Unauthorized Military Presence - Blood Raiders posted by titoironman, April 24, 2016, 22:29

Faction: Blood Raiders
Mission type: Encounter
Space type: Deadspace, gated
Web/Scramble: None
Damage dealt: Em/Therm
Reccomended damage dealing: EM/Therm
Minimum recommended ship class: Battleship
Extras: Weapon disruption, Light usage of Energy Vampires (Corpum Sage)

At the Gate

Gate is unlocked, you can ignore this group if you want to.

Single Group: (25km Delayed Aggro)
3x Destroyers (Corpior Templar/Devoter)
3x Cruiser (Corpum Arch Sage/Arch Priest)
2x Battlecruiser (Corpior Bishop)

The first Acceleration Gate is 20 km from the warp-in point.

Single Pocket

There will be a group at the Amarr Dome when you warp-in and two others will spawn within a few seconds. They will look like two groups. The group at the Amarr Dome will aggro drones.

Group 1: (near the Amarr Dome 74-110km)
4x Frigates (Corpii Reaver/Engraver)
2x Elite Frigates (Elder Corpii Seeker/Collector) (Weapon Disruptors)
3x Cruisers (Corpum Dark Priest/Shadow Sage)
3x Battlecruiser (Corpior Bishop/Seer)
4x Battleships (Corpus Archon/Oracle/Prophet)

Group 2: (near the Shuttle Wreck 90-100km Delayed Aggro)
2x Blood Raider personnel Transport
3x Frigates (Corpii Engraver/Reaver)
3x Destroyers (Corpior Templar/Devoter)
3x Cruisers (Corpum Shadow Sage)
2x Battleships (Corpus Archon/Oracle)

In Pocket 2 you only have to kill the group with the 2 Transport Ships. Once the group with the Transport Ships is dead, take 10 militants from one of the Transport wrecks to complete the mission. Killing the other group is not necessary. You may use other militants if you have them.

Standing loss:
Killing the Transport Ship incurs a 4.0% standing loss with Blood Raiders.

Mission data kindly provided by eve-survival.org with full complience of the coryright rules stated. Please refer to the source for more information.
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