Difference between revisions of "Cartel Prisoner Retention"

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(upgraded to template - added details)
(fixed shiny loot and added note about Retention Facility)
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| Variation=  
 
| Variation=  
 
| OverviewSectionY/N= Y
 
| OverviewSectionY/N= Y
     | OverviewSectionText= The Angel Cartel Prisoner Retention is an [[Combat_sites#Expeditions|escalation]] received from an [[Angel Hub]] found in [[Angel Cartel|Angel]] infested regions.
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     | OverviewSectionText= The '''Angel Cartel Prisoner Retention''' is a [[Combat_sites#DED_rated_complexes|combat DED signature]] that can be scanned in [[Angel Cartel|Angel]] infested regions in Null Sec. It is also received as an escalation from an [[Angel Hub]].
 
     | OverviewRecShips = Long range or heavy tank and light drones.
 
     | OverviewRecShips = Long range or heavy tank and light drones.
 
     | OverviewEstPayout= 215 mil
 
     | OverviewEstPayout= 215 mil
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     | Room1= 1st Pocket
 
     | Room1= 1st Pocket
 
         | Room1WarpToPopupText= This first pocket within the deadspace field contains the main gates to this Angel Cartel prison complex, defended by a pair of experienced frigate pilots.
 
         | Room1WarpToPopupText= This first pocket within the deadspace field contains the main gates to this Angel Cartel prison complex, defended by a pair of experienced frigate pilots.
         | Room1Text              =<br>
+
         | Room1Text              =
 
         | Room1Image                =  
 
         | Room1Image                =  
 
         | Room1ImageCaption          =  
 
         | Room1ImageCaption          =  
 
         | Room1Structures            =   
 
         | Room1Structures            =   
{{StructureTable|
+
{{StructureTable
{{StructureTableRow|Accl Gate|1|Ancient Acceleration Gate|note = 24 km}}
+
|{{StructureTableRow|Accl Gate|1|Ancient Acceleration Gate|note = 24 km}}
 
}}
 
}}
         | Room1Group1              = Defenders (28- 38km)
+
         | Room1Group1              = Defending Fleet (28- 38km)
 
             | Room1Group1Text    =
 
             | Room1Group1Text    =
 
             | Room1Group1InLocal =
 
             | Room1Group1InLocal =
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   | Room2                      = 2nd Pocket
 
   | Room2                      = 2nd Pocket
 
         | Room2WarpToPopupText      = This area of the complex handles the traffic of incoming (and sometimes outgoing) prisoners. The pocket is well defended by a small but powerful Angel fleet. The resident jailor holds control over who is allowed further inside the complex, through the traffic gate towards the prison battlements.
 
         | Room2WarpToPopupText      = This area of the complex handles the traffic of incoming (and sometimes outgoing) prisoners. The pocket is well defended by a small but powerful Angel fleet. The resident jailor holds control over who is allowed further inside the complex, through the traffic gate towards the prison battlements.
         | Room2Text                  = <br>
+
         | Room2Text                  =  
 
         | Room2Image                =  
 
         | Room2Image                =  
 
         | Room2ImageCaption          =  
 
         | Room2ImageCaption          =  
 
         | Room2Structures            =   
 
         | Room2Structures            =   
{{StructureTable|
+
{{StructureTable
{{StructureTableRow|Accl Gate|1|Acceleration Gate|note = 39km}}
+
|{{StructureTableRow|Accl Gate|1|Acceleration Gate|note = 39km}}
 
}}  
 
}}  
         | Room2Group1                = Defenders
+
         | Room2Group1                = Defending Fleet
 
             | Room2Group1Text        =  
 
             | Room2Group1Text        =  
 
             | Room2Group1InLocal    =  
 
             | Room2Group1InLocal    =  
Line 61: Line 61:
 
  | Room3                      = 3rd Pocket
 
  | Room3                      = 3rd Pocket
 
         | Room3WarpToPopupText  = This heavily guarded pocket bestows the prison battlements and a massive fleet of Angel vessels that see to it that no one can escape from within the retention core. The acceleration gate that takes prison transport ships into the main Prisoner block is scrambled by a scramble wave generator to keep the gate closed at almost all times.
 
