Difference between revisions of "Soldier of Fortune"

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While I was on Singularity, I decided to try the Advanced Military career funnel mission chain for the purpose of investigating rumors that the chain would blow up your ship and even podkill you. On the surface, this would discourage experienced capsuleers from trying to do the mission chain in all of the hubs merely for faction standings.
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{{NPCTableCSS}}
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The '''Soldier of Fortune''' (previously known as the '''Advanced Military Career Agent''') is one of the five [[career agents]] in the game, which show new players different types of [[PvE]] activities in EVE. The Soldier of Fortune missions teach you about [[PvE]] combat as well as some basic [[PvP]] combat techniques; you should complete the [[Enforcer (Career Agent)|Enforcer]] missions before you do them. In total these missions pay about 1.5M ISK in rewards.  
  
As it turns out, two of the missions will destroy your ship, though your agent will provide ships for the purpose and warn you in advance that ship destruction is expected.  No mission podkills you.
 
  
I describe the chain below. Missions in this chain do not invoke tutorials that give items. Missions described are presumed to be universal, though only the Gallente version is documented here.
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{{note box
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|You should always read mission text carefully, but this is particularly the case for these missions. If you don't follow the mission objectives carefully you will likely fail them.
 +
}}
  
==(1) The Swap==
 
  
Blow up some frigates: 1 frigate alone, then 2 frigates after that, then 3 frigates after that.  Total of 6 frigates to be destroyed. Easy. Reward: [[Skills:Electronics#Propulsion_Jamming|Propulsion Jamming]] skillbook.
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== The Swap (1 of 10) ==
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{{Missiondetails
 +
|Level=
 +
|Type= Encounter
 +
|Objective= Destroy rats.
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|Faction1= Serpentis
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|DamageToDeal1=
 +
|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards=
 +
|StandingLoss=
 +
|Extra=
 +
}}
  
==(2) Angel of Mercy==
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* A regular combat mission that is not too difficult. Take a fully fitted attack/combat frigate, fly to the deadspace mission area, and destroy three waves of Frigate rats.
  
AVOID BRINGING ANY MODULES AT ALL.  INSURE THE SHIP. The ship will be destroyed. Easy way to make a bit more starting ISK.   
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{{NPCTableHead|Initial Defenders}}
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{{NPCTableRow|Frigate|1||trigger= Reinforcement 1}}
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|}
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{{NPCTableHead|Reinforcement 1}}
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{{NPCTableRow|Frigate|2||trigger= Reinforcement 2}}
 +
|}
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{{NPCTableHead|Reinforcement 2}}
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{{NPCTableRow|Frigate|3|}}
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|}
  
Agent will provide a frigate. (For the Gallente, it's an Atron. Crucifier for Amarr.) Assemble it, make it active, strip it (it shouldn't have modules to begin with, but make sure), undock, take it to the mission site, and collide with the pirate base. There are three enemy frigates, but as long as the approach is started immediately, they won't hit you. The base is a Large Collidable Object or Structure. Your frigate will explode, leaving your pod. All enemy frigates will be destroyed in the same explosion.
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== Angel of Mercy (2 of 10) ==
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{{Missiondetails
 +
|Level=
 +
|Type= Encounter
 +
|Objective= Approach a pirate structure to destroy it.
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|Faction1=
 +
|DamageToDeal1=
 +
|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards= EWAR Frigate ({{Sh|Crucifier}} /{{Sh|Griffin}} /{{Sh|Maulus}} /{{Sh|Vigil}}) (granted upon acceptance)
 +
|StandingLoss=
 +
|Extra=
 +
}}
  
Only Tech 1 frigates are admitted into the mission space, probably because the destruction of the player's ship is scripted.
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* Due to special ship restrictions, you have to fly the T1 EWAR frigate given to you for this mission.
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* You will lose your ship in this mission, so [[insure]] it at the highest level you can afford to get some ISK back. Also make sure the ship doesn't have any modules fitted and the cargohold is empty.
 +
* The acceleration gate takes you to some distance away from the target structure. Approach it while ignoring enemy fire. When you get sufficiently close, your ship will explode, destroying the structure and all enemy ships. Return to your agent's station in your [[pod]].
 +
* This also generates a [[killmail]], it lists the enemy structure as the aggressor and your ship as the victim.
  
==(3) Your Undivided Attention==
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== Your Undivided Attention (3 of 10) ==
 +
{{Missiondetails
 +
|Level=
 +
|Type= Encounter
 +
|Objective= Use a Warp Disruptor module on a rat.
 +
|Faction1=
 +
|DamageToDeal1=
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|DamageToResist1=
 +
|WebPoint=
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|EWAR=
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|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards= Civilian Warp Disruptor (granted upon acceptance)
 +
|StandingLoss=
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|Extra=
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}}
  
DO NOT SHOOT ANYTHING IN THIS MISSION.
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* Warp Disruptor is one of the two common module types (the other being a Warp Scrambler) which [[Warp disruption|prevents other ships from warping away]]. Fit it to your ship. Even though the message during the mission says, “Activate Warp Scrambler,” a Warp Scrambler will not finish the mission; the Warp Disruptor supplied by the agent will work.
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* Fly to the mission's deadspace location, target-lock the "Fleeing Pirate" ship (despite the name, he will wait patiently for you), and activate your Warp Disruptor module. Any other nearby rats will warp off, and you will have completed the mission.
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* Warp Disruptors (and Scramblers) are particularly useful when fighting other players (PvP), as they will prevent them from warping away to safety. NPC ships (rats), however, will almost never warp away, so you generally do not need to fit a Warp Disruptor / Scrambler in PvE combat.
  
