// Lowsec

Faction Warfare

Size sets the hull and the timer. The tag sets which of those hulls can enter. Capture is a 30 km countdown that pauses.

// Beacon

The name

  • 01Faction, size, tag
    Then a hyphen and the capacity number. Amarr Medium NVY-5 is an Amarr system, cruiser and smaller, T1 or navy, scaling to 5. Open has no number.
  • 02The number
    How many pilots the LP scales to before the payout drops. The definition says 1 or 5. It is not a hull limit, and it is not how many ships may land.
  • 03Scanner, then overview
    A plex is a cosmic anomaly. It is on the system scanner the whole time. No probes. It hits the overview only after someone warps to it, even if that warp is cancelled.

// Capture

Capturing

  • 01Warp to the beacon
    Scout, Small, Medium, Moderate, and Large use an acceleration gate. Open does not. Open is still deadspace. The gate takes you from up to 100 km. A pilot who is not enlisted goes suspect to take it.
  • 0230 km
    The capture point sits a few kilometers from the beacon. Stay within 30 km of that point. Select it to read the timer.
  • 03Leave, and it pauses
    Step out of the radius and the timer pauses. It does not reset.
  • 04An enemy pauses both
    One hostile inside the radius pauses the timer for both sides. It resumes when only one faction is inside.
  • 05The timers add
    Banked time has to be worked off. Three minutes already captured means the other side needs those three minutes back before their own countdown can finish.
  • 06Friends do not speed it
    Extra friendly ships do not make the point finish faster. The gate limits hulls, not numbers. A gang of the allowed size can still land.
  • 07The NPC
    Defending militia: do not shoot it. It will not shoot you, even if it looks hostile. Attacking: kill it. It counts as an enemy in the 30 km.
  • 08LP
    Be inside the radius when the timer hits zero. A partial capture pays nothing. Pilots inside at the end split the LP evenly. Full pay holds only while that count is at or under the capacity number. Over it, everyone is reduced. Offensive plexing pays more than defensive.
  • 09Neutrals, cloaks, Ventures
    A neutral can enter and does not move the timer. No cloak inside the radius. A Venture cannot capture a complex.

// Hull class

Sizes

The gate limits the hull class, not the headcount. Strategic cruisers, tactical destroyers, and flag cruisers can disagree with this list.

  • 01Capture time
    10 minutes. Basic plexes are 5 minutes.
  • 02The job
    Sit in the radius until the point hits zero.
  • 03Hull
    Frigates and smaller.
  • 04NPC
    Frigate.

// Which ships each letter allows

Tags

  • 01Allowed
    T1 combat ships only.
  • 02Refused
    T1 hulls with an EWAR or logistics bonus cannot enter.
  • 03Also refused
    Navy, pirate faction, T2, and T3. SoCT and Triglavian ships are limited to ADV.

// A different war, not these plexes

Insurgency

  • 01Not these plexes
    Insurgency sites are a separate set. Do not read their LP off the size or tag panels.
  • 02Who is at war
    Amarr and Minmatar fight the Angel Cartel. Caldari and Gallente fight the Guristas.
  • 03What a capture moves
    Empire militia captures raise Suppression. Pirate militia captures raise Corruption.

// Sources

Resources