Prison Transfer, Level 4


Last edited by ZeroFade
Wed, 20 Feb 2013 04:47 UTC

Faction: Caldari
Mission type: Encounter, Deadspace, no gates
Damage dealt: Kinetic/Thermal (Extremely probable, however not verified)
Recommended damage dealing: Kinetic/Thermal
Recommended ships: Properly tanked battleship, Speed Tanked Ishtar
Extras: None Known (check comment below)

Blitz: None. All NPCs must be destroyed.

Caution: This is an initial report based on several runs of the mission from different people. Variations are unknown, but have no observed thus far. Observers have been extremely well-tanked and have not come across any scramblers/webs/nos/etc. That said, they still may exist.

Single Pocket

Warp In Point: 25km from Cell Block D (probably a Spawn Container in Overview settings; not verified). No hostiles on initial warp-in.
Approaching Cell Block D within 5km triggers the first spawn and temporarily despawns Cell Block D.
All spawns appear within 5km of Cell Block D and auto-aggro at close range.

First Wave:

3x Cruisers (State Shukuro Buke/State Shukuro Ashur)
2x Battleships (State Shukuro Daijo) Triggers Wave 2

Second Wave:

3x Destroyers (State Yumi/State Kissaki) Triggers Wave 3
3x Battleships (State Shukuro Daijo)

Third Wave:

3x Battlecruisers (State Kanpaku/State Shukuro Bajo)
3x Battleships (State Shukuro Daijo) Triggers Wave 4

Fourth Wave:

3x Destroyers (State Yumi/State Kai Gunto) Triggers Wave 5
2x Battleships (State Shukuro Daijo/State Shukuro Bishamon)

Fifth Wave:

3x Destroyers (State Kissaki/State Tsuba)
3x Battleships (State Shukuro Daijo/State Shukuro Taisho) Triggers Wave 6

Sixth Wave:

3x Battlecruisers (State Shukuro Bajo/State Shukuro Samurai)
3x Battleships (State Shukuro Daijo/State Shukuro Taisho) Triggers Mission Completion

Once mission completion has been triggered, Cell Block D respawns and you can retrieve the Caldari Operative.

Standings

Besides the "Derived Modification" normally received for any Storyline Mission, you will get standings losses of at most -0.02% each for "Combat - Ship Kill" for the Caldari State. These secondary standing losses are on the standard 15 minute standings timer, so divide how long it takes you by 15 minutes and round up, and that is how many of these you will get. These are unavoidable, but negligible. At Social Level 4, expect a 9% gain with the faction you are working for and a 36% gain with the corporation you are working for.


CategoryMissions
CategoryLevel4
Comments
Comment by SeamusDonohue
2011-09-17 13:59:50
By the way, I got the following tags and faction ammunition from the wrecks:

9x Caldari Navy Captain Insignia I
5x Caldari Navy Commodore Insignia I
10x Caldari Navy Commodore Insignia II
16x Caldari Navy Admiral insignia !
100x Caldari Navy Cataclysm Cruise Missile
100x Caldari Navy Devastator Cruise Missile
Comment by CryptoMaven
2011-10-22 12:34:12
Easily tanked in a CNR. My shields never dropped below 98%. Took about 22 minutes to complete. Reward, bonus, salvage, and loot totaled about 30 mISK.
Comment by LiveDimension
2011-12-09 16:44:44
Completed in a Kin/Therm Deadspace tanked HM Tengu. Incoming damage is consistent with serps Kin/Therm damage, so incoming damage is almost certainly Kin/Therm. Zero issues with tanking.
Comment by CaptNemo
2014-03-06 11:06:45
Ran with Vexor Navy Issue with high armor resists (92% kinetic), active tank with single MAR II and heavy drones (Wasp I). Spawns and triggers are accurate; no scramblers, webbers or other extras. Cruisers in first wave deal some thermal damage; all other ships (all waves and ships) deal kinetic damage only. Tank was stable, very easy mission.

Ran this mission several times (after each reset at downtime), farming for tags. Spawns and triggers were consistent each time. Average loot and salvage per run: 48 million. Faction standing gain (at Social 5): 9.375%
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