Battlefleet Gothic: Armada

Battlefleet Gothic: Armada

99 ratings
The Imperial Navy
By Solar Admiral Dad
UPDATED AS OF THE 25TH OF AUGUST, 2017.

There are many different vessels that can be found within the faction known as the Imperial Navy, this guide is intended to assist newer players in understand the differences between vessels, as well as show them what their progress will reward them with. This guide is open to suggestions, modifications and just about anything that players / readers have to offer. I hope this guide will help a few of the new players, if they have the chance to see this.
   
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Escort Classes

Cobra Class Destroyer

The Cobra Class Destroyer is an escort based vessel that is seen in numerous amounts throughout the Imperium of Man. It is a cheap design that is armed with a few weapon systems such as a light prow torpedo launcher and a light-double macro-cannon turret. When this vessel is fielded in large amounts it can pack quite the punch and put a dint into the enemy with her torpedoes.

Armour values: Front 25 points / Sides 25 points / Back 25 points
Number of turrets: 3 Defence turrets
Troop values: 60
Detection range: 5000 units
Rotation speed: 25 degrees per sec.
Cruising speed: 225 units per sec.
Void shield values: 100 points
Hull value: 100 hull points

Armament

Light Prow Torpedo Launcher
Light-Double Macro-Cannon Turret

Weapon
Number of attacks
Damage dealt
Rate of fire
Weapon range
Damage per second
Chance of critical damage
Firing angle
Direction of fire
Light Prow Torpedo Launcher
2
45 points
45
Unlimited
90 points
11
Front
Light-Double Macro-Cannon Turret
2
3 points
3
6000 units
6points
0.75
270 degrees
Front & Broadside

Upgrades
The Cobra Class Destroyer starts off with zero upgrade slots though additional slots can be gained by reaching Admiral Levels Three, Five & Seven. These upgrades are quite expensive as they cost two-hundred renown.

Skills
Escort Class Vessels cannot be outfitted with any skills. No matter the level. They are unable to take on favours either.

Pros & Cons of this vessel
-Cheap point cost, 37 points to deploy.
-Relatively weak when deployed on its own.
-Strong when fielded in numbers around 3 to 6. (111 points to 222 points)
-Armed with a prow torpedo launcher and light-double macro-cannon turret.
-Weak hull rating, can't put up much of a fight against larger vessels.
-No additional skills can be applied to the vessel.
-Expensive upgrades (200 points).

In-Game Tactics / Uses
The Cobra Class Destroyer is a class of vessel that has the potential to cause massive damage to enemy ships.

The Cobra Class Destroyer is an inexpensive ship to have in your fleet and while it lacks the heavier weapons of a Light Cruiser or Cruiser Class Vessel, it is still armed with a powerful prow torpedo launcher that can change the tide of battle in those crucial moments. It is recommended that players field this unit in large amount to ensure the maximum amount of damage. These ships are quick and maneuverable, as well as the perfect ambush predators.


Firestorm Class Frigate

The Firestorm Class Frigate is respected as the hardest hitter of the escort class. Armed with a powerful prow lance and a light-double macro-cannon turret it can make short work of crippled or fleeing vessels while also keeping pace with them.

Armour values: Front 50 points / Sides 50 points / Back 50 points
Number of turrets: 6 Defence turrets
Troop values: 60
Detection range: 5000 units
Rotation speed: 20 degrees per sec.
Cruising speed: 188 units per sec.
Void shield values: 100 points
Hull value: 200 hull points

Armament

Light Prow Lance
Light-Double Macro-Cannon Turret

Weapon
Number of attacks
Damage dealt
Rate of fire
Weapon range
Damage per second
Chance of critical damage
Firing angle
Direction of fire
Light Prow Lance
1
6 points
6
6000 units
6 points
1.5
90 degrees
Front
Light-Double Macro-Cannon Turret
2
3 points
3
6000 units
6 points
0.75
270 degrees
Front & Broadside

Upgrades
The Firestorm Class Frigate starts off with zero upgrade slots though additional slots can be gained by reaching Admiral Levels Three, Five & Seven. These upgrades are quite expensive as they cost two-hundred renown.

Skills
Escort Class Vessels cannot be outfitted with any skills. No matter the level. They are unable to take on favours either.


Pros & Cons of this vessel
-Moderate point cost, 41 points to deploy.
-Relatively weak when deployed on its own.
-Slower than other classes of escorts. (188 units per sec.)
-Strong when fielded in numbers around 3 to 6. (123-246 points)
-Armed with a heavy prow lance and light-double macro-cannon turret.
-Moderate hull rating. (200 hull points.)
-Can slowly rip apart enemy hulls / shields with its macro-lance combination.
-No additional skills can be applied to the vessel.
-Expensive upgrades (200 points).

In-Game Tactics / Uses
Much like the Cobra Class Destroyer, the Firestorm Class Frigate is a quick and maneuverable vessel. Armed with a powerful prow lance, it can devastate enemy shields and hulls when deployed in a considerable amount. The light weaponry that it also has mounted means that it can finish off those heavily crippled vessels that are attempting to flee the battlefield. It is advised that players set the combat behaviour of these vessels to PROW, as this is the firing arc where the most damage can be done, even though it costs the ability to maneuver.
Escort Classes (continued)

Sword Class Frigate
Point Cost
42 Points

The Sword Class Frigate is one of the oldest frigate designs that are still in-service for the Imperium of Man. It is only armed with a set of light-double macro-cannon turrets that can be devastating when a volley is launched from multiple ships of this class. While it isn't a serious threat to cruiser-class vessels, it can put a dint in an enemy escort.

Armour values: Front 50 points / Sides 50 points / Back 50 points
Number of turrets: 6 Defence turrets
Troop values: 60
Detection range: 5000 units
Rotation speed: 20 degrees per sec.
Cruising speed: 188 units per sec.
Void shield values: 100 points
Hull value: 200 hull points

Armament

Light-Double Macro-Cannon Battery (x2)

Weapon
Number of attacks
Damage dealt
Rate of fire
Weapon range
Damage per second
Chance of critical damage
Firing angle
Direction of fire
Light-Double Macro-Cannon Turret
2
3 points
3
6000 units
12points
0.75
270 degrees
Front & Broadside

Upgrades
The Sword Class Frigate starts off with zero upgrade slots though additional slots can be gained by reaching Admiral Levels Three, Five & Seven. These upgrades are quite expensive as they cost two-hundred renown.

