=====True Power Provisional Headquarters===== ---- =====Objectives===== ====Force Required==== * Fleet of 40 pilots (up to 60 in low/null) * 6 - 10 logistics needed (5+ utility cap needed) * 0 - 15 snipers (optional) * Sites take about 10 - 20 minutes ====Military Information==== Your objective is to secure a path to True Power's Mobile HQ and then destroy it. You will need to pass through three layers of security before you will arrive at the station. Sansha commanders will attempt to reinforce the area en-masse if you give them time to, so be sure to bring pilots to breach their defenses quickly. ====Background Information==== True Power, the leading corporation within Sansha's Nation, has acquired the means to establish provisional headquarters in areas of their choosing. The exact nature of these operations or how such large complexes are established so quickly remains unknown. The use of mobile nano-factories is strongly suspected, and would help account for the rapidity of setup. It is also possible that rogue drone technology, or even worker drones themselves, are for some reason assisting in the rapid deployment of these battle stations, although this remains unconfirmed. The strategic value of these outposts is significant. Nation can re-equip local fighting forces at a moment's notice, transmit instructions and battle reports along secure lines, and rally retreating Nation forces that have been ejected from other strongholds, which are always in close proximity to the larger headquarters for this reason. Synopsis from ISHAEKA-0081. DED Special Operations. Authorized for Capsuleer dissemination. ---- =====Enemies===== Below is a list of enemies that spawn in this site. ^Name^Sig (m)^Speed (m/s)^Orbit (km) / Speed (m/s)^EWar^Damage (dps) / Volley (hp)^Range (km)^EHP (x1000)^ |Antem Neo|184|1350|60 / 205|-|168 / 840|146-176|88| |Arnon Epithalamus|215|1300|50 / 210|Jam|164 / 900|113|65| |Auga Hypophysis|325|1100|6 / 170|Scram / Web|480 / 2400|12-20|52| |Deltole Tegmentum|540|850|12 / 118|Scram / Neut / Paint|818 / 4500|45|179| |Eystur Rhomben|49|3360|11 / 560|-|120 / 600|10-12|9| |Intake Colliculus|320|980|50 / 140|RR Shield|120 / 600|10-12|9| |Mara Paleo|65|2050|60 / 310|RR Shield|-|-|30| |Ostingele Tectum|530|850|40 / 118|-|528 / 2640|45-65|290| |Outuni Mesen|400|790|18 / 110|Scram / Neut / Web|352 / 1760|45-65|215| |Romi Thalamus|200|1520|18 / 205|-|320 / 1600|23-33|106| |Schmaeel Medulla|36|4000|12 / 640|Scram / Web|50 / 252|12-20|9| |Tama Cerebellum|39|2100|12 / 355|Scram|300 / 2700|70|8| |Vylade Dien|422|170|60 / 170|Combat Booster|-|-|275| |Yulai Crus Cerebi|400|800|60 / 118|-|397 / 1984|160-210|118| ---- =====Priorities===== This is a generic kill order that works no matter what fleet you're running. Certain special doctrines or fleet compositions could change some things in order to optimize their fleet efficiency, so this isn't necessarily the only kill order, but it works. As a general rule of thumb, if you cannot shoot the highest priority target due to low damage projection, move on to the next target you can actually hit. Just remember to switch back to a higher priority target if it moves into range later on. ^#^Targets for the entire fleet^^^Reason^^ ^:::^Regular Targets^Sniper Targets^Small Targets^:::^ |1|Arnon Epithalamus||Schmaeel Medulla|The **Arnons** because they jam and the **Outunis** due to heavy neuts (also warp disrupts and web). The **Schmaeels** because they web and warp disrupts.| |:::|Outuni Mesen||:::|:::| |2|Auga Hypophysis|Mara Paleo|Tama Cerebellum|**Augus** before **Deltoles** as they die rapidly and also web, then **Vylades** because they boost resists. The **Maras** because they remote repair. **Tamas** due to their high damage and warp disruption.| |:::|Deltole Tegmentum|:::|:::|:::| |:::|Vylade Dien|:::|:::|:::| |3|Intaki Colliculus|Tulai Crus Cerebi|Eystur Rhomben|**Intakis** because they are logistics then **Ostingeles** before **Romis** as they are easier to hit and do more damage. **Yulais** before **Antems** as they are easier to hit and do more damage. **Eysturs** pose no specific threat.| |:::|Ostingele Tectum|Antem Neo|:::|:::| |:::|Romi Thalamus|:::|:::|:::| ---- =====Triggers===== The **acceleration gates** in the first and second pocket of this site will only unlock once all the Sansha in the pocket have been killed. In the third and last pocket the **True Power Mobile Headquarters (Sansha's Battletower LCO)** will be a regular object in space until you've killed off the first wave, the second wave (triggered by the last Ostingele in the first wave) and the third wave (triggered by the last Ostingele in the second wave). Then it will unlock into the proper **True Power Mobile Headquarters (Reinforced Nation Outpost)** that you need to summarily blow up.\\ The destruction of the **True Power Mobile Headquarters** will end the site.\\ //Technically both the acceleration gate and headquarter structures will despawn and respawn as proper interactive objects.// ---- =====Special Requirements===== There are no special requirements for this site. ---- =====Hints & Tips===== * If you land in a new pocket and there's a **Mara Paleo** tagged for the snipers, kill it before you start moving (to preserve your tracking). * If you need to control the incoming damage you can tag one of the **Ostingele Tectums** of each wave in the last room as J (juliet) to manage the triggers. Kill everything but the last Ostingele before finishing it off, that way you will not risk spawning too many ships at once. * Remember to pulse your propulsion module or turn it off as soon as you're in position, to preserve cap. * Keep an extra eye on your capacitor if the **Outuni Mesen** is still on the field. * It doesn't hurt to remind people to move towards the gates in the first few rooms, switch to the fleet member tab or look at brackets in space to catch people who forget to move.