Difference between revisions of "True Power Provisional Headquarters"

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{{WIP}}
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{{incursions_sites}}
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div>
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= Objectives =
 
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===== Force required =====
=Intelligence Reports=
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{{incursion sites|headquarter sites|tpph}}
 
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===== Military information =====
===Military Intelligence===
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{|
Your objective is to secure a path to True Power’s Mobile HQ and then destroy it. You will need to pass through three layers of security before you will arrive at the station. Sansha commanders will attempt to reinforce the area en-masse if you give them time to, so be sure to bring pilots to breach their defenses quickly.  
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| valign="middle" | [[File:incursions_sansha_transmission.png]]
 
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| valign="middle" | Your objective is to secure a path to True Power's Mobile HQ and then destroy it. You will need to pass through three layers of security before you will arrive at the station. Sansha commanders will attempt to reinforce the area en-masse if you give them time to, so be sure to bring pilots to breach their defenses quickly.
===Background Intelligence===
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|}
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===== Background information =====
 
True Power, the leading corporation within Sansha's Nation, has acquired the means to establish provisional headquarters in areas of their choosing. The exact nature of these operations or how such large complexes are established so quickly remains unknown. The use of mobile nano-factories is strongly suspected, and would help account for the rapidity of setup. It is also possible that rogue drone technology, or even worker drones themselves, are for some reason assisting in the rapid deployment of these battle stations, although this remains unconfirmed.
 
True Power, the leading corporation within Sansha's Nation, has acquired the means to establish provisional headquarters in areas of their choosing. The exact nature of these operations or how such large complexes are established so quickly remains unknown. The use of mobile nano-factories is strongly suspected, and would help account for the rapidity of setup. It is also possible that rogue drone technology, or even worker drones themselves, are for some reason assisting in the rapid deployment of these battle stations, although this remains unconfirmed.
  
 
The strategic value of these outposts is significant. Nation can re-equip local fighting forces at a moment's notice, transmit instructions and battle reports along secure lines, and rally retreating Nation forces that have been ejected from other strongholds, which are always in close proximity to the larger headquarters for this reason.
 
The strategic value of these outposts is significant. Nation can re-equip local fighting forces at a moment's notice, transmit instructions and battle reports along secure lines, and rally retreating Nation forces that have been ejected from other strongholds, which are always in close proximity to the larger headquarters for this reason.
  
''Synopsis from ISHAEKA-0081. DED Special Operations.''<br/>
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''Synopsis from ISHAEKA-0081. DED Special Operations.''<br>''Authorized for Capsuleer dissemination.''
''Authorized for Capsuleer dissemination.''
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= Enemies =
 
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Below is a list of enemies that spawn in this site. See [[Sansha's Manual]] for a full list of the incursion rats.
=Forces Required=
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{{incursion rats|Start}}
* 28 - 40 pilots
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{{incursion rats|Antem Neo}}
 
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{{incursion rats|Arnon Epithalamus}}
 
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{{incursion rats|Auga Hypophysis}}
''Preferred List''<br/>
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{{incursion rats|Deltole Tegmentum}}
*'''8-10 Logistics'''<br/>
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{{incursion rats|Eystur Rhomben}}
*'''10-15 Damage Dealers'''<br/>
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{{incursion rats|Intaki Colliculus}}
*'''10-15 Snipers'''<br/>
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{{incursion rats|Mara Paleo}}
 
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{{incursion rats|Ostingele Tectum}}
 
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{{incursion rats|Outuni Mesen}}
 
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{{incursion rats|Romi Thalamus}}
=Rewards=
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{{incursion rats|Schmaeel Medulla}}
[[File:HQ_rpr.PNG‎|right|Full Fleet Headquarters Reward Payout Ratio]]
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{{incursion rats|Tama Cerebellum}}
 
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{{incursion rats|Vylade Dien}}
 
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{{incursion rats|Yulai Crus Cerebi}}
 
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{{incursion rats|End}}
'''High Sec Payout'''
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== Priorities ==
* 31,500,000 ISK
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This is a generic kill order that works no matter what fleet you're running. Certain special doctrines or fleet compositions could change some things in order to optimize their fleet efficiency, so this isn't necessarily the only kill order, but it works.
* 7,000 CONCORD LP
 
