guides

Last update:11 May 2016

Imperial Navyis the most versatile faction.

At the same time, its tactics are very limited.

Such combat approach is facilitated by high hull integrities and good armors.

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Imperial Fleet also has weapons that allow destroying enemy forces before they enter initiation range.

Good for people who prefer a more straightforward approach and for beginners, who want to grasp the basics.

Parameters shared between most units.

PC

Loyal- probability of mutiny of the imperial ship - mutiny is impossible when warp jump is in cooldown.

They are cheap and don’t have to be repaired if destroyed in battle.

Name and stats

Additional attributes

Notes

Light Double Macro-Turret

No.

PC

of attacks:2

Damage:3

Rate of fire:3

Range:6,000

Critical chance:0,75%

Angle of fire:270 Front

N.A.

Dual construction provides more damage in shorter time.

Usually mounted on the bow.

PC

Angle of fire good for all types of initiation.

The cannon will be efficient if the ship is not encircled.

Prow Light Torpedo Launcher

No.

PC

Tiny target- defensive measures against your torpedoes are 10% less efficient.

Stoppable- a torpedo can be neutralized by enemy units and turrets.

LTL is basic weapon for Imperial support units.

PC

Only two torpedoes is not a lot considering the rate of fire.

Watch to not damage your allies.

Light Prow Lance

No.

Battlefleet Gothic: Armada

Perfect weapon for frontal initiation.

Big range and certain damage.

Although lighter version, focused fire of couple of units can take down most targets easily.

Prow Medium Torpedo Launcher

No.

of torpedoes:4

Critical chance:11

Armor pierce- enemy’s shields are ignored - full damage to the hull.

Bigger torpedo launcher - four projectiles give more hit chance.

A couple of accurate shots and the enemy is in danger.

Light Macro-Battery

Rate of fire:9

Range:9,000

Critical chance:2.25

Angle of fire:90 Board

Board-side cannons.

Big range is an advantage.

Heavy Prow Lance

Damage:24

Rate of fire:8

Critical chance:7,5

Heavy frontal attack cannon.

Big damage, compared to the lighter version.

Use as often as possible.

Light Macro-Turret

Critical chance:0,75

Weaker version of the double-cannon.

It’s a single gun, so it deals only 1 damage, firing every 3 seconds.

Has big range, but it’s good to stay close, to provide better accuracy.

Slow and fragile, they will always fall behind.

Set frontal initiation since they have the thickest armor at the bow.

Ideal for recon because of good sonar range.

Chiefly for guerilla warfare: fire torpedoes and retreat until safe distance.

It’s quicker than cruisers anyway, so don’t overuse the booster, which reveals your position.

Sword Frigate

Tonnage:42 points

Speed:188

Armor:50 / 50 / 50

Note:Well-armored unit for direct warfare.

Good firepower for the tonnage.

Best used against destroying enemy’s objects such as space stations.

Watch out for ramming attempts - encircle the enemy all you want - armor on the sides is thick.

Firestorm Frigate

Tonnage:41 points

Note:Another armored support unit.

Contrary to the last one, this ship has a powerful front cannon, so frontal initiation is advisable.

Cobra Destroyer

Tonnage:37 points

Note:Another support unit great for destroying stationary targets.

Better speed comes at the cost of weaker armor.

Remember to keep away from the focusing point of a fight.

take a stab at keep on the verge on the battlefield and not get caught in cross-fire.

Dauntless

Tonnage:105 points

Integrity:600

Course change:15.0/s

Turrets:9

Armor:75 / 50 / 50

Note:Ponderous and slow Imperial cruiser.

High defensive capabilities if not surrounded.

Alter between frontal and board side initiation to ensure maximal efficiency of the weapons.

Range is limited, so you have to keep close to the enemy.

Dauntless MK2

Tonnage:109 points

Note:A bit heavier alternative version of the light cruiser.

Equipped with torpedo launcher allowing greater range of fire.

Launch torpedoes when ramming a ship of the same class.

This class of ships has a whole bunch of different special orders and can extract data.

Remember not to overuse its abilities and to change initiation often to deal the most damage.

Gothic

Tonnage:142 pts

Notes: Lightest and least armed ship in this class in Empire.

Its only advantage is the ability to use torpedoes.

Tyrant

Tonnage:152 pts

Notes: This unit is useful in opening every fight.

Lunar

Tonnage:145 pts

Notes: Perfect for finishing bigger ships that are trying to run from the battlefield.

It’s also worth to mention pretty good weapons for the tonnage.

Mars

Tonnage:180 pts

Integrity:900

Turrets:15

Notes: Bigger tonnage of the two ships available in this class.

Useful at long range thanks to Nova Cannon.

On top of that it has bigger integrity and more importantly - the ability to deploy special troops.

Nevertheless, it’s good to initiate combat with this ship for it has high bow armor.

Emperor

Tonnage:252 pts

Integrity:1200

Shields:400

Course change:5.0/s

Reconnaissance:10 000 units

Turrets:18

Notes:The icon of the Imperial fleet.

Many special forces bays and relatively many heavy weapons.

Incredible integrity, and powerful shields are a huge advantage during battle.

Just keep in mind this ships is very slow.

Retribution

Tonnage:246 pts

Notes: Lighter of the two Battleships, but definitely better for frontal initiation.

Thanks to lighter weapons, this ship is more useful than the Emperor in Data Recovery.

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