Difference between revisions of "Cartel Prisoner Retention"

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(Removed categories: Exploration, Cosmic Signatures, PvE.)
(upgraded to template - added details)
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{{Complex|Cartel Prisoner Retention}}
+
{{CMBSite | Cartel Prisoner Retention
== Walkthrough ==
+
| Variation=
{{MessageBox|Database Information (on warp in):
+
| OverviewSectionY/N= Y
|This deadspace complex contains a heavily guarded prison facility of the Angel Cartel. It is here that kidnapped enemies of the Cartel are held for ransom or brutal interrogation and torture.<br><br>DED Threat Assessment: Perilous (8 of 10)}}
+
    | OverviewSectionText= The Angel Cartel Prisoner Retention is an [[Combat_sites#Expeditions|escalation]] received from an [[Angel Hub]] found in [[Angel Cartel|Angel]] infested regions.
 +
    | OverviewRecShips = Long range or heavy tank and light drones.
 +
    | OverviewEstPayout= 215 mil
 +
    | Diff&ShipRecSectionY/N= Y
 +
        | 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.
  
=== First Pocket ===
+
DED Threat Assessment: Perilous (8 of 10)
  
{{MessageBox|Database Information (on warp in):
+
    | WalkthroughSectionText= No Hostiles at initial gate.
|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=yes}}
+
    | Room1= 1st Pocket
{{NPCTableHead}}
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        | 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.
{{NPCTableRow|Destroyer|7|Gistior Defiler/...}}
+
        | Room1Text              =<br>
{{NPCTableRow|Battleship|2|Gist Warlord/...}}
+
        | Room1Image                =
{{NPCTableRow|Battleship|1|Watch Officer|cargo=Probably Gist loot.}}
+
        | Room1ImageCaption          =
|}
+
        | Room1Structures            = 
 +
{{StructureTable|
 +
{{StructureTableRow|Accl Gate|1|Ancient Acceleration Gate|note = 24 km}}
 +
}}
 +
        | Room1Group1              = Defenders (28- 38km)
 +
            | Room1Group1Text    =
 +
            | Room1Group1InLocal =
 +
            | Room1Group1Table  =
 +
{{NPCTable
 +
|{{NPCTableRow|Destroyer|7|Gistior Defiler/ Haunter/ Seizer}}
 +
|{{NPCTableRow|Battleship|2|Gist Malakim}}
 +
|{{NPCTableRow|Officer Battleship|1|Watch Officer|cargo=low chance of Faction modules}}
 +
}}
 +
  | 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.
 +
        | Room2Text                  = <br>
 +
        | Room2Image                =
 +
        | Room2ImageCaption          =
 +
        | Room2Structures            = 
 +
{{StructureTable|
 +
{{StructureTableRow|Accl Gate|1|Acceleration Gate|note = 39km}}
 +
}}  
 +
        | Room2Group1                = Defenders
 +
            | 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.
 +
        | Room3Text              = <br>
 +
        | Room3Image            =
 +
        | Room3ImageCaption      =
 +
        | Room3Structures        = 
 +
{{StructureTable|
 +
{{StructureTableRow|Accl Gate|1|Acceleration Gate|note = 46km}}
 +
{{StructureTableRow|Container|1|Ammunition Cache|cargo=Random Charges}}
 +
{{StructureTableRow|Structure|1|Prisoner Cells|cargo=Random Commodities}}
 +
{{StructureTableRow|Structure|1|Scramble Wave Generator|cargo=Security Cypher for Angel Prison|Unlocks Acceleration Gate}}
 +
}}
 +
        | Room3Group1                = Defenders (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              = <br>
 +
        | Room4Image            =
 +
        | Room4ImageCaption      =
 +
        | Room4Structures        =
 +
        | Room4Group1                = Defenders (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|point=yes|ewar=Web|shinycargo=21th Tier Overseer's Effects, Gist C-Type Modules, low chance of Machariel BPC}}
 +
}}
  
=== Second Pocket ===
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  | EscalationSectionY/N =  
 +
    | Escalation=  
 +
    | EscalationSectionText=
 +
    | EscalationChance =  
 +
| RewardsSectionY/N = Y
 +
    | RewardsSectionText=  
 +
    | TotalBountyValue = 28.2 mil
 +
    | TotalGeneralLootValue= 3.6 mil
 +
    | TotalSalvageValue = 6.6 mil
 +
    | AverageRareLootValue= 170 mil
 +
    | ValuableLootTable =
 +
    | ExplorationLogTable =
 +
    | FactionDropLootVaryY/N = Y
 +
}}
  