 
 
 
 
'''Low / Null Sec Payout'''
 
* 45,000,000 ISK
 
* 10,000 CONCORD LP
 
 
 
 
 
 
 
=Achieving Objectives Successfully=
 
After the watchlist has been provided in fleet chat the fleet will enter site.  Once the Fleet enters the site the fleet will follow anchor with the "Orbit" or "Keep in Range" command.  With everyone in the fleet having set their "Orbit" or "Keep in Range" command to anchor the anchor will then 'pull' the Fleet to the next gate on the left.  There is a acceleration gate approximately 60km away in that direction.  Kill Sansha - in tagged order - while the fleet is making its way to the gate.
 
 
 
After all Sansha are killed in the first pocket (and cap requests have been filled if afterburners were used) anchor will activate the gate and land 60+km away from the second/final gate.  Instead of the gate being immediately to the left this gate will be directly ahead.  The fleet will proceed to follow anchor with the "Orbit" or "Keep in Range" command again.  While following the anchor in this pocket the fleet will kill Sansha, in tagged order, while the fleet is making its way to the final gate.  After all the Sansha are killed in the second pocket (and cap requests have been filled if afterburners were used) the anchor will activate the final gate and land several kilometers away from the station. 
 
 
 
Three waves of Sansha will spawn in this third and final pocket.  Anchor will proceed as best they can, to be approximately 20km to the left of the Mobile Headquarters.  The fleet will, once again, proceed to follow anchor with the "Orbit" or "Keep in Range" command for the last time in this site. The position that the anchor will be heading towards will be the best position for fleet to provide maximum DPS for third wave as well as be near the Mobile Headquarters for DPS after all Sansha ships are off the field.  Upon destruction of the three waves commence destruction of Mobile Headquarters and then receive payout.
 
 
 
=Watchlist=
 
 
 
===Logistics===
 
 
 
*Anchor
 
*Jammer *
 
*Logistics Commander
 
*Cap Chain Partner
 
*Fleet Commander
 
 
 
''Note: It is not required to have a Jammer in an NRF HQ site.  Jammers decrease DPS but also become aggro magnets when activating jamming modules.  They will be aggro magnets.''
 
 
 
===Damage Dealer / Sniper / Drone Bunny===
 
 
 
*Anchor
 
*Drone Bunny
 
*Cap Chain Partner *
 
 
 
''Note: If you need a cap chain partner, be aware of the distance necessary to facilitate the transfer properly and co-ordinate with your partner or partners for less confusion in the battlefield.''
 
 
 
=Pirates / Kill Order=
 
 
 
===Pocket 1===
 
'''Anchor'''
 
 
 
Upon entering Pocket 1 fly towards the ''Gate to Military Command Center'' directly to the left of where you land and stop at the gate.
 
 
 
 
 
'''Full Fleet DPS (DPS and Snipers)'''
 
 
Outuni Mesen - Scrambler / Webber / Neut (Tag 0)
 
 
 
 
 
'''DPS Only'''
 
 
 
Auga Hypothosis - Scrambler / Webber (Tag 1-2)<br/>
 
Ostingele Tectums - Sansha High DPS DD (Tag 3-5)
 
 
 
 
 
'''Snipers Only'''
 
 
 
Vylade Dien - Sansha Booster (Tag A)
 
 
 
''After 'Vylade Dien' is down, Snipers start shooting DPS targets in numbered order''
 
 
 
 
 
'''Drone Bunny''' (All are going to be Sansha frigates)
 
 
 
Schmaeel Medullas - Warp Scrambler / Webber (Tag X)<br/>
 
Tama Cerebellums - Warp Scrambler (Tag Y)<br/>
 
Renyn Metens - Webber (Tag Z)
 
 
 
===Pocket 2===
 
'''Anchor'''
 
Upon entering pocket 2, the next acceleration gate will be directly ahead. Fly to the ''Gate to Headquarters'' and stop at the gate
 
 
 
 
 
'''Full Fleet DPS (DPS and Snipers)'''
 
 
 
Mara Paleo - Sansha Logistics (Tag 0)
 