Agent provides a Civilian Warp Disruptor. There are no acceleration gates; you are dropped 20 km from the "Fleeing Pirate". Warp Disrupt the primary target. DO NOT DESTROY THE PRIMARY TARGET. Secondary targets despawn once the Fleeing Pirate is warp disrupted. Warp back to your agent.
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== A Friend in Need (4 of 10) ==
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{{Missiondetails
 +
|Level=
 +
|Type= Encounter
 +
|Objective= Use a remote repair module to repair a friendly ship.
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|Faction1=
 +
|DamageToDeal1=
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|DamageToResist1=
 +
|WebPoint=
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|EWAR=
 +
|ShipSizeLimit=
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|ShipSuggestion=
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|Rewards= Remote repair module ([[image:isis_amarr.png|22px|link=|Amarr]][[image:isis_gallente.png|22px|link=|Gallente]]Civilian Small Remote Armor Repairer /[[image:isis_caldari.png|22px|link=|Caldari]][[image:isis_minmatar.png|22px|link=|Mimatar]]Civilian Small Remote Shield Booster) (granted upon acceptance); Remote repair skillbook ([[image:isis_amarr.png|22px|link=|Amarr]][[image:isis_gallente.png|22px|link=|Gallente]]{{sk|Remote Armor Repair Systems}} /[[image:isis_caldari.png|22px|link=|Caldari]][[image:isis_minmatar.png|22px|link=|Minmatar]]{{sk|Shield Emission Systems}})
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|StandingLoss=
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|Extra=
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}}
  
==(4) A Friend in Need==
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* Remote Armor Repairer and Remote Shield Booster repair the armor or shield of another friendly ship. Fit it to your ship.
 +
* Fly to the mission location and locate the "Damaged Vessel". Target-lock and approach it, and once you're in range, activate the remote repair module. After the module completes a cycle, the friendly ship will thank you and warp off.
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* Repairing other ships in combat (referred to as "[[logistics]]" in EVE) is an important but somewhat specialized part of EVE gameplay. Most fleets (except perhaps the very smallest gangs) will include one or several logistics ships, who will try to keep their fleetmates alive under fire. While this mission gives a very basic introduction, it over-simplifies things perhaps a bit too much; it implies that using your repair module repaired the damaged vessel's warp drive - in reality, there is no way to "damage" a ship's warp drive, although you can (see [[#Your Undivided Attention (3 of 10)|mission 3]]) use modules to temporarily prevent ships from warping away.
  
DO NOT SHOOT ANYTHING IN THIS MISSION.
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== The Stand (5 of 10) ==
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{{Missiondetails
 +
|Level=
 +
|Type= Encounter
 +
|Objective= Destroy one rat, and then lose your ship.
 +
|Faction1= Mercenaries
 +
|DamageToDeal1=
 +
|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards= Combat Frigate ({{Sh|Punisher}} /{{Sh|Merlin}} /{{Sh|Incursus}} /{{Sh|Rifter}}) (granted upon acceptance)
 +
|StandingLoss=
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|Extra=
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}}
  
Agent provides a Civilian Remote Armor Repair System. No acceleration gates. You're dropped about 9 km off of an NPC called "Damaged Vessel". Use a remote armor repair on it and the mission will complete. Reward: [[Skills:Mechanic#Remote_Armor_Repair_Systems|Remote Armor Repair Systems]] skillbook.
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* You will lose your ship in this mission (again)! Unlike in [[#Angel of Mercy (2 of 10)|mission 2]] you will actually need to destroy a frigate before going down, so fit your ship with a few cheap weapons and minimal ammunition. Also, [[insure]] your ship to the highest level you can afford.
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* Upon activating the acceleration gate, you will find a lone rat (a [[Kestrel]] with a single missile launcher) that you need to destroy.
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* Once it's gone, a large fleet warps in, including several cruisers (again, note their different Overview icons) and drones which will use Stasis Webifiers and other forms of [[electronic warfare]] on you. Though the fight is hopeless, fight them until your ship is destroyed. You would normally warp away to safety against such an overwhelming odds, but in this case, the mission requires that your ship be destroyed by the rats.
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* Once your ship is destroyed, you will (once again) be left floating in your [[pod]] in space. The rat fleet does not attack your pod, so look around for a wreck with your character's name on it - that's all that's left of your ship. In EVE, when your ship is destroyed, about half of the fitted modules and cargo are destroyed (along with all the fitted rigs), while the other half drop into space for anyone in the vicinity to pick up. It's not uncommon for your ship to be destroyed while playing EVE, so learn to treat your ships as expendable (or as the [[Golden Rules|first golden rule of EVE]] says, never fly what you cannot afford to lose).  
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* Almost all types of regular rats ignore your pod (there are a few exceptions, such as [[Triglavian Collective|Triglavians]]).
  
