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Nation Consolidation Network

From EVE University Wiki

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 split your forces, clear a path to the Nation's staging area, and destroy the fleet you find there. Sansha defenders have designed their security to separate capsuleer forces, but once both sides have breached the final area you will be able to reunite.
Background information

The newly-acquired ability of Nation forces to override local system control has not yet been fully understood, and as a result, Nation forces are able to drastically affect contested systems over time, reducing the capabilities of capsuleers within their domain of control. Much of the technology used to aid this cause can be found at any of their mobile "consolidation network" facilities. This and other intelligence suggests that these complexes are primarily responsible for the initial propagation of system-wide interference.

Synopsis from ISHAEKA-0077. 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.

NameSig [1]Speed [2]Orbit / Speed [3]Damage / Volley [4]Range [5]Effective HP [6]
3   Antem Neo
Antem Neo [7]
184   184 m 1350   1,350 m/s 60000 60 km   205 m/s 168 168 dps   840 hp 176000 146 - 176 km   87717 88k ehp  
3   Auga Hypophysis
Auga Hypophysis   
325   325 m 1100   1,100 m/s 6000 6 km   170 m/s 480 480 dps   2,400 hp 20000 12 - 20 km   51597 52k ehp  
5   Deltole Tegmentum
Deltole Tegmentum    
540   540 m 850   850 m/s 12000 12 km   118 m/s 818 818 dps   4,500 hp 45000 < 45 km   179075 179k ehp  
1   Eystur Rhomben
Eystur Rhomben
49   49 m 3360   3,360 m/s 11000 11 km   560 m/s 120 120 dps   600 hp 12000 10 - 12 km   9067 9k ehp  
3   Mara Paleo
Mara Paleo  
65   65 m 2050   2,050 m/s 60000 60 km   310 m/s -1 (no weapons) -1 (no weapons) 29505 30k ehp  
1   Niarja Myelen
Niarja Myelen   
53   53 m 2760   2,760 m/s 15000 15 km   405 m/s -1 (no weapons) -1 (no weapons) 3786 4k ehp  
5   Ostingele Tectum
Ostingele Tectum
530   530 m 850   850 m/s 40000 40 km   118 m/s 528 528 dps   2,640 hp 65000 45 - 65 km   289853 290k ehp  
1   Renyn Meten
Renyn Meten  
33   33 m 2550   2,550 m/s 9000 9 km   410 m/s 192 192 dps   960 hp 12000 10 - 12 km   8898 9k ehp  
3   Romi Thalamus
Romi Thalamus
200   200 m 1520   1,520 m/s 18000 18 km   205 m/s 320 320 dps   1,600 hp 33000 23 - 33 km   105551 106k ehp  
1   Schmaeel Medulla
Schmaeel Medulla   
36   36 m 4000   4,000 m/s 12000 12 km   640 m/s 50 50 dps   252 hp 20000 12 - 20 km   9234 9k ehp  
1   Tama Cerebellum
Tama Cerebellum  
39   39 m 2100   2,100 m/s 12000 12 km   355 m/s 300 300 dps   2,700 hp 70200 < 70 km   8103 8k ehp  
3   Vylade Dien
Vylade Dien  
422   422 m 170   170 m/s 60000 60 km   170 m/s -1 (no weapons) -1 (no weapons) 274918 275k ehp  
5   Yulai Crus Cerebi
Yulai Crus Cerebi [8]
400   400 m 800   800 m/s 60000 60 km   118 m/s 397 397 dps   1,984 hp 210000 160 - 210 km   117850 118k ehp  
  1. ^ While using their propulsion module, they suffer the same signature bloom as players.
  2. ^ 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.
  3. ^ Preferred orbit range and regular speed while orbiting, which is their regular speed without the propulsion module turned on.
  4. ^ 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.
  5. ^ 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.
  6. ^ 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.
  7. ^ The Antem Neo does 29% EM and 71% thermal damage with its turrets.
  8. ^ The Yulai Crus Cerebi does 63% EM and 38% thermal damage with its turrets.

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.

# Targets for the entire fleet Reason
Regular targets [1] Sniper targets [2] Small targets [3]
1 Auga Hypophysis    Niarja Myelen    The Augas because they are very easy to kill and web as well as warp disrupts.

The Niarjas because they jam and neut.

2 Deltole Tegmentum    
Vylade Dien [4]  
Mara Paleo [5]   Tama Cerebellum  
Schmaeel Medulla   
Renyn Meten  
Deltoles because they neut, target paints and warp disrupts, then Vylades because they boost resists.

