Wotlankor walks into the auditorium.
Grumblings can be heard but here and there a smile creeps into the eyes of former fleet mates.
Zoolkhan can be seen sitting half covered in shadows, his Khumaak tied to his back as always during official war times. Even Paddington has reactivated his pod license. Small nods are exchanged.

Wotlankor walk to the middle of the auditorium and face the council.

Greetings all

Intercision hereby request to be adobted into the warrior ranks.

We are a very small corporation, but we have the skills and dedication to make this a stable and good addition to whatever form Ushra’Khan will take after the rebuild.

We are small but believe we can make an impact.
We do not ask for counsil seats.
We do not ask for space.
We do not ask for moons.

We ask for the chance to bring back to Ushra’Khan what was lost.
If for nothing else we will fight for and with you till what was lost is gained back.
After the dust settles we may be deemed unworthy to continue in the alliance and we shall leave, but give us the chance to prove ourself in battle alongside the people we call friends and have shed blood with.

I know there will be voices heard of warriors who may not have a vote but who through valor have bigger impacts than mere votes. They will vouch for us.

For where can a new warriror clan prove their worth if not on the field, back to back with fellow warriors?

Silence follows as Wotlankor walks out and the voting can comense behind closed doors.



 

With Ombey back in the CEO seat Intercision has been cleaned up and purged. Juturna had just completed her first jump when he hailed me on the neo-com. We talked of the recent development and though we disagree on whether it is for good or worse we showed same resolve in helping the corporations that got kicked from Ushra’Khan get back on their feet. If they accept Intercision then I will rejoin Intercision as a director and help purge Hydra from Providence.

Knowing Hydra back when Ushra’Khan were allies to them I am convinced they did not do this for ISK or material purposes. They simply want a fight and get the associated fame of bringing the oldest alliance down. So far they have achived the fame partly. Only partly because everyone know they really had no hand in it and only got the alliance name offered through Tarac Nor. They will of cource derive some fame in the aftermatch that are to come.

Ushra’Khan may in name be under new management but Ushra’Khan as an idea lives on.  When thinking or mentioning Ushra’Khan I think of the corps that was kicked out, they are Ushra’Khan. Not some document or form in a Concord office. That document so far is the same as Hydra.

The station and area I found myself in was buzzing with trafic. From where I stood I had a good panorama view over the hangar. A hurricane was undergoing mantainance, the previous markings could no longer be seen but a new Ushra’Khan fist was starting to grow on the side. Checking the hangar log brought up names not seen around providence for some time. I stood there for a good hour before I realised that I was staring at the Ushra’Khan tribal logo and realised it was custom made for the comming campaign.

The spirit of the warriors are still high…

 

The corp had been formalized and everything was ready to go. The new office decorated, communication channels set up and recruitment procedures in place.

I was sitting in the new office making the final draft for the recruitment poster that was to be distributed. We had worked hard the last month and a half and were very happy with the result.

The holo screen flickered but I was not paying attention. What was that about Ushra’Khan ?

I lifted my eyes from the paperwork and slowly the news dawned on me. Tarac Nor, a person I had trusted had gone and shoplifted Ushra’Khan and not only that, he had transfered Concord documented control to HYDRA. That person was though a middleman also a co-director in our newly formed corporation Intercision. The plan was that he was waiting on a delivery of a Nyx and then would have joined Intercision. I had just gotten confirmation that the Nyx had been delivered and that he would quit Ushra’Khan.

A quick emergency meeting revealed that Tarac Nor had the support of quite a few of the pilots in Intercision. It ended in a heated argument with his supporting pilots yelling at me that I could piss off to Concord controlled space and mine if I could not stand the heat.

I went to the nearest bar to think this over. It did not take long to reach the conclusion that the relationship in the corp was ruined and with the things that had been said we would be unable to built a corporation on that foundation. Ombey was planetside so I had no clue what his reaction would be.

I started making calls ind order to get a clearer picture of the politics involved.

I felt partly responsible. Two months back, just before leaving Ushra’Khan, Tarac Nor had voiced that he would think it funny to empty the NKB corp hangar. I told him that I would not condone such actions and asked him to leave such thoughs behind and if he ever did such things against any entity I would never want to hear or know of it. He put it off and I wrote it off as a fustration with the current development in Ushra’Khan which had initially sparked the idea to form Intercision and go into what Concord labeled Faction Warfare. Truth proved to be much much worse.

