part 1 - Ambush In The Dark==
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{{NPCTableCSS}}{{MissionLinks}}
{{Template:Missiondetails
+
 
 +
'''Kidnappers Strike''' is a 10-part storyline mission chain that has three variants. Parts 1 to 4 are almost identical across the variants, with only minor differences in the named enemies. The rewards for the entire mission chain include several million ISK, a few attribute/hardwiring implants (worth about 160m), and a sizeable faction standing (around 5.5% or 0.55 in-game representation plus {{sk|Social}} skill bonus) for a level-3 mission, making this a potentially lengthy but worthwhile endeavor. Note that the courier missions could send you to a station in a low-sec system.
 +
{{TOC|limit= 2}}
 +
 
 +
== Part 1 - Ambush In The Dark ==
 +
{{Missiondetails
 
|Level= 3
 
|Level= 3
 
|Type= Encounter
 
|Type= Encounter
|Faction1= Amarr
+
|Objective= Retrieve 10 x Prisoners (75.0m³)
|DamageToDeal=
+
|Faction1= Angel Cartel
|DamageToResist=   
+
|Faction2= Mercenaries
 +
|DamageToDeal1=  
 +
|DamageToResist1=   
 
|WebPoint=  
 
|WebPoint=  
 
|EWAR=  
 
|EWAR=  
Line 11: Line 18:
 
|ShipSuggestion=  
 
|ShipSuggestion=  
 
}}
 
}}
===Single Pocket===
+
{{MissionBriefing
{{NPCTableHead|Group 1}}
+
|I just received news of a grave incident that occurred in <System> a few hours ago. A convoy carrying our esteemed CEO was ambushed by an unusually large and organized pirate strike force. But fortune shone on us tonight, for due to the extraordinary bravery of our CEO's valiant escort team, he managed to escape unharmed, although slightly traumatised as you might expect. We lost many good men in this unfortunate incident, including the commander of our escort team ... may he rest in peace.
{{NPCTableRow|Tower|1|Angel Tower Sentry II}}
+
 
 +
Now, I'll get right to the point. We believe the pirates managed to capture some of the crew of the cruiser that was escorting our CEO, for we found the wreckage of their ship close by the encounter location, but there was no trace of the bodies of most of the crew. <Faction> special forces have been called in and are scouring the area for any sign left behind by the pirates, who so far remain at large. We'd like you to help out in the investigation. We know of a popular pirate hideout in <System>. I´ll upload the coordinates to your NeoCom: Please search the area for any clues, and if you take any prisoners, bring them back for interrogation.
 +
}}
 +
 
 +
=== Single Pocket ===
 +
Rogue Pirates and sentries feature a relatively balanced resistance profile with thermal as the overall most effective damage type to deal against both armor and shield, while Rogue Pirate Raider is weakest to explosive damage. Rogue Pirates deal primarily EM damage, with sentries and Rogue Pirate Raider dealing primarily a mixture of explosive and kinetic damage.
 +
{{NPCTableHead|Group 1 - 10km}}
 
{{NPCTableRow|Cruiser|2|Rogue Pirate}}
 
{{NPCTableRow|Cruiser|2|Rogue Pirate}}
 +
{{NPCTableRow|Sentry|1-2|Angel Tower Sentry II}}
 
|}
 
|}
{{NPCTableHead|Group 2, 60km}}
+
{{NPCTableHead|Group 2 - 60km}}
 
{{NPCTableRow|Cruiser|4|Rogue Pirate}}
 
{{NPCTableRow|Cruiser|4|Rogue Pirate}}
{{NPCTableRow|Cruiser|1|Rogue Pirate Raider}}
+
{{NPCTableRow|Cruiser|1|Rogue Pirate Raider|cargo=Prisoners}}
 
|}
 
|}
<br>
+
 
<br>
+
== Part 2 - The Interrogation ==
==Part 2 - The Interrogation==
+
{{Missiondetails
{{Template:Missiondetails
 
