Engine
Important as far as ship’s controls are concerned.
Gives you a chance to even the odds against quicker and more agile ships.
Icon
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.
This upgrade is pretty risky.
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.
Those aren’t mandatory upgrades, since Imperial ships are pretty resilient.
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.
it’s possible for you to even the odds this way.
If your orientation during battles is good you’ve got the option to spot a bomb rather easily.
If you don’t really trust yourself yet, don’t bother with this one.
Deck
A couple of key changes for the Imperial 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.
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.
Power Ram
Ramming damage increased by 50%
Useful for heavy ships that have at least medium maneuverability.
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.
Short Burn Torpedoes
Torpedoes gain 50% more velocity.
For torpedo launching ships.
Makes harder for enemy ships to evade the torpedoes, thus increasing the chance of hitting the target.
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.
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’re able 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’re free to ravage the enemy with Nova Cannon.
Support
Support skills have a number of applications on the battlefield.
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 rig 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 so you can get behind the enemy.
Enchanted Induction Cells- using this skill allows immediate use of the booster.
It exists to reveal and neutralize potential threads to mankind.
Unique abilities
Emperor’s Tarrot
Instant identification of a hostile ship based on detection signal.
Range:Unlimited
Cooldown:120 seconds
Location:Deck
In many situations, this may be an essential ability.
Inquisitorial Suite
Each crew member gains one additional skill point.
Adeptus Mechanicus
This organization is the only one in the whole Empire that’s allowed to knowledge in technology.
They have developed the most powerful and advanced weapons of the Imperial Fleet.
Imperial Navy
The Imperials are one of the armed units hired by the Empire.
Reinforcements
The Cobra support ship can serve as reinforcements.
It has to be deployed within 5000 units from Imperial ships.
Support ships use all the enhancements that are used on Cobra-class ships.
Cooldown:180 seconds
Cooldown is counted from the beginning of a mission.
Very useful in all battles.
Playing as the Empire, you could call in a new ship every three minutes.
If the enemy has no such skill, it may prove crucial.
Rigour
Prevents mutiny on the ship.
It often happens that a unit that has to leave the battle just does it earlier.
Adeptus Astartes
One of the most powerful and fearsome units in the Empire.
They operate within highly mobile assault force of the Emperor himself.
Terminator 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.
Space Marines- 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.
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 Imperial crews are rather loyal anyway.
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.
Tech-Priest
Member of the Adeptus Mechanicus organization.
Coordinates works of maintenance workers and is responsible for temporary repairs.
-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 weapons calibration.
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.
Ratings
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.
Servitors
A hybrid of human tissue and a machine.
Blunt as a spoon but useful in realizing simple commands.
- 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.
This site is not associated with and/or endorsed by the Focus Home Interactive or Tindalos Interactive.
All logos and images are copyrighted by their respective owners.