Skills
Escort Class Vessels cannot be outfitted with any skills. No matter the level. They are unable to take on favours either.

Pros & Cons of this vessel
-Moderate point cost, 42 points to deploy.
-Relatively weak when deployed on its own.
-Slower than other classes of escorts. (188 units per sec.)
-Strong when fielded in numbers around 3 to 6. (126-252 points)
-Armed with dual light-double macro-cannon turrets.
-Moderate hull rating for escort classes. (200 hull points.)
-Lacks the prow weaponry of other vessels.
-No additional skills can be applied to the vessel.
-Expensive upgrades (200 points).

In-Game Tactics / Uses
The Sword Class Frigate is poorly armed compared to other classes of escorts, armed solely with two light-double macro-cannon turrets. While it sacrifices the prow weaponry of vessels such as the Firestorm and Cobra, it is considered to be the jack-of-all-trades as the firepower it does carry can easily finish off vessels that have sustained heavy damage.


Widowmaker Class Destroyer
Point Cost
39 Points

The Widowmaker Class Destroyer is a modified Cobra Class Destroyer that was first conceived in the Gothic Sector. Unlike the Cobra Class Destroyer, it has had its macro-weaponry removed and replaced with sensors and other scanning devices. This vessel has few offensive options as it only has its light prow torpedo launcher to engage vessels with.

Armour values: Front 25 points / Sides 25 points / Back 25 points
Number of turrets: 3 Defence turrets
Troop values: 60
Detection range: 10000 units
Rotation speed: 25 degrees per sec.
Cruising speed: 225 units per sec.
Void shield values: 100 points
Hull value: 100 hull points

Armament

Light Prow Torpedo Launcher

Weapon
Number of attacks
Damage dealt
Rate of fire
Weapon range
Damage per second
Chance of critical damage
Firing angle
Direction of fire
Light Prow Torpedo Launcher
2
45 points
45
6000 units
90 points
11
90 degrees
Front

Upgrades
The Widowmaker Class Destroyer starts off with zero upgrade slots though additional slots can be gained by reaching Admiral Levels Three, Five & Seven. These upgrades are quite expensive as they cost two-hundred renown.

Skills
Escort Class Vessels cannot be outfitted with any skills. No matter the level. They are unable to take on favours either.

Pros & Cons of this vessel
-Moderate point cost, 39 points to deploy.
-Relatively weak when deployed on its own.
-Faster than most classes of escort ships. (225 units per sec.)
-Weaker armour rating, 25 for all sides.
-Armed solely with a prow torpedo launcher. Nothing else.
-Weak hull rating for escort classes. (100 hull points.)
-Extended detection range, can be boosted up to 12,500 units.
-No additional skills can be applied to the vessel.
-Expensive upgrades (200 points).

In-Game Tactics / Uses
The Widowmaker Class Destroyer is perhaps the weakest offensive vessel and it is recommended that players don't field these vessels with that purpose in mind. Basically the sole purpose of these vessels is long-range recon/scouting of enemy formations as well as long distance torpedo strikes.
Light Cruiser Classes
Dauntless Class Light Cruiser
Point Cost
105 Points

Unlocked at Admiral Level One (Immediately)

The Dauntless Light Cruiser Mark One is the most basic vessel the Imperial Navy has to offer. It often works as both a scout vessel and a common line-ship. The vessel itself is armed with a heavy prow lance, twin-double macro-turrets with a 270 degree engagement arc and a set of light macro-batteries on the port and starboard sides. While it isn't the strongest vessel the Imperium has to offer, it is agile and packs quite the punch in the hands of a capable Captain.

Armour values: Front 75 points / Sides 50 points / Back 50 points
Number of turrets: 9 Defence turrets
Troop values: 60
Detection range: 5000 units
Rotation speed: 15 degrees per sec.
Cruising speed: 188 units per sec.
Void shield values: 100 points
Hull value: 600 hull points


Armament

Heavy Prow Lance
Light Double-Light Macro-Turret (x2)
Light Macro-Cannon Battery (x2)

Weapon
Number of attacks
Damage dealt
Rate of fire
Weapon range
Damage per second
Chance of critical damage
Firing angle
Direction of fire
Heavy Prow Lance
1
24
8
6000 units
24 points
6
90 degrees
Front
Light Double Macro-Turret
2
3
3
6000 units
12 points
0.75
270 degrees
Front & Boardsides
Light Macro-Battery
6
6
9
6000 units
36 points
1.5
90 degrees
Broadsides

Upgrades
This cruiser earns additional upgrade slots when it reaches the ranks of two, four, six and eight. Providing additional buffs to the vessel, depending on user choices. Upgrades cost fifty renown points to purchase.

Skills
The Dauntless Class Light Cruiser starts off with one skill slot available and doesn't earn another throughout the game. Unless the player takes the Adeptus Mechanicus favour on this vessel. The skills cost twenty-five renown points to purchase.

In-Game Tactics / Uses

Dauntless Class Light Cruiser Mk2

Unlocked at Admiral Level One (Immediately)

Opposed to the design of the Mark One, the Mark Two replaces the heavy prow lance with a medium prow torpedo launcher in order to deal out more damage against larger vessels as well as improve long-range capabilities as a strike-cruiser.

Armour values: Front 75 points / Sides 50 points / Back 50 points
Number of turrets: 9 Defence turrets
Troop values: 60
Detection range: 5000 units
Rotation speed: 15 degrees per sec.
Cruising speed: 188 units per sec.
Void shield values: 100 points
Hull value: 600 hull points

Armament

Medium Prow Torpedo Launcher
Light Double Macro-Turret (x2)
Light Macro-Battery (x2)

Weapon
Number of attacks
Damage dealt
Rate of fire
Weapon range
Damage per second
Chance of critical damage
Firing angle
Direction of fire
Medium Prow Torpedo Launcher
4
45 (per torpedo)
45
Unlimited
180 points
11
90 degrees
Front
Light Double Macro-Turret
2
3
3
6000 units
12points
0.75
270 degrees
Front & Sides
Light Macro-Battery
6
6
9
6000 units
36 points
1.5
90 degrees
Sides

Upgrades
This cruiser earns additional upgrade slots when it reaches the ranks of two, four, six and eight. Providing additional buffs to the vessel, depending on user choices. Upgrades cost fifty renown points to purchase.