 
|Level= 3
 
|Level= 3
 
|Type= Courier
 
|Type= Courier
 +
|Objective=  Transport 1 x Prisoners (7.5m³)
 
|Faction1=  
 
|Faction1=  
|DamageToDeal=   
+
|DamageToDeal1=   
|DamageToResist=   
+
|DamageToResist1=   
 
|WebPoint=  
 
|WebPoint=  
 
|EWAR=  
 
|EWAR=  
 
|ShipSizeLimit=  
 
|ShipSizeLimit=  
|ShipSuggestion= Shuttle or other fast frigate
+
|ShipSuggestion= Shuttle or fast frigate
 +
|Extra= Possible low-sec destination
 +
}}
 +
{{MissionBriefing
 +
|After checking our logs, we noticed that only some of the prisoners you brought back were part of the crew that was captured after the pirate raid on our convoy. The rest apparently are former members of one of the pirate ships you destroyed, who managed to escape from the blast that destroyed their vessel. I need them transferred to some colleagues of mine at another station for further interrogation; hopefully the specialists there will be able to extract the information we need to track down who was behind the ambush on our CEO.
 
}}
 
}}
Deliver 1 unit of Prisoners (7.5 m3)
+
 
<br>
+
 
<br>
+
== Part 3 - The Kidnapping ==
==Part 3 - The Kidnapping==
+
{{Missiondetails
{{Template:Missiondetails
 
 
|Level= 3
 
|Level= 3
 
|Type= Encounter
 
|Type= Encounter
 +
|Objective= Retrieve 1 x Prisoners (7.5m³)
 
|Faction1= Mercenaries
 
|Faction1= Mercenaries
|DamageToDeal=
+
|DamageToDeal1= {{Damagetype|kin|th|em}}
|DamageToResist=
+
|DamageToResist1= {{Damagetype|omni}}
 
|WebPoint= Web/Point (Mercenary Wingman)
 
|WebPoint= Web/Point (Mercenary Wingman)
 
|EWAR=  
 
|EWAR=  
Line 50: Line 68:
 
}}
 
}}
  
===Pocket 1===
+
{{MissionBriefing|
 +
'''Blood Raider / Sansha Intro'''
 +
 
 +
We urgently need help intercepting a group of kidnappers who just managed to snatch the niece of our CEO while she was visiting her uncle in this very system. We believe the perpetrators were a gang of mercenaries led by a felon working for <an illegal organization called the Darkonnen/the Maru Rebels>. I'll fill you in on the details of that organization in your mission journal.
 +
 
 +
What I need you to do is capture this agent of theirs, alive if possible. We must have him here for interrogation, for we suspect he is the missing link between the kidnapping and those who are truly responsible for this heinous crime. We need to get to the bottom of which organization stands behind these grave assaults against our people. And it so happens that we know the whereabouts of a certain pirate who has had many dealings with a <Darkonnen/Maru> agent in the past; we hope this pirate will be able to lead you to the agent. The only catch is that he will most likely require a bit of "convincing" on your part before he parts with the needed information. I'll upload the bookmark to his location into your NeoCom; once you have extracted the information from the middleman, I expect you to find the <Darkonnen/Maru> agent and bring him back to me.
 +
 
 +
'''Guristas Intro'''
 +
 
 +
We urgently need help intercepting a group of kidnappers who just managed to snatch the granddaughter of our CEO while she was visiting him in this very system. We believe the perpetrators were a gang of mercenaries led by a felon working for an illegal organization calling themeselves[sic] the "Komni Corporation."
 +
 
 +
What I need you to do is capture this agent of theirs, alive if possible. We must have him here for interrogation, for we suspect he is the missing link between the kidnapping and those who are truly responsible for this heinous crime. We need to get to the bottom of which organization stands behind these grave assaults against our people. And it so happens that we know the whereabouts of a certain pirate who has had many dealings with this Komni agent in the past; we hope this pirate will be able to lead you to the agent. The only catch is that he will most likely require a bit of "convincing" on your part before he parts with the needed information. I'll upload the bookmark to his location into your NeoCom; once you have extracted the information from the middleman, I expect you to find the Komni agent and bring him back to me.
 +
 