==(5) The Stand==
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{{NPCTableHead|Initial Defender}}
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{{NPCTableRow|Frigate|1|Mercenary Fighter|trigger= Destroying triggers reinforcement}}
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|}
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{{NPCTableHead|Reinforcement}}
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{{NPCTableRow|Drone|3|Spider Drone II|ewar= Web}}
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{{NPCTableRow|Elite Cruiser|10|Terrorist|ewar= Damp}}
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|}
  
KEEP FITTINGS FOR THIS MISSION TO A MINIMUM. INSURE THE SHIP. It will be destroyed and you can not warp out and complete the mission.
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== Don't Look Back (6 of 10) ==
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{{Missiondetails
 +
|Level=
 +
|Type= Travel
 +
|Objective= Zoom past a hazardous area.
 +
|Faction1=
 +
|DamageToDeal1=
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|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards= 1MN Civilian Afterburner (granted upon acceptance); [[image:isis_caldari.png|22px|link=|Caldari]] 100 x Civilian Scourge Light Missile /[[image:isis_amarr.png|22px|link=|Amarr]][[image:isis_gallente.png|22px|link=|Gallente]][[image:isis_minmatar.png|22px|link=|Minmatar]] ISK
 +
|StandingLoss=
 +
|Extra=
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}}
  
The acceleration gate admits only Tech 1 Frigates and Rookie Ships. The Agent provides a frigate with no fittings (for the Gallente, it's an Atron. Crucifier for Amarr). You are required to destroy at least one enemy ship and then continue fighting until your own ship is destroyed. Agent explicitly warns you in red text not to use an expensive ship.
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* You can fit the Civilian Afterburner to your ship, but a non-civilian version you already have is superior in performance.
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* Upon taking the acceleration gate, locate the "Asteroid Station" on your Overview and fly towards it. You will take continuous damage by the hazardous cloud on your way, so activate your afterburner to speed up your ship. When you get close to the station, the mission will be completed and you can return to your agent.
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* The missile rewards from the [[image:isis_caldari.png|22px|link=]]Caldari agent are intended to be used for the faction-specific version of the subsequent mission.
  
Upon jumping the gate, there is a single enemy frigate. Destroying it causes 3 Spider Drone II and about a dozen cruisers to spawn; these vessels will use webifiers and EWAR (for Gallente, this is sensor dampening). On the Gallente version, there's really nothing you can do to fight back, since you're dampened so much that you can't lock anything.  So, just have the local station selected and warp your pod out when your ship is destroyed.
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== Weapon of Choice (7 of 10) ==
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{{Missiondetails
 +
|Level=
 +
|Type= Encounter
 +
|Objective= Destroy a rat while (optionally) using your faction's signature weapon system.  
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|Faction1=
 +
|DamageToDeal1=
 +
|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards= Weapon system ([[image:isis_amarr.png|22px|link=|Amarr]]Civilian Gatling Pulse Laser /[[image:isis_caldari.png|22px|link=|Caldari]]Civilian Light Missile Launcher /[[image:isis_gallente.png|22px|link=|Gallente]]2 x Civilian Hobgoblin /[[image:isis_minmatar.png|22px|link=|Minmatar]]Civilian Gatling Autocannon) (granted upon acceptance)
 +
|StandingLoss=
 +
|Extra=
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}}
  
==(6) Don't Look Back==
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* In addition to the [[turret]] weapons you've been using up to now, each faction also uses another weapon system:
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** [[Drones]] for [[image:isis_gallente.png|22px|link=]]Gallente ships, and to a lesser extent, [[image:isis_amarr.png|22px|link=]]Amarr ships.
 +
** [[Missiles]] for [[image:isis_caldari.png|22px|link=]]Caldari ships, and to a lesser extent, [[image:isis_minmatar.png|22px|link=]]Minmatar ships.
  
DO NOT SHOOT ANYTHING IN THIS MISSION.
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* If you are working for a [[image:isis_amarr.png|22px|link=]][[Amarr Empire|Amarr]] or [[image:isis_minmatar.png|22px|link=]][[Minmatar]] agent, then the weapon granted to you would indeed be the same weapon class you already have been using up to this point, possibly worse in quality since it is a civilian variant.
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* If you are getting this mission from a [[image:isis_caldari.png|22px|link=]][[Caldari]] or [[image:isis_gallente.png|22px|link=]][[Gallente]] agent, you have a chance to try out your faction's signature weapon system.
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* Note that you can complete this mission without having to use the weapon granted to you - you can dispose of the rat in whichever way you please.
  