 
 
 
 
'''DPS Only'''
 
 
 
Deltole Tegmentum - Warp Scrambler / Neut (Tag 1)<br/>
 
Auga Hypophysis - Warp Scrambler / Webber (Tag 2)<br/>
 
Ostingele Tectums - Sansha High DPS DD (Tag 3-4)<br/>
 
Romi Thalamus - Sansha DD (Tag 5-6)<br/>
 
 
 
 
 
'''Snipers Only'''
 
 
 
Antem Neos - Sansha Sniper DD (Tag A-B)
 
 
 
''After the Antem Neos are down, Snipers start shooting DPS targets in numbered order''
 
 
 
 
 
'''Drone Bunny''' (All are going to be Sansha frigates)
 
 
 
Schmaeel Medullas - Warp Scrambler / Webber (Tag X)<br/>
 
Renyn Metens - Webber (Tag Y)
 
 
 
''After all Sansha frigates are down, Drone Bunny can start shooting DPS targets in numbered order''
 
 
 
 
 
 
 
===Pocket 3===
 
'''Anchor'''
 
Anchor is to set approach to the left of the Mobile Headquarters, and stop when reaching approximately 20km to the left of the Mobile Headquarters.
 
 
 
 
 
 
 
 
 
 
 
====Wave 1====
 
 
 
'''Full Fleet DPS (DPS and Snipers)'''
 
 
 
Mara Paleo - Sansha Logistics (Tag 0)<br/>
 
Ostingele Tectums - Sansha High DPS DD (Tag 1-3)<br/>
 
Romi Thalamus - Sansha DD (Tag 4-6)<br/>
 
Ostingele Tectums - Sansha High DPS DD (Tag J) - *TRIGGER - Wave 2*<br/>
 
 
 
 
 
'''Drone Bunny''' (All are Sansha frigates)
 
 
 
Tama Cerebellums - Warp Scrambler (Tag X)<br/>
 
Eystur Rhombens - Sansha DD (Tag Y)
 
 
 
''After all Sansha frigates are down, Drone Bunny can start shooting DPS targets in numbered order''
 
 
 
 
 
 
 
====Wave 2====
 
 
 
'''Full Fleet DPS (DPS and Snipers)'''
 
 
 
Deltole Tegmentum - Warp Scrambler / Neut (Tag 0-1)<br/>
 
Intaki Colliculus  - Logistics / DD (Tag 2)<br/>
 
Ostingele Tectums - Sansha High DPS DD (Tag 3-5)<br/>
 
Romi Thalamus - Sansha DD (Tag 6-10)<br/>
 
Ostingele Tectums - Sansha High DPS DD (Tagged J) - *TRIGGER - Wave 3*<br/>
 
 
 
 
 
'''Drone Bunny'''
 
 
 
Schmaeel Medullas - Warp Scrambler / Webber (Tag X)<br/>
 
Tama Cerebellums - Warp Scrambler (Tag Y)
 
 
 
''After all Sansha frigates are down, Drone Bunny can start shooting DPS targets in numbered order''
 
 
 
 
 
 
 
====Wave 3====
 
''Attention - This wave has a significant alpha strike. Broadcasting for shields and capacitor within seconds of being initially yellow-boxed is highly advisable.''
 
 
 
'''Full Fleet DPS (DPS and Snipers)'''
 
 
 
Arnon Epithalamus - Jammer / Warp Scrambler (Tag 0 - all of them)<br/>
 
Outuni Mesen - Neut / Warp Scrambler / Webber (Tag 1-2)<br/>
 
Vylade Dien - Sansha Booster (Tag 3)<br/>
 
Antem Neos  - Sansha Sniper DD (Tag 4-6)<br/>
 
Ostingele Tectums - Sansha High DPS DD (Tag 7)<br/>
 
Yulai Crus Cerebi - Sansha DD (Tag 8-9)<br/>
 
Ostingele Tectums - Sansha High DPS DD (Tag J)<br/>
 
 
 
