2010-07-02

Auga POS Destroys 20 Amarr Battleships

Slaver Loss Exceeds 1.4 Billion isk

Gunners at the Auga POS got the Fourth of July holiday off to an early start last night with a brilliant fireworks display that destroyed two dozen Amarr ships, of which twenty were battleships.

The action started just after 22:00 on July 1, when Auga spiked with sixty Amarr ships, followed shortly thereafter with an equal number of Caldari support vessels. At the height of the conflict, the system maxed at 175 pilots, with the Minmatar outgunned two-to-one.

Despite the usual lopsided deployment, the Minmatar Militia drove off the slavers using a hit-and-run Thrasher fleet to harass the Amarr while the big guns of the POS took out their battleships one at a time. Deft target coordination by Alpha Point Security POS gunners Novemno, John Taggert, and Killerno were the deciding factor in the engagement.

The Thrasher fleet, lead by Fatmanpaul, has become one of the standard Minmatar responses in the developing asymmetric war with the Amarr blobs.

"At this point in the war, you can't go muzzle-to-muzzle with the Amarr and expect to win," said Deadbeat pilot Spike Diesel, who flew with the Thrashers. "But you can be very effective with hit-and-run tactics, nibbling at the edges of their blobs, catching stragglers at gates, forcing their light ships to chase you, and generally distracting them."

Although the kill boards suggest that the Thrashers delivered more dismay than damage in this encounter, the final outcome was a resounding victory for the Minmatar Militia, who lost only three small ships, and drove the enemy armada from the field and out of the system.

"Enjoy the victory, but be certain that the slavers will be back," warned Deadbeat CEO Lao Zuki. "The sight of over one hundred abandoned Amarr drones at the POS was encouraging, but the enemy has deep pockets. The slavers and their puppet allies have won so many plex battles recently that they feel the momentum - but in this case, they overreached. Next time, however, they will probably return with dreads and carriers."

Although many critics have written the Minmatar Militia off as dead, the war is far from over, no matter how many systems the Amarr occupy, no matter how many POS they destroy.

"Liberty lives in our hearts," said Zuki. "And that's something they can never destroy."

If you are interested in joining the fight against the Amarr, visit our
recruiting center, or eve-mail Spike Diesel.

For freedom \o/

Fireworks at the Auga POS drove the Amarr from the field

2010-06-28

Providence Burns No More

Deadbeat ROE Geared Down to NRDS

Following the successful migration of corps ships and industrial equipment to Providence last week, Deadbeat corporate Directors changed the ROE for the 0.0 region to NRDS.

This signals the end of the corps's 'Burn Providence' campaign, and is in line with the Ushra'Khan policy statement of June 6, 2010, in which Karn Mithralia opened U'K stations to neutrals and downgraded the Minmatar alliance's ROE to NRDS.

Deadbeat industrial pilots and rat dogs are encouraged to use the systems between KBP7-G and 9UY4-H. Pilots are not allowed in the constellation of ZQ2-CF, to which the U'K claims exclusive rights.

Star Faction has opened their space to all Deadbeat operations and the corps has been granted permission to plant POS in the YWSO-Z system. Mutual blue standings with SF provides a bonus to refining in their station.

Combat ships may be safely positioned at Unity Station in 9UY4-H and at the Star Fraction Station in YWSO-Z. Industrial ships will be based at the Forward Fortress Station in KBP7-G, where the Deadbeats have an office. KBP7-G will serve as the jump base to ferry raw ore and rat loot back to Dal headquarters.

Operating outside of the designated pipe in constellations which are not controlled by SF or U'K is done at the pilot's considerable risk. Although the Deadbeats are mutually blue with the U'K and SF, these alliance pilots have no obligation to assist Deadbeat pilots anywhere in Providence. There will be random pirates in these systems and there will be losses - whining is prohibited.

Effective July 1, Deadbeat pilots will not attack anyone anywhere in Providence, unless they are red (CVA, PIE, Space Perverts, and Amarr Militia) or they are attacking SF or U'K pilots. Of course pilots may return fire when fired upon. Corps pilots who violate NRDS in Providence will be suspended and the corps will reimburse the victim for any loss.

"Don't get trigger happy," warned Deadbeat pilot Spike Diesel. "We are now guests in Providence and we must respect our hosts. The days of the Providence roams are over."

Pilots are encouraged to use tactical gate points when traveling along the pipe. There is usually a small or medium bubble at the Dital gate in KBP7-G, and interdictor spheres can pop up at random gates at any hour of the day.

Deadbeat combat operations will continue on a daily basis in Heimatar and the Bleak Lands, and Factional Warfare will continue to be the principal focus of corps activity. Pilots are encouraged to use their Alts in Providence and keep their Main characters at the front lines. See corps mail for more information and developments.

If you are interested in joining the fight against the Amarr, visit our recruiting center, or eve-mail Spike Diesel.