Agent provides a Civilian Afterburner. There is one acceleration gate, normal restrictions. Upon warping to the initial gate, you get a transmission, which accurately describes the situation. Jumping the gate drops you 27 km off the Asteroid Station, a Large Collidable Object. You take (what I presume is) 50 EM damage every 6 seconds until you get to the Asteroid Station. Once you get another transmission from your agent, warp back to your agent.
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=== [[image:isis_caldari.png|22px|link=|Caldari]]Trying out Missiles ===
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* In order to fit the light missile launcher module, you need a ship that has a launcher hardpoint. Note that there are many ships with multiple hardpoints but none of which are launcher-compatible. Regardless of factions, your corvette will allow mounting a missile launcher on them, and thus you are free to use it for this mission. Among the ships given out by [[image:isis_caldari.png|22px|link=]]Caldari Career Agents in the station so far, [[Heron]] will serve nicely, and if you decided not to sacrifice one for [[#Angel of Mercy (2 of 10)|mission 2]], [[Griffin]] will also do.
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* The general combat mechanics of missiles are similar to how turrets work, with some notable differences.
 +
** Missiles have a limited range (roughly equivalent to their maximum velocity multiplied by their maximum flight time), but they do not have the optimal/falloff distinction - any missile that reaches its destination before its timer runs out hits the target, while they will be completely ineffective beyond their maximum range.
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** Missile damage is also uniform, meaning that it will not deal either higher-than-usual (e.g., wrecks, smashes) or lower-than-usual (e.g., grazes, glances off) damage.
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** They can't miss their target as long as it is in range, but they do take time to cover the distance from your ship to the target, and they will deal less damage to small and fast targets.
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** Missile launchers do not consume capacitor energy when firing, and they generally take longer to cycle and reload compared to turrets.
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* If you would like to try out missiles more, [[Kestrel]] is usually a good choice for beginning pilots, especially for early PvE contents.
  
Gallente Reward: A copy of the [[Skills:Drones#Drones|Drones]] skillbook. The Agent warns you upon mission completion that you will need to train the [[Skills:Drones#Drones|Drones]] skill to Level 1 to continue.
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=== [[image:isis_gallente.png|22px|link=|Gallente]]Trying out Drones ===
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* Your {{sk|Drones}} skill dictates how many drones you can keep active at any given time; you will need this skill at level II to fly both of the light drones your agent gives you.
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* In order to use them, you must use a ship with a drone bay. All corvettes carry enough drone bay/bandwidth for one light drone except for the [[Velator]] which can carry two. Among the ships given out by [[image:isis_gallente.png|22px|link=]]Gallente Career Agents in the station so far, [[Imicus]] and [[Tristan]] are good candidates to try out the two light drones in.
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* Activate a ship with at least some drone capability and move your drones into the ship's drone bay.
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* Once in space, note that a new window has appeared on your UI: the drone control window, which shows you which drones you have in your drone bay and which you have in space.
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* There is a single rat in the mission location. Right-click on the Drones in Bay folder and select "Launch". Your drones will now start orbiting your ship (and you can see them in the "In Space" section of the drone control window). Target the rat, and order your drone(s) to attack it by right-clicking on "Drones in Local Space" folder and selecting "Engage Target" (alternatively, the much easier shortcut key is {{button|F}}).
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* Once the rat has been destroyed, recall your drones by by right-clicking on "Drones in Local Space" folder and selecting "Return to Drone Bay" (they won't follow you if you warp away). If you accidentally warped away before scooping the drones in, you can warp back to the mission location, right-click on your capacitor, and select "Reconnect to Lost Drones" to re-establish your link with the drones again.
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* If you find drone combats to your liking, then the [[Tristan]] serves as a good starting-level drone ship, although your damage potential would likely be quite limited compared to other options such as the [[Incursus]] until you reach level V of your Drones skill to be able to field all five drones.
  
==(7) Weapon of Choice==
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== The Pacifist (8 of 10) ==
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{{Missiondetails
 +
|Level=
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|Type= Encounter
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|Objective= Follow [[CONCORD]] instructions and retrieve hostages from a structure.
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|Faction1= Mercenaries
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|DamageToDeal1=
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|DamageToResist1=
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|WebPoint=
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|EWAR=
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|ShipSizeLimit=
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|ShipSuggestion=
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|Rewards=
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|StandingLoss=
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|Extra= You are not supposed to shoot the NPCs.
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}}
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{{MessageBox|warp-in message from CONCORD:
 +
|Welcome to the fray, egger.
  
THIS MISSION VARIES BY RACE OF THE TUTORIAL AGENT.  ANYONE DOING THIS TUTORIAL SHOULD ONLY USE THE WEAPONS SPECIFIED BY THE AGENT TO COMPLETE THE MISSION
 
  
For the Gallente: the agent provides 2 Civilian Hobgoblins. There are no acceleration gates; the warp-in point is 9 km from your target. You must use a drone or drones to destroy the target.
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I've ordered the fleet to hold its ground for the time being, but we're going to send you in to recover the hostages shortly. Move out to the next area where the pirates are. They're expecting a negotiator, but we're sending you instead.  
  
For the Caldari: the agent provides a Civilian Standard Missile Launcher, and the tutorial gives 100 Civilian Bloodclaw Light Missiles. There are no acceleration gates; the warp-in point is 9 km from your target. You must use the missiles to destroy the target.
 
  
==(8) The Pacifist==
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You are not to engage unless I give the order. We need to maintain the appearance of peaceful negotiation until the safety of the hostages can be confirmed.
 +
|collapsed= yes}}
  
DO NOT SHOOT ANYTHING IN THIS MISSION.
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* Once you warp to the mission location and start approaching the acceleration gate, a window will pop up with instructions from your (NPC) fleet commander, giving you detailed instructions. They will tell you to to:
 +
** Activate the acceleration gate.
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** In the deadspace pocket, do not engage any enemy ships.
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** Fly to the prison structure and retrieve (loot) the hostages to be returned to the station.
 +
* This mission is very straightforward and is intended to teach you to follow instructions from your fleet commander when flying in player [[fleets]].
  
