Difference between revisions of "Cartel Prisoner Retention"

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{{CMBSite | Cartel Prisoner Retention
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{{CMBSite | Cartel Prisoner Retention}}
| Variation=
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The '''Angel Cartel Prisoner Retention''' is a [[Combat_sites#DED_rated_complexes|combat DED signature]] that can be scanned in [[Angel Cartel|Angel]] infested regions in Null Sec. It is also received as an escalation from an [[Angel Hub]]. Easy to difficult progression, best done with mate and MJD snipper fit.
| OverviewSectionY/N= Y
+
 
    | OverviewSectionText= The '''Angel Cartel Prisoner Retention''' is a [[Combat_sites#DED_rated_complexes|combat DED signature]] that can be scanned in [[Angel Cartel|Angel]] infested regions in Null Sec. It is also received as an escalation from an [[Angel Hub]].
+
==Walkthrough==
    | OverviewRecShips = Long range or heavy tank and light drones.
+
{{MessageBox
    | OverviewEstPayout= 215 mil
+
|On warpin:
    | Diff&ShipRecSectionY/N= Y
+
|This deadspace complex bestows a heavily guarded prison facility of the Angel Cartel. It is here that kidnapping victims and enemies of the cartel are held for ransom or brutal interrogation and torture.
        | Diff&ShipRecSectionText= Easy to difficult progression, best done with mate and MJD snipper fit.
 
    | TotalExpEnemiesSectionY/N= Y
 
        | TotalExpEnemiesSectionText = 4 pockets of Defenders for a total of 117 ships.
 
        | TotalExpFrigates          = 15
 
        | TotalExpDestroyers      = 52
 
        | TotalExpCruisers          = 12
 
        | TotalExpBattlecruisers = 20
 
        | TotalExpBattleships    = 18
 
        | TotalExpCapitals          =
 
        | TotalExpSentries          = 13
 
| WalkthroughSectionY/N= Y
 
    | WarpToSitePopupText= This deadspace complex bestows a heavily guarded prison facility of the Angel Cartel. It is here that kidnapping victims and enemies of the cartel are held for ransom or brutal interrogation and torture.
 
  
 
DED Threat Assessment: Perilous (8 of 10)
 
DED Threat Assessment: Perilous (8 of 10)
 +
|collapsed=no}}
 +
 +
No Hostiles at initial gate.
 +
 +
===First pocket===
 +
----
 +
{{MessageBox
 +
|On warpin:
 +
|This first pocket within the deadspace field contains the main gates to this Angel Cartel prison complex, defended by a pair of experienced frigate pilots.
 +
|collapsed=no}}
  
    | WalkthroughSectionText= No Hostiles at initial gate.
 
    | Room1= 1st Pocket
 
        | Room1WarpToPopupText= This first pocket within the deadspace field contains the main gates to this Angel Cartel prison complex, defended by a pair of experienced frigate pilots.
 
        | Room1Text              =
 
        | Room1Image                =
 
        | Room1ImageCaption          =
 
        | Room1Structures            = 
 
 
{{StructureTable
 
{{StructureTable
 
|{{StructureTableRow|Accl Gate|1|Ancient Acceleration Gate|note = 24 km}}
 
|{{StructureTableRow|Accl Gate|1|Ancient Acceleration Gate|note = 24 km}}
 
}}
 
}}
        | Room1Group1              = Defending Fleet (28- 38km)
+
 
            | Room1Group1Text    =
+
{{NPCTableHead|Defending Fleet (28- 38km)}}
            | Room1Group1InLocal =
+
{{NPCTableRow|Destroyer|7|Gistior Defiler/ Haunter/ Seizer}}
            | Room1Group1Table  =
+
{{NPCTableRow|Battleship|2|Gist Malakim}}
{{NPCTable
+
{{NPCTableRow|Officer Battleship|1|Watch Officer|cargo=low chance of Faction modules}}
|{{NPCTableRow|Destroyer|7|Gistior Defiler/ Haunter/ Seizer}}
+
|}
|{{NPCTableRow|Battleship|2|Gist Malakim}}
+
 