Having gotten a clearer picture I called the local concord officials and informed them that they were to remove any roles tied to my pod licence. They confirmed that in 24 hours I would be released of roles in the official Concord database and would be ready for transfer to wherever I wanted to head out.

I then called the docking manager Scotty.

“Scotty please prepare Juturna, with a complete compliment of combat ships.”

There would be my Megathron ready for combat the moment Juturna docked as well as a compliment of  Sabres, a Falcon, a Guardian, a Vagabond, a few Interceptors and enough equipment for an additional 4-5 battleships.

“Yes sir.” came the quick and dry reply.

Time to reflect and contemplate. I had no clue what corp to join yet and even if they would have me. I had not heard from Ombey yet but hoped he would understand and join me for a month of campaigning mercenary style. If not then we would likely meet up a month or two from now and see where we were respectively.

I kinda liked the idea of joining as a mercenary auxiliary with no commitment other than bringing firepower for a periode. A single carrier that could deploy firepower anywhere. Back to the basics. Back to mercenary action.

 

This will be a short article featuring how to hunt targets in 0.0 using the Vagabond

Ive lived all my life in 0.0 with all the politics, oppertunities and fun that brings with it. First I lived as a carebear in Stain but moved on and got introduced to fleet combat in KIA and solo and small gang combat in Ushra’Khan. I tried small gang roaming in KIA for the first time, undocked in my brand new and ultra expensive Deimos and got slaughtered 10 minutes later. Not untill I joined Ushra’Khan did I try small gang roaming again. The small gang and solo combat is however by far the most thriling thing I’ve ever done. To this day I still get chills down my spine when the disrutor locks on a target.

Topics

  • The ship
  • The fitting
  • Maneuvering
  • Navigation
  • Scanning
  • Catching and Combat
  • Canning or ransom

The ship

There is a selection of ships that are perfect for this type of combat. This article will focus on the vagabond but I’ll shortly mention the ships that does the solo job fine.

  • Vagabond (My baby)
  • Cerberus (Yes, it actualy performs well if flown and fitted correctly, you will likely die in a good gatecamp)
  • Cynabal (Vagabond on speed at double cost)
  • Curse (Nasty little bugger, you will likely die in a good gatecamp)
  • Machariel (Everyone wants to kill you but you can’t ignore almost 100 km range and in combination with a 30 km faction neut and a 30 km Sansha disruptor it is win)
  • A number of Strategic Crusier fits.

The vagabond offers value for money in versability, good inertia, tracking and dps.

The fitting

You live and die by your speed and agility. If you were to fight another vagabond or something similar you would maybe have a Damage Control as well as a medium neutralizer in the high slot. This is not made to fight other vagas, this ship is made to kill slow battleships, Battlecrusiers and other carebeary stuff.

High slots:

Gunz:

The auto cannons recently got a range increase and now it can reach over 30 km without rigs or tracking enhancers. You will want an assortment of ammo. First of all the Barrage M ammo for keeping range and secondly Republic EMP M. Republic EMP M has the tracking bonus and can help you deal with small stuff. I also always carry around some regular EMP M. Should you ever get camped or bored you can pop a few rats for security or bounties. The PvP Vaga is an excelent ratting ship if you can overlook the insane ammo usage. Found a Sansha ? Orbit at 5 km and let loose.

Ammo and cargo:

  • 2000 Rounds of barrage
  • 3000 Rounds of Phazed Plasma
  • 3000 Rounds of Republic EMP M
  • 6000 Rounds of whatever local rats are vulnarable to. (You can drop this when you pick up loot)
  • 1-2 Mobile Small Warp Disruptor I (Your can drop these when you pick up loot)
  • 1 Unit of Freed slaves
  • 200 units of nanite repair paste

Cloak:

Learn to love it. There is no way around it if you want to get out alive of some of the more interesting situations in 0.0 such as large gatecamps. I will teach you how later when we talk Maneuvering. The locking time is nerfed and some kills will get away due to this. We can share a rum later at the Tribal Liberation main station and talk of all the Abaddons and Ravens that got away due to this. There wont be that many, but when it happens and that 1 second was all you needed before they warped out then you will curse it to hell and back.

