True Power Provisional Headquarters
Intelligence Reports
Military Intelligence
Your objective is to secure a path to True Power’s Mobile HQ and then destroy it. You will need to pass through three layers of security before you will arrive at the station. Sansha commanders will attempt to reinforce the area en-masse if you give them time to, so be sure to bring pilots to breach their defenses quickly.
Background Intelligence
True Power, the leading corporation within Sansha's Nation, has acquired the means to establish provisional headquarters in areas of their choosing. The exact nature of these operations or how such large complexes are established so quickly remains unknown. The use of mobile nano-factories is strongly suspected, and would help account for the rapidity of setup. It is also possible that rogue drone technology, or even worker drones themselves, are for some reason assisting in the rapid deployment of these battle stations, although this remains unconfirmed.
The strategic value of these outposts is significant. Nation can re-equip local fighting forces at a moment's notice, transmit instructions and battle reports along secure lines, and rally retreating Nation forces that have been ejected from other strongholds, which are always in close proximity to the larger headquarters for this reason.
Synopsis from ISHAEKA-0081. DED Special Operations.
Authorized for Capsuleer dissemination.
Forces Required
- 28 - 40 pilots
Preferred List
- 8-10 Logistics
- 10-15 Damage Dealers
- 10-15 Snipers
Rewards
High Sec Payout
- 31,500,000 ISK
- 7,000 CONCORD LP
Low / Null Sec Payout
- 45,000,000 ISK
- 10,000 CONCORD LP
Achieving Objectives Successfully
After the watchlist has been provided in fleet chat the fleet will enter site. Once the Fleet enters the site the fleet will follow anchor with the "Orbit" or "Keep in Range" command. With everyone in the fleet having set their "Orbit" or "Keep in Range" command to anchor the anchor will then 'pull' the Fleet to the next gate on the left. There is a acceleration gate approximately 60km away in that direction. Kill Sansha - in tagged order - while the fleet is making its way to the gate.
After all Sansha are killed in the first pocket (and cap requests have been filled if afterburners were used) anchor will activate the gate and land 60+km away from the second/final gate. Instead of the gate being immediately to the left this gate will be directly ahead. The fleet will proceed to follow anchor with the "Orbit" or "Keep in Range" command again. While following the anchor in this pocket the fleet will kill Sansha, in tagged order, while the fleet is making its way to the final gate. After all the Sansha are killed in the second pocket (and cap requests have been filled if afterburners were used) the anchor will activate the final gate and land several kilometers away from the station.
Three waves of Sansha will spawn in this third and final pocket. Anchor will proceed as best they can, to be approximately 20km to the left of the Mobile Headquarters. The fleet will, once again, proceed to follow anchor with the "Orbit" or "Keep in Range" command for the last time in this site. The position that the anchor will be heading towards will be the best position for fleet to provide maximum DPS for third wave as well as be near the Mobile Headquarters for DPS after all Sansha ships are off the field. Upon destruction of the three waves commence destruction of Mobile Headquarters and then receive payout.
Watchlist
Logistics
- Anchor
- Jammer *
- Logistics Commander
- Cap Chain Partner
- Fleet Commander
Note: It is not required to have a Jammer in an NRF HQ site. Jammers decrease DPS but also become aggro magnets when activating jamming modules. They will be aggro magnets.
Damage Dealer / Sniper / Drone Bunny
- Anchor
- Drone Bunny
- Cap Chain Partner *
Note: If you need a cap chain partner, be aware of the distance necessary to facilitate the transfer properly and co-ordinate with your partner or partners for less confusion in the battlefield.
Pirates / Kill Order
Pocket 1
Anchor
Upon entering Pocket 1 fly towards the Gate to Military Command Center directly to the left of where you land and stop at the gate.
Full Fleet DPS (DPS and Snipers)
Outuni Mesen - Scrambler / Webber / Neut (Tag 0)
DPS Only
Auga Hypothosis - Scrambler / Webber (Tag 1-2)
Ostingele Tectums - Sansha High DPS DD (Tag 3-5)
Snipers Only
Vylade Dien - Sansha Booster (Tag A)
After 'Vylade Dien' is down, Snipers start shooting DPS targets in numbered order
Drone Bunny (All are going to be Sansha frigates)
Schmaeel Medullas - Warp Scrambler / Webber (Tag X)
Tama Cerebellums - Warp Scrambler (Tag Y)
Renyn Metens - Webber (Tag Z)
Pocket 2
Anchor Upon entering pocket 2, the next acceleration gate will be directly ahead. Fly to the Gate to Headquarters and stop at the gate
Full Fleet DPS (DPS and Snipers)
Mara Paleo - Sansha Logistics (Tag 0)
DPS Only
Deltole Tegmentum - Warp Scrambler / Neut (Tag 1)
Auga Hypophysis - Warp Scrambler / Webber (Tag 2)
Ostingele Tectums - Sansha High DPS DD (Tag 3-4)
Romi Thalamus - Sansha DD (Tag 5-6)
Snipers Only
Antem Neos - Sansha Sniper DD (Tag A-B)
After the Antem Neos are down, Snipers start shooting DPS targets in numbered order
Drone Bunny (All are going to be Sansha frigates)
Schmaeel Medullas - Warp Scrambler / Webber (Tag X)
Renyn Metens - Webber (Tag Y)
After all Sansha frigates are down, Drone Bunny can start shooting DPS targets in numbered order
Pocket 3
Anchor Anchor is to set approach to the left of the Mobile Headquarters, and stop when reaching approximately 20km to the left of the Mobile Headquarters.
