Prison Bust (3 of 5)

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Prison Bust (3 of 5)
Level 5
Faction Amarr
Damage to Resist EM (58%)/Thermal (42%)
Damage to Deal EM/Thermal
EWAR Neuts/NOS/Tracking Disrupter
Recommended Ship Group
Notes


Pocket 1 - Warp-In

  • 6 x Powerful EM Forcefields (6,000 hp each)

Destroy them to access the acceleration gate to pocket 2.

Pocket 2

Ships are 2-80km away. Towers are 100-115km away. Note: Shooting the ships in this pocket can trigger reinforcement waves.

  • 5 x Cruisers (Divine Imperial Ambrose/Basil) - NOS - Trigger 1 - Trigger 2
  • 5 x Battlecruisers (Imperial Templar Champion/Justicar)
  • 10 x Battleships (Imperial Templar Dominator/Judgement/Martyr) - Trigger 3
  • 5 x Amarr Cruise Missile Batteries
  • 2 x Amarr Energy Neutralizer Sentry IIIs

Spawn 1

Spawns on attacking the original five cruisers.

  • 6 x Cruisers (Imperial Templar Donus/Tamir)
    • Trigger for:
    • 5 x Battlecruisers (Imperial Champion/Imperial Templar Justicar)

Spawn 2

Spawned on destruction of the original five cruisers.

  • 4 x Battlecruisers (Imperial Templar Seer)

Spawn 3

Spawned on attacking the original 10 Battleships

  • 5 x Battleships (Imperial Templar Dominator/Ultara)
    • Trigger for:
    • 5 x Battleships (Imperial Templar Martyr)
      • Trigger for:
      • 6 x Battleships (Imperial Templar Diviner/Judgement)

Amarr Prison Facility Spawn

Spawns on attacking the Amarr Prison Facility.

  • 3 x Battleships (Imperial Templar Judgement)

The Amarr Prison Facility(150,000 hp) will drop 1 Spy. This is your objective.

See Also

Part 1: Location, Location (1 of 5)

Part 2: The Hard Way (2 of 5)

Part 3: Prison Bust (3 of 5)

Part 4: Informed Attack (4 of 5)

Part 5: A Dirty Job (5 of 5)