|{{NPCTableRow|Officer Battleship|1|Watch Officer|cargo=low chance of Faction modules}}
+
===Second room===
}}
+
----
  | Room2                      = 2nd Pocket
+
 
        | Room2WarpToPopupText      = This area of the complex handles the traffic of incoming (and sometimes outgoing) prisoners. The pocket is well defended by a small but powerful Angel fleet. The resident jailor holds control over who is allowed further inside the complex, through the traffic gate towards the prison battlements.
+
{{MessageBox
        | Room2Text                  =  
+
|On warpin:
        | Room2Image                =
+
|This area of the complex handles the traffic of incoming (and sometimes outgoing) prisoners. The pocket is well defended by a small but powerful Angel fleet. The resident jailor holds control over who is allowed further inside the complex, through the traffic gate towards the prison battlements.
        | Room2ImageCaption          =
+
|collapsed=no}}
        | Room2Structures            = 
+
 
 
{{StructureTable
 
{{StructureTable
 
|{{StructureTableRow|Accl Gate|1|Acceleration Gate|note = 39km}}
 
|{{StructureTableRow|Accl Gate|1|Acceleration Gate|note = 39km}}
}}
 
        | Room2Group1                = Defending Fleet
 
            | Room2Group1Text        =
 
            | Room2Group1InLocal    =
 
            | Room2Group1Table      =
 
{{NPCTable
 
|{{NPCTableRow|Destroyer|16|Gistior Defacer/ Defiler/ Haunter/ Shatterer}}
 
|{{NPCTableRow|Battlecruiser|6|Gistatis Primus/ Tribuni}}
 
|{{NPCTableRow|Battleship|1|Gist Malakim/ Nephilin/ Throne|ewar=TP}}
 
|{{NPCTableRow|Officer Battleship|1|Angel Cartel Jailor|cargo=low chance of Faction modules}}
 
 
}}
 
}}
| Room3                      = 3rd Pocket
+
 
        | Room3WarpToPopupText  = This heavily guarded pocket bestows the prison battlements and a massive fleet of Angel vessels that see to it that no one can escape from within the retention core. The acceleration gate that takes prison transport ships into the main Prisoner block is scrambled by a scramble wave generator to keep the gate closed at almost all times.
+
{{NPCTableHead|Defending Fleet}}
        | Room3Text              =  
+
{{NPCTableRow|Destroyer|16|Gistior Defacer/ Defiler/ Haunter/ Shatterer}}
        | Room3Image            =
+
{{NPCTableRow|Battlecruiser|6|Gistatis Primus/ Tribuni}}
        | Room3ImageCaption      =
+
{{NPCTableRow|Battleship|1|Gist Malakim/ Nephilin/ Throne|ewar=TP}}
        | Room3Structures        = 
+
{{NPCTableRow|Officer Battleship|1|Angel Cartel Jailor|cargo=low chance of Faction modules}}
 +
|}
 +
 
 +
===Third room===
 +
----
 +
{{MessageBox
 +
|On warpin:
 +
|This heavily guarded pocket bestows the prison battlements and a massive fleet of Angel vessels that see to it that no one can escape from within the retention core. The acceleration gate that takes prison transport ships into the main Prisoner block is scrambled by a scramble wave generator to keep the gate closed at almost all times.
 +
|collapsed=no}}
 +
 