The Maras because they remote repair.

Tamas due to their high damage and warp disruption, then Schmaeel before Renyn due to its ability to warp disrupt in addition to webbing.

3 Ostingele Tectum
Romi Thalamus
Yulai Crus Cerebi
Antem Neo
Eystur Rhomben Ostingeles before Romis as they are easier to hit and do more damage.

Yulais before Antems as they are easier to hit and do more damage.

Eysturs pose no specific threat.

  1. ^ These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns.
  2. ^ Sniper targets are enemies that stay up to 150km away, requiring you to have increased locking range and extreme damage projection. Once you run out of sniper targets, change to short range ammo and follow regular targets.
  3. ^ Smaller targets, like frigates or extremely fast or small cruisers. Ideally the primary targets for strategic cruisers, Vindicators or the dronebunny as a last resort.
  4. ^ The Vylade is technically not much of a threat. The more Sansha on the grid the higher the priority to kill it, as it'll make all ships capable of taking more damage. But with less ships on grid that aspect becomes more or less trivial. It can still be prioritized before the Deltole for the battleship-side if you want to kill it before it moves too far out (its preferred orbit is 120 km).
  5. ^ The Mara can often be ignored in favour of other ships in the last room due to superior firepower of the fleet, but a higher priority for the cruiser-side due to having less damage while split up.

Triggers

The acceleration gates leading deeper into this site will be unlocked by the killing all the Sansha in the other side's pocket. So when the cruiser-side finishes their pocket, it unlocks the acceleration gate for the battleship-side, and vice versa. This means that you have to see it through on both sides in order to get to the fourth and final pocket where the sides come together to finish the site off.

Special requirements

  This site splits the fleet up into cruiser- and battleship-sized hulls.
(requiring you to have both in your fleet)
  This site requires you to have snipers in your fleet.
(able to lock and apply good damage up to 150km)
  This site benefits greatly from having an anchor.
(ship with an above-average tank to go in first)
Cruiser- and battleship-sized hulls

The acceleration gates leading deeper into this site has ship restrictions, forcing your fleet to split up based on ship type. Certain ships are allowed to go through either of the gates. Below is a list of ships allowed through either or both sides.

Cruiser-side Battleship-side

Cruisers [1]
Frigates [2]
Destroyers [3]

Command ships [4]
Battleships [5]
Mining barges [6]
Large industrials [7]

Battlecruiser [8]
Logistics
Industrials [9]


  1. ^ Including Combat Recon Ships, Force Recon Ships, Heavy Assault Cruisers, Heavy Interdictors and Strategic Cruisers.
  2. ^ Including Assault Frigates, Covert Ops, Electronic Attack Ships, Interceptors, Rookie Ships, Stealth Bombers and Shuttles.
  3. ^ Including Interdictors.
  4. ^ Command Ships are for some reason not able to go through both acceleration gates like their tech one battlecruiser variants.
  5. ^ Including Black Ops, Elite Battleships and Marauders.
  6. ^ Including Exhumers.
  7. ^ Including Freighters, Industrial Command Ships and Jump Freighters
  8. ^ Including both Attack Battlecruisers and Combat Battlecruisers but not Command Ships.
  9. ^ Including Blockade Runners and Deep Space Transports.
Snipers

Several ships in the last pocket will sit at sniper ranges up to 150 km away from where you land. Without sniper capable ships you'd be unable to finish this site, unless you equip ships with microwarpdrives and chase down the elusive sniper targets. But that's hardly an ideal solution.

Anchor

While not a critical role, having an anchor that goes in first to ensure that the initial full room aggro is directed to them is a safety measure. It helps avoid initial split aggro while you're facing a full wave of Sansha. It also gives people a point of reference for orbiting, to keep the fleet together.

Hints & tips

  • There are four pockets separated by acceleration gates. The fleet comes together in the fourth and final pocket, with the gate being called Fleet Staging Area. So be sure to consolidate your fleet when you reach this gate and ready your anchor and logistics on both sides before going in.
    • The different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised. So you will encounter the same type of ships in each site, but the number of ships per type in each individual wave will be slightly different.
  • Moving is required in this site, but you will not need a propulsion module unless you want to speed up your completion times.
    • The next acceleration gate is located 50+ km away from where you land in the pocket, so be sure to start moving right away.
  • 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.