         | Room3WarpToPopupText  = This heavily guarded pocket bestows the prison battlements and a massive fleet of Angel vessels that see to it that no one can escape from within the retention core. The acceleration gate that takes prison transport ships into the main Prisoner block is scrambled by a scramble wave generator to keep the gate closed at almost all times.
         | Room3Text              = <br>
+
         | Room3Text              =  
 
         | Room3Image            =  
 
         | Room3Image            =  
 
         | Room3ImageCaption      =  
 
         | Room3ImageCaption      =  
 
         | Room3Structures        =   
 
         | Room3Structures        =   
{{StructureTable|
+
{{StructureTable
{{StructureTableRow|Accl Gate|1|Acceleration Gate|note = 46km}}
+
|{{StructureTableRow|Accl Gate|1|Acceleration Gate|note = 46km}}
{{StructureTableRow|Container|1|Ammunition Cache|cargo=Random Charges}}
+
|{{StructureTableRow|Container|1|Ammunition Cache|cargo=Random Charges}}
{{StructureTableRow|Structure|1|Prisoner Cells|cargo=Random Commodities}}
+
|{{StructureTableRow|Structure|1|Prisoner Cells|cargo=Random Commodities}}
{{StructureTableRow|Structure|1|Scramble Wave Generator|cargo=Security Cypher for Angel Prison|Unlocks Acceleration Gate}}
+
|{{StructureTableRow|Structure|1|Scramble Wave Generator|cargo=Security Cypher for Angel Prison|Unlocks Acceleration Gate}}
 
}}  
 
}}  
         | Room3Group1                = Defenders (16- 54km)
+
         | Room3Group1                = Defending Fleet (16- 54km)
 
             | Room3Group1Text        =  
 
             | Room3Group1Text        =  
 
             | Room3Group1InLocal    =  
 
             | Room3Group1InLocal    =  
Line 85: Line 85:
 
  | Room4                      = 4th Pocket
 
  | Room4                      = 4th Pocket
 
         | Room4WarpToPopupText  = This deepest section of the complex houses the prisoner block. Fully outfitted with a bloodsport arena, the Angel Cartel Prison Guards pitch their unsuspecting captives into brutal Darwinian games where only the strongest and fittest survive to tell the tale. The block is guarded by an experienced combat fleet, not to be taken lightly.
 
         | Room4WarpToPopupText  = This deepest section of the complex houses the prisoner block. Fully outfitted with a bloodsport arena, the Angel Cartel Prison Guards pitch their unsuspecting captives into brutal Darwinian games where only the strongest and fittest survive to tell the tale. The block is guarded by an experienced combat fleet, not to be taken lightly.
         | Room4Text              = <br>
+
         | Room4Text              =  
 
         | Room4Image            =  
 
         | Room4Image            =  
 
         | Room4ImageCaption      =  
 
         | Room4ImageCaption      =  
         | Room4Structures        =  
+
         | Room4Structures        =
         | Room4Group1                = Defenders (26- 43)
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         | Room4Group1                = Defending Fleet (26- 43)
 
             | Room4Group1Text        =  
 
             | Room4Group1Text        =  
 
             | Room4Group1InLocal    =  
 
             | Room4Group1InLocal    =  
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|{{NPCTableRow|Sentry|4|Angel Stasis Tower|ewar=Web}}
 
|{{NPCTableRow|Sentry|4|Angel Stasis Tower|ewar=Web}}
 
|{{NPCTableRow|Sentry|4|Angel Sentry Gun}}
 
|{{NPCTableRow|Sentry|4|Angel Sentry Gun}}
|{{NPCTableRow|Sentry|1|Angel Retention Facility|point=yes|ewar=Web|shinycargo=21th Tier Overseer's Effects, Gist C-Type Modules, low chance of Machariel BPC}}
+
|{{NPCTableRow|Sentry|1|Angel Retention Facility|note=Has no EM Resists, instant armor repair stops if ship and drones attack from over 35km range|point=yes|ewar=Web|cargo=21st Tier Overseer's Effects, possibility of Gist C-Type Modules and/ or Machariel BPC (rare)}}
 
}}
 
}}
  

Revision as of 08:25, 20 May 2017

Site Details
Cartel Prisoner Retention

Type DED Rated Complex
Rating DED 8/10
Found in Null
Max ship size T2 Battleship
Pirate faction Angel
Damage to deal Explosive damage Ex
Kinetic damage Kin
Damage to
Resist
62% Explosive damage Ex
22% Kinetic damage Kin
Sig. Strength 2.5% in Null Sec