Contract Killers

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Expedition
Contract Killers
Escalates From Serpentis Base
Security
Regions
Max Stages
Pirate type Serpentis Corporation


Contract Killers 1

When you land you will land in a single pocket of deadspace, with a shadow serp BS (Rear Admiral) and 2 groups of frigs and cruisers 40 or so km off with 4 cruse batterys 60 km off. In total 10 frigs (3 scram), 16 Cruisers/BC, 1 Shadow BS. Now you should get the esclation upon landing, if so you will see this message pop up Your instruments lock on a departing ship and from its jump parameters, suggest an approximate destination. This will take you to part 2 of the escalation, which was about 11 jumps away for me, but your results may vary.


Contract Killers 2

On warp in: 4 cruise batterys,, 3 elite cruisers,, 3 bs,, 1 Shadow BS (Chance), 1 Serpentis Drug Factory (Fires Purgatory Citadel Torpedo),, all around 100km off

Take care of the rats but ignore the factory, as although it may look like an overseer structure it doesn't actually drop any deadspace items other than random contraband. The factory reps shield and armor so you will need around 1500dps just to break the tank. It fires Citadel torpedos which are relatively weak and can be tanked easily. The factory webs you up to 50km out.

The next stage is to shoot the structure named "Serpentis Drug Lab". This will trigger another wave of ships about 160-180k from the beacon, including elite frigates, battlecruisers and battleships. One battleship is named "Quertah Bleu", and is the overseer for the site. He moves very quickly and hits for a fair amount of damage, but his tank is nothing too special. Take him out and you'll get a message indicating the end of the escalation.

Quertah may drop Core C-types, and possibly a Vigilant BPC.

Note: (The player who receives aggro from the Serpentis Drug Factory can keep it at range of at least 60km. In this instance the Drug Factory will still rep its shields but will cease to repair its armor and will be much easier to take down. All other players assisting can keep the Drug Factory at preferred range as long as the player who receives aggro from the factory keeps it at 60km. Factory does not switch targets.)


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