Engine

A standard upgrade set that increases control of engine’s functioning.

This category is important from the perspective of the Ork tactic.

Kunning Plans

Special maneuvers will no longer expose your ship’s position.

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Grot-Tuned Thrusters

The speed of rotation of the ship, during fire exchange, increases by 5 a second.

This is a very important upgrade, from the viewpoint of heavy units.

Ship’s base ability to maneuver is very low.

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This is why it is a good idea to increase this statistic for faster engagement.

Lotsa Thrusters

Decreases consumption of thrust during special maneuvers, by 25%.

Gork-Blessed Pilots

Ship does not take damage from impact with clusters of asteroids.

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Mekboy Kustom Void Sheeldz

The reloading speed of the shield is improved by 50%.

This upgrade is useful from the perspective of ship’s defenses.

Such unit will be able to return into the battle much faster.

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Extra Sheeldz

The line ship’s shield is improved by 100 points.

The escort ship’s shield is improved by 50 points.

This upgrade is very useful, from the perspective of any ship.

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Big Mek

The ship gains 10 Troop value against assault actions trying to cancel its warp jump.

This upgrade can often store your unit from complete destruction.

Deck

Actions within collision areas promote damage to elements of ships.

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Introduction of alterations can often back up your success at the critical moment.

Mork-Blessed Scannurz

Detection area is larger by 2.500 units.

An interesting upgrade that is useful from the point of preparing ambushes.

Battlefleet Gothic: Armada

Belt Armour

The first critical damage to a control system is ignored.

Moderately useful to any ship.

Annouver Bridge

The ship can issue special orders even if the deck is completely destroyed.

This upgrade is useful to larger ships that heavily depend on special orders.

Ones with this upgrade will prove highly useful during missions of exhaustion.

A highly useful alteration, from the perspective of issued orders.

This can be especially beneficial for Orks, whose effectiveness of basic weaponry is sorely limited.

Hull

These are very important upgrades from the Ork perspective.

Lotsa Hull Plates

Resistance of the Line Ship’s Hull is improved by 100 points.

Resistance of the Escort Ship’s Hull is improved 50 points.

This is a beneficial alteration into any ship.

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.

Chained Squigs

Allows you to execute the Captain of the ship for insubordination.

Also, it unlocks the Chained Squig crew member.

Fire Safetee Grots

Fires on the ship are 50% shorter.

A long-lasting fire can decrease resistance or even destroy the ship.

Weaponry

This section lists all of the necessary modifications to weapons onboard the ship.

Sqwadrons Refuelin' Station

Cooldown of special units is shorter by 20%.

This upgrade is effective only on ships with proper weaponry, where you could use special units.

It is a good idea to implement this upgrade to dominate opponents that are susceptible to assault actions.

Grot Gunnerz

Above the distance of 6k Gunz and Kannonz lose 50% less of their effectiveness.

This modification is useful for units that come armed with only this throw in of weapons.

It improves accuracy over longer distances.

Heavy Gunz

Gunz and Kannonz count the enemy armor at 25% when the distance is 3k or shorter.

This upgrade is very helpful against the Empire.

Kustom Generator

Increases chances of critical damage by 300% after the Lock On order, inflicted by Zzap.

It should be noted that Zzap Has a very low Chance of critical damage.

It is a good idea to boost this bonus on ships that use this punch in of weapons.

More Tellyportas

Lightning Strike order results in an additional assault action.

This includes all of the action connected with this order.

It becomes useful in data recovery missions.

An additional assault action after the order can tip the scales over to your side.

Really Big Gunz

Range of all Gunz and Kannonz is increased by 3,000 units.

This upgrade is of little use, due to the low accuracy of Orks.

Sheeld-Breaker Shot

Big cannons on the prow (Zzap) deal 50% more damage to shields.

This upgrade is especially useful for ships that engage in an up-front battle.

It is a good idea to obtain this upgrade for ships with heavy versions of this weapon.

Shootier Lances

Range of all Zzap cannons on the ship increases by 3,000 units.

It is a good start for ramming into the weakened unit.

Defense

Both of the skills increase unit’s defenses, which can have a variety of uses.

Statistics

Overload Sheeldz- makes shields impenetrable for 10 seconds.

It harmonizes well with Taunt.

Mekboy Capacitor- Shield regeneration increased by 250%.

Damage

Standard skills to any fleet.

Disruption Bomb- A long range weapon.

At the moment of explosion, it removes shields from all units within blast radius.

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, it’s possible for you to easily scrub the area of bombs deployed by defenders.

This skill lowers the opponent’s integrity.

