Smash and Grab
|
"You might think we're all about loot and plunder, smash and grab tactics, but the Guristas are more than that. We're about power, betrayal, and fear. That is our currency, our lifestyle, our credo."
Smash and Grab is the Guristas Pirates Epic Arc which takes place in the Venal Null Security Region.
Overview
You will fight:
- Frigates
- Destroyers
- a few Cruiser
You will get:
- 1x Dread Guristas ECM Multispectral Jammer for completing Mission 7
- 1x Gila Blueprint Copy (one run) and +30% base Guristas Pirates Faction Standing from completing the final Mission
- ~80M ISK
- ~20% Guristas Corporation Standings
You will lose:
- minor amount of Gallente Federation Faction Standing
- between 1% and 12% Caldari State Faction Standing
Preparations
Smash and Grab takes place in the Venal Null Security Region. Consider that:
- the Local Market may be expensive or lack basic items - stock up on everything you might need
- capsuleer may hunt you down - think how you'll avoid them
- there are few Stations where you can dock up to repair and refit - have a fit for all occasions
- Jump Gates may be encased in Warp Interdiction Spheres that prevent warping - learn more about Bubbles
Consider buying:
- an Interceptor - ignores Warp Interdiction Spheres
- plenty of ammo
- Nanite Repair Paste
- a Tractor Beam I for Mission 11 Spy Games
- a weapon system that deals damage over 20km for Mission 11 Spy games
Ships and fits
General Tactics
- Think of this like a PVP mission with some PVE sprinkled in. The big difference here is that you're not going to be PVP'ing head-on -- you're going to be PVP'ing by out-piloting, outsmarting, and avoiding your enemies.
- Periodically check your star map for ship kills, pod kills, and jumps in the last hour. Compare these systems against your mission route to see if you can avoid those systems, or wait until the action has subsided.
- Keep an eye on local, but never speak. You don't want to give away the fact that you're active.
- The D-scan button is hotkeyed these days, so there's no excuse not to mash it constantly. Do a 360 scan every few seconds while running your missions. Look for combat scanner probes first and foremost (this is the only way pirates can find you inside a mission's deadspace pocket), but also keep an eye out for other ships so you know who's active in the system. You'll see lots of assault frigates and interceptors flown by other missioners and those hunting them.
- Some missions include waves of frigates and destroyers that can be quite punishing. Don't be afraid to cherry pick a few, dock up, repair, rinse, and repeat.
- Once you accept a mission you should minimize the agent conversation window instead of closing it. This way, once your objectives are complete the window will pop back up, giving you a clear indication that your work is done.
Starter Agents
Pick any one of these agents below. Those running this arc should be well versed in the mechanics of effective standing already so all you need is 3.0 effective standing with the stating agent, the agent's corporation or the agent's faction. You will also need to have over -2.00 standing with the agent, agent's corporation and agent's faction.
All these agents will lead you directly to the first chapter.
Arment Caute
- 3.00 standing with either Federal Intelligence Office or- Gallente Federation
- Mission name: Enemy of my Enemy
- Location: Orvolle System (Beacon in space: Arment Caute's Lachesis)
- Mission type: Report to given agent.
Atma Aulato
- 3.00 standing with either Ytiri or Caldari State
- Mission name: Turning Coat
- Location: Obe System (Beacon in space: Atma Aulato's [shiptype])
- Mission type: Report to given agent.
Yada Vinjivas
- 3.00 standing with either Guristas (corp) or Guristas (faction)
- Mission name: Recruitment Drive
- Location: Taisy System (Beacon in space: Yada Vinjivas's [shiptype])
- Mission type: Report to given agent.