  
'''Drone Bunny''' (After the Arnon Epithalamus, kill order reverts to frigates)
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As a general rule of thumb, if you cannot shoot the highest priority target due to low damage projection, move on to the next target you can actually hit. Just remember to switch back to a higher priority target if it moves into range later on.
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{| class="wikitable" style="font-size:90%;"
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|-
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! style="background:#333333;" nowrap colspan="2" rowspan="2" | #
 +
! style="background:#333333;" nowrap colspan="3" | Targets for the entire fleet
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! style="background:#333333; vertical-align:middle; text-align:center" rowspan="2" nowrap | Reason
 +
|-
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! style="background:#222222;" nowrap | Regular targets<small>&nbsp;<ref>These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns.</ref></small>
 +
! style="background:#222222;" nowrap | Sniper targets<small>&nbsp;<ref>Sniper targets are enemies that stay up to 150km away, requiring you to have increased locking range and extreme damage projection. Once you run out of sniper targets, change to short range ammo and follow regular targets.</ref></small>
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! style="background:#222222;" nowrap | Small targets<small>&nbsp;<ref>Smaller targets, like frigates or extremely fast or small cruisers. Ideally the primary targets for '''strategic cruisers''', [[Vindicator]]s or the [[Roles in Incursions#Dronebunny|dronebunny]] as a last resort.</ref></small>
 +
|- style="vertical-align:top;"
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| nowrap | 1
 +
| style="background:Red;" width="1" |
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| style="text-align:center; padding:5px;" colspan="2" nowrap | '''Arnon Epithalamus'''&nbsp;[[File:Icon_target_max.png|24px|link=|Jamming]]<br>'''Outuni Mesen'''<small>&nbsp;<ref>The threat of the '''Outuni''' comes from it being within neuting range. If you're confident that your fleet can take it out before it comes within neuting range, you can forego this ship in favour of other ships, as long as you make sure it's dead before it reached neuting range.</ref></small>&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]][[File:icon_energy_neutralizer_i.png|24px|link=|Energy neutralizing]][[File:icon_stasis_webifier_i.png|24px|link=|Webbing]]
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| style="padding:5px;" nowrap | '''Schmaeel Medulla'''&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]][[File:icon_stasis_webifier_i.png|24px|link=|Webbing]]
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| style="padding:5px;" | The '''Arnons''' because they jam and the '''Outunis''' due to heavy neuts (also warp disrupts and web).
  
Schmaeel Medullas - Warp Scrambler / Webber (Tag X)
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The '''Schmaeels''' because they web and warp disrupts.
 +
|- style="vertical-align:text-top;"
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| nowrap | 2
 +
| style="background:OrangeRed;" width="1" |
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| style="padding:5px;"  nowrap | '''Auga Hypophysis'''&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]][[File:icon_stasis_webifier_i.png|24px|link=|Webbing]]<br>'''Deltole Tegmentum'''&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]][[File:icon_energy_neutralizer_i.png|24px|link=|Energy neutralizing]][[File:icon_target_painter_i.png|24px|link=|Target painting]]<br>'''Vylade Dien'''<small>&nbsp;<ref>The '''Vylade''' is technically not much of a threat. The more Sansha on the grid the higher the priority to kill it, as it'll make all ships capable of taking more damage. But with less ships on grid that aspect becomes more or less trivial.</ref></small>&nbsp;[[File:Warfare-links.png|24px|link=|Siege Warfare links]]
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| style="padding:5px;" nowrap | '''Mara Paleo'''<small>&nbsp;<ref>The '''Mara''' can often be ignored in favour of other ships in the last room due to superior firepower of the fleet.</ref></small>&nbsp;[[File:icon_shield_transporter_i.png|24px|link=|Remote shield booster]]
 +
| style="padding:5px;" nowrap | '''Tama Cerebellum'''&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]]
 +
| style="padding:5px;" | '''Augas''' before '''Deltoles''' as they die rapidly and also web, then '''Vylades''' because they boost resists.
  
''Note: Drone Bunny will typically kill frigates with Pocket 3, Wave 3 being the only exemption''
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The '''Maras''' because they remote repair.
  