Mid slots:

Disruptor tech II version or if you feel pimp then a true sansha version with 30 km range is epic. You can actualy kill that stupid neutralizing domi. Takes ages and lots of micro management but can be done.

Two large shield extenders II, I think you could actulay get by with just one as it is very seldom they dip you far into the shield. Have experimented with an afterburner but you really need to be able to pulse the micro warpdrive and you cant do that with an active afterburner and then you die.

Microwarpdrive. Does not matter what sort, I use tech I because you wont be perma running it anyway and there is no extra speed boost in using tech II. The 10 seconds it runs longer under a tech II version will never save you anyway.

Low slots:

3 x Gyrostabalizers for dps, 2 x tracking enhancer for extra range and better tracking = more dps land on target. No you dont need a damage control, you need speed and agiliy. You can change one Gyrostabalizer for an nanofiber.

Rigs:

Ohh the joy of medium rigs now at affordable prices. After a heated debate, some of which can be found below, and some testing, I feel confident enough to go with  2 x Medium Polycarbon Engine Housing I.

[Vagabond, PvP 220mm Cloak]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II

10MN MicroWarpdrive I
Large Shield Extender II
Large Shield Extender II
Warp Disruptor II

220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
Improved Cloaking Device II

Medium Polycarbon Engine Housing I
Medium Polycarbon Engine Housing I

Warrior II x5

Maneuvering

Welcome to the flight school. Nothing beats hands on practice but before you do then here are some basics on how to use you systems and ship. Hands on practice without preparation can be very expensive.

Undock and get a feel for the speed. Try making some radical turns and see how it handles. Notice how long it takes to get to full speed if you make sharp 180 degree turns and compare it with a broarder turn. The radical turn is something we want to avoid because even a drake can get you if you are not carefull. You almost stand still for 3-4 seconds. This is also what happens when you use the orbit button so most experienced players will go fully manual in the flight around a target. Your defaul orbit range should be set for 17-19 km, this pose the danger that when you orbit and pulse the MWD you get out of range. Watch your range to the target constanly as well as the targets velocity.

Go to some random belt in high sec and find a miner ship, lock him up and orbit him at different ranges, pulse the microwarpdrive, see the behaviour of the Vagabond, try to manually orbit the target with and without the MWD.

Next lesson is about gates. They are the most dangerous aspect of roaming as you never know whats on the other side. Therefore you need to master the abilities of your microwarp drive and cloak in combination.

There are 3 examples we will go over and some advanced training.

You jump through a gate and find:

  1. There is a large anchored bubble
  2. There is one or more interdictors
  3. Advanced training
  4. There are some ships with tackle but no bubble blowers

In all examples you need to stop and think. For two reasons; first to get an overview of ships secondly you have a session timer when jumping meaning you cant just run for the gate and jump out.

Sit still and  see what ships they have and what your options are. If there only is a single or two small tacklers you might want to make a run for it and kill them while their big slow dps ship sits and looks helplessly from a distance. If you for some freak reason get decloaked and feel out numbered then run for the gate using the  “cloak, microwarpdrive, jump trick” explained below.

1. There is a large anchored bubble

There is no change you can get out because of the large numbers of enemies. You wait for your session timer to run out, then you click approach on the gate, fast click on you cloak (dont click twize because then you will decloak and die), then click on your micro warpdrive and you will approach then gate cloaked and at speed. Once you get a bit of practive you no longer use approach but double click a little under or above the gate. This help so you dont bounce off it and die horribly 5 km from the gate.

Try this a few times on a high sec gate: Jump through it, sit still, approach/double click, cloak up, tap the microwarpdrive, jump as soon as you get in range and warp away on the other side. Keep testing till you can do it and reach the gate before the MWD turns off.

If you feel you lack speed then you can click the microwardrive first and then cloak. If there is a fastlocker like a ceptor with sensor booster or a lachesis with +800 sensor strength they can get lucky and point you. Then you die :)

2. There is one or more interdictors

Interdictors, the worst of the worst enemies of roamers. If there is just one interdictor you react like in the above example. If there are multiple one may not put up a bubble and then jump with you to the other side. This is the worst situation. Now you have to work with the camp and get them split up.  When first you approach the gate linger there for just a moment and see if you can get them to attack you. If they all attack then jump through and fight your way out on the other side. If only some of them engage then jump though and hold your breath. The ones that agressed all think you are being killed on the other side and click that gate like mad men so they can get on the killmail waiting for their agro timer to run out.