The acceleration gate has normal restrictions. The mission talks about fleets and fleet commanders, though you won't actually be in a real fleet as far as the game engine is concerned. Starting at initial warp-in, an NPC CONCORD "Fleet Commander" will give you orders by pop-ups that appear in the middle of your screen. Read the first one carefully before you jump the acceleration gate. NEVER OPEN FIRE ON ANYTHING OR ANYONE.
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{{NPCTableHead|If you wish to shoot the enemy ships and are willing to fail this mission, this is the info.}}
 +
{{NPCTableRow|Frigate|3|Mercenary Fighter|trigger= Reinforcement 1 for every ship killed}}
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|}
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{{NPCTableHead|Reinforcement 1 (3x)}}
 +
{{NPCTableRow|Frigate|3|Mercenary Fighter|trigger= killing all ships triggers mission failure and reinforcement 2}}
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|}
  
What you're expected to do is jump the gate, then hold position until you get the CONCORD pop-up ordering you rescue the hostages. Once you get that order, fly to the Prison Facility as though it were a cargo container; get within 2500 meters, open it up, and move the hostages to your cargohold. Then warp out of the immediate vicinity and bring the hostages back to your agent.
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{{MessageBox|After destroying reinforcement 1 :
 +
|No! They killed the hostages! ''Note: You can repeat this mission after the daily downtime.''
 +
|collapsed= yes}}
  
Reward: 17000 credits and 21000 bonus credits.
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{{NPCTableHead|Reinforcement 2}}
 +
{{NPCTableRow|Drone|2|Spider Drone II|ewar= Web}}
 +
{{NPCTableRow|Frigate|1|Mercenary Wingman|point= yes|ewar= Web}}
 +
{{NPCTableRow|Cruiser|3|Mercenary Lieutenant}}
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|}
  
==(9) Glue==
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You've now failed this mission. You can repeat this after the Daily [[Downtime]].
  
DO NOT SHOOT ANYTHING IN THIS MISSION.
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== Glue (9 of 10) ==
 +
{{Missiondetails
 +
|Level=
 +
|Type= Encounter
 +
|Objective= Use a Stasis Webifier on a rat.
 +
|Faction1=
 +
|DamageToDeal1=
 +
|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards= Civilian Stasis Webifier (granted upon acceptance)
 +
|StandingLoss=
 +
|Extra=
 +
}}
  
The Agent will provide a Civilian Stasis Webifier. There is no acceleration gate; warp to the mission location. You will land 32 km from a Pirate Leader, get within webifier range, and webify the target, but DO NOT SHOOT HIM. Close the pop-up from the Pirate Leader and maintain the web until you get a pop-up from CONCORD saying that they'll take it from there. The Pirate Leader's ship will turn into a wreck due to a scripted event. Warp back to your agent.
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* Fit your ship with a Stasis Webifier (either the T1 or Civilian variant).
 +
* Warp to the mission's location, approach the rat, and once you're within range, activate the module. You do not need to attack the ship yourself.
 +
* A CONCORD ship will then warp in and destroy the rat.
  
Reward: One copy of the [[Skills:Spaceship_Command#Destroyers|Destroyers]] skillbook.
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== The Exam (10 of 10) ==
 +
{{Missiondetails
 +
|Level=
 +
|Type= Encounter
 +
|Objective= Destroy the Terrorist Leader.
 +
|Faction1=
 +
|DamageToDeal1=
 +
|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards= <Faction> Destroyer skillbook (granted upon acceptance); Destroyer ({{Sh|Coercer}} /{{Sh|Cormorant}} /{{Sh|Catalyst}} /{{Sh|Thrasher}})
 +
|StandingLoss=
 +
|Extra=
 +
}}
  
==(10) The Exam==
+
* [[Destroyers]] are larger and slower than the Frigates you've been flying so far, but can mount many more weapons, making them particularly good at fighting frigates.
 +
* Should you wish, you can use whichever ship you've been using so far.
 +
* Three rat frigates will warp in upon your arrival at the mission location. One of them is the Terrorist Leader you're meant to destroy, and the other two are their wingmen. The Terrorist Leader will be flying a more advanced faction frigate, which will warp disrupt (preventing you from warping away) or web (slowing you down) you.
 +
* Use the skills you've learned so far to win the fight. Keep at the appropriate range for weapons, turn on your propulsion module, use a web on your target, and fire all your guns at one target until it's destroyed. It's up to you whether you want to destroy the terrorist leader or his wingmen first - but keep in mind that as long as the former is alive, his warp disruptor will prevent you from fleeing should the fight go badly for you.
 +
* The rats may drop some high value loot (~4M ISK) in the form of a Clutch Restrained Warp Disruption Field Generator, so it is worth checking the wrecks.
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{{NPCTableHead}}
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{{NPCTableRow|Frigate|1|Terrorist Leader|trigger= Mission Completion on Destruction|point= yes|ewar= Web}}
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{{NPCTableRow|Frigate|2|Mercenary Trainee}}
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|}
  
You *will* be shooting ships in this mission.  DO NOT SHOOT ANY STRUCTURES, ESPECIALLY NOT THE PLEASURE HUBS.
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[[Category:Career Agents]]
 
 
The Agent provides a Tech 1 Destroyer (of the same race as the agent). There are no acceleration gates. No hostiles are immediately visible upon warpin, though a pop-up appears informing you that the hostiles are getting into their ships.  The Terrorist Leader and two Mercenary Trainees spawn about 25 km away; they are all frigates.  You are required to destroy the leader; you may destroy the wingmen at your discretion, but this is not required.
 
