Engine
These are very important upgrades that may have a salutary effect on operations within the Gothic sector.
It is especially movement acceleration that is attention-worthy.
Hiding in special areas can have a positive effect on many battles.
Dragon Sail
The ship’s speed increases by 50 units after move order is used.
The bonus is lost after attack order is issued.
Improvement of movement maneuvers.
Useful to ships that retreat from battlefield to replenish their supplies.
Another improvement that reinforces the Eldar style of playing.
Spectral Helm
The speed at which the ship rotates during fire exchange is increased by 5 a second.
This upgrade is of limited use, due to ships' high default maneuverability and their construction.
Generator
These are highly context-dependent, but each and every one is useful for Eldars.
The option to improve shield resources and improved resistance to critical damage are especially noteworthy.
Polarized Field
The ship takes no damage on impact with asteroid clusters.
Also, this upgrade is a beneficial one due to the availability of Void Predator improvement.
Eldar ships are very fragile and it is a good idea to improve their resistance to neutral objects.
Reinforced Holofield
Effectiveness of Holofield resources do not drop below 20% effectiveness on this ship.
The guaranty to constant operation of shield is much.
Eldar ships are shielded from damage thanks to Holofields, especially in fast movement.
It is a good idea to ensure yourself with this minimum threshold of safety.
Deflecting Holofield
It reduces, by 50%, susceptibility to critical damage resulting from Fragile attributes.
Wraitguards
The ship receives 10 points to defense against boarding actions that attempt to interrupt a warp jump.
This upgrade can save you more than once from complete destruction.
It is a good idea to increase defenses in this area, especially with Orks in mind.
This upgrade is good for larger ships, which are highly-dependent of special orders.
Ships with this upgrade are good for battles of exhaustion.
Vigilant Spirit Stones
Detection area is now larger by 2,500 units.
Useful from the viewpoint of ambushes.
It is a beneficial change, from the viewpoint of orders you issue.
Belt Armour
The first critical damage to a control system is ignored.
Hull
Basic alterations that expand the array of available strategies and slightly improve safety of fragile Eldar ships.
Hull Reinforcement
Line Ship’s hull integrity is increased by 100 points.
Integrity of Escort Ship is increased by 50 points.
This is a beneficial alteration into any ship.
It may be especially important in the case of Eldar ships, due to their fragility.
Extra Turrets
Ships are fitted with three additional turrets.
It is especially useful against fleet that uses torpedoes and other ranged weapons.
This upgrade is beneficial from the perspective of low defenses.
Before you choose this one, it is a good idea to compare with statistics of other units.
Void Blending
Duration of the “Running Silent” order on this ship is doubled.
Aspect of the Fire Dragon
Fires on the ship are 50% shorter.
This upgrade is very important while fighting against Orks.
Due to frequent boarding actions fires are especially frequent.
A long-lasting fire can decrease resistance or even destroy the ship.
Weaponry
This section lists all of the necessary modifications that improve weaponry on the ship.
Rune-Assisted Targeting Mode
Above the distance of 6k units Starcannons lose 50% less of their effectiveness.
This upgrade is useful in the case of ships with only this jot down of armament.
Accelerated Batteries
Range of all Starcannons is increased by 3,000 units.
Blessing of Vaul
Starcannons ignore 25% of the enemy armor 3k units or less.
This upgrade is very helpful in battle against the Empire and the Ork fleet.
Efficient Pilots
Cooldown of special units is shorter by 20%.
It is a good idea to upgrade cannons to dominate opponents.
Enhanced Crystal Focusing
Range of all Pulsars is increased by 3,000 units.
Pulsars have relatively high chance of dealing critical damage.
Additional reinforcements will be highly useful.
Resonating Crystal Focusing
Pulsars deal 50% more damage against shields.
This bonus is especially effective In long-range combat.
Webway Strike Portals
After Lightning Strike order is issued, one additional boarding action is performed.
This especially goes for skills available with this punch in of order.
It becomes useful in data recovery missions.
An additional assault action after the order can tip the scales over to your side.
Defenses
Improvement of defenses of fragile ships can only have beneficial effects.
Eldar units fight until the end and slight improvements to integrity will be very helpful.
Statistics
Wraithbone Reinforcement- Prow armoring is improvement for the duration of 20 seconds.
As a result, armor class changes to heavy .
The bonus to armor does not apply in the case of ramming.
Holofield Overcharge- Holofields attain the highest available value of absorbing damage.
Damage
In this section, there are two long-range bombs available.
The first one is a Universal one and it can be used in any mission.
The other key in is purely strategic.
It does not deal damage, but it can easily counteract bombs deployed by the enemy.
Disruption Bomb- A long range weapon.
At the moment of the blast, it removes shields of all targets within range.
It is especially useful to ships that can in no way ignore opponent’s shield during fire exchange.
Plasma Bomb- A long range weapon.
The explosion destroys enemy bombs within range.
Damage: 100
Notes:Another long-range weapon available to the Empire.
It is useful from the perspective of the part attacking a given area.
Using it, you’re able to easily dump the area of bombs deployed by defenders.
This skill lowers the opponent’s integrity.
Especially the second skill is noteworthy as it is especially useful in the battlefield.