Now you are still out numbered with 50% enemies on either side and an interdictor on both side. Do the approach trick again and see if you can get aggro. If your lucky you will have the ones that first agressed jumping in as you jump out and all agressed or jumped in one one side of the gate. Off you go. You can keep doing this for 4-5 times on the same gate before they catch on and then you likely will die, but only very seldom are the gangs that organised and disciplined. They all want to kill that poor lone vaga pilot.

3. Advanced training:

The best of the best of the Ushra’Khan has the above down to perfection and can actualy land between 2500 m and 2000 meters below or above the gate. You dont decloak in that area and still have the option of jumping when/if you get decloaked. Ive seen camps start warping around the system, jumping back and forth because they cant figure out where the vaga went. Did he jump ? He aint on gate ! I saw him approach ! In this case use the double click below the end of the gate. People have a tendency to fly around above the gate and approach from that direction. Very seldom you have ships at the ends and below. Dont ask me why. This takes extreme practice but is very fun to do to a camp. I only managed it once in live combat, but the best of the best do this as second nature. If it fails just jump through as normally.

4. There are some ships with tackle but no bubble blowers

What you do or want to do here is to move on to kill stuff. Simply align for a celestial object, cloak, tap the microwarpdrive, once the microwarpdrive has run almosta  full circle or you decloak and spam the warp button. If you get decloaked then just spam the warp button. What happens is that the cloak saves you from being targeted, the microwarpdrive kicks in and takes you to a point above your full speed, when the microwaprdrive turns off you are at full speed and will insta warp when you decloak. This will be the most common encounter when you come across other roaming gangs and small camps. Learn this to perfection as there is a risk in aligning away from the gate and getting caught. If you feel unsure then reapproach gate and jump using the above technique. Never ever just jump through and reapproach gate at full speed, wait for the session timer, else you bounce of the gate and die. If you have outwaited the session timer you can go for a fullspeed approach but it can end in tears. Some activate their auto pilot when they do this in order to make sure they jump on first contact and dont bounce.

You want as a minimum to be able to do the following flawless:

  • Steer around roids when orbiting a target keeping your self closer than 24 km and no closer than 15 km.
  • Use a combination of orbit and manual drive.
  • Use the cloak, microwarpdrive, jump trick on a gate.
  • Use the cloak, microwarpdrive, decloak, warp trick on a gate.

[Click here for large version]

Navigation

Finding targets

Shiney shiney loot ! Super green killboard ! Here we come !

Your new best friend besides Ombeys maps for general navigation is the DOTLAN maps. Even met the guy who makes them at the Fan Fest, with Ombey. Cool stuff and such.

Anyway all that aside of how nerdy I am going to Fan Fest and such, I present to you Target Locater numeru uno !

Choose your favorite hunting ground, click the region and on the very top is a drop down box where you choose “NPC Kills”.

Lo and behold target systems have now been marked in yellow, orange and red: http://evemaps.dotlan.net/map/Providence#npc

You want a system where more than 6 NPC kills have occoured because either the target has moved on or it is just a spawn that got killed at a gate.

Plot your route and off you go. Note to self: The systems can be empty as data is collected over an hour.

Avoiding enemies

We have located the juicy systems where the fat Ravens fly and we are off to one of the more tricky parts that is about how we actualy get to the target. We have gone over how to handle incident that are bound to come up but you can also use the DOTLAN maps to steer clear of major engagements and camps.

Just look at the major trafic routes http://evemaps.dotlan.net/map/Providence#jumps

You will almost always see the line of numbers being the same if you follow from top left LF-2KP and down towards G7AQ-7. That looks like a trafic route with the oppertunity to intercept some stuff you can pew pew. Off to investigate.

Wanching this http://evemaps.dotlan.net/map/Providence#kills you can see the camps and fights, maily at the entrance gates. Your data will be different from mine but go have a look at KBP. People being killed aye ? That is a likely gatecamp. You already know how to handle them but there is no point in seeking them out if you can get around them.

