Chaos | Units Battlefleet Gothic: Armada Guide
Last update: 11 May 2016
Chaos Fleet was made of units that deserted from Imperial forces. The ships were modified - they are quicker, but have worse armor. In combat, efficiency is important, but individual weapons deal rather poor damage. Modified ships don't have as many high-range weapons as the Empire. Best at medium distance. This faction is good for players who get the basics and would like to try more combinative approach in establishing superiority on the battlefield.
Attributes
Parameters shared between most units.
Icon | Name and description |
Chaos Accuracy - macro weapons efficiency based on initiation range for Chaos units. 3k units - 80% 6k units - 60% 9k units - 40% 12k units - 20% | |
Chaos Manouevres - Using technology stolen from the Empire, Chaos' ships can make a quick turn or gain max speed. | |
Loyal - probability of mutiny of the imperial ship - mutiny is impossible when warp jump is in cooldown. 30% - if hull integrity is under 30% 12% - for each lost line ship 3% - for each support ship lost | |
Escort Ship - provides an escort ship. They are cheap and don't have to be repaired if destroyed in battle. |
Weapons
Name and stats | Additional attributes | Notes |
Light Missile Pod Turret No. of attacks: 1 Damage: 3 Rate of fire: 6 Range: 6,000 Chance for critical: 0,75 Firing angle: 270° Front | N.A. | One of weaker weapons. Low damage and long reload. Has one advantage: range - it's possible to fire at ships that can't reach you. |
Prow Light Torpedo Launcher No. of torpedoes: 2 Damage: 45 Rate of fire: 45 Range: Unlimited Critical chance: 11% Angle of fire: Front | Pierce-shield - ignores enemy's shields, dealing all the damage to the hull. 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 Chaos support units. Only two torpedoes is not a lot considering the rate of fire. Useful at long range, can help to destroy enemy ship if its turrets will not shoot the torpedo down. Watch to not damage your allies. |
Light Prow Lance No. of attacks: 1 Damage: 6 Rate of fire: 6 Range: 6,000 Critical chance: 1,5 Angle of fire: 90° Front | Armor pierce - damage is counted for 25% of enemy's ships' shields Efficient - always reaches the target. | Derived directly from Imperial weapons. Useful against targets that can't move. |
Ordnance Launch Bay Cooldown: 60 seconds Angle of fire: 360° | Special Units available. Warriors guard the ship from hostile units and torpedoes. Shock troops attack from within the ship with bombs Boarding party takes action at bigger range. | The availability of special troops provides tactical variety. Cooldown isn't very long, and using this skill correctly can give you the edge needed for victory. |
Heavy Macro-Turret No. of attacks: 3 Damage: 9 Rate of fire: 9 Range: 9,000 Critical chance: 2.25 Angle of fire: 270° Front | N.A. | Heavy weapon with long range of fire. Pretty efficient at medium range. Tripled attack and good damage is a good balance for long reload time. Another advantage is a good angle of fire, which doesn't include only the stern. |
Lance Battery No. of attacks: 2 Damage: 4 Rate of fire: 8 Range: 12,000 Critical chance: 1 Angle of fire: 90° Board | Armor pierce - damage is counted for 25% of enemy's ships' shields Efficient - always reaches the target. | Poor damage but long range. Double attack is an advantage. If a damaged ship goes out of your range, you need to switch to 12k initiation. |
Transport
Transporter Tonnage: 35 points Integrity: 200 Shields: 200 Speed: 112 Course change: 20.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 3 Armor: 50 / 25 / 25 | Attributes
Weapons
Orders
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Note: Same as in case of Imperial transporter.
Support
Infidel Raider Tonnage: 46 points Integrity: 200 Shields: 100 Speed: 225 Course change: 20.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 6 Armor: 50 / 50 / 50 | Attributes
Weapons
Orders
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Note: Good armor and high speed result in pretty big tonnage, for a support unit. It's expensive but makes up for it with good weapons. Use torpedoes before engaging at close range. Try to fire a couple of rounds before direct combat. Good armor allows exchange of fire for extended periods of time, even against cruisers. Based on the default speed you can easily evade cruisers and their ramming maneuvers. Remember about good integrity and regenerate it often.
Idolator Raider Tonnage: 43 points Integrity: 200 Shields: 100 Speed: 225 Course change: 20.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 6 Armor: 50 / 50 / 50 | Attributes
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Note: Another quick and well armored Chaos unit. No torpedoes means you'll have to engage in close combat: prepare to lose some of your force. Try to swap initiation modes to maintain fire during reloads.