Augur Disruptor- temporarily limits identification range of every ship within range to 1000 units.
Stasis Bomb- A long range weapon.
At the moment of explosion, all units within range will be slowed down.
Support
In this category, especially the first one deserves a mention and it is a typically defensive skill.
Darkstar Squadron- allows you to use special unit that will be deployed around the ship for protection.
Number of soldiers: 6
Notes:Eldar ships are highly susceptible toboarding actions.
Additional reinforcement of soldiers that prevent such actions lets you avoid consequences of enemy intrusion into your ships.
Reconnaissance
Two support skills without major influence on the course of the game.
The probe can easily miss the enemy units if you deploy it too early.
Wandering Spirit Stone- launches a stationary machine of the detection range of 10,000 units.
Wraithbone Probe- launches a probe at the speed of 600 units.
The probe identifies units after it detects them.
Identifying them early enough will allow you to adopt the right strategy.
Maneuvers
Two useful and versatile skills.
They work with any tactic and they provide you with larger control over the battlefield.
Especially the first one is noteworthy, as it is useful during pursuit and escape.
Immediate turn will always be helpful and it helps you exchange fire in all of the engagement zones.
Micro Warp Jump- it teleports and changes the location of the ship.
The ship cannot perform any special maneuvers, use skills or move, when the jump is charging.
It is best to use this skill while in hiding, e.g.
to jump behind enemy lines.
Note that with the jump charging, you cannot perform any maneuvers.
Alaitoc
Faction responsible for sneak attacks and ensuing destruction.
The majority of the faction is made up of commandoes.
Unique skills:
Pathfinder Webway Assault
Dispatches a group of commandoes to the enemy ship and deals critical damage.
It can be used against units with shields on.
Range:unlimited
Cooldown:300 seconds
Affiliation:Deck
Cooldown at the beginning of battle.
The option to deal immediate critical damage may be decisive to destroying an enemy ship.
Additionally, note that there are no range limits to this sill.
you’re able to use it only once per 5 minutes, so use it with consideration.
Cameleoline Alloy
When the ship stands still, its status changes to “hidden”.
It does not even display on the map as a source of signal.
This skill does not work within are of operation of enemy ships.
Units that can be hidden from the sight of the enemy constitute the power of any fleet.
The enemy will not even realize that there is any threat.
Biel-Tan
Zealot warriors, followers of the God of War - Kaela Mensha Khaine.
Avatar of Khaine
This sill supplants its Basic version.
It cannot be used against ship with its shields on.
It provides you with an extra boarding action for this skill.
Aspect Warriors
Unit’s value rises by 20.
Unit’s value is useful especially for defense against boarding actions.
Saim-Hann
They specialize In “Hit and Run” tactic.
They use incredibly fast ships that they use for immobilizing enemies.
They are highly-exposed in the battlefield, seconds before they strike.
Phantom Disruption
Jams detection of the enemy ships within the range of 10,000 units for 20 seconds.
During that time, their detection range is limited to 1000 units.
Ambusher
Ship’s damage is increased by 50% when the ship is hidden.
Combining this sill with the active one can field spectacular effects.
Use clouds of gas to receive this bonus as often as possible.
Ulthwe
Located close to the Eye of Terror.
They are expert at using means that far exceed purely forcible ones.
Maelstrom
The ship release pure energy within the range of 10.000.
The energy deals damage to the ship’s hull and ignores armor.
Energy wave deals 4 points of damage, per second, to all the ships within range.
Effects of using this skill on several individual ships do not stack.
Also your ships Take damage!
Damage:4 a second
Radius:2,500
Duration: 45 seconds
This is a very powerful skill.
Its cooldown is only 3 minutes that you’ve got the option to take to regroup your forces.
Move your units outside of the wave’s radius.
It is best to move them over to the other side of the enemy ship.
Harlequin
Divine governor aboard the ship.
It helps you fulfill the God’s plan.
Crew’s morale is one of the key elements during fire exchange.
Void Dreamer
The navigator deserves, at least, one development point.
Decreasing a ship’s risk of being lost by 30% is a high advantage.
Bonesinger
Space fleet specialists.
They coordinate maintenance works and are responsible for emergency repairs.
It is a good idea to spend more than one point here.
Master Gunner
Responsible for the effectiveness of ordinances fitted on the ship.
This aspect of the ship should be maxed out on.
A crew member that is especially attention-worthy in the case of ships with lots of doubled weapons.
Blade Sworn
A crew member responsible for fighting back assailants on the ship, during boarding actions.
Their units have been formed by the Eldar prince.
A good means of defense against boarding may prove key to victory in some missions.
It is a good idea to invest several points, to increase the unit’s value.
Spirit Stones
Spirits of Eldars that have died in battles.
They concentrate their energy and manipulate it to cut down cooldown time on skills.
Second most important element of a ship, when it comes to usefulness.
Squadron Sergeant
Sergeants are more skillful commanders than the rest of the crew.
The aim of this position is to motivate individual units and using their potential to the fullest.
This bonus accumulates with other chances to not take damage.
Not to Take damage from hits is a nice perspective.
Do not Invest too many points into that, but some improvements will do good.
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