 +
----
 +
 
 +
'''The Darkonnen'''
 +
 
 +
The Darkonnen is an organization that sprung up from rogue elements within the Khanid Kingdom, starting off as a small band of smugglers operating between lawless space and Khanid-controlled territory. They were renowned for their ruthlessness in dealing with their competitors, eliminating a good deal of small-time criminals within the Kingdom, as well as cleverly eluding the local authorities most of the time. A few years ago, their founder and leader, Michelin Adonnis, was captured by Khanid secret police and sentenced to life in prison for various offenses. His arrest caused a slight setback for the outlawed organization, but in the end it turned out to be not enough to halt their inevitable expansion. Today they are a well known pirate/smuggler network who base their operations in numerous systems in Amarr and Khanid space.
 +
 
 +
----
 +
 
 +
'''The Maru Rebels'''
 +
 
 +
The Maru Rebels were once part of a gang of pirates who turned into a sinister terrorist network claiming to fight for Minmatar freedom. In fact, they're little more a ruthless gang of criminals dealing in the black market, smuggling, and extortion and blackmail, even sometimes working as hired assassins. Their official agenda is to murder as many citizens of the Amarr nations as possible ― i.e., Amarr Empire, Ammatar, and Khanid Kingdom ― hoping to force them to withdraw eventually from historically Minmatar systems currently under Amarr control. The Minmatar Republic leadership has denounced them as being cutthroats and criminals even though they support Republic goals, and has put up a sizable bounty on their leader's head. But even so, the Rebels do maintain some support within the Minmatar Republic, which has allowed them certain freedoms other criminal networks do not have.
 +
}}
 +
 
 +
=== Pocket 1 ===
 +
{{MessageBox|Mission Info
 +
|This asteroid field has just recently been settled, by a group of pirate freelancers.  A hastily erected mobile habitat floats idly in the midst of the giant rocks, while three groups of mercenary ships lazily orbit various asteroids in defensive positions.  One of the ships clearly has the markings of your target, Drazin Jaruk, who seems to be the leader of this bunch.  You also notice another acceleration gate nearby, which you guess, judging from it's fairly clean exterior, has been only recently installed.  Where it leads to is anyone's guess.
 +
|collapsed=yes}}
 +
 
 +
Enemies in the first pocket feature mixed damage and resistance profiles. Mercenary Fighters, Mercenary Lieutenants, and Mercenary Corporals deal kinetic and thermal damage and also are weakest to these damage types. Mercenary Elite Fighters and Mercenary Commanders deal EM damage in addition to these and are weakest to EM damage. Drazin Jaruk and Mercenary Wingmen deal primarily explosive and EM damage, and they are more receptive to thermal damage.
 
{{NPCTableHead|Group 1, 25-35km from warp-in}}
 
{{NPCTableHead|Group 1, 25-35km from warp-in}}
 
{{NPCTableRow|Frigate|4|Mercenary Fighter}}
 
{{NPCTableRow|Frigate|4|Mercenary Fighter}}
Line 63: Line 112:
 
{{NPCTableRow|Cruiser|2|Mercenary Lieutenant}}
 
{{NPCTableRow|Cruiser|2|Mercenary Lieutenant}}
 
{{NPCTableRow|Cruiser|1|Drazin Jaruk|ewar=Web}}
 
{{NPCTableRow|Cruiser|1|Drazin Jaruk|ewar=Web}}
{{NPCTableRow|Structure|1|Habitat|cargo=Drazin Keycard}}
+
{{NPCTableRow|Structure|1|Habitat|cargo=Drazin's Keycard x3}}
 