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'''Tamas''' due to their high damage and warp disruption.
 +
|- style="vertical-align:top;"
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| nowrap | 3
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| style="background:Green;" width="1" |
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| style="padding:5px;" nowrap | '''Intaki Colliculus'''[[File:icon_shield_transporter_i.png|24px|link=|Remote shield booster]]<br>'''Ostingele Tectum'''<br>'''Romi Thalamus'''
 +
| style="padding:5px;" nowrap | '''Yulai Crus Cerebi'''<br>'''Antem Neo'''
 +
| style="padding:5px;" nowrap | '''Eystur Rhomben'''
 +
| style="padding:5px;" | '''Intakis''' because they are logistics then '''Ostingeles''' before '''Romis''' as they are easier to hit and do more damage.
  
 +
'''Yulais''' before '''Antems''' as they are easier to hit and do more damage.
  
===Finále===
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'''Eysturs''' pose no specific threat.
 +
|}
 +
<small><references/></small>
  
Once the last Sansha ship in pocket 3, wave 3 is destroyed, the Mobile Headquarters will de-spawn from being a collidable object, and respawn into an actual object (similar to the two previous gates encountered earlier in this site) that can be shot at.  Full Fleet DPS will commence on the Mobile Headquarters.  There will be no more spawns of any ships. ISK Payout will be received upon destruction of the Mobile Headquarters.  LP Payout will be received upon destruction of the Mother site.  
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== Triggers ==
 +
The '''acceleration gates''' in the first and second pocket of this site will only unlock<small>&nbsp;<ref name="respawn">Technically both the acceleration gate and headquarter structures will despawn and respawn as proper interactive objects.</ref></small> once all the Sansha in the pocket have been killed.
  
''Note: No evidence has shown that the Mobile Headquarters will warp off or speed away from fleet, but, just because it has not happened yet, does not mean we should not be prepared.  Activating all Warp Scramblers, Webifiers, and Target painters, will not be discouraged in an attempt to avoid such a scenario from taking place. The logistics ships using their afterburners and bumping the station out of a possible alignment is also encouraged.''
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In the third and last pocket the '''True Power Mobile Headquarters (Sansha's Battletower LCO)''' will be a regular object in space until you've killed off the first wave, the second wave (triggered by the last Ostingele in the first wave) and the third wave (triggered by the last Ostingele in the second wave). Then it will unlock<small>&nbsp;<ref name="respawn"/></small> into the proper '''True Power Mobile Headquarters (Reinforced Nation Outpost)''' that you need to summarily blow up.
  
 +
The destruction of the '''True Power Mobile Headquarters''' will end the site.
  
 +
<small><references/></small>
  
==Hints and Tips==
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== Special requirements ==
*''If nobody has gated in (aka 'preloaded') the site before the fleet enters site all groups of the first pocket will spawn in short intervals.  If someone preloaded a site and started the short intervals all the different types of ships that would otherwise spawn intermittently will all be on field when the fleet enters the site.  Logistics will need to make repairing the shields of the anchor their top priority before setting up Energy Transfers due to the alpha strike of the preloaded site.''
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There are no special requirements for this site.
*''No special circumstances are necessary (unlike the [[True Creations Research Center]]) while the Mobile Headquarters is being attacked and destroyed.''
 
  
 +
= Hints & tips =
 +
* If you land in a new pocket and there's a '''Mara Paleo''' tagged for the snipers, kill it before you start moving (to preserve your tracking).
 +
* If you need to control the incoming damage you can tag one of the '''Ostingele Tectums''' of each wave in the last room as '''J''' (juliet) to manage the triggers. Kill everything but the last Ostingele before finishing it off, that way you will not risk spawning too many ships at once.
 +
* Remember to pulse your propulsion module or turn it off as soon as you're in position, to preserve cap.
 +
* Keep an extra eye on your capacitor if the '''Outuni Mesen''' is still on the field.
 +
* It doesn't hurt to remind people to move towards the gates in the first few rooms, switch to the fleet member tab or look at brackets in space to catch people who forget to move.
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{{Incursions sites horizontal}}
  
Special thanks to veteran Shield HQ Fleet Commander 'nomatech' for his input as well as many of the links that were sorted, to bring you these details.
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[[Category:Incursions sites]]
[[Category:Incursions]]
 

