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Intelligence Reports

  Fleet of 40 pilots (up to 60 in low/null)
6 - 10 logistics needed (5+ utility cap needed)
10 - 15 snipers needed
Sites take about 10 - 20 minutes

Preferred List

  • 6-10 Logistics
  • 10-15 Damage Dealers
  • 10-15 Snipers

Military Intelligence

Your objective is to destroy the Sansha fleet guarding the cloning facility. You will not be able to destroy the facility itself, your only objective is to remove the defensive fleet.

Background Intelligence

Although many parts of the Nation's cloning process are still not fully documented and understood, a few central aspects of the logistics behind their battlefield applications are clearly visible. Front-line cloning is handled in complexes that self-identify as "Nation Rebirth Facilities." Since this facility enables rapid reinforcement of the Nation's squadrons, its tactical importance must not be underestimated. For its own part, the Nation understands this potential weakness, and has made sure that cloning facilities are both highly mobile and heavily defended.

Synopsis from ISHAEKA-0085. DED Special Operations.
Authorized for Capsuleer dissemination.

Rewards

High Sec Payout Low / Null Sec Payout
31,500,000 ISK 45,000,000 ISK
7,000 CONCORD LP 10,000 CONCORD LP
For 20-40 pilots For 30-60 pilots

Rewards decrease significantly for fleet sizes outside of these ranges

Site Overview

The Nation Rebirth facility has 4 separate waves of Sansha that must all be killed to complete the site. Each new wave is triggered by killing all rats in the previous wave. The amount of movement required in the site is dependent on your role; long range ships will only need to move at most twice. First to get to their initial anchor point after entering site and to kill the rats that spawn that spawn ~100km off in the final wave. Short range ships will need to move for each wave in order be on top of the new spawns. Logistics ships will need to move once to their anchor point which will keep them in range of other ships for all spawns.

Completion Requirements

Kill all enemies in each of the 4 waves.

Special Mechanics

This site has no special mechanics and only requires killing all rats in order to complete it. The only thing worth noting is that in the final wave there is a spawn ~100km away from where all other wave spawns were, so being prepared for this will avoid unwanted delays in site completion.

Enemies

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  
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  
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  
5   Outuni Mesen
Outuni Mesen [8]    
400   400 m 790   790 m/s 18000 18 km   110 m/s 352 352 dps   1,760 hp 65000 45 - 65 km   215104 215k 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   Uitra Telen
Uitra Telen [9]
300   300 m 1500   1,500 m/s 30000 30 km   260 m/s 132 132 dps   660 hp 32500 23 - 33 km   132070 132k 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 [10]
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 Outuni Mesen does 82% EM and 18% thermal damage with its turrets.
  9. ^ The Uitra Telen does 82% EM and 18% thermal damage with its turrets.
  10. ^ The Yulai Crus Cerebi does 63% EM and 38% thermal damage with its turrets.