|}
 
|}
  
===Pocket 2===
+
 
Requires Drazin Keycard ('''consumed on use''') from Habitat structure in Pocket 1.<br>
+
=== Pocket 2 ===
There are several versions of this group, depending on the named Cruiser. The Zerak Cheryn version is at 10-20k on warp in and his Gallente cruiser can be extremely harsh at close range and would be best taken out first if you can tank the two webbing frigates. The Kuran 'Scarface' Lonan version (Caldari based) is at 40-50k on warp in & and is easy to tank.<br>
+
{{MessageBox|Incoming Transmission
 +
|I take it that imbecile Drazin led you to us.  Too bad you won't be leaving this area with your ship intact.
 +
|collapsed=yes}}
 +
Requires Drazin's Keycard ('''consumed on use''', 3 available) from Habitat structure in Pocket 1. All enemies in Pocket 1 must be destroyed as well.
 +
 
 +
There are several versions of this group, depending on the named Cruiser. The Zerak Cheryn version is at 10-20k on warp in and his Gallente cruiser can be extremely harsh at close range and would be best taken out first if you can tank the two webbing frigates. The Kuran 'Scarface' Lonan version (Caldari based) is at 40-50k on warp in & and is easy to tank. Please confirm Drazin Jaruk spawn?
 
{{NPCTableHead}}
 
{{NPCTableHead}}
 
{{NPCTableRow|Frigate|2|Mercenary Wingman|ewar=Web}}
 
{{NPCTableRow|Frigate|2|Mercenary Wingman|ewar=Web}}
 
{{NPCTableRow|Cruiser|1|Mercenary Lieutenant}}
 
{{NPCTableRow|Cruiser|1|Mercenary Lieutenant}}
 
|}
 
|}
<br>
+
 
 
In addition, '''one of the following''' will be present:<br>
 
In addition, '''one of the following''' will be present:<br>
 
{{NPCTableHead}}
 
{{NPCTableHead}}
{{NPCTableRow|Cruiser|1|Drazin Jaruk/Korrani Salemo|ewar=Web}}
+
{{NPCTableRow|Cruiser|1|Drazin Jaruk/Korrani Salemo|ewar=Web|cargo=Korrani's DNA}}
 
{{NPCTableRow|Cruiser|1|Kuran 'Scarface' Lonan/Lynk|ewar=Web}}
 
{{NPCTableRow|Cruiser|1|Kuran 'Scarface' Lonan/Lynk|ewar=Web}}
 
{{NPCTableRow|Cruiser|1|Zerak Cheryn|note=EWAR invulnerable|ewar=Web}}
 
{{NPCTableRow|Cruiser|1|Zerak Cheryn|note=EWAR invulnerable|ewar=Web}}
 
|}
 
|}
<br>
+
Storage facility drops 50 metal scraps and trade goods.
<br>
+
 
==Part 4 - Possible Leads==
+
 
{{Template:Missiondetails
+
== Part 4 - Possible Leads ==
 +
{{Missiondetails
 
|Level= 3
 
|Level= 3
 
|Type= Courier
 
|Type= Courier
 +
|Objective= Transport 1 x Encoded Data Chip (0.1m³)
 
|Faction1=  
 
|Faction1=  
|DamageToDeal=   
+
|DamageToDeal1=   
|DamageToResist=   
+
|DamageToResist1=   
 
|WebPoint=  
 
|WebPoint=  
 
|EWAR=  
 
|EWAR=  
 
|ShipSizeLimit=  
 
|ShipSizeLimit=  
|ShipSuggestion= Shuttle or other fast frigate
+
|ShipSuggestion= Shuttle or fast frigate
 +
|Extra= Possible low-sec destination
 
}}
 
}}
Deliver 1 unit of Data Chip (0.1 m3)
+
{{MissionBriefing
<br>
+
|While we wait for the interrogation of the prisoner you captured, I'd like you to transport a data chip we retrieved from his belongings to <Station>. We need it deciphered, and I happen to know the perfect man for the job, who lives at that station. We aren't sure if there is any incriminating evidence in the data, but we'd like to make sure nonetheless. By the time you get back, I expect our interrogators will have found some more leads.}}
<br>
+
 