Latest revision as of 11:32, 12 November 2022

Objectives

Force required
Headquarter sites Fleet of 40 pilots (up to 60 in low/null)
6 - 10 logistics needed (5+ utility cap needed)
0 - 15 snipers (optional)
Sites take about 10 - 20 minutes
Military information
Incursions sansha transmission.png Your objective is to secure a path to True Power's Mobile HQ and then destroy it. You will need to pass through three layers of security before you will arrive at the station. Sansha commanders will attempt to reinforce the area en-masse if you give them time to, so be sure to bring pilots to breach their defenses quickly.
Background information

True Power, the leading corporation within Sansha's Nation, has acquired the means to establish provisional headquarters in areas of their choosing. The exact nature of these operations or how such large complexes are established so quickly remains unknown. The use of mobile nano-factories is strongly suspected, and would help account for the rapidity of setup. It is also possible that rogue drone technology, or even worker drones themselves, are for some reason assisting in the rapid deployment of these battle stations, although this remains unconfirmed.

The strategic value of these outposts is significant. Nation can re-equip local fighting forces at a moment's notice, transmit instructions and battle reports along secure lines, and rally retreating Nation forces that have been ejected from other strongholds, which are always in close proximity to the larger headquarters for this reason.

Synopsis from ISHAEKA-0081. DED Special Operations.
Authorized for Capsuleer dissemination.

Enemies

Below is a list of enemies that spawn in this site. See Sansha's Manual for a full list of the incursion rats.