 
 
The Terrorist Leader can (and will) webify and warp scramble at 10 kilometers or less.  The Mercenary Trainees do not webify or scramble.
 
 
 
[[Category:Guides]]
 
[[Category:Getting Started]]
 
[[Category:Missioning]]
 

Latest revision as of 14:10, 26 February 2024

The Soldier of Fortune (previously known as the Advanced Military Career Agent) is one of the five career agents in the game, which show new players different types of PvE activities in EVE. The Soldier of Fortune missions teach you about PvE combat as well as some basic PvP combat techniques; you should complete the Enforcer missions before you do them. In total these missions pay about 1.5M ISK in rewards.


You should always read mission text carefully, but this is particularly the case for these missions. If you don't follow the mission objectives carefully you will likely fail them.


The Swap (1 of 10)

Type Encounter
Objective Destroy rats.
Faction Serpentis
Best damage to deal Kinetic damage KinThermal damage Th
Damage to resist Thermal damage ThKinetic damage Kin


  • A regular combat mission that is not too difficult. Take a fully fitted attack/combat frigate, fly to the deadspace mission area, and destroy three waves of Frigate rats.


Initial Defenders
WD EWAR L


Frigate 1 x Frigate Reinforcement 1
Reinforcement 1
WD EWAR L


Frigate 2 x Frigate Reinforcement 2
Reinforcement 2
WD EWAR L


Frigate 3 x Frigate

Angel of Mercy (2 of 10)

Type Encounter
Objective Approach a pirate structure to destroy it.
Rewards EWAR Frigate (AmarrCrucifier /CaldariGriffin /GallenteMaulus /MinmatarVigil) (granted upon acceptance)


  • Due to special ship restrictions, you have to fly the T1 EWAR frigate given to you for this mission.
  • You will lose your ship in this mission, so insure it at the highest level you can afford to get some ISK back. Also make sure the ship doesn't have any modules fitted and the cargohold is empty.
  • The acceleration gate takes you to some distance away from the target structure. Approach it while ignoring enemy fire. When you get sufficiently close, your ship will explode, destroying the structure and all enemy ships. Return to your agent's station in your pod.
  • This also generates a killmail, it lists the enemy structure as the aggressor and your ship as the victim.

Your Undivided Attention (3 of 10)

Type Encounter
Objective Use a Warp Disruptor module on a rat.
Rewards Civilian Warp Disruptor (granted upon acceptance)


  • Warp Disruptor is one of the two common module types (the other being a Warp Scrambler) which prevents other ships from warping away. Fit it to your ship. Even though the message during the mission says, “Activate Warp Scrambler,” a Warp Scrambler will not finish the mission; the Warp Disruptor supplied by the agent will work.
  • Fly to the mission's deadspace location, target-lock the "Fleeing Pirate" ship (despite the name, he will wait patiently for you), and activate your Warp Disruptor module. Any other nearby rats will warp off, and you will have completed the mission.
  • Warp Disruptors (and Scramblers) are particularly useful when fighting other players (PvP), as they will prevent them from warping away to safety. NPC ships (rats), however, will almost never warp away, so you generally do not need to fit a Warp Disruptor / Scrambler in PvE combat.

A Friend in Need (4 of 10)

Type Encounter
Objective Use a remote repair module to repair a friendly ship.
Rewards Remote repair module (AmarrGallenteCivilian Small Remote Armor Repairer /CaldariMimatarCivilian Small Remote Shield Booster) (granted upon acceptance); Remote repair skillbook (AmarrGallenteRemote Armor Repair Systems /CaldariMinmatarShield Emission Systems)


  • Remote Armor Repairer and Remote Shield Booster repair the armor or shield of another friendly ship. Fit it to your ship.
  • Fly to the mission location and locate the "Damaged Vessel". Target-lock and approach it, and once you're in range, activate the remote repair module. After the module completes a cycle, the friendly ship will thank you and warp off.
  • Repairing other ships in combat (referred to as "logistics" in EVE) is an important but somewhat specialized part of EVE gameplay. Most fleets (except perhaps the very smallest gangs) will include one or several logistics ships, who will try to keep their fleetmates alive under fire. While this mission gives a very basic introduction, it over-simplifies things perhaps a bit too much; it implies that using your repair module repaired the damaged vessel's warp drive - in reality, there is no way to "damage" a ship's warp drive, although you can (see mission 3) use modules to temporarily prevent ships from warping away.