For freedom \o/

With the slavers gone, peace and prosperity for Providence
(c) Ryan Bliss, Digital Blasphemy

2010-06-20

Deadbeats Colonize Amarr Planets

Slaver Resources Support Minmatar War Effort

The Deadbeats have taken the war against the Amarr to a new level. The maverick Minmatar corporation has established industrial colonies on worlds in Amarr sovereign regions, extracting and processing the planetary materials on the ground, and then selling the finished products back to the Amarr inside their own stations in space. The proceeds from the sales are used to buy ships and weapons which target the Amarr.

Code-named 'Operation Ground Hog', the program was conceived by Deadbeat industrialist Hacker Jones when he discovered that the new Tyrannis colonies could not be attacked by the Amarr - and there were no sovereignty restrictions. In other words, The Deadbeats could plant industrial colonies on Amarr worlds and there was nothing the wretched slavers could do to stop them.

"This is a beautiful thing," said Jones. "It's like the Amarr are paying us to fight them. It doesn't get much better than that."

To make the point, the first colony was set up on Kamela V, an Amarr storm planet just 3000 km off the 24th Imperial Crusade station - a key base of the Amarr Militia. The planet has abundant noble gases which convert easily to oxygen for use in POS. The colony's command center and industrial buildings were all set up while the operating pilot was cloaked. The pilot is exposed only for a few minutes every day while the processed planetary products are loaded onto his ship.

The project is not without controversy. And some Amarr are crying foul.

"It looks like an exploit to me," said Amarr industrialist Doctor Scarblood. "I am sure when DED or Concord learn of this, they will add sovereignty restrictions, barring Minmatar terrorists from establishing colonies on our home worlds. This is a total outrage."

Other critics point out that The Deadbeats - who are members of the Minmatar Militia - cannot enter Amarr high-sec without drawing fire from Imperial forces, and must be using third parties to operate the colonies.

"It is true we are using neutral pilots to operate some colonies," declared Deadbeat CEO Lao Zuki. "This is war. Slavery is wrong. Amarrian aggression and expansion must be stopped. If we can legally take their planetary materials and sell the products on the open market, we will. And if we can smuggle some slaves and virgins off the Amarr planets as well, all the better."
*
For more information about industrial colonization, visit Eve University's Planetary Interaction Guide or check out EVElopedia's Planetary Interaction 101.

If you are interested in joining the fight against the Amarr, visit our recruiting center, or eve-mail Spike Diesel.

For freedom \o/

Deadbeat ships ferry precious resources off an Amarr planet

2009-08-04

Minmatar Militia Liberates Halmah

Admiral Magni Bombs Amarr Bunker

The Deadbeats helped make history last week, when corps pilots worked around the clock on July 26th, 2009, capturing dozens of enemy complexes in the Amarr region of Devoid, and successfully attacked the control bunker in the Amarr system of Halmah - flipping a system to Minmatar occupancy for the first time since the outbreak of faction warfare.

"It was quite a scene," reports Deadbeat senior pilot Admiral Magni, who bombed the Halmah bunker as a member of the Minmatar Militia support fleet that liberated Halmah. "The operation lasted until sunrise, and the system was finally ours around 06:30. Most of us were exhausted, but not too tired to form a sixty ship conga line to celebrate the victory."

This historic achievement got started almost 24 hours earlier, when Deadbeat pilot Sir Adle was the first corp member to join a plexing fleet that set out to capture as many enemy installations as possible. And throughout the long day, Deadbeat pilots Zen'Bar, Uriel Volta, Spike Diesel, and Hustle Fighter each helped to cap plex in Devoid and the Bleak Lands.

"Plexing is not usually considered glamorous work," commented corps pilot Zen'Bar. "But this was a mission we were all determined to see through. And it was a remarkable accomplishment."

The only organized resistance from the Amarr came shortly after Valklear General Sasawong - the most stalwart of all militia plexing officers - captured the final Amarr outpost in Halmah, which made the system vulnerable. The first few yellow bugs - as the Amarr are affectionately known - were immediately squashed as soon as they arrived in system.

But when the Halmah bunker bombing had started in earnest, a 30 pilot Amarr fleet arrived and the outnumbered militia retreated to a nearby station - while reinforcements were summoned from far and wide. And within a half hour, a 60 pilot Minmatar fleet was on the scene and finished bombing the bunker.

The little yellow bugs fled the system like cockroaches when the lights go on - but the Minmatar fleet followed in hot pursuit and killed about a dozen stragglers, while the others fled and hid.

Snake O'Donell, the victorious Minmatar fleet commander who submitted a battle report to the IGS on 2009.07.26, said, "We have already freed all slaves held by the Amarr in this system, but I do not believe the Republic intends to hold the Halmah solar system for any large amount of time."

Whatever the final fate of Halmah, a resounding signal of hope has been sent to the millions of slaves and virgins still held captive in hundreds of other systems by the Amarr - the Minmatar Militia are coming for their people. We are coming to end tyranny and oppression. Slavery shall not stand. And justice shall be swift and sure.

For freedom \o/



A new dawn for the people of Halmah
(c) Ryan Bliss, Digital Blasphemy