{{MessageBox|Database Information (on warp in):
+
[[Category:Expeditions]]
|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.|collapsed=yes}}
 
{{NPCTableHead}}
 
{{NPCTableRow|Destroyer|16|Gistior Defiler/...}}
 
{{NPCTableRow|Battlecruiser|6|Gistatis Primus/...}}
 
{{NPCTableRow|Battleship|6|Gist Malakim/...}}
 
{{NPCTableRow|Battleship|1|Gist Nephilim|ewar={{icon|tp|24}}}}
 
{{NPCTableRow|Battleship|1|Angel Cartel Jailor|cargo=Probably Gist loot.}}
 
|}
 
 
 
=== Third Pocket ===
 
 
 
{{MessageBox|On warp in:
 
|This heavily guarded pocket contains the prison battlements, along with a massive fleet of Angel vessels aiming to 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 that keeps the gate closed at almost all times.|collapsed=yes}}
 
{{NPCTableHead}}
 
{{NPCTableRow|Sentry|4|Angel Sentry Gun}}
 
{{NPCTableRow|Destroyer|13|Gistior Defiler/...}}
 
{{NPCTableRow|Cruiser|4|Gistum Phalanx/...}}
 
{{NPCTableRow|Battlecruiser|5|Gistatis Tribuni/...}}
 
{{NPCTableRow|Battleship|5|Gist Malakim/...}}
 
{{NPCTableRow|Battleship|1|Gist Nephilim|ewar={{icon|tp|24}}}}
 
{{NPCTableRow|Battleship|1|Angel Prisonwatch Commander|cargo=Probably Gist loot.}}
 
|}
 
{| class="wikitable complex collapsible"
 
|+ Structures
 
! Name
 
! <span style="cursor:help;" title="Notable loot or salvage">L</span>
 
|-
 
| 1 x Scramble Wave Generator
 
| class=icon | {{icon|cargo|24|Security Cypher for Angel Prison}}
 
|}
 
 
 
=== Fourth Pocket ===
 
 
 
{{MessageBox|On warp in:
 
|This deepest section of the complex houses the prisoner block. Fully outfitted with a bloodsport arena, this is the place where the Angel Cartel's prison wardens pit their unsuspecting captives against each other in 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.|collapsed=yes}}
 
{{NPCTableHead}}
 
{{NPCTableRow|Sentry|4|Stasis Tower|ewar={{icon|web|24}}}}
 
{{NPCTableRow|Sentry|4|Angel Sentry Gun}}
 
{{NPCTableRow|Sentry|1|Angel Retention Facility|ewar={{icon|web|24}}|cargo=21th Tier Overseer's Effects and probably Gist loot, Machariel BPC.}}
 
{{NPCTableRow|Frigate|15|(Arch) Gisti Outlaw/Thug/Ambusher/Impaler|point=yes|ewar={{icon|web|24}}}}
 
{{NPCTableRow|Destroyer|16|Gistior Defiler/Haunter}}
 
{{NPCTableRow|Cruiser|8|Gistum Centurion/Liquidator/Marauder/Phalanx}}
 
{{NPCTableRow|Battlecruiser|9|Gistatis Legatus/Tribuni/Tribunus}}
 
{{NPCTableRow|Battleship|3|Gist Throne/War General/Warlord}}
 
{{NPCTableRow|Battleship|2|Gist Nephilim|ewar={{icon|tp|24}}}}
 
{{NPCTableRow|Battleship|1|Angel Prison Warden|cargo=Probably Gist loot.}}
 
|}
 
 
 
== Loot ==
 
 
 
{| class="wikitable complex collapsible sortable"
 
|+ Commander and other valuable loot
 
|-
 
! Item Name
 
! Est. Value
 
! Note
 
|-
 
| 21th Tier Overseer's Effects
 
|
 
| 100% drop rate
 
|}
 
{| class="wikitable complex collapsible collapsed"
 
|+ Exploration logs
 
|-
 
! Date
 
! Loot
 
! Est. value
 
! Comments
 
|-
 
| Nov 2014
 
| Gist
 
|
 
| From Angel Retention Facility
 
|}
 
 
 
== Difficulty ==
 
Pocket 1, 2 and 3 can comfortably be run by a well-tanked {{sh|Drake}} or {{sh|Tengu}}.  In pocket 4, however, a well tanked drake or tengu with inadequate fit/skills dies quickly because of web/scram and massive incoming damage.
 
 
 
[[Category:DED Complexes]]
 

Revision as of 00:43, 11 May 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