Carjean: The Heist

carjea.jpg

Contents

Mission Briefing

Standard Mission Length: 3 days


The Sha'din recently ambushed and stole a sensor prototype from one of our secure convoys. We believe they have taken the device to Carjean, a holding site used by the Coalition. The prototype must be returned.


Rewards (If Sucessful): 4 Relic Badges (awarded to all ships with completed, non-failed tasks)

(RESTRICTIVE TASKS): One or more tasks in this mission require specific races or professions.

Comm Log


During what we thought was a secure transit, our convoy was attacked by Sha'din fighters. The prototype was stolen.
And you believe it is being held in Carjean?

We're more than certain. The Sha'din will also have the facilities to study the device from within... making this a bit urgent.
What's the plan?

First, we'll need a diversion. Their long range sensors operate in a bi-directional sweep. With a focused distraction, we can establish a blind spot.
There's a asteroid belt field nearby. We could set off some explosions ...

No... that would be too obvious, and we need something that will sustain their attention for a longer period of time.
We have enemies on the other side of that system. We could start some attacks....make it look like an escalating situation.

Hmm, that might actually work. With enough ships, it would definitely get their attention. 100 or more enemies should be enough.
What should we do after the diversion is in place?

With their long range sensors busy, you should be able to get in close enough to remotely disable their sentries. They operate on random patrols, however.
How do we disable them remotely?

With these. ZX EMP Torpedos.
Cant we just fire on the sentries and destroy them?

Yes, but not before using the EMPs. If an alarm is triggered before we make it to the vault, the main computer will shut itself down and initiate its hardware lockouts. We need the computers to remain online if we want to succeed.
Al'right. Any idea how many sentries are patrolling?

At least 50, maybe more.
And how do we get inside afterwards?

Once the sentries are disabled, your team will be able to get inside by overriding the proximity sensors and primary docking clamps. Then, the team will need to hack into the vault's primary systems via the main computer interlink. That will disable the remainder of the alarms. I've transmitted a map of the layout.
Nice. How did you get the internal map?

Don't ask. It wasn't entirely... legal.
Fair enough. So what else will we face inside?

Armed guards. They shouldn't be too much of a problem once the alarms are disabled.
While we are in, it could be a opportunity to hack into some of its secondary systems. The Sha'din likely keep a lot of sensitive data at Carjean.

True, there is a lot we could learn, but don't forget our primary objective. Focus on the retrieval. I don't know if there will be time for anything else.
Understood.

Remember, commander. These instructions must be done in just the right order. Make sure that your team remains focused.

End Transmission

Tasks

Task 1: Establish War Diversion


By attacking nearby enemies in large groups, the Carjean long range sensors will alter their sweep... enough to create a blind spot for the remainder of the team.

  • Note: Must have at least 400 max energy to start this task.

Task Type PVP mission
Requires: Create a Carjean Diversion on an enemy ship. (20 rounds)
Completion Requirements: 8000 energy, zero XP for using Diversions (Total)
Rewards: 1 Diversionary Tactics (on completion)

  • Carjean Diversion (Temporary Item - Legion Mission) Creates a Carjean Diversion on an enemy ship. Can only use if you have disabled this target in the last hour, but no more than 4 times in the last 24 hours. Limit 1/ship. Costs 400 energy to use.
  • Diversionary Tactics artifact: Gives 35% permanent defense bonus to a planet. Costs 100 energy to use.

Task 2: Disable the Carjean Sentry Patrols

(FAILURE THREAT)


A large number of Sentries patrol the area around Carjean, and need to be dealt with before the team can enter the structure.

  • Note: Must be at least Rank 50 to start this task.

Task Type NPC Hunt
Requires: Rank 50, Use a ZX EMP Missile on a Carjean Sentry, and then disable it. (10 rounds)

Rewards: 1 Carjean Scatterlauncher (on completion) Ship module: size 24: attack 90, defense 60. If this weapon is already installed, this will instead upgrade its stats by 40%, up to a max of 200%. When fully upgraded, it provides a 4% attack bonus to bases.

  • 100 Carjean Diversion artifacts must be used by other legion members doing Task 1 before dropping the first Sentry ... otherwise Task 2 will automatically fail. "Comment from Dan: Looks like your legion did not sufficiently complete a pre-requisite task first. See the mission details and failure message for Reason: Establish War Diversion was not sufficiently completed first."
  • Note: Be sure the ZX EMP Missile is used before hitting the Carjean Sentry otherwise your attack will trigger the sentry alarm and automatically fail Task 2. Do not attempt this mission without at least 30k energy in reserve, as the Sentry is quite rare.
  • Carjean Sentry, rank 300 uncommon Guard: att 5k, def 7k, hull 45k, abilities: sentry alarm, sentry lockouts (immune to improved mind influence). Battle tab duration: 2 hours.
  • ZX EMP Missile - Prevents a Carjean Sentry from triggering an alarm while it is under attack. Costs 25 energy per use.