Iconoclast Destroyer Tonnage: 37 points Integrity: 100 Shields: 100 Speed: 262 Course change: 25.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 3 Armor: 25 / 25 / 25 | Attributes
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Note: The quickest unit in Chaos' support. Has weak armor and small shields, but in groups they can chase off a cruiser, if they can only manage to barrage it with each of their six cannons. Note high maneuverability that allows easy flanking and encircling of hostile ships. Because of their speed, they can take vantage points and set up ambushes. Avoid torpedoes, since the Iconoclast has a minimal number of turrets.
Light cruisers
Hellbringer Tonnage: 116 points Integrity: 600 Shields: 100 Speed: 225 Course change: 15.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 9 Armor: 50 / 50 / 50 | Attributes
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Notes: This unit is perfect for crushing the Elven fleet. It will easily subside many ships from hostile fleet, thanks to enhanced boarding abilities and high speed. Remember that armor is equally distributed, so make sure you're nor encircled. Remember about using additional troops accordingly.
Hellbringer MK2 Tonnage: 116 points Integrity: 600 Shields: 100 Speed: 225 Course change: 15.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 9 Armor: 50 / 50 / 50 | Attributes
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Note: Second version of the light Chaos' light cruiser. Similar parameters but different weapons. Designed for fire exchange and brutal solutions. Keep medium distance and remember that board canons have a really big range.
Slaughter Tonnage: 143 pts Integrity: 800 Shields: 200 Speed: 225 Course change: 10.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 12 Armor: 50 / 50 / 50 | Attributes
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Notes: One of the best Chaos ships. Thanks to joined board cannons it's extremely useful in endurance fights. Pretty good armor and optimal tonnage allows using this ship in many configurations.
Carnage Tonnage: 139 pts Integrity: 800 Shields: 200 Speed: 188 Course change: 10.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 12 Armor: 50 / 50 / 50 | Attributes
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Notes: One of two lightest cruisers. Slower than the previous one but with more versatile weapons. Because of low tonnage it's convenient to combine it with other units.
Murder Tonnage: 139 pts Integrity: 800 Shields: 200 Speed: 188 Course change: 10.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 12 Armor: 50 / 50 / 50 | Attributes
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Notes: Second of the lightest ships in this class. Its great advantage is double cannon at the bow. It's best to use it in frontal initiation, but even if flanked, it still has good chance of destroying enemy units.
Devastation Tonnage: 152 pts Integrity: 800 Shields: 200 Speed: 188 Course change: 10.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 12 Armor: 50 / 50 / 50 | Attributes
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Notes: Heaviest and best equipped in this class. Can send special troops from a pretty good distance, is relatively fast, and with this tonnage it fits medium distance fights perfectly. Especially dangerous when entering the battle after initial board shelling.
Battlecruisers
Acheron Tonnage: 162 pts Integrity: 800 Shields: 200 Speed: 188 Course change: 15.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 15 Armor: 50 / 50 / 50 | Attributes
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Notes: One of heavier ships of the class. Versatile equipment and high speed make this ship keep up with smaller units - at the same time it's able to tear them apart with its weapons.
Hades Tonnage: 155 pts Integrity: 800 Shields: 200 Speed: 188 Course change: 10.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 15 Armor: 50/ 50 / 50 | Attributes
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Notes: The lightest and most versatile ship in this class. Good for side and frontal initiation. Is quick enough to catch smaller ships. Especially useful in Data Recovery because of good frontal firepower.
Styx Tonnage: 178 pts Integrity: 800 Shields: 200 Speed: 188 Course change: 10.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 15 Armor: 50 / 50 / 50 | Attributes
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Notes: Heavy but quick ship. Considering the tonnage you must make sure you are able to make the most of this unit, before heading into battle. This vessel is very powerful, and with slight modifications of storming troops can be a real thread on the battlefield.
Battleships
Desolator Tonnage: 233 pts Integrity: 1200 Shields: 400 Speed: 150 Course change: 5.0°/s Reconnaissance: 5 000 units Value: 60 Turrets: 18 Armor: 50 / 50 / 50 | Attributes
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Notes: More useful in endurance battles and in case of defending specific fortifications. Can rain so many torpedoes from the beginning that hostile ships will be forced to constantly change their formations. Because if different types of weapons it's good to mod the ship so it turns faster.
Despoiler Tonnage: 252 pts Integrity: 1200 Shields: 400 Speed: 150 Course change: 5.0°/s Reconnaissance: 5 000 units Value: 60 Turrets: 18 Armor: 50 / 50 / 50 | Attributes
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Notes: Fiend of the singleplayer campaign. Efficient in every combat aspect. Good for all types of missions because of its weapon's destructive power and powerful storm troops. In most cases the enemy won't even take down the shields before they're annihilated.