==Part 5 to 10==
+
 
Three variants exist for Parts 5 through 10:<br>
+
== Part 5 to 10 ==
[https://wiki.eveuniversity.org/Kidnappers_Strike_Part_5-10_(Blood_Raiders) Blood Raiders]<br>
+
Three variants exist for Parts 5 through 10:
[https://wiki.eveuniversity.org/Kidnappers_Strike_Part_5-10_(Guristas_Pirates) Guristas Pirates]<br>
+
* [[Kidnappers Strike Part 5-10 (Blood Raiders)|Blood Raiders]] (Darkonnen)
[https://wiki.eveuniversity.org/Kidnappers_Strike_Part_5-10_(Sansha%27s_Nation) Sansha's Nation]<br>
+
* [[Kidnappers Strike Part 5-10 (Guristas Pirates)|Guristas Pirates]] (Komni)
 +
* [[Kidnappers Strike Part 5-10 (Sansha's Nation)|Sansha's Nation]] (Maru)
  
 +
{{Missionrelated}}
  
[[Category:Mission reports]]
+
[[Category:Security missions]]
{{NPCTableCSS}}
 

Latest revision as of 14:06, 4 August 2024


Kidnappers Strike is a 10-part storyline mission chain that has three variants. Parts 1 to 4 are almost identical across the variants, with only minor differences in the named enemies. The rewards for the entire mission chain include several million ISK, a few attribute/hardwiring implants (worth about 160m), and a sizeable faction standing (around 5.5% or 0.55 in-game representation plus Social skill bonus) for a level-3 mission, making this a potentially lengthy but worthwhile endeavor. Note that the courier missions could send you to a station in a low-sec system.

Part 1 - Ambush In The Dark

Level 3
Type Encounter
Objective Retrieve 10 x Prisoners (75.0m³)
Factions Angel CartelMercenaries
Best damage to deal Explosive damage ExKinetic damage KinKinetic damage KinThermal damage Th
Damage to resist Explosive damage ExKinetic damage KinKinetic damage KinThermal damage Th
Mission briefing
I just received news of a grave incident that occurred in <System> a few hours ago. A convoy carrying our esteemed CEO was ambushed by an unusually large and organized pirate strike force. But fortune shone on us tonight, for due to the extraordinary bravery of our CEO's valiant escort team, he managed to escape unharmed, although slightly traumatised as you might expect. We lost many good men in this unfortunate incident, including the commander of our escort team ... may he rest in peace.

Now, I'll get right to the point. We believe the pirates managed to capture some of the crew of the cruiser that was escorting our CEO, for we found the wreckage of their ship close by the encounter location, but there was no trace of the bodies of most of the crew. <Faction> special forces have been called in and are scouring the area for any sign left behind by the pirates, who so far remain at large. We'd like you to help out in the investigation. We know of a popular pirate hideout in <System>. I´ll upload the coordinates to your NeoCom: Please search the area for any clues, and if you take any prisoners, bring them back for interrogation.

Single Pocket

Rogue Pirates and sentries feature a relatively balanced resistance profile with thermal as the overall most effective damage type to deal against both armor and shield, while Rogue Pirate Raider is weakest to explosive damage. Rogue Pirates deal primarily EM damage, with sentries and Rogue Pirate Raider dealing primarily a mixture of explosive and kinetic damage.

