Difference between revisions of "Rendezvous"

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Hang on. We just intercepted a message from our bug. Looks like the Pator 6 is expecting company soon. Time to crash the party. See who the meeting is with, and try to bring back something we can pin on the gang. We need evidence that Ralie was there if we're going to bust this case open. Gotta warn you, though: A battleship won't be much good here. From what I've seen, they have a means of keeping battleships out of their hideouts. Thus, don't take one on this mission.}}
 
Hang on. We just intercepted a message from our bug. Looks like the Pator 6 is expecting company soon. Time to crash the party. See who the meeting is with, and try to bring back something we can pin on the gang. We need evidence that Ralie was there if we're going to bust this case open. Gotta warn you, though: A battleship won't be much good here. From what I've seen, they have a means of keeping battleships out of their hideouts. Thus, don't take one on this mission.}}
  
The acceleration gate at warpin is locked. Destroy all NPCs to unlock the gate. No Faction Standing loss for destroying these ships. At the deadspace entry point there are four heavy missile batteries and four Pator 6 cruisers. They can deal significant damage, along with neuting and some target painting, but no points. You don’t need to destroy the missile batteries (These give a 3.0% standing loss with the Syndicate faction).  
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The acceleration gate at warpin is locked. Destroy all NPCs to unlock the gate. No Faction Standing loss for destroying these ships. At the deadspace entry point there are four heavy missile batteries and four Pator 6 cruisers. They can deal significant damage, along with neuting and some target painting, but no points. You don’t need to destroy the missile batteries (These give a 3.0% standing loss with the Syndicate faction).
  
 
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===First room===
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=== First room ===
  
 
There are a lot of ships here: 10 cruisers and 11 frigates, a mix of Pator 6 and Syndicate. Fortunately, they are easy to kite in a frigate if you have an afterburner and do good damage from 10km or more. After all ships are destroyed, Agent gives instructions to destroy Pator 6 HQ Structure. Destroying Pator 6 HQ flags the mission completed. Retrive 1x "Ralie Ardanne's Belongings" (1.0 m3) and return to Agent.
 
There are a lot of ships here: 10 cruisers and 11 frigates, a mix of Pator 6 and Syndicate. Fortunately, they are easy to kite in a frigate if you have an afterburner and do good damage from 10km or more. After all ships are destroyed, Agent gives instructions to destroy Pator 6 HQ Structure. Destroying Pator 6 HQ flags the mission completed. Retrive 1x "Ralie Ardanne's Belongings" (1.0 m3) and return to Agent.
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[[Category:Mission reports]]
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[[Category:Epic arc missions]]
 
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Revision as of 21:59, 27 August 2022


Type Encounter
Objective Retrive 1x "Ralie Ardanne's Belongings" (1.0 m3)
Faction Pator 6 (Minmatar/Gallente), The Syndicate
Best damage to deal Explosive damage ExThermal damage Th (minmatr ships),Kinetic damage KinThermal damage Th (gallente/Serpentis ships)
Damage to resist Thermal damage ThKinetic damage KinExplosive damage Ex
Warp disruption Elite Frigates
EWAR Energy neutralizing and target painting
Ship size limit T2 Battlecruisers and below
Rewards 25,000,000 isk + time bonus
Mission briefing
The bug appears to be working well. We've been picking up a lot of messages from the Pator 6. For such a relatively small-time gang, they have quite a large network established. I don't know why we haven't noticed them earlier. We'll have to keep this bug going for a bit. There are a few breaking stories in there, or at least some info we could sell.

While the Pator 6 has a rather large foothold throughout the region, we heard one system repeated over and over again: Palmon. I asked some of my sources in that system, and they sent me the coordinates of some sort of junkyard with a lot of traffic from unlicensed Minmatar pilots. I have a distinct feeling that the kid is there, or at least he was at one point...

Hang on. We just intercepted a message from our bug. Looks like the Pator 6 is expecting company soon. Time to crash the party. See who the meeting is with, and try to bring back something we can pin on the gang. We need evidence that Ralie was there if we're going to bust this case open. Gotta warn you, though: A battleship won't be much good here. From what I've seen, they have a means of keeping battleships out of their hideouts. Thus, don't take one on this mission.

The acceleration gate at warpin is locked. Destroy all NPCs to unlock the gate. No Faction Standing loss for destroying these ships. At the deadspace entry point there are four heavy missile batteries and four Pator 6 cruisers. They can deal significant damage, along with neuting and some target painting, but no points. You don’t need to destroy the missile batteries (These give a 3.0% standing loss with the Syndicate faction).


Defenders
WD EWAR L


Cruiser 3 x Cruiser Pator 6 Ambusher
Cruiser 1 x Cruiser Pator 6 Veteran Ambusher Energy Neutralizer Target Painter
Sentry 4 x Sentry Pator 6 Heavy Missile Battery

First room

There are a lot of ships here: 10 cruisers and 11 frigates, a mix of Pator 6 and Syndicate. Fortunately, they are easy to kite in a frigate if you have an afterburner and do good damage from 10km or more. After all ships are destroyed, Agent gives instructions to destroy Pator 6 HQ Structure. Destroying Pator 6 HQ flags the mission completed. Retrive 1x "Ralie Ardanne's Belongings" (1.0 m3) and return to Agent.


Defenders
WD EWAR L
Group 1 (36 km)
Frigate 3 x Frigate Pator 6 Frigate
Cruiser 5 x Cruiser Pator 6 Cruiser
Group 2 (44 km)
Elite Frigate 3 x Elite Frigate Pator 6 Elite Frigate Warp Disruptor Stasis Webifier
Cruiser 3 x Cruiser Pator 6 Common Cruiser
Group 3 (48 km)
Frigate 3 x Frigate Syndicate Frigate
Elite Frigate 2 x Elite Frigate Syndicate Elite Frigate Warp Disruptor Stasis Webifier
Cruiser 2 x Cruiser Syndicate Cruiser