For Justice, Level 1


Last edited by DesmontMcCallock
Sat, 14 Jul 2012 06:27 UTC


Faction: Amarr
Mission type: Encounter
Space type: Deadspace
Damage dealt: EM/Therm
Reccomended damage dealing: Kin/Therm
Maximum Ship Size: Destroyer
Completed with: Rifter

Pocket 1

All aggro on warp in
Most can be killed with one shot

4-5x Amarrian Guard

Pocket 2

All aggro on warp in
Most can be killed with one shot

4-5x Amarrian Guard

Pocket 3


1x Amarrian Spy (Cruiser)


CategoryMissions
CategoryLevel1
Comments [Hide comments/form]
Warp in
Forgotten Shipyard
empty

Pocket 1
3x Shrine Ruins
empty
If Amarian Spy dead then Accelerate Gate locked

Pocket 2
Ruined Bunker, 2x Deserted Battery, Minmatar Guard
empty

Pocket 3
Blasted Neon Sign
empty
-- OriensD (2010-05-07 00:10:35)
I had 6 guards in both the first and second pockets. They popped in one shot 2/3 of the time for me (3x 125mm autocannons)
-- DoctorNho (2011-05-16 01:14:45)
says amarrian guard when alive but has rogue drone wrecks ? 6 ships each pocket 1+2
sympathizer dropped 'imperial navy sergeant major insignia' (pretty sure his is the only real amarr ship.)
-0.009 amarr standing for ship kill
used 250mm with emp ammo no problems at all
-- CinTek (2014-11-29 15:03:58)
R and L Electronics has a HRI100
YAESU HRI100, HRI-100 , WIRES INTERFACE NODE
RandL has link to Manufacturer info on the HRI100 here.
R&L has a link to the Eham review on the HRI100 here.
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