Blood Raider Psychotropics Depot

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Revision as of 11:19, 23 July 2012 by Traidir (Talk)

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Complex Details
Blood Raider Psychotropics Depot
Signature Strength 2.5% (high) 5.0% (low)
Type Unknown
DED rating 5/10
Security Highsec, Lowsec
Known Regions  ?
Pirate type Blood Raider




"The Blood Raider Covenant, although not traditionally associated with drug running, maintains deep ties with the psychotropics trade. Unfortunate test subjects, harvested from the Covenant's pirate activities, are subjected to a variety of tests using these drugs. The exact purpose of these tests is still unknown. Any Covenant psychotropic depots found should be eliminated.
DED Threat Assessment: 5 of 10"


Room 1

"The Blood Raiders are taking no chances. Instead of just setting up a defense fleet, they've erected a massive defense platform and appointed an Exsanguinator to run it."


Initial Group

21x (Frigate)
7x (Cruiser)
2x (Battlecruiser)
3x (Battleship)
1x Blood Raider Sentry Gun

Room 2

Initial Group

6 x (Frigate)
3 x (Destroyer)
5 x (Cruiser)
11 x (Battlecruiser)
8 x (Battleship)
8 x Blood Raider Sentry Gun

Room 3

Initial Group

11 x (Frigate)
1 x (Destroyer)
10 x (Cruiser)
6 x (Battleship)
9 x Blood Raider Cruise Missile Battery
1 x Blood Raider Heavy Missile Battery
2 x Blood Raider Light Missile Battery
9 x Blood Raider Sentry Tower
3 x Blood Raider Stasis Tower (web)
1 x (Battleship Commander) Exsanguinator (18th Tier Overseer's Personal Effects, Dark Blood modules, Corpum B-Type modules)



"Not just any cultist can become one of the Blood Raiders' elite Exsanguinators. There has to be something of extraordinary value somewhere in that wreck."


The last room is tough. Make sure you have a decent tank and get rid of the stasis towers and the cruisers as fast as possible. If you fail to do so, the damage will be overwhelming. Warping out and back again will not work, because all enemy ships will wait at the warp-in of the third room and apply their dps instantly.


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