Skills
The Dauntless Class Light Cruiser starts off with one skill slot available and doesn't earn another throughout the game. Unless the player takes the Adeptus Mechanicus favour on this vessel. The skills cost twenty-five renown points to purchase.

In-Game Tactics / Uses
Cruiser Classes
Dictator Class Cruiser

The Dictator Class Cruiser is a carrier-based vessel built upon the damaged, or destroyed, husks of a Lunar Class Cruiser. It is outfitted with a heavy prow torpedo launcher for dealing damage against larger vessels, macro-cannon batteries on both the port and starboard sides of the vessel as well as playing host to ordnance launch bays that allow for the deployment of assault boats, fighters and bombers.


Armour values: Front 75 points / Sides 50 points / Back 50 points
Number of turrets: 12 Defence turrets
Troop values: 60
Detection range: 5000 units
Rotation speed: 10 degrees per sec.
Cruising speed: 150 units per sec.
Void shield values: 200 points
Hull value: 800 hull points

Armament

Heavy Prow Torpedo Launcher
Macro-Cannon Battery (x2)
Ordnance Launch Bay (x2)

Weapon
Number of attacks
Damage dealt
Rate of fire
Weapon range
Damage per second
Chance of critical damage
Firing angle
Direction of fire
Heavy Prow Torpedo Launcher
6
45 (per torpedo)
45
Unlimited
270 points
11
90 degrees
Front
Macro-Battery
4
18
12
6000 units
64 points
4.5
90 degrees
Boardsides
Ordnance Launch Bay
60
12000 units for Bombers & 6000 units for fighters
360 degrees
Front, Boardsides & Back

Upgrades
This cruiser earns additional upgrade slots when it reaches the ranks of two, four, six and eight. Providing additional buffs to the vessel, depending on user choices. Upgrades for this vessel cost one-hundred renown each.

Skills
The Dictator Class Cruiser starts off with two skill slot available and doesn't earn another throughout the game. Unless the player takes the Adeptus Mechanicus favour on this vessel. Skills for this vessel cost fifty renown each.

In-Game Tactics / Uses


Dominator Class Cruiser

The Dominator Class Cruiser is known to be the heaviest hitter of all the cruiser classes, with the powerful Nova Cannon on its prow which replaces the prow ram that other cruiser classes have. In addition, the Dominator is augmented with a series of two macro-cannon batteries per side, doubling the damage output from a boardside assault.

Armour values: Front 75 points / Sides 50 points / Back 50 points
Number of turrets: 12 Defence turrets
Troop values: 60
Detection range: 5000 units
Rotation speed: 10 degrees per sec.
Cruising speed: 150 units per sec.
Void shield values: 200 points
Hull value: 800 hull points

Armament

Nova Cannon
Macro-Cannon Battery (x4)

Weapon
Number of attacks
Damage dealt
Rate of fire
Weapon range
Damage per second
Chance of critical damage
Firing angle
Direction of fire
Nova Cannon
1
200 points
60
6000 to 25000 units
200 points
0
90 degrees
Front
Macro-Battery
4
18 points
12
6000 units
64 points
4.5
90 degrees
Broadside

Upgrades
This cruiser earns additional upgrade slots when it reaches the ranks of two, four, six and eight. Providing additional buffs to the vessel, depending on user choices. Upgrades for this vessel cost one-hundred renown each.

Skills
The Dominator Class Cruiser starts off with two skill slot available and doesn't earn another throughout the game. Unless the player takes the Adeptus Mechanicus favour on this vessel. Skills for this vessel cost fifty renown each.

In-Game Tactics / Uses

Gothic Class Cruiser

The Gothic Class Cruiser is an attempt to replicate the designs of an ancient Apocalypse Class Battleship, a ship that was capable of using overwhelming amounts of lance batteries to cripple and/or destroy enemy ships. It is armed with multiple lance batteries that ignore enemy heavy armour and is complimented with a heavy prow torpedo launcher for larger vessels.

Armament

Heavy Prow Torpedo Launcher
Lance Battery (x4)

Weapon
Number of attacks
Damage dealt
Rate of fire
Weapon range
Damage per second
Chance of critical damage
Firing angle
Direction of fire
Heavy Prow Torpedo Launcher
6
45 points per torpedo
45
Unlimited
270 points
11
90 degrees
Front
Lance-Battery
2
12 points
12
6000 units
24 points
3
90 degrees
Broadside

Upgrades
This cruiser earns additional upgrade slots when it reaches the ranks of two, four, six and eight. Providing additional buffs to the vessel, depending on user choices. Upgrades for this vessel cost one-hundred renown each.

Skills
The Gothic Class Cruiser starts off with two skill slot available and doesn't earn another throughout the game. Unless the player takes the Adeptus Mechanicus favour on this vessel. Skills for this vessel cost fifty renown each.

In-Game Tactics / Uses
Cruiser Classes (continued)
]
Lunar Class Cruiser

The Lunar Class Cruiser is fielded in-mass by the Imperial Navy as it consists of versatile armaments that meet the needs for a wide-range of deployments. This line of vessel is augmented by the fact that it has a heavy prow torpedo launcher as well as macro-cannon batteries and lance batteries on the port and starboard sides. The Lunar Class can fit into any role quickly.

Armour values: Front 75 points / Sides 50 points / Back 50 points
Number of turrets: 12 Defence turrets
Troop values: 60
Detection range: 5000 units
Rotation speed: 10 degrees per sec.
Cruising speed: 150 units per sec.
Void shield values: 200 points
Hull value: 800 hull points

Armament

Heavy Prow Torpedo Launcher
Macro-Cannon Battery (x2)
Lance-Battery (x2)

Weapon
Number of attacks
Damage dealt
Rate of fire
Weapon range
Damage per second
Chance of critical damage
Firing angle
Direction of fire
Heavy Prow Torpedo Launcher
6
45 points per torpedo
45
Unlimited
270 points
11
90 degrees
Front
Macro-Cannon Battery
4
18 points
12
6000 units
64 points
4.5
90 degrees
Broadside
Lance-Battery
2
12 points
12
6000 units
24 points
3
90 degrees
Broadside

Upgrades
This cruiser earns additional upgrade slots when it reaches the ranks of two, four, six and eight. Providing additional buffs to the vessel, depending on user choices. Upgrades for this vessel cost one-hundred renown each.

