Prison Bust, Part 3 of 5 posted by titoironman, April 26, 2016, 6:30

Part 3 of 5, (Part 2 is called: "The Hard Way")

Faction: Amarr
Mission type: Encounter
Space type: Deadspace, gated
Web/Scramble: None
Damage dealt: EM/Therm
Recommended damage dealing: Exp/Kin
Minimum recommended ship class: 2 Battleships, 1 with passive tank and 1 with Shield Transporters
Extras: Amarr Energy Neutralizer Sentry IIIs, NOS, Tracking Disruptor

Direct Warp into Deadspace

Pocket 1

Destroy Forcefields to access the gate to Pocket 2
6 x Powerful EM Forcefields (6,000 hp/each)

Pocket 2, Ships 2-80km away (Towers 100-115km away)

Just shooting some of the ships in this pocket is enough to trigger re-inforcements, hereafter refered to as (Hair-Triggers)

5 x Cruisers (Divine Imperial Ambrose/Basil) orbits at 7-19km, NOS, Hair-Trigger 1, Trigger 2
5 x Battlecruisers (Imperial Templar Champion/Justicar) orbits at 10-22km
10 x Battleships (Imperial Templar Dominator/Judgment/Martyr) orbits of 17-49km, Hair-Trigger 3
5 x Amarr Cruise Missile Batteries
2 x Amarr Energy Neutralizer Sentry IIIs

Spawn 1a
Just shooting one of the original five cruisers (Hair-Trigger) will spawn:
6 x Cruisers (Imperial Templar Donus/Tamir), --Trigger 1b
Spawn 1b
5 x Battlecruisers (Imperial Champion/Imperial Templar Justicar)

Spawn 2
After destruction of the original five cruisers there spawns
4 x Battlecruisers (Imperial Templar Seer)

Spawn 3a
Just shooting one of the Battleships (Hair-Trigger) will spawn:
5 x Battleships (Imperial Templar Dominator/Ultara), -- Hair-Trigger 3b

Spawn 3b
5 x Battleships (Imperial Templar Martyr), -- Hair-Trigger 3c

Spawn 3c
6 x Battleships (Imperial Templar Diviner/Judgment)

Amarr Prision Facility Spawn
Just shooting the Amarr Prison Facility (Hair-Trigger) will spawn:
3 x Battleships (Imperial Templar Judgment)

Destroy the Amarr Prison Facility (150,000 hp) to retrieve the prisoner (1) Spy, Objective

Use a Passive Tank or plan a capacitor that receives an additional 200 units/s.
Make sure your Drones are set to "Passive" if you don't want to spring the Hair-Triggers.
Maximum damage dealing of initial group if it gets into range is 2423hp/s (EM 58%, Therm 42%).

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