Group 1 - 10km
WD EWAR L


Cruiser 2 x Cruiser Rogue Pirate
Sentry 1-2 x Sentry Angel Tower Sentry II
Group 2 - 60km
WD EWAR L


Cruiser 4 x Cruiser Rogue Pirate
Cruiser 1 x Cruiser Rogue Pirate Raider Prisoners

Part 2 - The Interrogation

Level 3
Type Courier
Objective Transport 1 x Prisoners (7.5m³)
Ship suggestion Shuttle or fast frigate
Extra Possible low-sec destination
Mission briefing
After checking our logs, we noticed that only some of the prisoners you brought back were part of the crew that was captured after the pirate raid on our convoy. The rest apparently are former members of one of the pirate ships you destroyed, who managed to escape from the blast that destroyed their vessel. I need them transferred to some colleagues of mine at another station for further interrogation; hopefully the specialists there will be able to extract the information we need to track down who was behind the ambush on our CEO.


Part 3 - The Kidnapping

Level 3
Type Encounter
Objective Retrieve 1 x Prisoners (7.5m³)
Faction Mercenaries
Best damage to deal Kinetic damage KinThermal damage ThElectromagnetic damage EM
Damage to resist Electromagnetic damageThermal damageKinetic damageExplosive damage Omni
Warp disruption Web/Point (Mercenary Wingman)


Mission briefing

Blood Raider / Sansha Intro

We urgently need help intercepting a group of kidnappers who just managed to snatch the niece of our CEO while she was visiting her uncle in this very system. We believe the perpetrators were a gang of mercenaries led by a felon working for <an illegal organization called the Darkonnen/the Maru Rebels>. I'll fill you in on the details of that organization in your mission journal.

What I need you to do is capture this agent of theirs, alive if possible. We must have him here for interrogation, for we suspect he is the missing link between the kidnapping and those who are truly responsible for this heinous crime. We need to get to the bottom of which organization stands behind these grave assaults against our people. And it so happens that we know the whereabouts of a certain pirate who has had many dealings with a <Darkonnen/Maru> agent in the past; we hope this pirate will be able to lead you to the agent. The only catch is that he will most likely require a bit of "convincing" on your part before he parts with the needed information. I'll upload the bookmark to his location into your NeoCom; once you have extracted the information from the middleman, I expect you to find the <Darkonnen/Maru> agent and bring him back to me.

Guristas Intro

We urgently need help intercepting a group of kidnappers who just managed to snatch the granddaughter of our CEO while she was visiting him in this very system. We believe the perpetrators were a gang of mercenaries led by a felon working for an illegal organization calling themeselves[sic] the "Komni Corporation."

What I need you to do is capture this agent of theirs, alive if possible. We must have him here for interrogation, for we suspect he is the missing link between the kidnapping and those who are truly responsible for this heinous crime. We need to get to the bottom of which organization stands behind these grave assaults against our people. And it so happens that we know the whereabouts of a certain pirate who has had many dealings with this Komni agent in the past; we hope this pirate will be able to lead you to the agent. The only catch is that he will most likely require a bit of "convincing" on your part before he parts with the needed information. I'll upload the bookmark to his location into your NeoCom; once you have extracted the information from the middleman, I expect you to find the Komni agent and bring him back to me.


The Darkonnen

The Darkonnen is an organization that sprung up from rogue elements within the Khanid Kingdom, starting off as a small band of smugglers operating between lawless space and Khanid-controlled territory. They were renowned for their ruthlessness in dealing with their competitors, eliminating a good deal of small-time criminals within the Kingdom, as well as cleverly eluding the local authorities most of the time. A few years ago, their founder and leader, Michelin Adonnis, was captured by Khanid secret police and sentenced to life in prison for various offenses. His arrest caused a slight setback for the outlawed organization, but in the end it turned out to be not enough to halt their inevitable expansion. Today they are a well known pirate/smuggler network who base their operations in numerous systems in Amarr and Khanid space.