The Stand (5 of 10)

Type Encounter
Objective Destroy one rat, and then lose your ship.
Faction Mercenaries
Best damage to deal Kinetic damage KinThermal damage Th
Damage to resist Kinetic damage KinThermal damage Th
Rewards Combat Frigate (AmarrPunisher /CaldariMerlin /GallenteIncursus /MinmatarRifter) (granted upon acceptance)


  • You will lose your ship in this mission (again)! Unlike in mission 2 you will actually need to destroy a frigate before going down, so fit your ship with a few cheap weapons and minimal ammunition. Also, insure your ship to the highest level you can afford.
  • Upon activating the acceleration gate, you will find a lone rat (a Kestrel with a single missile launcher) that you need to destroy.
  • Once it's gone, a large fleet warps in, including several cruisers (again, note their different Overview icons) and drones which will use Stasis Webifiers and other forms of electronic warfare on you. Though the fight is hopeless, fight them until your ship is destroyed. You would normally warp away to safety against such an overwhelming odds, but in this case, the mission requires that your ship be destroyed by the rats.
  • Once your ship is destroyed, you will (once again) be left floating in your pod in space. The rat fleet does not attack your pod, so look around for a wreck with your character's name on it - that's all that's left of your ship. In EVE, when your ship is destroyed, about half of the fitted modules and cargo are destroyed (along with all the fitted rigs), while the other half drop into space for anyone in the vicinity to pick up. It's not uncommon for your ship to be destroyed while playing EVE, so learn to treat your ships as expendable (or as the first golden rule of EVE says, never fly what you cannot afford to lose).
  • Almost all types of regular rats ignore your pod (there are a few exceptions, such as Triglavians).


Initial Defender
WD EWAR L


Frigate 1 x Frigate Mercenary Fighter Destroying triggers reinforcement
Reinforcement
WD EWAR L


Drone 3 x Drone Spider Drone II Stasis Webifier
Elite Cruiser 10 x Elite Cruiser Terrorist Remote Sensor Dampener

Don't Look Back (6 of 10)

Type Travel
Objective Zoom past a hazardous area.
Rewards 1MN Civilian Afterburner (granted upon acceptance); Caldari 100 x Civilian Scourge Light Missile /AmarrGallenteMinmatar ISK


  • You can fit the Civilian Afterburner to your ship, but a non-civilian version you already have is superior in performance.
  • Upon taking the acceleration gate, locate the "Asteroid Station" on your Overview and fly towards it. You will take continuous damage by the hazardous cloud on your way, so activate your afterburner to speed up your ship. When you get close to the station, the mission will be completed and you can return to your agent.
  • The missile rewards from the Isis caldari.pngCaldari agent are intended to be used for the faction-specific version of the subsequent mission.

Weapon of Choice (7 of 10)

Type Encounter
Objective Destroy a rat while (optionally) using your faction's signature weapon system.
Rewards Weapon system (AmarrCivilian Gatling Pulse Laser /CaldariCivilian Light Missile Launcher /Gallente2 x Civilian Hobgoblin /MinmatarCivilian Gatling Autocannon) (granted upon acceptance)


  • In addition to the turret weapons you've been using up to now, each faction also uses another weapon system:
    • Drones for Isis gallente.pngGallente ships, and to a lesser extent, Isis amarr.pngAmarr ships.
    • Missiles for Isis caldari.pngCaldari ships, and to a lesser extent, Isis minmatar.pngMinmatar ships.
  • If you are working for a Isis amarr.pngAmarr or Isis minmatar.pngMinmatar agent, then the weapon granted to you would indeed be the same weapon class you already have been using up to this point, possibly worse in quality since it is a civilian variant.
  • If you are getting this mission from a Isis caldari.pngCaldari or Isis gallente.pngGallente agent, you have a chance to try out your faction's signature weapon system.
  • Note that you can complete this mission without having to use the weapon granted to you - you can dispose of the rat in whichever way you please.

CaldariTrying out Missiles

  • In order to fit the light missile launcher module, you need a ship that has a launcher hardpoint. Note that there are many ships with multiple hardpoints but none of which are launcher-compatible. Regardless of factions, your corvette will allow mounting a missile launcher on them, and thus you are free to use it for this mission. Among the ships given out by Isis caldari.pngCaldari Career Agents in the station so far, Heron will serve nicely, and if you decided not to sacrifice one for mission 2, Griffin will also do.
  • The general combat mechanics of missiles are similar to how turrets work, with some notable differences.
    • Missiles have a limited range (roughly equivalent to their maximum velocity multiplied by their maximum flight time), but they do not have the optimal/falloff distinction - any missile that reaches its destination before its timer runs out hits the target, while they will be completely ineffective beyond their maximum range.
    • Missile damage is also uniform, meaning that it will not deal either higher-than-usual (e.g., wrecks, smashes) or lower-than-usual (e.g., grazes, glances off) damage.
    • They can't miss their target as long as it is in range, but they do take time to cover the distance from your ship to the target, and they will deal less damage to small and fast targets.
    • Missile launchers do not consume capacitor energy when firing, and they generally take longer to cycle and reload compared to turrets.
  • If you would like to try out missiles more, Kestrel is usually a good choice for beginning pilots, especially for early PvE contents.