Skills
The Lunar Class Cruiser starts off with two skill slot available and doesn't earn another throughout the game. Unless the player takes the Adeptus Mechanicus favour on this vessel. Skills for this vessel cost fifty renown each.

In-Game Tactics / Uses

Tyrant Class Cruiser

The Tyrant Class Cruiser is one of the strongest cruisers that the Imperium of Man has to offer, being able to withstand considerable damage while dealing out massive amounts of its own. Armed a heavy prow torpedo launcher and carrying a series of powerful plasma macro-cannon batteries as well as standard macro-cannon batteries, this ship is very well capable of escorting battleships into battle.

Armour values: Front 75 points / Sides 50 points / Back 50 points
Number of turrets: 12 Defence turrets
Troop values: 60
Detection range: 5000 units
Rotation speed: 10 degrees per sec.
Cruising speed: 150 units per sec.
Void shield values: 200 points
Hull value: 800 hull points

Armament

Heavy Prow Torpedo Launcher
Plasma Macro-Cannon Battery (x2)
Macro-Cannon Battery (x2)

Weapon
Number of attacks
Damage dealt
Rate of fire
Weapon range
Damage per second
Chance of critical damage
Firing angle
Direction of fire
Heavy Prow Torpedo Launcher
6
45 points per torpedo
45
Unlimited
270 points
11
90 degrees
Front
Plasma Macro-Cannon Battery
4
15 points
12
12000 units
60 points
3.75
90 degrees
Broadside
Macro-Cannon Battery
4
18 points
12
6000 units
64 points
4.5
90 degrees
Broadside

Upgrades
This cruiser earns additional upgrade slots when it reaches the ranks of two, four, six and eight. Providing additional buffs to the vessel, depending on user choices. Upgrades for this vessel cost one-hundred renown each.

Skills
The Tyrant Class Cruiser starts off with two skill slot available and doesn't earn another throughout the game. Unless the player takes the Adeptus Mechanicus favour on this vessel. Skills for this vessel cost fifty renown each.

In-Game Tactics / Uses
Battlecruiser Classes

Mars Class Battlecruiser

The Mars Class Battlecruiser is known as a swiss army knife due to the fact that it is configured with multiple different weaponry systems plus ordnance launch bays. Armed with a Nova Cannon, a set of Lance Batteries and Macro-Cannon Batteries, this cruiser can effectively fit into any role needed whether it is long-range combat or close-quarters-combat.

Armour values: Front 75 points / Sides 50 points / Back 50 points
Number of turrets: 15 Defence turrets
Troop values: 60
Detection range: 5000 units
Rotation speed: 10 degrees per sec.
Cruising speed: 150 units per sec.
Void shield values: 200 points
Hull value: 800 hull points

Armament
Nova Cannon
Lance Turret (x2)
Macro-Cannon Battery (x2)
Ordnance Launch Bay (x2)

Weapon
Number of attacks
Damage dealt
Rate of fire
Weapon range
Damage per second
Chance of critical damage
Firing angle
Direction of fire
Nova Cannon
1
200 points
60
6000 to 25000 units
200 points
0
90 degrees
Front
Lance Turret
1
12 points
12
12000 units
12 points
3
270 degrees
Front & Broadside
Macro-Cannon Battery
4
18 points
12
9000 units
64 points
4.5
90 degrees
Broadside
Ordnance Launch Bay
60
12000 units for Bombers & 6000 units for fighters
360 degrees
Front, Broadside & Back

Upgrades
This cruiser earns additional upgrade slots when it reaches the ranks of two, four, six and eight. Providing additional buffs to the vessel, depending on user choices. Upgrades for this vessel cost two-hundred renown each.

Skills
The Mars Class Battlecruiser starts off with three skill slot available and doesn't earn another throughout the game. Unless the player takes the Adeptus Mechanicus favour on this vessel. Skills for this vessel cost seventy-five renown each.

In-Game Tactics / Uses


Overlord Class Battlecruiser

The Overlord Class Cruiser is somewhat effective at nearly every range and deadly in close-quarters-combat. It is armed with lance turrets, a heavy prow torpedo launcher and a set of plasma macro-batteries.

Armour values: Front 75 points / Sides 50 points / Back 50 points
Number of turrets: 15 Defence turrets
Troop values: 60
Detection range: 5000 units
Rotation speed: 10 degrees per sec.
Cruising speed: 150 units per sec.
Void shield values: 200 points
Hull value: 800 hull points

Armament

Heavy Prow Torpedo Launcher
Lance Turret (x2)
Plasma Macro-Battery (x4)

Weapon
Number of attacks
Damage dealt
Rate of fire
Weapon range
Damage per second
Chance of critical damage
Firing angle
Direction of fire
Heavy Prow Torpedo Launcher
6
45 points
45
Unlimited
270 points
11
Front
Lance Turret
1
12 points
12
12000 units
120 points
3
270 degrees
Front & Broadside
Plasma Macro-Battery
4
15 points
12
12000 units
60points
3.75
90 degrees
Broadside

Upgrades
This cruiser earns additional upgrade slots when it reaches the ranks of two, four, six and eight. Providing additional buffs to the vessel, depending on user choices. Upgrades for this vessel cost two-hundred renown each.

Skills
The Overlord Class Battlecruiser starts off with three skill slot available and doesn't earn another throughout the game. Unless the player takes the Adeptus Mechanicus favour on this vessel. Skills for this vessel cost seventy-five renown each.

In-Game Tactics / Uses
Battleship Classes

Retribution-class

The Retribution Class Battleship is a pure heavy-weight and defines the very meaning of 'Battleship'. It is armed with multiple rows of plasma macro-cannon batteries that is supported by a set of Lance Turrets. The prow of this mighty vessel is dominated by a heavy torpedo launcher that can deal out massive amounts of damage to enemy vessels.

