Difference between revisions of "The Mouthy Merc"
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− | + | {{NPCTableCSS}}{{MissionLinks}}__NOTOC__ | |
− | {{Missiondetails | + | {{Missiondetails |
− | + | |Level= 4 Storyline | |
− | + | |Type= Encounter | |
− | + | |Objective= Find and kill the mercenary. | |
− | + | |Faction1= Minmatar | |
− | + | |DamageToDeal1= {{Damagetype|Ex|Ki}} | |
− | + | |DamageToResist1= {{Damagetype|Ex|Ki|Th|Em}} | |
− | + | |Faction2= Mercenary | |
− | + | |DamageToDeal2= {{Damagetype|Ki|Th}} | |
+ | |DamageToResist2= {{Damagetype|Ki|Th}} | ||
+ | |ShipSuggestion= | ||
+ | |DamageToDeal= | ||
+ | |DamageToResist= | ||
+ | |StandingLoss= -0.002 towards Minmatar for destroying ships. Further through derived standings. | ||
+ | }} | ||
+ | {{MissionBriefing|A confidential informant has warned us of an impending kidnapping attempt on a young noble by a notorious Minmatar mercenary. One of my associates, who owes me a lifetime worth of favors, discovered the plot during a card game. The merc's mouth and ego are both the size of New Eden itself. He talked openly about his plan without a second thought. We need your help in stopping him before he can carry out his plans. | ||
+ | His staging ground is at <mission location>. Find and kill him with any and all means at your disposal. He's a crafty SOB, so expect not just a fight, but some unorthodox challenges when he realizes you're on to him. He's especially fond of drawing pursuers into hazardous clouds. Odds are good he'll have some ex-Navy Minnies flying back-up. He might be a braggart, but he's still a paranoid merc. Be careful.}} | ||
Video: [https://youtu.be/3MiIVkfF0KU Sentry Dominix] | Video: [https://youtu.be/3MiIVkfF0KU Sentry Dominix] | ||
− | + | '''Blitz:''' Clear the battleships in the first room, loot the key, and take the acceleration gate. In the second room, clear again battleships until The Mercenary spawns, after you kill him the mission is marked finished. | |
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− | + | '''Notes''': The initial warp in is about 25 km from the acceleration gate to the first pocket. So best fit a [[Propulsion equipment|propulsion module]]. The acceleration gate in the first pocket requires a gate key which you obtain in that pocket. | |
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− | + | === Pocket 1 === | |
+ | {{NPCTableHead|}} | ||
+ | {{NPCTableSeparator|Initial Spawn (38-45 km)}} | ||
+ | {{NPCTableRow|Frigate|4|Republic Takan / Republic Baldur}} | ||
+ | {{NPCTableRow|Battleship|3|Republic Tribal Ymir/ Republic Tribal Sigur|trigger=last triggers the next wave}} | ||
+ | {{NPCTableRow|Container |5|Amarr Battleship Wreckage}} | ||
+ | {{NPCTableSeparator|Second wave (42-47 km)}} | ||
+ | {{NPCTableRow|Battlecruiser|4|Republic Venis / Republic Norn}} | ||
+ | {{NPCTableRow|Battleship|4|Republic Tribal Ymir / Republic Tribal Sigur|trigger=last triggers the container to spawn}} | ||
+ | {{NPCTableSeparator|Container spawn (35 km)}} | ||
+ | {{NPCTableRow|Container |1|Amarr Battleship Wreckage|cargo = Acceleration Gate Authentication Matrix|note = the type is ''Amarrian'' Battleship Wreck instead of ''Amarr'' Battleship Wreck}} | ||
+ | |} | ||
− | + | === Pocket 2 === | |
+ | {{NPCTableHead|}} | ||
+ | {{NPCTableSeparator|Initial Spawn (37-43 km)}} | ||
+ | {{NPCTableRow|Frigate|3|Republic Takan / Republic Baldur}} | ||
+ | {{NPCTableRow|Battleship|3|Republic Tribal Jarl / Republic Tribal Jotun|trigger=triggers next wave}} | ||
+ | {{NPCTableSeparator|Second wave (19-23 km)}} | ||
+ | {{NPCTableRow|Battlecruiser|3|Republic Tribal Venis / Republic Tribal Norn}} | ||
+ | {{NPCTableRow|Battleship|3|Republic Tribal Jarl / Republic Tribal Jotun|trigger=triggers next wave}} | ||
+ | {{NPCTableSeparator|Third wave (28-33 km):}} | ||
+ | {{NPCTableRow|Battlecruiser|4|Republic Tribal Norn / Republic Tribal Nutia}} | ||
+ | {{NPCTableRow|Battleship|3|Republic Tribal Jotun / Republic Tribal Sigur|trigger=triggers next wave on aggression}} | ||
+ | {{NPCTableSeparator|Fourth wave (13 km):}} | ||
+ | {{NPCTableRow|Battleship|1|'The Mercenary' (Mordus Mammoth)|trigger=mission is finished when destroyed}} | ||
+ | |} | ||
− | 7x Republic Fleet Captain I | + | === Tags to be looted === |
− | 26x Republic Fleet Commander II | + | 7x Republic Fleet Captain I |
− | 15x Republic Fleet High Captain I | + | 26x Republic Fleet Commander II |
− | 6x Republic Fleet Midshipman II | + | 15x Republic Fleet High Captain I |
− | 1x Republic Fleet Midshipman III | + | 6x Republic Fleet Midshipman II |
+ | 1x Republic Fleet Midshipman III | ||
{{Missionrelated}} | {{Missionrelated}} |
Revision as of 13:43, 11 October 2022
Missions |
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Mission Reports |
Mission Guides |
Special Missions |
Helpful Links |
Mission briefing |
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A confidential informant has warned us of an impending kidnapping attempt on a young noble by a notorious Minmatar mercenary. One of my associates, who owes me a lifetime worth of favors, discovered the plot during a card game. The merc's mouth and ego are both the size of New Eden itself. He talked openly about his plan without a second thought. We need your help in stopping him before he can carry out his plans.
His staging ground is at <mission location>. Find and kill him with any and all means at your disposal. He's a crafty SOB, so expect not just a fight, but some unorthodox challenges when he realizes you're on to him. He's especially fond of drawing pursuers into hazardous clouds. Odds are good he'll have some ex-Navy Minnies flying back-up. He might be a braggart, but he's still a paranoid merc. Be careful. |
Video: Sentry Dominix
Blitz: Clear the battleships in the first room, loot the key, and take the acceleration gate. In the second room, clear again battleships until The Mercenary spawns, after you kill him the mission is marked finished.
Notes: The initial warp in is about 25 km from the acceleration gate to the first pocket. So best fit a propulsion module. The acceleration gate in the first pocket requires a gate key which you obtain in that pocket.
Pocket 1
Pocket 2
Tags to be looted
7x Republic Fleet Captain I 26x Republic Fleet Commander II 15x Republic Fleet High Captain I 6x Republic Fleet Midshipman II 1x Republic Fleet Midshipman III
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