Difference between revisions of "Uroborus"
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[[image:revenant.jpg|thumb|200px|'''Uroborus''', one of [[Sansha's Nation|Sansha's Nation's]] flagships.]] | [[image:revenant.jpg|thumb|200px|'''Uroborus''', one of [[Sansha's Nation|Sansha's Nation's]] flagships.]] | ||
* Soon (tm). | * Soon (tm). | ||
− | [[Category:Incursions | + | [[Category:Incursions sites]] |
Revision as of 18:29, 22 May 2017
Incursion sites |
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Click the title for a summary, or return to Incursions for general information. |
Staging sites |
Vanguard sites |
Assault sites |
Headquarter sites |
Mothership sites |
Objectives
Force required
Fleet of 40 - 80 pilots (up to 120 in low/null) 10+ logistics needed (5+ utility cap needed) Site takes about 15 - 25 minutes and ends the Incursion |
Military information
Your primary objective is to locate the Sansha‘s Nation flagship and destroy it. The destruction of this vessel will bring the local incursion to a halt. |
Background information
The construction of the first Sansha Supercarrier is believed to have begun as early as ten decades ago, during the slow but steady resurgence of Nation forces in Stain. Various blueprints, technical documents and other evidence suggested a large-scale construction project, although a starship was not the primary suspicion at the time.
The exact technical specifications of the vessel remain unknown. Limited intelligence suggests improvements made to the jump drive calibrators, allowing unprecedented jump ranges, although this is currently unconfirmed.
The crew aboard these flagship vessels is constituted of civilians abducted during the initial planetary invasions. During one engagement with the flagship, segments of crew were ejected following an explosion deep inside the hull. DNA analyses of these crew members confirmed their origins.
Synopsis from ISHAEKA-0108. 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.
Name | Sig [1] | Speed [2] | Orbit / Speed [3] | Damage / Volley [4] | Range [5] | Effective HP [6] | |
---|---|---|---|---|---|---|---|
Antem Neo [7] |
184 m | 1,350 m/s | 205 m/s | 60 km840 hp | 168 dps146 - 176 km | 88k ehp | |
215 m | 1,300 m/s | 210 m/s | 50 km900 hp | 164 dps< 113 km | 65k ehp | ||
325 m | 1,100 m/s | 170 m/s | 6 km2,400 hp | 480 dps12 - 20 km | 52k ehp | ||
540 m | 850 m/s | 118 m/s | 12 km4,500 hp | 818 dps< 45 km | 179k ehp | ||
Eystur Rhomben |
49 m | 3,360 m/s | 560 m/s | 11 km600 hp | 120 dps10 - 12 km | 9k ehp | |
320 m | 980 m/s | 140 m/s | 50 km2,256 hp | 282 dps< 148 km | 316k ehp | ||
Lirsautton Parichaya [8] |
125 m | 1,400 m/s | 158 m/s | 8 km6,600 hp | 440 dps< 69 km | 25k ehp | |
65 m | 2,050 m/s | 310 m/s | 60 km(no weapons) | (no weapons) | 30k ehp | ||
53 m | 2,760 m/s | 405 m/s | 15 km(no weapons) | (no weapons) | 4k ehp | ||
400 m | 790 m/s | 110 m/s | 18 km1,760 hp | 352 dps45 - 65 km | 215k ehp | ||
33 m | 2,550 m/s | 410 m/s | 9 km960 hp | 192 dps10 - 12 km | 9k ehp | ||
Romi Thalamus |
200 m | 1,520 m/s | 205 m/s | 18 km1,600 hp | 320 dps23 - 33 km | 106k ehp | |
36 m | 4,000 m/s | 640 m/s | 12 km252 hp | 50 dps12 - 20 km | 9k ehp | ||
39 m | 2,100 m/s | 355 m/s | 12 km2,700 hp | 300 dps< 70 km | 8k ehp | ||
14,050 m | 75 m/s | 75 m/s | 40 km(no weapons) | (no weapons) | 13,996k ehp | ||
Yulai Crus Cerebi [10] |
400 m | 800 m/s | 118 m/s | 60 km1,984 hp | 397 dps160 - 210 km | 118k ehp |
- ^ While using their propulsion module, they suffer the same signature bloom as players.
- ^ 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.
- ^ Preferred orbit range and regular speed while orbiting, which is their regular speed without the propulsion module turned on.
- ^ 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.
- ^ 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.
- ^ 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.
- ^ The Antem Neo does 29% EM and 71% thermal damage with its turrets.
- ^ The Lirsautton Parichaya doesn't share the traditional omni tank of its brethren and is a little weaker against thermal damage (23,961 ehp) and stronger against explosive damage (29,875 ehp). They also have bonuses that remove any reduction from explosive radius and explosive velcoity, meaning resists are the only thing mitigating damage from them.
- ^ The Outuni Mesen does 82% EM and 18% thermal damage with its turrets.
- ^ 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.
Soon (tm).
Triggers
Soon (tm).
Special requirements
Soon (tm).
Hints & tips
- Soon (tm).