NameSig [1]Speed [2]Orbit / Speed [3]Damage / Volley [4]Range [5]Effective HP [6]
3 Icon red cruiser.png Antem Neo
Antem Neo [7]
184 Signature 184 m 1350 Velocity 1,350 m/s 60000 60 km Orbit 205 m/s 168 168 dps Turret damage 840 hp 176000 146 - 176 km Effective range (from optimal up to double falloff) 87717 88k ehp 87,717 effective hit points (26,250 raw hit points)
3 Icon red cruiser.png Arnon Epithalamus
Arnon Epithalamus Jamming - 12 strength at 32+36 km range
215 Signature 215 m 1300 Velocity 1,300 m/s 50000 50 km Orbit 210 m/s 164 164 dps Torpedo damage 900 hp 112500 < 113 km Effective range 65415 65k ehp 65,415 effective hit points (24,255 raw hit points)
3 Icon red cruiser.png Auga Hypophysis
Auga Hypophysis Warp disruption - 2 strength at 9 km rangeWebbing - 60% speed reduction at 10 km range
325 Signature 325 m 1100 Velocity 1,100 m/s 6000 6 km Orbit 170 m/s 480 480 dps Turret damage 2,400 hp 20000 12 - 20 km Effective range (from optimal up to double falloff) 51597 52k ehp 51,597 effective hit points (31,185 raw hit points)
5 Icon red battleship.png Deltole Tegmentum
Deltole Tegmentum Warp disruption - 1 strength at 20 km rangeEnergy neutralizing - 360 GJ every 12 seconds at 12 km rangeTarget painting - 37,5% strength at 45+90 km range
540 Signature 540 m 850 Velocity 850 m/s 12000 12 km Orbit 118 m/s 818 818 dps Torpedo damage 4,500 hp 45000 < 45 km Effective range 179075 179k ehp 179,075 effective hit points (73,150 raw hit points)
1 Icon red frigate.png Eystur Rhomben
Eystur Rhomben
49 Signature 49 m 3360 Velocity 3,360 m/s 11000 11 km Orbit 560 m/s 120 120 dps Turret damage 600 hp 12000 10 - 12 km Effective range (from optimal up to double falloff) 9067 9k ehp 9,067 effective hit points (4,375 raw hit points)
5 Icon red battleship.png Intaki Colliculus
Intaki Colliculus Remote Shield Booster - 380 hp every 5 sec for up to 3 targets at 25 km range
320 Signature 320 m 980 Velocity 980 m/s 50000 50 km Orbit 140 m/s 282 282 dps Torpedo damage 2,256 hp 148050 < 148 km Effective range 315598 316k ehp 315,598 effective hit points (138,600 raw hit points)
3 Icon red cruiser.png Mara Paleo
Mara Paleo Remote Shield Booster - 700 hp every 5 sec for up to 3 targets at 70 km range
65 Signature 65 m 2050 Velocity 2,050 m/s 60000 60 km Orbit 310 m/s -1 (no weapons) -1 (no weapons) 29505 30k ehp 29,505 effective hit points (8,085 raw hit points)
5 Icon red battleship.png Ostingele Tectum
Ostingele Tectum
530 Signature 530 m 850 Velocity 850 m/s 40000 40 km Orbit 118 m/s 528 528 dps Turret damage 2,640 hp 65000 45 - 65 km Effective range (from optimal up to double falloff) 289853 290k ehp 289,853 effective hit points (105,000 raw hit points)
5 Icon red battleship.png Outuni Mesen
Outuni Mesen [8] Warp disruption - 1 strength at 24 km rangeEnergy neutralizing - 3,000 GJ every 24 seconds at 25 km rangeWebbing - 60% speed reduction at 20 km range
400 Signature 400 m 790 Velocity 790 m/s 18000 18 km Orbit 110 m/s 352 352 dps Turret damage 1,760 hp 65000 45 - 65 km Effective range (from optimal up to double falloff) 215104 215k ehp 215,104 effective hit points (92,400 raw hit points)
3 Icon red cruiser.png Romi Thalamus
Romi Thalamus
200 Signature 200 m 1520 Velocity 1,520 m/s 18000 18 km Orbit 205 m/s 320 320 dps Turret damage 1,600 hp 33000 23 - 33 km Effective range (from optimal up to double falloff) 105551 106k ehp 105,551 effective hit points (43,750 raw hit points)
1 Icon red frigate.png Schmaeel Medulla
Schmaeel Medulla Warp disruption - 1 strength at 30 km rangeWebbing - 60% speed reduction at 15 km range
36 Signature 36 m 4000 Velocity 4,000 m/s 12000 12 km Orbit 640 m/s 50 50 dps Turret damage 252 hp 20000 12 - 20 km Effective range (from optimal up to double falloff) 9234 9k ehp 9,234 effective hit points (5,775 raw hit points)
1 Icon red frigate.png Tama Cerebellum
Tama Cerebellum Warp disruption - 1 strength at 24 km range
39 Signature 39 m 2100 Velocity 2,100 m/s 12000 12 km Orbit 355 m/s 300 300 dps Torpedo damage 2,700 hp 70200 < 70 km Effective range 8103 8k ehp 8,103 effective hit points (5,390 raw hit points)
3 Icon red cruiser.png Vylade Dien
Vylade Dien Warfare Links - 20% increased shield resists for all friendly NPC
422 Signature 422 m 170 Velocity 170 m/s 60000 60 km Orbit 170 m/s -1 (no weapons) -1 (no weapons) 274918 275k ehp 274,918 effective hit points (73,150 raw hit points)
5 Icon red battleship.png Yulai Crus Cerebi
Yulai Crus Cerebi [9]
400 Signature 400 m 800 Velocity 800 m/s 60000 60 km Orbit 118 m/s 397 397 dps Turret damage 1,984 hp 210000 160 - 210 km Effective range (from optimal up to double falloff) 117850 118k ehp 117,850 effective hit points (57,750 raw hit points)
  1. ^ While using their propulsion module, they suffer the same signature bloom as players.
  2. ^ This is the speed of the ship while they try to get within orbit or as they try to chase after you, suffering the same signature bloom as players do with the propulsion module on. They will turn off any propulsion modules once they get close to their preferred orbit.
  3. ^ Preferred orbit range and regular speed while orbiting, which is their regular speed without the propulsion module turned on.
  4. ^ Damage per second as well as damage per volley. Unless stated otherwise, turrets do an equal amount of EM and thermal damage while torpedoes do an equal amount of kinetic and explosive damage.
  5. ^ This is the effective range of this ship, presented with two values for turrets, optimal and optimal + double falloff, as well as a single range for torpedoes.
  6. ^ This is the amount of damage this ship can take, taking into account their resists. All ships, except the Lirsautton Parichaya have omni tanks. Hover over the icon for information about raw hitpoints.
  7. ^ The Antem Neo does 29% EM and 71% thermal damage with its turrets.
  8. ^ The Outuni Mesen does 82% EM and 18% thermal damage with its turrets.
  9. ^ The Yulai Crus Cerebi does 63% EM and 38% thermal damage with its turrets.

