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Fair Play - Slight Advantage — Turn Wiki

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This mission is part 4 of the mission chain Fair Play

Level1
TypeEncounter
ObjectiveWait near the decommissioned jumpgate for the pirate scout to come through, then eliminate him.
FactionRogue Pirates
Best damage to dealKinetic damage KinThermal damage Th
Damage to resistKinetic damage KinThermal damage Th
Mission briefing
We've stirred up the hive on this one. Reports are that the pirates are amassing a small fleet for action against us. Lucky for us an informant has told us exactly where they're heading. We're going to be waiting for the bastards.

They have a scout scoping the place ahead of them. Only he's not going to get to the final area. He's going to be jumped by some other pirate. You will be that pirate.

The scout will be jumping through an old, decommissioned jump gate. Take a position by the gate, and wait for him to come through. Once he does, take him out.

---

Gate Camps
Gate camps are groups of ships who wait outside jump gates for other ships to pass through. Once a ship comes through the gate camp bombards it, putting their target at a great disadvantage. The use of warp bubbles and scramblers can further ruin an unsuspecting target's day, preventing it from warping away from the fight. For this reason, warp stabilizers are common fitting for any ships passing through low- or null- security space.

Walkthrough:

  • When you warp in you arrive at a dis-used stargate.
  • After a few seconds the Pirate Scout will jump in, and will start to aggress you.
  • Destroy the Pirate Scout and report to your agent.

Structures:

  • No loot


WD EWAR L


Frigate 1 x Frigate Pirate Scout Flavor name, actuaal ship type Rogue Pirate Grunt

Agent's comments on completion of mission:
"That's exactly what I want to hear. Any minute now the ambush will begin. "



Missions
Mission reports - COSMOS - Epic arcs - Faction warfare missions
Blitzing - Loyalty Points
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Factions - NPC damage types - NPC naming conventions - Fitting ships
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