Armour values: Front 75 points / Sides 50 points / Back 50 points
Number of turrets: 18 Defence turrets
Troop values: 60
Detection range: 5000 units
Rotation speed: 5 degrees per sec.
Cruising speed: 150 units per sec.
Void shield values: 400 points
Hull value: 1200 hull points

Armament

Heavy Prow Torpedo Launcher
Lance Turret (x3)
Plasma Macro-Cannon Battery (x6)

Weapon
Number of attacks
Damage dealt
Rate of fire
Weapon range
Damage per second
Chance of critical damage
Firing angle
Direction of fire
Heavy Prow Torpedo Launcher
8
45 points
45
Unlimited
360 points
11
Front
Lance Turret
1
12 points
12
12000 units
180 points
3
270 degrees
Front & Broadside
Plasma Macro-Battery
4
15 points
12
12000 units
60 points
3.75
90 degrees
Broadside

Upgrades
This cruiser earns additional upgrade slots when it reaches the ranks of two, four, six and eight. Providing additional buffs to the vessel, depending on user choices. Upgrades for this vessel cost four-hundred renown each.

Skills
The Retribution Class Battleship starts off with two skill slot available and doesn't earn another throughout the game. Unless the player takes the Adeptus Mechanicus favour on this vessel. Skills for this vessel cost one-hundred renown each.

In-Game Tactics / Uses


Emperor-class

The Emperor Class Battleship is the combination of both worlds, the armour of a battleship and the capabilities of a carrier vessel. It is armed with a series of plasma macro-cannon batteries and macro-cannon turrets that provide it with the firing power needed to engage enemy vessels. This is one of the finest vessels that the Imperium of Man has to offer.

Armour values: Front 50 points / Sides 50 points / Back 50 points
Number of turrets: 18 Defence turrets
Troop values: 60
Detection range: 10000 units
Rotation speed: 5 degrees per sec.
Cruising speed: 112 units per sec.
Void shield values: 400 points
Hull value: 1200 hull points

Armament

Heavy Macro-Cannon Turret (x3)
Ordnance Launch Bay (x4)
Heavy Plasma Macro-Cannon Battery (x2)

Weapon
Number of attacks
Damage dealt
Rate of fire
Weapon range
Damage per second
Chance of critical damage
Firing angle
Direction of fire
Heavy Macro-Cannon Battery
1
18
6
12000 units
18
4.5
270 degrees
Front & Broadside
Ordnance Launch Bay
60
12000 units
360 degrees
Front, Broadside & Back
Plasma Macro-Battery
4
18 points
12
12000 units
64points
4.5
90 degrees
Broadside

Upgrades
This cruiser earns additional upgrade slots when it reaches the ranks of two, four, six and eight. Providing additional buffs to the vessel, depending on user choices. Upgrades for this vessel cost four-hundred renown each.

Skills
The Emperor Class Battleship starts off with two skill slot available and doesn't earn another throughout the game. Unless the player takes the Adeptus Mechanicus favour on this vessel. Skills for this vessel cost one-hundred renown each.

In-Game Tactics / Uses
Favour - The Inquisition

"The Inquisition, as always, stands vigilant."


Description provided in-game:

The Inquisition are the powerful secret agents of the Imperium responsible for guarding the souls of humanity. The purpose of the Inquisition is to identify and destroy the myriad of potential threats to the Imperium and humanity.

Skills provided by this favour:

Emperor's Tarot:

The designated enemy ship signal is identified

Range
Unlimited
Cooldown
120 seconds
Affiliation
Deck


Inquisitorial Suite

Every crew-member gets one free Crew Point.

My thoughts:

In my opinion, the Inquisition Favour can be an incredibly powerful favour if one knows how to use it to its full-extent. Not only does it grant you the ability to identify a vessel right off the bat, but it always gives you a free crew point for every single member of your crew, effectively allowing you to massive out 4 crew members instead of 3. Making your ship surprisingly effective/powerful in certain situations. Emperor's Tarot is a relatively easy ability to counter, simply using Running Silent (Or Winds of Change) can counteract the detected state.

Personally I don't use this favour though, as I generally use Recon Beacons and Augur Probes to identify threats at range. However, I do regret not using it for the free crew points that it grants.
Favour - Adeptus Mechanicus

"The Adeptus Mechanicus is ready."


Description provided in-game:

The Adeptus Mechanicus is a technological organisation which holds a monopoly on technological knowledge in the Imperium. Their Forge Worlds turn out the Imperium's most powerful and advanced weaponry and equipment.


Skills provided by this favour:

Mechanicus Enclaves:

The Ship gains +1 Skill Slot.


Omnissiah:

Gives +1 Upgrade Slot to the ship.

My thoughts:

Personally, this is the very favour that I use extensively on my own fleet, mainly due to the added benefits that it has for my fleet. The ability to add an additional skill and upgrade is amazing. This ability is powerful, but is nowhere near as powerful as the Master of the Forge favour that Space Marine Fleets have.

Skilled players can turn fragile Light Cruisers into a formidable force of their own, or even make an already incredibly strong Battleship into a dreadnought that can decimate enemy fleets with ease. (Of course, this might be a tiny little bit of an exaggeration on my behalf.)

Additionally this favour halves the repair costs of damaged/destroyed vessels. Making it easier for you to save renown for future upgrades.

All in all, I love this favour.


Favour - Imperial Navy

"Imperial Navy, ready to strike!"


Description provided in-game:

The Imperial Navy is one of the armed forces employed by the Imperium. The Imperial Navy is responsible for the fleets of warships that soar between the stars and planets in the Imperium as well as engaging threats both inside and outside the Imperium's borders.

Skills provided by this favour:

Reinforcements:

A Cobra class Escort Ship enters the battlefield as reinforcements. The player has to deploy this ship within a radius of 5,000 units around his ship.

The Cobra reinforcement benefits from all upgrades set on your Cobra Escort ships.


Range
5000 units
Cooldown
180 seconds
Affiliation
Deck
Starts in cooldown mode.

Rigour:

The Ship is immune to insubordination.

My thoughts:
Favour - Adeptus Astartes

"The Adeptus Astartes is prepared to continue!"


Description provided in-game:

The Adeptus Astartes are one of the most elite and feared forces of the Imperium of Man. There are far too few Space Marines to form the Imperium's main military forces; instead they operate as highly mobile strike forces.

Skills provided by this favour:

Terminator Lightning Strike:

The Terminator Lightning Strike replaces the basic Lightning Strike.

