Hi Guys,
I wanted to write up a few things on POS defence - what's needed and what to do when it happens.
What we need:
POS GunnersSkills:Anchoring V - Rank 3, Starbase Defence Management - Rank 7
Overview:These guys are ideal routes for Fountain based alts and R&D chars. Anchoring V is a painful but does have the bonus of helping anchor Warp Disrupt bubbles (Propulsion Jamming also needed).
It allows the POS gunners to jump into and man the POS modules - focussing fire (or effects for EW based POS modules) on hostiles. This helps a lot as otherwise the guns will switch targets every 60s.
Each level of Defence management allows for +1 POS module to be manned. Getting this to lvl 4 would be ideal. It's a cheap skill (1M isk) but the corp will happily fund it. You'll need to have you alt often in Fountain for this to be useful (CJ into a camped station won't help much). If you're going to have the char often spend time in Empire then it would be useful to either stick a JC on the Rorqual or have multiple clones at different stations in Fountain.
Cyno FieldsSkills:Electronics V - Rank 1, Cynosural Field Theory - Rank 5
Overview:This is ideal for alts or mains. Electronics V is a handy skills to have - not only does it help with fittings but is also a requirement for many other skills. These guys when in a ship fitted with the Cyno Field Generator (and the cyno fuel) can setup a cyno beacon that allows Capital ships to lock onto and jump to the cyno pilot from distant systems. While you only need Cyno Field Theory lvl 1 - each subsequent level reduces the amount of cyno fuel (liquid ozone) needed to setup the beacon. The base amount (without skills) of fuel needed is 500 units/liquid ozone.
To setup the beacon for somebody:
1) Be in a ship with enough cargo space for the amount of cyno fuel needed for your skill level.
2) Fit and online the cyno field generator. Ensure you have enough fuel to create the cyno (right click and show info on the cyno module for the amount needed)
3) You need to be in a gang with the capital pilot(s)
before you create the cyno. Somebody joining the gang after the cyno is up - won't be able to jump to the beacon.
4) You'll now need to be outside the POS shields and moving at less than 500 m/s before you can activate the cyno generator.
5) On activating the cyno - you'll be locked in place for the duration of the cyno - which in a non-specialised ship is 10 mins (I know it's grim and hence why generally you're in a disposable cheap ship)
The Force Recon ships have a Role Bonus to cynos. It cuts the duration of the cyno down by half and the amount of fuel needed by 80% (which with cyno at lvl 4 means 80 units/liquid ozone).
If you're thinking of going for Recons - it's a handy byline.
POS attackedWhen the POS is attacked - the first thing to do is keep as calm as possible.
1) Get to the POS and asses what's going on and by whom. You'll be safe inside the POS shields - attackers will only be able to target the POS Defences and the Tower itself.
2) Get a tally of what ships are attacking, the direction from which they are attacking and their ship types and report it in the Fountain Intel channel. Try to reach the Pandemic Legion/Sons Of Tangra FC's.
3) Try to reach somebody on the Corp Management team (tba - I'm working on method of contacting them currently)
4) Coordinate with any support teams and stay at the POS so you can report with accuracy ship types & numbers. If possible use your directional scanner to check for the gates being bubbled. Unless you're in a covops and can warp cloaked - it's best if you don't go to check them yourself. Accurate intel at the POS has a higher priority.
5) Right click on the tower -> Manage and check the tower fuel and stront status via the last tab in the POS management screen. Check the Ship Maint bay for any Recon/Logistics/cyno ship and launch any that are there.
When the shields on the tower have been brought down the tower will go into Reinforced Mode (the duration of which is defined by the amount of strontium the tower has it it's stront bay).
When the shields are at 50% you'll no longer be able to access the POS structures inside the POS. So don't forget to lunch any of the ships defined in (5)
6) Now comes the more complex part. The amount of Strontium defines how long the tower is in reinforced for. So ideally we want to manage the amount of strontium so that the tower comes out of reinforced at a time that is optimal to support being on site to defend the tower and to repair any damage. So you'll need to use your judgement and the coordination you have with those from PL/SOT to ensure it's optimal to having friendly support about.
To kill a POS you need to return when the timer is up on it's reinforced mode and to keep hitting it until it's out of HP.
7) If you're asked & able to setup a cyno then you've a couple of options. You know where the hostile force is in relation to the POS and you'll know what they're flying. You'll also know what options you have for which ship you fit. You'll also know that you'll probably take some heavy fire

You'll need to stay alive long enough for those jumping to you to actually reach you. Work with those from PL/SOT to setup and position the cyno at the optimal for their fleet. Sometimes you're able to get out of the shields (and at a reasonable distance from the shields for them not to bounce) - to allow them to jump to you without losing your ship. Fit & fly accordingly. If this means using a BS and fitting nothing but a tank/cyno - then don't worry - once the dust has settled we'll ensure you have it still.