 
{{StructureTable
 
{{StructureTable
 
|{{StructureTableRow|Accl Gate|1|Acceleration Gate|note = 46km}}
 
|{{StructureTableRow|Accl Gate|1|Acceleration Gate|note = 46km}}
Line 70: Line 60:
 
|{{StructureTableRow|Structure|1|Prisoner Cells|cargo=Random Commodities}}
 
|{{StructureTableRow|Structure|1|Prisoner Cells|cargo=Random Commodities}}
 
|{{StructureTableRow|Structure|1|Scramble Wave Generator|cargo=Security Cypher for Angel Prison|Unlocks Acceleration Gate}}
 
|{{StructureTableRow|Structure|1|Scramble Wave Generator|cargo=Security Cypher for Angel Prison|Unlocks Acceleration Gate}}
}}
 
        | Room3Group1                = Defending Fleet (16- 54km)
 
            | Room3Group1Text        =
 
            | Room3Group1InLocal    =
 
            | Room3Group1Table      =
 
{{NPCTable
 
|{{NPCTableRow|Destroyer|13|Gistior Defiler/ Haunter}}
 
|{{NPCTableRow|Cruiser|4|Gistum Centurion/ Phalanx}}
 
|{{NPCTableRow|Battlecruiser|5|Gistatis Legionnaire/ Praefectus/ Primus/ Tribuni}}
 
|{{NPCTableRow|Battleship|7|Gist Malakim/ Nephilim/ Throne /|ewar=TP|note=Nephilim Target Painter, 120+km range}}
 
|{{NPCTableRow|Commander Battleship|1|Angel Prisonwatch Commander|cargo=Low chance of Faction modules}}
 
|{{NPCTableRow|Sentry|4|Angel Sentry Gun}}
 
}}
 
| Room4                      = 4th Pocket
 
        | Room4WarpToPopupText  = This deepest section of the complex houses the prisoner block. Fully outfitted with a bloodsport arena, the Angel Cartel Prison Guards pitch their unsuspecting captives into brutal Darwinian games where only the strongest and fittest survive to tell the tale. The block is guarded by an experienced combat fleet, not to be taken lightly.
 
        | Room4Text              =
 
        | Room4Image            =
 
        | Room4ImageCaption      =
 
        | Room4Structures        = 
 
        | Room4Group1                = Defending Fleet (26- 43)
 
            | Room4Group1Text        =
 
            | Room4Group1InLocal    =
 
            | Room4Group1Table      =
 
{{NPCTable
 
|{{NPCTableRow|Frigate|8|Gistii Ambusher/ Hunter/ Impaler/ Raider}}
 
|{{NPCTableRow|Elite Frigate|15|Arch Gistii Hijacker/ Impaler/ Raider/ Rogue|point=yes|ewar=Web|note=Land 26 to 32km, quickly swarm}}
 
|{{NPCTableRow|Destroyer|16|Gistior Defacer/ Defiler/ Haunter/ Seizer/ Shatterer/ Trasher|note=Land 31 to 37km}}
 
|{{NPCTableRow|Cruiser|8|Gistum Centurion/ Liquidator/ Marauder/ Depredator/ Phalanx/ Predator}}
 
|{{NPCTableRow|Battlecruiser|10|Gistatis Legatus/ Praefectus/ Primus/ Tribuni/ Tribunus}}
 
|{{NPCTableRow|Battleship|5|Gist Cherubim/ Commander/ Malakim/ Seraphim/ Throne /Warlord/ War General|note=Nephilim Target Painter, 120+km range|ewar=TP}}
 
|{{NPCTableRow|Officer Battleship|1|Angel Prison Warden|cargo=Low chance of Faction modules}}
 
|{{NPCTableRow|Sentry|4|Angel Stasis Tower|ewar=Web}}
 
|{{NPCTableRow|Sentry|4|Angel Sentry Gun}}
 
|{{NPCTableRow|Sentry|1|Angel Retention Facility|note=Has no EM Resists, instant armor repair stops if ship and drones attack from over 35km range|point=yes|ewar=Web|cargo=21st Tier Overseer's Effects, possibility of Gist C-Type Modules and/ or Machariel BPC (rare)}}
 
