9 Apr 2011

The Solo Combat Pilot's Guide to Good Roaming #4

This is a medium sized roam which twists through the 'back door' of the Amarr/Minmatar faction warfare grounds, thus hopefully missing the camps that operate on the main pipes, an activity which most pilots usually associate with the faction warfare style. On this roam our objective is to flag the attention of travellers using this route, the lone pilot catching up with his fleet, the backwater ratter, the small patrolling gangs, plex runners and general lost sheep.

Our start system is Gratesier, which is located in the Sing Laison region and which has good access points from Everyshore, Heimatar and slightly further afield, Metropolis. The roam ends in Huola, a busy Amarrian base system.

Gratesier - Huola 'Huola, it makes me happy' (sung to the tune 'Tequila')

Recommended ship type - Frigate/cruiser hulls.

System 1 - Gratesier 0.4

The Gallente Federation system of Gratesier is a system of no luxuries, no stations and no help for the weary traveller. It does however generate a lot of passing traffic and its nineteen asteroid belts can be tempting to the untrained ratter/miner who ventures in from the safety of the nearby high-security systems. Those jumping in from Ala should be weary of a local alliance who often camp this entry gate.

From the star you will have system wide coverage of the whole system.

System 2 - Saidusairos 0.1

Moving into The Bleak Lands region and another station-less system, the Amarrian system of Saidusairos offers nine asteroid belts to explore and has high traffic volumes of adventurers seeking passage to Domain, Devoid and the null-sec promised lands of Providence that lie beyond these Empire regions.

The 'Derelict Ruins' site in here is well worth a visit and often attracts those who wish to tussle with the local Blood Raiders that patrol it.

The ruins of some projects and expeditions are still unknown to this day. Either too secretive or minor to have been remembered in any empire’s history, these ruins remain a complete mystery to the local citizens and scholars alike.

System 3 - Kurniainen 0.1

The 24th Imperial Crusade Logistic Support is a welcome rest stop for capsuleers, here young Amarrian's hone their hatred towards the Minmatar race and zealous capsuleers sign up for their duties. Kurniainen is the first Amarrian defensive system of The Bleak Lands from invaders from the Northern regions. As such, you are likely to find patrolling vessels and sometimes small gangs ready to defend the borders. There are seventeen asteroid fields spread over a relatively large system.

The market in here is poor, even for basic ammunitions and supplies. The station does however offer a medical cloning facility and a basic ship repair service.

System 4 - Oyonata 0.3

Moving deeper into The Bleak Lands we come across Oyonata solar system, well documented as a battle ground for the warring militias. Its eleven asteroid belts are always worth a check, although most of the fighting will tend to take place on the stations or on the stargates themselves. An uninvited guest to one of these skirmishes can cause a small moment of confusion and perhaps a fight.

Oyonata has two stations, both have repair facilities and the 24th Imperial Crusade Logistic Support has a medical bay available. There is usually a small amount of ships available on the market in here although buying the parts may prove difficult in this poorly supplied system.

System 5 - Sosan 0.3

Only through many hardships
Is a man stripped to his very foundations
And in such a state
Devoid of distractions
Is his soul free to soar
And in this
He is closest to God

- The Scriptures, Book of Missions Verses 42:5

The system of Sosan in the Devoid region can at times be a hotbed for hostilities as those loyal to the Empire defend its military installations from attackers. Use this to your advantage during busy periods and you will hopefully be able to stir up some trouble.

Thirteen asteroid belts, one of which is an ice field can be checked for strays from neighbouring high-sec areas.

Sosan has two stations, both of which offer a good ship repair facility and medical bays. The market is generally poor, unless you wish to purchase a copy of the Pax Amarria, of which we found many on sale in the system.

System 6 - Asghed 0.4

Asghed is a busy junction system which offers four out-gates, increased traffic flow can only be a good thing as fleets and lone pilots move towards this usually contested system.

Thirteen asteroid belts, repair and medical facilities available between the three stations make for a good system to hunt in, although perhaps not to shop in as the market is again poor. The systems off of Asghed are also worth peeking into as scouts and patrols monitor the area for hostile intruders.

System 7 - Labapi 0.4

This system has no stations or outposts. Welcome to Labapi. Home of ..... well, nothing much really. Even the mining colony left town.

Throughout the history of space flight, countless mining corporations have tried and failed to strike it rich among the stars, fuelled by dreams of lucrative profits and grand adventures. All too often, however, these naïve dreams are met with the cold reality of ambivalent police forces and roving pirates that are all too eager to exploit the lax policing.

Well worth a quick warp in to, even if just to admire the ruined station of this ghostly former colony. Watch out for the local pirates, loitering in here might be your best chance of a fight.

System 8 - Roushzar 0.4

Roushzar can be quiet at most times, shadowed by Huola it mainly lies dormant. However, it is always possible to find somebody enjoying the relative peace and quiet in its twelve asteroid belts. You may even stumble upon a waiting gang or scout that is waiting to strike in Huola.

Four stations offer the usual repair services and a medical service is on offer at the Empire Family Bureau. Once again, as expected, the market is poor.

System 9 - Huola 0.4

Huola is a busy system where the two warring factions of the Minmatar and Amarr meet head on to do battle. On average you will probably find around 25-35 pilots during busy periods. This can obviously vary wildly depending on circumstances. Whatever is going on, you should be able to garner some (un)wanted attention as not being allied to a faction should mean you stand out from the crowd, especially if you are a shade of red. Warp around, poke your nose into gatecamps and be a general pain and you should get your fight. Just be ready for backup to arrive.

Did somebody mention backup?

There are likely to be a number of military installations to check out as well as the four asteroid belts.

The 24th Imperial Crusade Logistic Support is the main faction warfare station and offers up a good market where ships and fittings are readily available, albeit at an increased price. Hanging outside this station can usually get you a fight. The bottom station, Ishukone Corporation Factory, offers an alternative rest stop for the non-fw pilot. Both have cloning and repair services on tap.

Happy hunting!



  1. Once again a very nice guide. Good job.

  2. these guides are so good dedication should be ur middle name ♥

  3. Great tour, ending in my home system. Trying this one out tonight!

    Take care Rifter God Brutor Prince Miura Bull.

  4. Thanks for the comments guys, much appreciated.

    This certainly isn't the busiest of routes, but you never know what's behind the next stargate.