This action cannot be performed on a ship which still has its shield up.

The Terminator Lightning Strike adds 1 assault actions to the Lightning Strike.

The Terminator Lightning Strike's chances of dealing critical damage to the targeted ship are based on its Troop Value.


Range
5000 units
Cooldown
90 seconds
Lightning Strike Assault Actions
+1
Affiliation
Generator

Space Marines:

The ship is granted +5 to its Troop Value.

The Space Marines give 1 additional assault actions to Boarding.


(Adeptus Astartes updated due to recent patch update.)

My thoughts:
Vessel Upgrades
Upgrades allow players to boost the potential of their ship, either by upgrading the engines so they allow for more efficient use of the combustion gauge or increasing the void shields of said vessel. They can also add a significant boost to detection range or increase the duration of special orders like "Lock On". Each class of vessel has access to numerous amounts of upgrades, though they all cost a different amount depending on the class of vessel. As such, a quick and easy table is provided below to show you as such:

Class
Renown Cost
Light Cruiser
50 Points
Cruiser
100 points
Battlecruiser
200 points
Battleship
400 points
Escort
200 points

The upgrades can be recognised as follows and each are affiliated with a different part of the vessel in question. Quick and short descriptions.

Engine

Maneuvering Thrusters



"The rotation speed of the ship is improved by 5 degrees per second."
Effectively this allows a ship to turn itself much faster than it would usually. This upgrade is especially useful for larger ships such as battleships as they suffer from slower rotation speeds.

Efficient Plasma Thrusters



"The Combustion Gauge used for special maneuvers is improved by 25%"
This upgrade is pretty self-explanatory as it allows improved usage of the combustion gauge. Very useful when giving chase to fleeing enemy vessels that are a decent distance away.

Mezoa Pattern Drive



"The ship's speed is improved by 25 but a critical damage on the Engine deactivates the special manoeuvres."
The use of this upgrade provides a minor speed boost for vessels which can be useful when applied to the heavier classes of vessels though somewhat negated on Cruisers and Light Cruisers.

Emission Dissipator



"Special manoeuvres will not reveal the ship anymore."
This upgrade grants the ship in question the ability to no-longer reveal itself when using the special manoeuvres. Granting the player a significant bonus when attempting to hide their larger classes of vessels and can also be useful in completely surprising enemy players.

Generator

Navigational Shields



"Asteroid damage to the ship is negated."
This upgrade's ability to let ships completely negate the damage of asteroids gives a player yet another dimension to battle. Clever players will use this ability to hide ships, step up ambushes and make further use of the cloaking ability provided by asteroids while lacking the damage that one would usually take while travelling within them.

Auxiliary Shield Capacitors



"The reloading speed of the shield is improved by 50%."
The ability to have your recharge rate effectively cut in half. Meaning that you don't have to wait as long for your shields to regenerate. If your vessel is the brawling type, it is strongly recommended that you take this ability to deal with the enemy fire you'll be receiving.

Additional Void Shield Generator



"The Line Ship's Shields are improved by 100 points.

The Escort Ship's Shields are improved by 50 points."


If you are running a fleet that is very "hands on" (a brawler fleet in other words) then this is a must have upgrade. Granting you additional protection against incoming fire allows you to close the gap between you and the enemy fleet with a little more piece of mind. You might be thinking that 100 points isn't much, but it does help in those critical moments and can even protect you from a salvo from Eldar Pulsars.

Voss Pattern Void Shield



"The ship's shield has a 25% chance to deny damage.

The Disruption Bomb damages cannot be denied."


This is one of the upgrades that I commonly use on my Ranked and Persistent Fleets and it works surprisingly well. Having a 1 in 4 chance to completely ignore incoming damage significantly increases your chances of survival when odds are not in your favour. Once again, this upgrade works incredibly well on a brawler-class fleet or just in general. Lances, Macros and even Pulsars can be completely ignored.

Deck

Improved Augur Array



The detection range of the ship is raised by 2,500 units.

This upgrade allows you to increase your ship's detection range by 2,500 units and when used on the Emperor-class Battleship and Widowmaker-class Escort, you can boast you massive detection range of 12,500 units. Effectively letting you cover a massive portion of the map and protect you from any attempts to flank you made by Eldar or Chaos fleets.
Vessel Upgrades (continued)
Belt Armour



The first critical damage inflicted to a system (Deck, Generator or Engines) is ignored.

Granting you the ability to ignore a critical hit is handy, generally more effective when facing a faction that is heavily boarding based. Such as Space Marines, due to their quadruple chance of causing temp/crit damages. This means you can avoid instantly losing your generator or engines, though it only has one use so it can be pointless at times.

Advanced Cogitator Linkages



The duration of the following Special Orders are raised by 50% on the ship:

-Lock on.
-Brace for Impact.
-Reload.


Not much really needs to be said about what this upgrade is good for. It grants you the ability to extend the use of your special orders (all except Running Silent.) which can be useful for tanking damage and/or recharging abilities.

Enhanced Battle Bridge



The ship can continue to use "Special Orders" when its Deck is destroyed.

This upgrade is incredibly useful if you are someone that relies heavily on special orders, even if you manage to take a critical hit to your deck, you can continue to use your special orders. This means you will be able to use Reload, Brace of Impact, Lock On and Running Silent at all times. Giving you an added buff as you won't have to worry if you do lose your deck.

Hull


Extra Turrets



The ship is fitted with 3 additional defence turrets.

With 3 addition defence turrets, you have a better chance of taking out enemy bombers/boarding craft, as well as torpedoes. However, I wouldn't recommend using this upgrade if you field a carrier as defence turrets only have a 3,000 unit range whereas fighters have a 6,000 unit range.

Power Ram



Fits an energy enhanced spur on the ship, increasing its ramming damage by 50%.

Do you like ramming things as the Imperial Navy? (I know I do.) If the answer is yes, then you should be taking on this upgrade as it significantly improve the damage you do when ramming an enemy target. Even if they use Brace for Impact, you'll still do a surprising amount of damage.

Fire Protection System



Fires last 50% shorter.

Fires can be annoying as hell and they chew through a surprising amount of hull points while they are burning. This upgrade cuts that time in half which can be especially usefully when you've already used your emergency repairs ability.

