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.
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.
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.
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.
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.
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.
Only two torpedoes is not a lot considering the rate of fire.
Watch to not damage your allies.
Light Prow Lance
No.
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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