The Maru Rebels

The Maru Rebels were once part of a gang of pirates who turned into a sinister terrorist network claiming to fight for Minmatar freedom. In fact, they're little more a ruthless gang of criminals dealing in the black market, smuggling, and extortion and blackmail, even sometimes working as hired assassins. Their official agenda is to murder as many citizens of the Amarr nations as possible ― i.e., Amarr Empire, Ammatar, and Khanid Kingdom ― hoping to force them to withdraw eventually from historically Minmatar systems currently under Amarr control. The Minmatar Republic leadership has denounced them as being cutthroats and criminals even though they support Republic goals, and has put up a sizable bounty on their leader's head. But even so, the Rebels do maintain some support within the Minmatar Republic, which has allowed them certain freedoms other criminal networks do not have.

Pocket 1

Mission Info
This asteroid field has just recently been settled, by a group of pirate freelancers. A hastily erected mobile habitat floats idly in the midst of the giant rocks, while three groups of mercenary ships lazily orbit various asteroids in defensive positions. One of the ships clearly has the markings of your target, Drazin Jaruk, who seems to be the leader of this bunch. You also notice another acceleration gate nearby, which you guess, judging from it's fairly clean exterior, has been only recently installed. Where it leads to is anyone's guess.

Enemies in the first pocket feature mixed damage and resistance profiles. Mercenary Fighters, Mercenary Lieutenants, and Mercenary Corporals deal kinetic and thermal damage and also are weakest to these damage types. Mercenary Elite Fighters and Mercenary Commanders deal EM damage in addition to these and are weakest to EM damage. Drazin Jaruk and Mercenary Wingmen deal primarily explosive and EM damage, and they are more receptive to thermal damage.

Group 1, 25-35km from warp-in
WD EWAR L


Frigate 4 x Frigate Mercenary Fighter
Cruiser 3 x Cruiser Mercenary Corporal
Group 2, 40-45km
WD EWAR L


Frigate 4 x Frigate Mercenary Elite Fighter
Cruiser 2 x Cruiser Mercenary Commander
Group 3, 40-45km
WD EWAR L


Frigate 2 x Frigate Mercenary Wingman Stasis Webifier
Cruiser 2 x Cruiser Mercenary Lieutenant
Cruiser 1 x Cruiser Drazin Jaruk Stasis Webifier
Structure 1 x Habitat Drazin's Keycard x3


Pocket 2

Incoming Transmission
I take it that imbecile Drazin led you to us. Too bad you won't be leaving this area with your ship intact.

Requires Drazin's Keycard (consumed on use, 3 available) from Habitat structure in Pocket 1. All enemies in Pocket 1 must be destroyed as well.

There are several versions of this group, depending on the named Cruiser. The Zerak Cheryn version is at 10-20k on warp in and his Gallente cruiser can be extremely harsh at close range and would be best taken out first if you can tank the two webbing frigates. The Kuran 'Scarface' Lonan version (Caldari based) is at 40-50k on warp in & and is easy to tank. Please confirm Drazin Jaruk spawn?

WD EWAR L


Frigate 2 x Frigate Mercenary Wingman Stasis Webifier
Cruiser 1 x Cruiser Mercenary Lieutenant

In addition, one of the following will be present:

WD EWAR L


Cruiser 1 x Cruiser Drazin Jaruk/Korrani Salemo Stasis Webifier Korrani's DNA
Cruiser 1 x Cruiser Kuran 'Scarface' Lonan/Lynk Stasis Webifier
Cruiser 1 x Cruiser Zerak Cheryn EWAR invulnerable Stasis Webifier

Storage facility drops 50 metal scraps and trade goods.


Part 4 - Possible Leads

Level 3
Type Courier
Objective Transport 1 x Encoded Data Chip (0.1m³)
Ship suggestion Shuttle or fast frigate
Extra Possible low-sec destination
Mission briefing
While we wait for the interrogation of the prisoner you captured, I'd like you to transport a data chip we retrieved from his belongings to <Station>. We need it deciphered, and I happen to know the perfect man for the job, who lives at that station. We aren't sure if there is any incriminating evidence in the data, but we'd like to make sure nonetheless. By the time you get back, I expect our interrogators will have found some more leads.


Part 5 to 10

Three variants exist for Parts 5 through 10: