Here the similarities to the Empire are vivid - many upgrades are the same.
Engine
Important for steering and controls.
Can help to even the odds a bit against faster and more agile enemies.
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Description
Notes
Manoeuvring Thrusters
The rotation speed during an exchange of fire is increased by 5 a second.
Incredibly important for heavy units.
If a ship has a small default maneuverability, it’s good to reinforce this aspect.
It will help the ships to change position for initiation, as well as help while ramming the enemy.
Efficient Plasma Thrusters
Decreases depletion of boosters during special maneuvers by 25%.
Another upgrade for Imperial Ships, which are usually slower than corresponding ships of other factions.
Emissions Dissipator
Special maneuvers will no longer reveal your ship.
This is the best engine modification available for the Empire.
Allows to use boosters from the very beginning without the risk of being exposed.
Generator
Upgrades important for defense and attack.
Especially interesting is the ability to increase shield reserves by 100 for heavy units.
Navigational Shields
Asteroids can’t damage the ship.
Also useful when an enemy hides behind a force field, and you’d have to go around him.
There are not many uses for this skill, so better pick up something else.
Auxiliary Shield Capacitors
Shield reload time is decreased by half.
A mod useful both for defense and offensive.
Units with this perk can come back to fight quicker.
Additional Void Shield Generator
Liner ships' shields are increased by 100 pts.
Support ships' shields are increased by 50 pts.
Pretty useful for all ships.
It’s good to compare shield statistics of your ship, and corresponding enemy ships.
you could even the odds this way.
Generator Security Team
The ship gains 10 points in defending it against boarding when warp-jump is being charged.
It can keep your ship more than once.
Increasing defensive capabilities here is advisable, especially when playing against Orks.
Deck
Some of these upgrades are crucial for functioning of Chaos ships.
Improved Augur Array
Sonar range (hostile discovery) increased by 2500 units.
Useful for setting up ambushes.
Best to use in ships that already have good range.
Belt Armour
First critical damage that reaches steering system is ignored.
Good for ships equipped with Mezoa Patter Drive, but useful for all ships.
Useful for all units, especially frontline ships.
Enhanced Battle Bridge- the ship can use special orders even after losing the deck.
Useful for those ships that heavily rely on special orders.
Also useful during long and exhausting battles.
Hull
Investing in ship’s defenses is always a good idea.
Hull Reinforcement
Hull integrity for liners is increased by 100 pts.
Hull integrity for support ships is increased by 50 pts.
Useful for all ships.
Especially for beginners, or people who depend mostly on brute force.
Extra Turrets
Three additional turrets.
Very useful against ships with long range of attack and torpedo launchers.
A modification particularly useful for ships with poor defense.
It’s good to compare ship’s stats with corresponding enemy units.
Camo
The “Running Silent” order last twice as long on the ship.
Fire Protection System
Fires on deck are extinguished 50% faster.
A fire that lasts too long can severely damage ship’s integrity or even destroy the ship.
Weapons
This section contains all necessary modifications of the onboard weapons.
Automated Refueling Systems
Special Forces cooldown is 20% shorter.
Use only on ships that can use special forces.
It’s good to upgrade launch bays to keep an edge over enemies that are malleable to boarding actions.
It’s good to boost those rates for ships that use those cannons.
Disruption Overcharge
Lance cannons at the ship’s bow deal 50% more damage against shields.
Useful for ships with frontal initiation.
Especially good for ships that use Heavy Lance cannon.
Refined Lences
The range for all Lances in increased by 3000 units.
Targeting Matrix
If further than 6000 units, Macro Weapons are 50% more efficient.
Useful for ships that use Macro Weapons as their only weapon.
It provides more accuracy over long distances, which is one of downsides of the Imperial Fleet.
Armour-Piercing Ammunition
If 3000 units or closer, Macro Weapons scale damage to 25% of enemy’s armor.
Imperial armors are thick, but Orks also have strong fronts of their ships.
Orks are also prone to undertake boarding and ramming maneuvers, so close combat is pretty certain.
This upgrade will help on small distances.
Additional Teleportarium
The Lightning Strike order results in one additional boarding action.
It concerns every skill relating to this order.
Useful in data extraction missions.
Additional boarding action can tip the scale in your favor.
It also concerns breaking the enemy’s attempt to do a Warp Jump.
Turbo Weaponry
All Macro weapons' range is increased by 3000 units.
Chaos forces, which usually fight on medium distance.
Defense
Those abilities are meant to relocate damage from the hull onto the shields.
From two possibilities, the second one seems more useful, so spend your points there.
Supercharged Void Shield- for 10 seconds the shields are impossible to penetrate.
Useful during data extraction missions, when additional shields can save you from losing extracted data.
Damage
You’ll find long range bombs here.
The first one is versatile, and will be useful in any mission.
Disruption Bomb- long range bomb.
Neutralizes shields of all affected units.
Especially useful for ships that have no other means of ignoring enemies' shields.
Plasma Bomb- long range bomb.
Upon detonation, it deals 100 pts of damage within its range, ignoring enemy’s armor.
Destroys enemy’s bombs within radius
Notes:Another long range weapon available for the Empire.
Most useful for cleaning area from hostile bombs.
If used skillfully, it can weaken enemies' integrity.
Control
These modifications allow to influence enemy’s ships movement.
The second ability is worth paying attention to.
Range: 7500
Duration: 25 seconds
Location: Deck
Notes:Extremely useful when setting ambushes.
you’ve got the option to then easily surround the enemy, or ram them.
Stasis Bomb- long range weapon.
After the detonation, all units within its range will be slowed down.
Holding the enemy for 15 seconds is a perfect occasion to regroup, repair and fire torpedoes.
Having bigger ships at your disposal, you might ravage the enemy with Nova Cannon.
Support
Support skills have a number of applications on the battlefield.
you’re able to maintain your numbers with these skills and minimize severe damage at low cost.
Statistics of different factions can either prolong or shorten this effect.
Void Shield Transfer- Defined ship will be given 100 shield pts.
Range: 5,000
Cooldown: 90 seconds
Notes:Additional shields are always useful during lengthy fights.
Two skills that don’t really influence the battles.
Recon Beacon- fires a stationary gadget with a range of detection of 10 000 units.
Augur Probe- launches a probe that travels in the given direction with a velocity of 600 units.
The probe identifies detected units.
Range: unlimited
Notes:This skill is best used when you are moving directly towards the enemy.
Identifying them early enough will allow you to assume appropriate strategy.
Maneuvers
Two very useful and versatile abilities.
They will prove useful in every fight, and give more control on the battlefield.
The second one is especially useful during escapes or chases.
Micro Warp Jump- teleports the ship into a different location on the map.
It’s best to use it while hidden, for example for get behind the enemy.
Enchanted Induction Cells- using this skill allows immediate use of the booster.
Mark of Khorne
Khorne is one of Chaos gods.
His dominium is anger, violence and hate.
He’s the most powerful, and the second Chaos god who revealed himself.
Each act of violence strengthens him, regardless who committed it - friend or foe.
Unique abilities
Daemonic Lightning Strike- This substitutes the basic version of the same skill.
Cannot be used on a ship with shields up.
Adds one boarding action for this skill.
Frenzy- ship value is raised by 10.
Increases number of boarding actions by 1.
It works best when combined with a ship that is equipped with additional weapons allowing bigger-scale assault actions.
Unique abilities:
Den of Pestilence- Ship’s value increased by 20.
Void-Locust Cloudswarm- Every hostile ship within the range of 2500 units receives 3 damage per second.
This damage doesn’t cumulate.
Mark of Slaanesh
God of greed and sybarites.
Came to the world when the Eldar civilization has fallen.
The youngest among the most important Chaos gods.
Note that the insubordination multiplier can cumulate.
Third of Chaos gods.
Deals with magic, witchcraft and mutations.
Wind of Change- Allows to surround the ship with a haze of the same properties as gas clouds.
Warp Signature Echo- Allows to launch a decoy of questionable origins, in any direction around the ship.
The decoy travels in a straight line with the same speed that the ship was going upon launch.
Advisable to semi-advanced players, since using this properly may be more challenging.
Demonic Influence
His task is maintaining the faith of the crew in Chaos gods.
The crew’s morale is among the most important factors in the game.
It’s totally worth investing one point in having more control over your men and the ships.
No point developing this member more than two levels, since Chaos crews are rather loyal anyway.
Dark Navigator
He is responsible for leading Imperial ships through warp-jumps.
He comes from a mysterious organization - Navis Nobilite.
The Navigator deserves at least one skill point.
Heretek
Member of the Adeptus Mechanicus organization, who followed Horus instead the Imperator.
-Increases efficiency of Emergency Repairs order by 0.3 points per second every level.
It’s good to give this guy at least one point.
Temporary repairs can save you some money at the Shipyard after the battle.
Investing 2 points here results in regenerating 127 integrity points in 45 seconds, so it’s worth it.
Master Gunner
Responsible for the weapons.
High critical chance for basic ship weapons can shatter every fleet in a few minutes.
Especially worth paying attention to on ships equipped with many weapons of the same kind.
Cultists
Responsible for personal ship defense in case of boarding.
-Increases ship value by 3, every level.
Good defense against boarding actions may be crucial is some missions.
It’s good to invest a couple of points here, to make it rise the ship value.
Slaves
Absolutely faithful to the commander, until the end.
- Shortens cooldown of every skill on the ship by 4% a level.
The second most useful crew member.
Squadron Sergeant
Sergeants exert more skillful commanding than other crew members.
He’s mostly responsible for motivating the team and unleashing their full potential.
-Weapons have 10% more chances each level for avoiding damage.
This adds to other bonuses for damage avoiding.
A good chance of avoiding damage is always a good bet.
Don’t over-invest this skill though.
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