Weaponry

Turbo Weaponry



The range of all Macro-Cannons on the ship are increased by 3,000 units.

This upgrade simply improves the range that your ships can fire off their macro-based weaponry and when used on a Battleship or Battlecruiser, one can achieve a massive 15,000 unit range, giving you plenty of time to knock down enemy fleets HP before they close in on you. Combined with the Refined Lenses upgrade and you have a literal gunboat of destruction.

Additional Teleportarium



A Lightning Strike can deal 1 additional assault action.
Affect all Lightning Strikes skills.


An additional assault action gives you double the chance to cause temp/crit damage to an enemy vessel's sub-system, and when partnered with the Space Marine favour you can have a maximum of three assault actions every lightning strike used.

Armour-Piercing Ammunition



The ship's Macro-Weapons always count the enemy armour at 25% when firing at 3,000 units or less.

This upgrade is especially useful when you come face to face with a heavily armoured foe and don't have lances to deal with them. As long as you stay within 3k units, you are able to render all armour counts to 25%, meaning you can inflict a tremendous amount of damage. Space Marines are probably the best faction to use this against due to their love of getting up-close and personal to board your vessels.

Automated Refuelling Systems



"The cooldowns of squadrons is diminished by 20%."

This upgrade is only available to ships that have ordnance launch bays. This upgrade lets ships recharge their launch bays much quicker, meaning they can replace fighter squadrons or even launch more bombers / boarding craft.

Disruption Overcharge



The ship's Lances do 50% more damage against shields.

Useful for ships that have mounted lances, it grants them the ability to pretty much melt through and enemy ship's void shields with ease. However, it offers no additional benefits when used against an Eldar fleet due to the nature of holofields.

Short-burn Torpedoes



The ship's torpedoes speed is improved by 50%.

Torpedoes are slow and often times can be easily dodged, however when this upgrade is applied to your torpedo boats, it often gives the enemy a harder time. Especially when you've closed the gap and enter that critical 6k engagement range. In this state, torpedoes with this upgrade generally have a better chance of actually doing something to an enemy vessel as evasive maneuvers don't always work.

Refined Lenses



The range of all Lances on the ship are increased by 3,000 units.

Much like the Turbo Weaponry upgrade, the Refined Lenses upgrade simply improves the range of Lance-based weapons. Adding an additional 3K units to the engagement range. Battleships and battlecruisers can rain down hell upon enemy ships before they can even fire back and in most cases by the time they do get close enough to open fire, their shields are already burnt through and/or their Supercharged Void Shield ability has been used.

Targeting Matrix



Above 6k distance, the accuracy loss of Macro-Weapons is reduced by 50% units

Unlike Lance-weapons, Macro-weapons suffer from some ridiculous inaccuracy at long-range and this upgrade seeks to fix that. Dropping the inaccuracy percentage by half, giving you a better chance at hitting something at long range.
Vessel Skills
Skills grant a player the ability to develop their own play-style and promote another sense of strategy as players can outfit different ships with different tactical roles to provide support or be incredibly offensive on the field. Every skill is affiliated to a different section of the skill (i.e Generator, Engine, etc.). Each skill purchased has a cost that is depended upon the class it is being applied to. For relative ease, a table has been created below showing the different costs for each class of vessel.

Class
Renown Cost
Light Cruiser
25 Points
Cruiser
50 points
Battlecruiser
75 points
Battleship
100 points
Escort
NO SKILLS CAN BE APPLIED TO ESCORTS

Now that the renown costs and so on are out of the way, it is time to show off the SKILLS that the Imperial Navy has to offer and this will also be accompanied with a description to explain what it does and its limitations.

Defence

Supercharged Void Shields



"The supercharged void shield become impenetrable for 10 seconds."

A must have ability if you want to survive a long period of time; granting protection against damage for 10 seconds. However, ordnance and torpedoes can still deal damage to your vessel as they ignore shields completely.

Emergency Capacitors



"The emergency shield increases the regeneration rate of the shield by 150%."

This skill should be placed onto auto-cast, as it allows for your ship to recharge its shields quicker. However, there is a catch. Your shields have to be regenerating before this skill can actually work, it has to be popped at the correct time not whenever you feel like it.

Damage

Disruption Bomb



"The Disruption Bomb can be teleported within a long range.
When it explodes, it depletes all shields in its effect area.
Once teleported, the Disruption Bomb will take 10 seconds to activate reducing the shield of every ship in its range to 0."


If you have trouble taking down enemy ship's shields then this would be the perfect skill for you. Allowing you to near instantly remove an enemies' shields.

Plasma Bomb



"The Plasma Bomb can be teleported within a long range.
When it explodes, it deals up to 100 damage in the area, ignoring armour.
Plasma bombs destroy other bombs in range when they explode.
Once teleported, the Plasma Bomb will take 10 seconds to activate."


Useful for destroying escorts or stasis bombs.

Control

Augur Disruption



"Every enemy ship in a medium range around the ship has their detection range reduced to 1,000 for a short time."

A skill that makes it possible to hide your ships from the enemies once they have detected you. Can be especially useful if you are running a fleet that likes to get up close and personal. As you will be able to use this skill to effectively blind the enemy for 10 seconds.

Stasis Bomb



"The Stasis Bomb can be teleported within a long range.
When it explodes, it slows everything down in its effect area.
Once teleported, the Stasis Bomb will take 15 seconds to activate slowing down everything that get through its field by 86%.

The Stasis Bomb slows down ships, ordnances and torpedoes."


Useful for holding the enemy in a single spot, does take time to master and lead a target. Enemy Admirals may or may not be smart enough to dodge these with ease.

Support

Rally
The targeted ship in insubordination sees its insubordination cancelled without the "Mutiny" penalty applied to said ship.

Self explainitory, not much to really say about this skill. Other than the fact that one could simply invest in the Imperial Navy favour if they are concerned about mutiny.

Void-Shield Transfer



"The ship gives some shield points to the targeted ship, instantly refilling it by 100 points."

Basically allows you to either completely refill a ships shields or partially refill them. Especially useful for tanking additional damage with your larger ships.

Recon

Reacon Beacon



"Deploys a stationary device that has a detection range of 10,000 units.
The beacon can be fixed on a ship without shield."