Wave 1
Full Fleet DPS (DPS and Snipers)
Mara Paleo - Sansha Logistics (Tag 0)
Ostingele Tectums - Sansha High DPS DD (Tag 1-3)
Romi Thalamus - Sansha DD (Tag 4-6)
Ostingele Tectums - Sansha High DPS DD (Tag J) - *TRIGGER - Wave 2*
Drone Bunny (All are Sansha frigates)
Tama Cerebellums - Warp Scrambler (Tag X)
Eystur Rhombens - Sansha DD (Tag Y)
After all Sansha frigates are down, Drone Bunny can start shooting DPS targets in numbered order
Wave 2
Full Fleet DPS (DPS and Snipers)
Deltole Tegmentum - Warp Scrambler / Neut (Tag 0-1)
Intaki Colliculus - Logistics / DD (Tag 2)
Ostingele Tectums - Sansha High DPS DD (Tag 3-5)
Romi Thalamus - Sansha DD (Tag 6-10)
Ostingele Tectums - Sansha High DPS DD (Tagged J) - *TRIGGER - Wave 3*
Drone Bunny
Schmaeel Medullas - Warp Scrambler / Webber (Tag X)
Tama Cerebellums - Warp Scrambler (Tag Y)
After all Sansha frigates are down, Drone Bunny can start shooting DPS targets in numbered order
Wave 3
Attention - This wave has a significant alpha strike. Broadcasting for shields and capacitor within seconds of being initially yellow-boxed is highly advisable.
Full Fleet DPS (DPS and Snipers)
Arnon Epithalamus - Jammer / Warp Scrambler (Tag 0 - all of them)
Outuni Mesen - Neut / Warp Scrambler / Webber (Tag 1-2)
Vylade Dien - Sansha Booster (Tag 3)
Antem Neos - Sansha Sniper DD (Tag 4-6)
Ostingele Tectums - Sansha High DPS DD (Tag 7)
Yulai Crus Cerebi - Sansha DD (Tag 8-9)
Ostingele Tectums - Sansha High DPS DD (Tag J)
Drone Bunny (After the Arnon Epithalamus, kill order reverts to frigates)
Schmaeel Medullas - Warp Scrambler / Webber (Tag X)
Note: Drone Bunny will typically kill frigates with Pocket 3, Wave 3 being the only exemption
Finále
Once the last Sansha ship in pocket 3, wave 3 is destroyed, the Mobile Headquarters will de-spawn from being a collidable object, and respawn into an actual object (similar to the two previous gates encountered earlier in this site) that can be shot at. Full Fleet DPS will commence on the Mobile Headquarters. There will be no more spawns of any ships. ISK Payout will be received upon destruction of the Mobile Headquarters. LP Payout will be received upon destruction of the Mother site.
Note: No evidence has shown that the Mobile Headquarters will warp off or speed away from fleet, but, just because it has not happened yet, does not mean we should not be prepared. Activating all Warp Scramblers, Webifiers, and Target painters, will not be discouraged in an attempt to avoid such a scenario from taking place. The logistics ships using their afterburners and bumping the station out of a possible alignment is also encouraged.
Hints and Tips
- If nobody has gated in (aka 'preloaded') the site before the fleet enters site all groups of the first pocket will spawn in short intervals. If someone preloaded a site and started the short intervals all the different types of ships that would otherwise spawn intermittently will all be on field when the fleet enters the site. Logistics will need to make repairing the shields of the anchor their top priority before setting up Energy Transfers due to the alpha strike of the preloaded site.
- No special circumstances are necessary (unlike the True Creations Research Center) while the Mobile Headquarters is being attacked and destroyed.
Special thanks to veteran Shield HQ Fleet Commander 'nomatech' for his input as well as many of the links that were sorted, to bring you these details.