User:Cassiel Seraphim/Sandbox12
Incursion sites |
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Click the title for a summary, or return to Incursions for general information. |
Staging sites |
Vanguard sites |
Assault sites |
Headquarter sites |
Mothership sites |
Objectives
Force required
Fleet of 20 - 21 pilots (up to 30 in low/null) 3 - 4 logistics needed 5 - 10 snipers needed Sites take about 10 - 20 minutes |
Military information
Your objective is to locate the Nation commander and assassinate them. Once you have separated the commander from the rest of the Sansha fleet they will scatter and flee. |
Background information
Intelligence and other supporting evidence have revealed that this facility is being used as a rally point for senior capsuleer commanders within Sansha's Nation. When one of these leaders is killed in combat or their forces routed by capsuleer counterattack, this is where they are re-cloned, and where they retreat to.
In light of this functionality, the strategic value of these outposts must be considered. By directly attacking the nexus of pro-Nation leadership, capsuleers will be able to limit the level of coordination and efficiency amongst attack squads.
Synopsis from ISHAEKA-0079. DED Special Operations.
Authorized for Capsuleer dissemination.
Enemies
Below is a list of enemies that spawn in this site. See Sansha's Manual for a full list of the incursion rats.
Name | Sig [1] | Speed [2] | Orbit / Speed [3] | Damage / Volley [4] | Range [5] | Effective HP [6] |
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- ^ While using their propulsion module, they suffer the same signature bloom as players.
- ^ This is the speed of the ship while they try to get within orbit or as they try to chase after you, suffering the same signature bloom as players do with the propulsion module on. They will turn off any propulsion modules once they get close to their preferred orbit.
- ^ Preferred orbit range and regular speed while orbiting, which is their regular speed without the propulsion module turned on.
- ^ Damage per second as well as damage per volley. Unless stated otherwise, turrets do an equal amount of EM and thermal damage while torpedoes do an equal amount of kinetic and explosive damage.
- ^ This is the effective range of this ship, presented with two values for turrets, optimal and optimal + double falloff, as well as a single range for torpedoes.
- ^ This is the amount of damage this ship can take, taking into account their resists. All ships, except the Lirsautton Parichaya have omni tanks. Hover over the icon for information about raw hitpoints.
Priorities
This is a generic kill order that works no matter what fleet you're running. Certain special doctrines or fleet compositions could change some things in order to optimize their fleet efficiency, so this isn't necessarily the only kill order, but it works.
As a general rule of thumb, if you cannot shoot the highest priority target due to low damage projection, move on to the next target you can actually hit. Just remember to switch back to a higher priority target if it moves into range later on.
Triggers
The last enemy killed triggers the next wave, so there is no risk of accidentally triggering the next wave before you finish your current one.
Special requirements
This site requires you to have snipers in your fleet. (able to lock and apply good damage up to 120km) |
This site benefits greatly from having an anchor. (a ship people can anchor up on to stay together) |
Snipers
Several ships in the first wave will initially sit at sniper ranges up to 160 km away from where you land. They will approach you however, and in combination with your fleet moving further into the site it's not critical to have a lock range of 150km. Having just 120km will be doable, even if you'll initially have to wait a little for things to come into range.
Anchor
In order to keep the fleet together, everyone within remote shield booster range and so forth. Appoint someone to be your anchor then have the rest of the fleet anchor up on him and use keep at range 2,500m to make sure they always remain with the anchor (except logistics who would orbit at 5,000m instead). That way only the anchor needs to know where to move and the rest of the fleet would follow suit.
As for where to go, the snake-shaped asteroid is a good compromise for a fleet without propulsion modules. If you approach it until you're within 5-10km from it, you'll be in a good position for all the remaining spawns.
Hints & tips
- There are four waves in this site, all spawning a good distance from the beacon. Moving up towards the snake-shaped asteroid is a simple way to mitigate the range issues while keeping it simple and not requiring people to fit propulsion modules.
- The different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised.
- Moving is required in this site, but you will not need a propulsion module unless you want to speed up your completion times.
- Remember to keep an eye on your capacitor if you have prolonged attention from a bunch of Deltole Tegmentums. While their individual neuting is rather small, it adds up. The same goes if you get a lot of Outuni Mesen spawning in the end, along with the Slave or Citizen commander.