Detection with a bonus; playing against a tricky kiting Eldar or a Air Caste Tau? Drop their shields and whack this bad-boy onto them. Now they can't play games with you anymore.

Augur Probe



"Send a probe to reveal the position of the enemy ships.
It goes straight at a speed of 600

The probe moves in a straight line and can be sent 360° around the ship.
Every ship within the detection range of 2,500 of the probe is identified."


Seeing your enemy before they see you is a tactical advantage like none other, you can see what you are up against and target the strongest accordingly. In saying that, they probes are easily dodged but can be used to kite enemy into a more favourable position for your fleets.

Manoeuvre

Micro-Warp Jump



"Teleport and reorientate the ship within its detection range.
The ship cannot move, launch skills or special manoeuvres while the Micro Warp Jump is loading.

The ship can't be deployed too close to an allied or enemy ship."


The main use for a MWJ is to surprise your enemy for a ram/boarding action, they'll have little time to prepare before your power ram slams into their hulls. Works especially well on ships that are boosting, as their additional speed will help deal more damage.

Enhanced Induction Cells



"Enhanced induction cells allows your ship to replenish its manoeuvre gauge instantly."

Perfect for those that would rather run than fight.
Imperial vs. Imperial
The War Games.

Torpedo Assault Fleet


Brawler Fleet

-Invest in AP rounds for all of your macro-based ships.
Imperial vs. Chaos
The Game of Cat & Mouse.

Nova-Cannon Fleet

Brawler Fleet
Imperial vs. Orks
Overwhelming Firepower.
Imperial vs. Eldar
Hide & Seek

Nova-Cannon Spam

Micro --> Ram Fleet
Imperial vs. Space Marines
The Emperor's Finest Cowards

Lance-Boat Fleet

The Space Marines Fleet have quite an advantage against low-level Imperial Navy Admirals mainly due to their incredibly formidable armour ratings. In result of this, Macro-weaponry is pretty much useless if a Space Marine player decides to use the “Brace for Impact” special order, raising their 75 points of armour to a massive 95 which negates nearly all macro-based weapon damage. However, once the Imperial Navy player unlocks a Cruiser than things change dramatically. Depending on a player’s decision, you’ll be able to field a cruiser that is the surefire counter to Space Marines, The Gothic or Lunar class Cruisers. These cruisers are outfitted with lances; lances always hit and count enemy armour at 25% no matter if they are running “Brace for Impact”. This means you can hit the Space Marine ships without them negating your damage output.

If you can use your lance boats right, you’ll be able to melt through Space Marine ships before they have a chance to really do much damage and if used in synergy with stasis bomb and augur disruption, you’ll be a force to be reckoned with in the face of the “Chosen of the Emperor”.

If you are a player that actively fields lance-boats than I would heavily recommend that you outfit them with the Refined Lenses and Disruption Overcharge. The Refined lenses let you hit the enemy from an additional 3k units, giving you extra time to melt shields and hit points before they can close in. Disruption Overcharge so you don’t have to worry as much about their shields due to the addition 50% damage it gives you. As an additional support option, I’d also suggest outfitting your fleet with a vessel capable of long-range detection; whether this is a Widowmaker-Destroyer outfitted with extended sensors or a Cruiser outfitted with the Inquisition-favour / augur prove is entirely up to you and your playstyle. Also, to make things easier for you, attempt to cripple their prow and engines, this stops them from using their boarding torpedoes / assault actions as well as preventing them from getting up-close and personal. It can be hard to score critical hits on Space Marines but it is well-worth trying.

If you can master the lance-boat playstyle then you will soon find that Space Marine players are unwilling to fight you and will often just warp out of concede on the spot to avoid the humiliating few minutes of watching their ships burn.

TL;DR.

1. Space Marines have 75 armour on Front, Sides and Back, meaning that can tank through even the heaviest of macro-fire.
2. Space Marines are especially weak to Lances as they ignore all armour values up to 25%.
3. Space Marines need to be up-close and personal to really do much damage, use this to your advantage, try to keep at a 9k range of engagement.
4. Use lance-boats in synergy with stasis bombs and augur disruption to stop the enemy from getting too close and detecting you.
5. Field at least one carrier based cruiser, that way you can have a chance to prevent torpedo spam and/or thunderhawk assault actions.
6. Upgrade your lances with refined lenses and disruption overcharge.
7. Target weapons and engines.
8. Have a ship with long-range detection capabilities.

Brawler Fleet

Imperial vs. Tau
Kiting & Stealth Alloys

Micro-Jump Fleet

Brawler Fleet
13 Comments
Grathax 4 Jul, 2019 @ 11:59am 
Thanks for doing this! Just unlocked battlecruisers.
Q: are lances/nova top tier for range? Vs AI
Solar Admiral Dad  [author] 16 Feb, 2018 @ 2:51am 
u WOT m8
TGCMactar 15 Feb, 2018 @ 1:10am 
why did you make it into a more gayer title
Solar Admiral Dad  [author] 13 Dec, 2017 @ 6:15pm 
I spent 2 long on dis shit
TGCMactar 13 Dec, 2017 @ 3:44pm 
it took more than a couple of hours.......
Solaire 13 Dec, 2017 @ 3:41pm 
Jesus christ neptis. I spent a couple of hours on my guide but what the fuck mate this is massive XD
Solar Admiral Dad  [author] 10 Nov, 2017 @ 3:09am 
This is a tough one for me, it's a tie for first between the Tyrant and Dominator, more so towards the Tyrant because it has a torpedo launcher as well.

1: Tyrant, torpedoes out for Nova's in my opinion.
2: Dominator, outfitted with armour-piercing rounds can do some decent damage.
3: Dictator, bombers + torpedoes for the win.
4: Lunar, but not really capable of that much damage, at least not by the maths.
5: Gothic, dedicated lance-boat doesn't really pack that much of a punch unless it's against SMs.

But honestly, it's all about how you use the ships. Personally it's biased for me because the Tyrant is my go-to cruiser.
TGCMactar 10 Nov, 2017 @ 2:55am 
power in game will do
Solar Admiral Dad  [author] 10 Nov, 2017 @ 1:57am 
Elaborate, tier list for personal use or their power in game?
TGCMactar 9 Nov, 2017 @ 10:41pm 
what would you consider the tier list of the cruisers?