Priorities

This is a generic kill order that works no matter what fleet you're running. Certain special doctrines or fleet compositions could change some things in order to optimize their fleet efficiency, so this isn't necessarily the only kill order, but it works.

As a general rule of thumb, if you cannot shoot the highest priority target due to low damage projection, move on to the next target you can actually hit. Just remember to switch back to a higher priority target if it moves into range later on.

# Targets for the entire fleet Reason
Regular targets [1] Sniper targets [2] Small targets [3]
1 Arnon Epithalamus Jamming
Outuni Mesen [4] Warp disruptingEnergy neutralizingWebbing
Schmaeel Medulla Warp disruptingWebbing The Arnons because they jam and the Outunis due to heavy neuts (also warp disrupts and web).

The Schmaeels because they web and warp disrupts.

2 Auga Hypophysis Warp disruptingWebbing
Deltole Tegmentum Warp disruptingEnergy neutralizingTarget painting
Vylade Dien [5] Siege Warfare links
Mara Paleo [6] Remote shield booster Tama Cerebellum Warp disrupting Augas before Deltoles as they die rapidly and also web, then Vylades because they boost resists.

The Maras because they remote repair.

Tamas due to their high damage and warp disruption.

3 Intaki ColliculusRemote shield booster
Ostingele Tectum
Romi Thalamus
Yulai Crus Cerebi
Antem Neo
Eystur Rhomben Intakis because they are logistics then Ostingeles before Romis as they are easier to hit and do more damage.

Yulais before Antems as they are easier to hit and do more damage.

Eysturs pose no specific threat.

  1. ^ These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns.
  2. ^ Sniper targets are enemies that stay up to 150km away, requiring you to have increased locking range and extreme damage projection. Once you run out of sniper targets, change to short range ammo and follow regular targets.
  3. ^ Smaller targets, like frigates or extremely fast or small cruisers. Ideally the primary targets for strategic cruisers, Vindicators or the dronebunny as a last resort.
  4. ^ The threat of the Outuni comes from it being within neuting range. If you're confident that your fleet can take it out before it comes within neuting range, you can forego this ship in favour of other ships, as long as you make sure it's dead before it reached neuting range.
  5. ^ The Vylade is technically not much of a threat. The more Sansha on the grid the higher the priority to kill it, as it'll make all ships capable of taking more damage. But with less ships on grid that aspect becomes more or less trivial.
  6. ^ The Mara can often be ignored in favour of other ships in the last room due to superior firepower of the fleet.

Triggers

The acceleration gates in the first and second pocket of this site will only unlock [1] once all the Sansha in the pocket have been killed.

In the third and last pocket the True Power Mobile Headquarters (Sansha's Battletower LCO) will be a regular object in space until you've killed off the first wave, the second wave (triggered by the last Ostingele in the first wave) and the third wave (triggered by the last Ostingele in the second wave). Then it will unlock [1] into the proper True Power Mobile Headquarters (Reinforced Nation Outpost) that you need to summarily blow up.

The destruction of the True Power Mobile Headquarters will end the site.

  1. ^ a b Technically both the acceleration gate and headquarter structures will despawn and respawn as proper interactive objects.

Special requirements

There are no special requirements for this site.

Hints & tips

  • If you land in a new pocket and there's a Mara Paleo tagged for the snipers, kill it before you start moving (to preserve your tracking).
  • If you need to control the incoming damage you can tag one of the Ostingele Tectums of each wave in the last room as J (juliet) to manage the triggers. Kill everything but the last Ostingele before finishing it off, that way you will not risk spawning too many ships at once.
  • Remember to pulse your propulsion module or turn it off as soon as you're in position, to preserve cap.
  • Keep an extra eye on your capacitor if the Outuni Mesen is still on the field.
  • It doesn't hurt to remind people to move towards the gates in the first few rooms, switch to the fleet member tab or look at brackets in space to catch people who forget to move.