Control

Another important section.

Just like in the case of every faction, Stasis Bomb is a must-have.

You do not have to equip each and every ship with it.

Just check that that there is, at least, one unit entering the battle that has this one.

Range: 7,500

Duration: 25 seconds

Affiliation: Deck

Notes:Thisskill becomes highly useful while setting ambushes.

Stasis Bomb- A long range weapon.

The explosion slows down all units within range.

Using larger units, you’re free to deal severe damage with Nova Cannon.

Support

This skill is important for Orks.

A boost to assault actions against within range deserves special attention, while upgrading this section.

Range: 6,000

Delay: 30 seconds

Cooldown: 240 seconds

Notes:This one is very useful.

Increased effectiveness of assault actions harmonizes very well with the Ork style.

Reconnaissance

These skills are quite useful, due to the character of the Ork faction.

Grot on a Rok- launches a stationary machine with a detection range of 10,000 units.

Grot Rokkit Nosey- it deploys a probe at a speed of 600 units.

The probe identifies units after they are detected.

Range: unlimited

Notes:It is best to use this skill while moving directly towards the enemy.

Maneuvers

Alterations in this field will prove useful while moving around the battlefield.

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.

Enchanted Induction Cells- this skill immediately charges afterburners.

Evil Sunz Clan

Speed demons.

They fit every element of the ship with boosters, to be the fastest in the fleet.

Additionally, they make engineers fit enemy ships with slowing- down components.

The targeted enemy ship moves in the direction you pick.

Range:7,500

Cooldown:60 seconds

Displacement:800

Affiliation:Prow

It is a very interesting and useful unit.

you could make the enemy ship go in the direction you want to want to ram it.

Bigger Red Button

Combustion gauge refill rate is increased by 25%.

Blood Axes Clan

Specialists in tactic tricks and strategy.

They can perfectly use enemy’s weapons against him.

Nova Kannon

It can only be used at an angle of 90 front.

It deals up to 200 damage to units in the center of the blast.

Damage ignores the enemy’s armor.

There is a 25% Chance that the projectile will explode in a spot different than desired.

Range:6,000 - 25,000

Radius:2,000

Empire’s flag weapon.

Using this boost, you might provide Ork ships with it also.

The weapon is highly effective and it can only be used over long distance.

You should keep in mind that the projectile can go off the course.

Kommando Training

Ship can use Running Silent order.

A boost that allows you to ambush enemy and hide units out of enemy’s sight.

It harmonizes well with noisy units that attract the enemy attention, whereas silent ones strike from the side.

Da Goff Clan

The cruelest of the Ork clans.

They are especially fond of assault actions and of killing out enemies on their ships.

Rammin' Gob

Damage resulting from ramming is increased by 50%.

Useful to any Ork unit due to high inclinations towards fighting at the collision distance.

Raging Goffs

One additional assault action aboard the enemy ship, while boarding.

Additional assault action increase your chances of succeeding.

Da Bad Moon Clan

The healthiest clan of the entire Ork community.

Shokk - Attack Mega Kannon- you launch an assault action on a targeted ship, over a long distance.

Possible to use against a ship with shield on.

Range:5,000 - 25,000

It provides you with advantage over the rest of the ships.

Assault actions performed at a long range guarantees high damage dealt, without exposing yourself to damage.

Teef Surplus- the ship receives an additional upgrades point.

An additional development point is always useful.

With the above skill in mind, it is a good idea to put that point into, e.g.

Sqwadrons Refuelin' Station.

Squigs in Cage

Every good Admiral keeps several hungry Squigs up his sleeve.

Crew’s morale is one of the key aspects, when it comes to fire exchange.

This is especially important in the case of Ork ships, where crew is highly undisciplined.

Veirdboy

He is responsible for guiding Ork ships during warp jumps.

He is capable of affecting the direction of jumps and for the course of the jump itself.

The navigator deserves, at least, one development point.

It is quite an advantage, if you decrease the risk of losing a ship by 30%.

Additionally, decreased time to flee the battlefield can be of use, during Data Recovery and Breakthrough missions.

Mekboyz

Some of the smartest of Orks.

Their responsibility is to secure crew members against sudden death.

They coordinate maintenance team and are responsible for emergency repairs.

This is why this one is worthwhile.

Master Gunner

He is responsible for effectiveness of the ship’s weaponry.

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.

Boyz

A crew member responsible for fighting back assailants on the ship, during boarding actions.

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.

Grotz

They are perceived as slaves.

They often serve as food or ammo.

They fulfill their role even if they have to suffer the worst fate.

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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