 
}}
 
}}
  
  | EscalationSectionY/N =  
+
{{NPCTableHead|Defending Fleet (16- 54km)}}
    | Escalation=  
+
{{NPCTableRow|Destroyer|13|Gistior Defiler/ Haunter}}
    | EscalationSectionText=
+
{{NPCTableRow|Cruiser|4|Gistum Centurion/ Phalanx}}
    | EscalationChance =  
+
{{NPCTableRow|Battlecruiser|5|Gistatis Legionnaire/...}}
| RewardsSectionY/N = Y
+
{{NPCTableRow|Battleship|7|Gist Malakim/...|ewar=TP|note=Nephilim Target Painter, 120+km range}}
    | RewardsSectionText=  
+
{{NPCTableRow|Commander Battleship|1|Angel Prisonwatch Commander|cargo=Low chance of Faction modules}}
    | TotalBountyValue = 28.2 mil
+
{{NPCTableRow|Sentry|4|Angel Sentry Gun}}
    | TotalGeneralLootValue= 3.6 mil
+
|}
    | TotalSalvageValue = 6.6 mil
+
 
    | AverageRareLootValue= 170 mil
+
===Fourth room===
    | ValuableLootTable =
+
----
    | ExplorationLogTable =
+
{{MessageBox
    | FactionDropLootVaryY/N = Y
+
|On warpin:
}}
+
|This deepest section of the complex houses the prisoner block. Fully outfitted with a bloodsport arena, the Angel Cartel Prison Guards pitch their unsuspecting captives into brutal Darwinian games where only the strongest and fittest survive to tell the tale. The block is guarded by an experienced combat fleet, not to be taken lightly.
== See also ==
+
|collapsed=no}}
 +
 
 +
{{NPCTableHead|Defending Fleet (26- 43)}}
 +
{{NPCTableRow|Frigate|8|Gistii Ambusher/ Hunter/ Impaler/ Raider}}
 +
{{NPCTableRow|Elite Frigate|15|Arch Gistii Hijacker/...|point=yes|ewar=Web|note=Land 26 to 32km, quickly swarm}}
 +
{{NPCTableRow|Destroyer|16|Gistior Defacer/...|note=Land 31 to 37km}}
 +
{{NPCTableRow|Cruiser|8|Gistum Centurion/...}}
 +
{{NPCTableRow|Battlecruiser|10|Gistatis Legatus/...}}
 +
{{NPCTableRow|Battleship|5|Gist Cherubim/...|note=Nephilim Target Painter, 120+km range|ewar=TP}}
 +
{{NPCTableRow|Officer Battleship|1|Angel Prison Warden|cargo=Low chance of Faction modules}}
 +
{{NPCTableRow|Sentry|4|Angel Stasis Tower|ewar=Web}}
 +
{{NPCTableRow|Sentry|4|Angel Sentry Gun}}
 +
{{NPCTableRow|Sentry|1|Angel Retention Facility|note=Has no EM Resists, instant armor repair stops if ship and drones attack from over 35km range|point=yes|ewar=Web|cargo=21st Tier Overseer's Effects, possibility of Gist C-Type Modules and/ or Machariel BPC (rare)}}
 +
|}
 +
 
 +
 
 
{{DED Complexes|Angel}}
 
{{DED Complexes|Angel}}
 
[[Category:Expeditions]]
 
[[Category:Expeditions]]

Revision as of 17:42, 24 July 2017

Site Details
Cartel Prisoner Retention
Type DED Rated Complex
Rating DED 8/10
Found in Null
Max ship size T2 Battleship
Pirate faction Angel
Damage to deal Explosive damage Ex
Kinetic damage Kin
Damage to
Resist
62% Explosive damage Ex
22% Kinetic damage Kin
Sig. Strength 2.5% in Null Sec

The Angel Cartel Prisoner Retention is a combat DED signature that can be scanned in Angel infested regions in Null Sec. It is also received as an escalation from an Angel Hub. Easy to difficult progression, best done with mate and MJD snipper fit.

Walkthrough

On warpin:
This deadspace complex bestows a heavily guarded prison facility of the Angel Cartel. It is here that kidnapping victims and enemies of the cartel are held for ransom or brutal interrogation and torture.