Task 3: Infiltrate Carjean Vault

(FAILURE THREAT)


Once enough sentries are dealt with, infiltrate Carjean and break into the internal vault.

  • Note: There are no restrictions to start this task; however, ships that do not have at least 300 max energy will not be able to progress.

Task Type Mission
Requires: 300 energy, 5 Void Shells (30 rounds)
Completion Requirements: 9000 energy, 150 Void Shells (Total)
Rewards: 0 xp, 3 Relic badges (on completion)

  • Note: At least 50 sentries found and disabled in Task 2 before before progressing ... otherwise instant failure of Task 3. It is recommended to NOT even sign up for tasks with failure threats before it is safe to progress them as this runs no risk of accidentally failing due to carelessness.
  • Note: the 50 NPC kills are the total number of NPC kills from task 2 participants, not just from people who have completed it, but also those that are part-way through the task. Eg if four people have completed it (40 NPC's) and two people have killed 5 NPC's each, that still totals 50 kills, so task three can then be safely completed.
  • Note: chance of taking massive damage (30% of total hull and shield)

Task 4: Hack into Carjean

(Optional) (FAILURE THREAT) (RESTRICTIVE TASK)


Secondary Systems [ Optional Objective ] After enough sentries have been disabled, hack into the Carjean Secondary Systems, and retrieve valuable data on the Sha'din.

  • Note: Must be at least Rank 80 to start this task.

Task Type Optional Mission
Requires: 400 energy, 7,000 EM, 10,000 research points (20 rounds)
Completion Requirements: 8000 energy, 140,000 EM, 200,000 research points (Total)
Rewards: Rank 80, 200 xp per round, 1 Carjean Data Node (on completion)

  • Must be Hacker profession in order to join this task
  • Note: At least 50 sentries found and disabled in Task 2 before before joining ... otherwise instant failure of Task 4.
  • Note: Despite being classified as an optional objective you can only join one task per Legion Mission, this includes optional objectives. This means that those joining this task will have LESS TIME to complete their objectives.
  • Carjean Data Node: Size 25, Scan 50, Cloak 90... (upgrades stats by 40% up to 200%) when fully upgraded 10% hacking bonus


Models of Success

The following table shows the kind of participation/progress shown to get varying types of success chances. Please note, This is a work in progress and data is in process of being collected (see forum topic).

There may be instances where it seems like there is a big gap in the number of ships on a task. This is not necessarily a requirement, only the most current data available. There may also be different combinations of spread that bring these chances. Partial completions also may be factored in these cumulative requirements. Alternate combinations will be recorded and posted as well in an effort to record the minimum amount needed for varying chances.

Success Chance Task 1
(20/20)
Task 1
Partial
Task 2
(10/10)
Task 2
Partial
Task 3
(30/30)
Task 3
Partial
Full Completions Total Completions (equiv) Info Provided By Date Provided
Certain ? ? ? ? ? ? ? ? ? ?
High 9 1 11 0 14 0 34 34 The Wild Hunt 05nov2015
Fair 6 0 8 0 25 27 39 39 Zentzu 15dec2016
Fair 7 4 6 0 25 12 38 38 Zentzu 21oct2018
Fair 5 7 8 0 24 42 37 38 Zentzu 26feb2018
Fair 6 0 7 4 23 16 36 36 Zentzu 12jan2018
Fair 7 6 8 4 19 0 34 34 Zentzu 21jan2017
Fair 8 10 7 5 19 4 34 34 Zentzu 10may2017
Fair 7 6 6 1 20 24 33 33 Zentzu 04aug2018
Fair 6 16 8 8 19 24 33 33 Zentzu 02may2018
Fair 6 21 6 0 19 12 31 32 Zentzu 20oct2018
Fair 6 12 6 1 19 0 31 31 Zentzu 14mar2017
Fair 7 7 4 29 17 0 28 30 Zentzu 27oct2017
Fair 7 5 9 7 11 0 27 27 Chesterton Royal Asylum 27aug2016
Fair 5 14 6 12 15 67 26 29 Zentzu 11jan2018
Fair 7 0 8 3 11 0 26 26 Zentzu 26dec2015
Fair 6 41 6 7 12 56 24 28 Zentzu 10nov2017
Fair 5 39 4 23 14 3 23 26 Zentzu 09may2017
Fair 6 16 9 5 8 1 23 23 Infinite Badgers 06nov2015
Fair 7 0 6 22 10 10 23 23 Project Anarchy 09may2016
Fair 5 19 7 10 10 0 22 23 Chesterton Royal Asylum 01jul2016
Fair 6 9 4 21 11 10 21 23 Zentzu 26oct2017
Fair 4 30 6 13 10 13 20 22 Zentzu 25dec2015
Fair 4 39 4 12 11 29 19 21 Zentzu 13mar2017


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