GallenteTrying out Drones

  • Your Drones skill dictates how many drones you can keep active at any given time; you will need this skill at level II to fly both of the light drones your agent gives you.
  • In order to use them, you must use a ship with a drone bay. All corvettes carry enough drone bay/bandwidth for one light drone except for the Velator which can carry two. Among the ships given out by Isis gallente.pngGallente Career Agents in the station so far, Imicus and Tristan are good candidates to try out the two light drones in.
  • Activate a ship with at least some drone capability and move your drones into the ship's drone bay.
  • Once in space, note that a new window has appeared on your UI: the drone control window, which shows you which drones you have in your drone bay and which you have in space.
  • There is a single rat in the mission location. Right-click on the Drones in Bay folder and select "Launch". Your drones will now start orbiting your ship (and you can see them in the "In Space" section of the drone control window). Target the rat, and order your drone(s) to attack it by right-clicking on "Drones in Local Space" folder and selecting "Engage Target" (alternatively, the much easier shortcut key is F).
  • Once the rat has been destroyed, recall your drones by by right-clicking on "Drones in Local Space" folder and selecting "Return to Drone Bay" (they won't follow you if you warp away). If you accidentally warped away before scooping the drones in, you can warp back to the mission location, right-click on your capacitor, and select "Reconnect to Lost Drones" to re-establish your link with the drones again.
  • If you find drone combats to your liking, then the Tristan serves as a good starting-level drone ship, although your damage potential would likely be quite limited compared to other options such as the Incursus until you reach level V of your Drones skill to be able to field all five drones.

The Pacifist (8 of 10)

Type Encounter
Objective Follow CONCORD instructions and retrieve hostages from a structure.
Faction Mercenaries
Best damage to deal Kinetic damage KinThermal damage Th
Damage to resist Kinetic damage KinThermal damage Th
Extra You are not supposed to shoot the NPCs.
warp-in message from CONCORD:
Welcome to the fray, egger.


I've ordered the fleet to hold its ground for the time being, but we're going to send you in to recover the hostages shortly. Move out to the next area where the pirates are. They're expecting a negotiator, but we're sending you instead.


You are not to engage unless I give the order. We need to maintain the appearance of peaceful negotiation until the safety of the hostages can be confirmed.

  • Once you warp to the mission location and start approaching the acceleration gate, a window will pop up with instructions from your (NPC) fleet commander, giving you detailed instructions. They will tell you to to:
    • Activate the acceleration gate.
    • In the deadspace pocket, do not engage any enemy ships.
    • Fly to the prison structure and retrieve (loot) the hostages to be returned to the station.
  • This mission is very straightforward and is intended to teach you to follow instructions from your fleet commander when flying in player fleets.


If you wish to shoot the enemy ships and are willing to fail this mission, this is the info.
WD EWAR L


Frigate 3 x Frigate Mercenary Fighter Reinforcement 1 for every ship killed
Reinforcement 1 (3x)
WD EWAR L


Frigate 3 x Frigate Mercenary Fighter killing all ships triggers mission failure and reinforcement 2
After destroying reinforcement 1 :
No! They killed the hostages! Note: You can repeat this mission after the daily downtime.


Reinforcement 2
WD EWAR L


Drone 2 x Drone Spider Drone II Stasis Webifier
Frigate 1 x Frigate Mercenary Wingman Warp Disruptor Stasis Webifier
Cruiser 3 x Cruiser Mercenary Lieutenant

You've now failed this mission. You can repeat this after the Daily Downtime.

Glue (9 of 10)

Type Encounter
Objective Use a Stasis Webifier on a rat.
Rewards Civilian Stasis Webifier (granted upon acceptance)


  • Fit your ship with a Stasis Webifier (either the T1 or Civilian variant).
  • Warp to the mission's location, approach the rat, and once you're within range, activate the module. You do not need to attack the ship yourself.
  • A CONCORD ship will then warp in and destroy the rat.

The Exam (10 of 10)

Type Encounter
Objective Destroy the Terrorist Leader.
Rewards <Faction> Destroyer skillbook (granted upon acceptance); Destroyer (AmarrCoercer /CaldariCormorant /GallenteCatalyst /MinmatarThrasher)


  • Destroyers are larger and slower than the Frigates you've been flying so far, but can mount many more weapons, making them particularly good at fighting frigates.
  • Should you wish, you can use whichever ship you've been using so far.
  • Three rat frigates will warp in upon your arrival at the mission location. One of them is the Terrorist Leader you're meant to destroy, and the other two are their wingmen. The Terrorist Leader will be flying a more advanced faction frigate, which will warp disrupt (preventing you from warping away) or web (slowing you down) you.
  • Use the skills you've learned so far to win the fight. Keep at the appropriate range for weapons, turn on your propulsion module, use a web on your target, and fire all your guns at one target until it's destroyed. It's up to you whether you want to destroy the terrorist leader or his wingmen first - but keep in mind that as long as the former is alive, his warp disruptor will prevent you from fleeing should the fight go badly for you.
  • The rats may drop some high value loot (~4M ISK) in the form of a Clutch Restrained Warp Disruption Field Generator, so it is worth checking the wrecks.
WD EWAR L


Frigate 1 x Frigate Terrorist Leader Mission Completion on Destruction Warp Disruptor Stasis Webifier
Frigate 2 x Frigate Mercenary Trainee