DED Threat Assessment: Perilous (8 of 10)

No Hostiles at initial gate.

First pocket


On warpin:
This first pocket within the deadspace field contains the main gates to this Angel Cartel prison complex, defended by a pair of experienced frigate pilots.

Template:StructureTable


Defending Fleet (28- 38km)
WD EWAR L


Destroyer 7 x Destroyer Gistior Defiler/ Haunter/ Seizer
Battleship 2 x Battleship Gist Malakim
Officer Battleship 1 x Officer Battleship Watch Officer low chance of Faction modules

Second room


On warpin:
This area of the complex handles the traffic of incoming (and sometimes outgoing) prisoners. The pocket is well defended by a small but powerful Angel fleet. The resident jailor holds control over who is allowed further inside the complex, through the traffic gate towards the prison battlements.

Template:StructureTable


Defending Fleet
WD EWAR L


Destroyer 16 x Destroyer Gistior Defacer/ Defiler/ Haunter/ Shatterer
Battlecruiser 6 x Battlecruiser Gistatis Primus/ Tribuni
Battleship 1 x Battleship Gist Malakim/ Nephilin/ Throne Target Painter
Officer Battleship 1 x Officer Battleship Angel Cartel Jailor low chance of Faction modules

Third room


On warpin:
This heavily guarded pocket bestows the prison battlements and a massive fleet of Angel vessels that see to it that no one can escape from within the retention core. The acceleration gate that takes prison transport ships into the main Prisoner block is scrambled by a scramble wave generator to keep the gate closed at almost all times.

Template:StructureTable


Defending Fleet (16- 54km)
WD EWAR L


Destroyer 13 x Destroyer Gistior Defiler/ Haunter
Cruiser 4 x Cruiser Gistum Centurion/ Phalanx
Battlecruiser 5 x Battlecruiser Gistatis Legionnaire/...
Battleship 7 x Battleship Gist Malakim/... Nephilim Target Painter, 120+km range Target Painter
Commander Battleship 1 x Commander Battleship Angel Prisonwatch Commander Low chance of Faction modules
Sentry 4 x Sentry Angel Sentry Gun

Fourth room


On warpin:
This deepest section of the complex houses the prisoner block. Fully outfitted with a bloodsport arena, the Angel Cartel Prison Guards pitch their unsuspecting captives into brutal Darwinian games where only the strongest and fittest survive to tell the tale. The block is guarded by an experienced combat fleet, not to be taken lightly.


Defending Fleet (26- 43)
WD EWAR L


Frigate 8 x Frigate Gistii Ambusher/ Hunter/ Impaler/ Raider
Elite Frigate 15 x Elite Frigate Arch Gistii Hijacker/... Land 26 to 32km, quickly swarm Warp Disruptor Stasis Webifier
Destroyer 16 x Destroyer Gistior Defacer/... Land 31 to 37km
Cruiser 8 x Cruiser Gistum Centurion/...
Battlecruiser 10 x Battlecruiser Gistatis Legatus/...
Battleship 5 x Battleship Gist Cherubim/... Nephilim Target Painter, 120+km range Target Painter
Officer Battleship 1 x Officer Battleship Angel Prison Warden Low chance of Faction modules
Sentry 4 x Sentry Angel Stasis Tower Stasis Webifier
Sentry 4 x Sentry Angel Sentry Gun
Sentry 1 x Sentry Angel Retention Facility Has no EM Resists, instant armor repair stops if ship and drones attack from over 35km range Warp Disruptor Stasis Webifier 21st Tier Overseer's Effects, possibility of Gist C-Type Modules and/ or Machariel BPC (rare)


DED Complexes
Angel Cartel
1/10
Minmatar Contracted Bio-Farm
2/10
Creo-Corp Mining
3/10
Repurposed Outpost
4/10
Occupied Mining Colony
5/10
Red Light District
6/10
Mineral Acquisition Outpost
7/10
Military Operations Complex
8/10
Cartel Prisoner Retention
10/10
Naval Shipyard