Lastly also use the ingame map and set settings so the map displays average pilots in space the last 30 min. That will show you completely empty systems and systems with activity.

A good rule when you navigate around is to make bookmarks and never ever warp directly to zero. When you jump through a gate and warp to a celestial at next gate then make a bookmark and name it Scan XYZ gate. That way you can always warp to this spot and check what is at the gate before you warp into a drag bubble and die horribly with all you shiney faction loot.

Just before you land on next gate also make a bookmark as a scan point for that gate. You now have safe spots and scan spots at the same time. If you plan on spending time around the same systems then make some bookmarks in wierd directions at some 200-300 km off the gate. Dont make them toward a celestial object and make them so you can avoid a drag bubble.

Scanning

We have now arrived at the system and need to locate the shiney stuff. A major bummer is the new complex’s where carebears hide and you have to use your ship scanner. They get alerted and have way too much time to get away. Still possible to get a kill but damn I hate the buggers.

I will here focus on the directional scanner for finding prey in the belts but the best stuff you find in these complex’s.

When you jump in you check local for numbers and make a 360 directional scan. See what ships comes up. Right click in space and check planets and belts.

If you get a carebear hit and have many belts near the gate you came in then start narrowing the targets down. Remeber to have POS on your overview so you dont waste time on targets that are POS’ed up.

If no targets are on the scanner simply warp to the planet with the most belts (You did not just warp to zero did you? I KILL YOU). I use the 90 degree scanner even before I land to check left and right side of the planet im warping to. That gives me a rought idea if anything is there and in that case what side of the planet. When you land you quickly narrow down to 60 and 30 degrees and you should have the belt and target. If two belts are close together then the nearest and warp to that. If nothing is there when you land then continue to warp to the next belt a bit further out. Doing that minimize time as you will be aligned in direction of the next belt. The veterans will likely use a 5 degree scan but that can throw you off if your new to it.

It takes some time to get used to the scanner and being good at using it fast. Practice a few times in highsec and scan down some hulks.

Catching and Combat

You have now landed at the target belt and the game in on ! Adrenaline rush through your veins, I kid you not, you can get a kick out of it.

Remember what you practiced. Dont ever directly approach, use manual steering and take a path that leads you by the target but not directly at it. You will learn to steer by it with 20 km or so before engaging.

This is the critical moment; is it bait ? is it a treasure box ? is it a coconut (Drake takes ages to peel, overheat guns when they reach 40 % shield to break their recahrge if they are passive)?

Check your capacitor. If you get drained in one go then dont panic, there is a cycle time on those and your 20 km off the ship. Your cap will regain itself for one pulse on the mwd that will take you out of neutralizing range. If you started too close you may die or you may get one more go. Leave the neutralizing pain ship alone and move on.

Manually orbit and get a feel for the enemy. What is their speed ? If they go more than 1000 m/s then they can pose a problem and you will have to fly this manually the whole way through so you get the best out of your ship and can pulse the MWD if they get close. If they are just trying to get away with mwd on then stay in range. Drakes are dangerous regardless of what the veterans tells you. Dont risk your ship ! Get out and let that Drake go, come back with friends and say hi later.

What kind of ship is it ? Shield or armor ? Use the correct ammo for the correct enemy. EMP for shield and Barrage for armor. If your unsure then use barrage as you can land shots from further off and have a safety distance.

Canning or ransom

In Ushra’Khan we never took ransoms and fought to kill. You can choose either. I recommend you honor the ransom if you ask for it (Else, I KILL YOU). There are many reasons for doing one or the other.

Some prey will ask if they can ransom their ships. Try to gauge if they are just buying time for their friends to arrive. At other times you know the enemy fleet is not far off and getting out with 50-70 mill for a BS is better than killing them. If you find a faction battleship you can even earn a billion in ransom. However what if that faction battleship is deadspace and officer fitted? The loot could be worth billions.

Its up to you, personally I kill most, but try to ransom them if they are new players. They just bought that BC and the tech I fit you get for loot is not worth much so a 10 mill ransom can be very handy for both of you.

That will be all for now. Please leave your comment if you find it usefull or just want to give additional advice.

Fly dangerous o/

Wotlankor

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