Eldar Shipyard | Shipyard Battlefleet Gothic: Armada Guide
Last update: 11 May 2016
This chapter lists all of the upgrades, skills, favors and crew members available in the Eldar shipyard.
Upgrades
Engine
These are very important upgrades that may have a salutary effect on operations within the Gothic sector. It is especially movement acceleration that is attention-worthy.
Icon | Description | Notes |
Void Predator When the ship is within a gas cloud, or an asteroid cluster, effectiveness of the enemy's weapons drops by 20% | This is an interesting modification, especially in combination with Polarized Field. Hiding in special areas can have a positive effect on many battles. | |
Dragon Sail The ship's speed increases by 50 units after move order is used. The bonus is lost after attack order is issued. | Improvement of movement maneuvers. Useful to ships that retreat from battlefield to replenish their supplies. | |
Phoenix Sail If ship's engine takes critical damage, its Speer drops by a half only after all sails are destroyed. | Another improvement that reinforces the Eldar style of playing. Maintaining appropriate speed increases the effectiveness of Holofields, so it automatically improves defense statistics and allows you to maintain high speed of the ship, even in the case of severe damage. | |
Spectral Helm The speed at which the ship rotates during fire exchange is increased by 5° a second. | This upgrade is of limited use, due to ships' high default maneuverability and their construction. |
Generator
These are highly context-dependent, but each and every one is useful for Eldars. The option to improve shield resources and improved resistance to critical damage are especially noteworthy.
Icon | Description | Notes |
Polarized Field The ship takes no damage on impact with asteroid clusters. | It also becomes useful in situations, in which the opponent hid behind an asteroid cluster and you would otherwise have to steer around it to get him. Also, this upgrade is a beneficial one due to the availability of Void Predator improvement. Eldar ships are very fragile and it is a good idea to improve their resistance to neutral objects. | |
Reinforced Holofield Effectiveness of Holofield resources do not drop below 20% effectiveness on this ship. | The guaranty to constant operation of shield is much. Eldar ships are shielded from damage thanks to Holofields, especially in fast movement. It is a good idea to ensure yourself with this minimum threshold of safety. | |
Deflecting Holofield It reduces, by 50%, susceptibility to critical damage resulting from Fragile attributes. | It is always a good idea to decrease susceptibility to critical damage, especially in the case of Eldar ships, where hull integrity is much lower than in ships of other factions. | |
Wraitguards The ship receives 10 points to defense against boarding actions that attempt to interrupt a warp jump. | This upgrade can save you more than once from complete destruction. It is a good idea to increase defenses in this area, especially with Orks in mind. |
Deck
Icon | Description | Notes |
Wraithbone bridge Special orders can be used on the ship, even in the case of total destruction of the deck. | This upgrade is good for larger ships, which are highly-dependent of special orders. Ships with this upgrade are good for battles of exhaustion. | |
Vigilant Spirit Stones Detection area is now larger by 2,500 units. | An interesting upgrade. Useful from the viewpoint of ambushes. It is best to implement it on ships with sufficiently extensive detection radius, thanks to which you can identify the enemy and coordinate your actions. | |
Enhanced Infinity Circuit Duration of special orders (Lock On, Brace for Impact, Reload) is longer by 50%. | It is a beneficial change, from the viewpoint of orders you issue. It is useful to any type of ship, especially to ships that initiate the battle in the first line of fire. | |
Belt Armour The first critical damage to a control system is ignored. | Keep in mind that damage to any element of the ship makes you unable to issue orders and skills available for that element. It is a good idea to protect engines with this modification because damage done to it may cost you a ship. |
Hull
Basic alterations that expand the array of available strategies and slightly improve safety of fragile Eldar ships.
Icon | Description | Notes |
Hull Reinforcement Line Ship's hull integrity is increased by 100 points. Integrity of Escort Ship is increased by 50 points. | This is a beneficial alteration into any ship. It is highly useful at the beginning of the game, when you are still not yet familiar with the skills of your fleet and you rely on force, and long exchange of fire more often. It may be especially important in the case of Eldar ships, due to their fragility. | |
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. | |
Void Blending Duration of the "Running Silent" order on this ship is doubled. | Silent movement may help you Take appropriate positions in the battlefield, and also move among areas of fire without the risk of being detected. | |
Aspect of the Fire Dragon Fires on the ship are 50% shorter. | This upgrade is very important while fighting against Orks. Due to frequent boarding actions fires are especially frequent. A long-lasting fire can decrease resistance or even destroy the ship. |
Weaponry
This section lists all of the necessary modifications that improve weaponry on the ship. It is a good idea to improve weapons alongside ship integrity, which makes any fire exchange shorter and allows you to avoid taking critical damage.
Icon | Description | Notes |
Rune-Assisted Targeting Mode Above the distance of 6k units Starcannons lose 50% less of their effectiveness. | This upgrade is useful in the case of ships with only this type of armament. The increased effectiveness prevents loss of accuracy over longer distances, which slightly increases the potency of the Eldar fleet, when it comes to the effectiveness of attack. | |
Accelerated Batteries Range of all Starcannons is increased by 3,000 units. | It is a good idea to try and combine this one with the above upgrade to attain the best possible effects over long distance, without exposing the ship to damage. | |
Blessing of Vaul Starcannons ignore 25% of the enemy armor 3k units or less. | This upgrade is very helpful in battle against the Empire and the Ork fleet. Ships of both factions are heavily armored on their prows and their style of combat favors situations in which you are going to need this type of ammo. | |
Efficient Pilots Cooldown of special units is shorter by 20%. | This modification is useful for units that come fitted only with the type of weapons that allow you to use special units. It is a good idea to upgrade cannons to dominate opponents. | |
Enhanced Crystal Focusing Range of all Pulsars is increased by 3,000 units. | It is a good idea to implement this upgrade to get the best effects in long-range combat, without exposing your ship to damage. | |
Multi-Vector Crystal Focusing After Lock On order is used, Chance of critical damage dealt by Pulsars increases by 300%. | Pulsars have relatively high chance of dealing critical damage. Additional reinforcements will be highly useful. | |
Resonating Crystal Focusing Pulsars deal 50% more damage against shields. | This bonus is especially effective In long-range combat. You may benefit a lot from weakening the opponent's integrity with a long range cannon, before he can even get close. | |
Webway Strike Portals After Lightning Strike order is issued, one additional boarding action is performed. This especially goes for skills available with this type of order. | It becomes useful in data recovery missions. An additional assault action after the order can tip the scales over to your side. This also goes for your chances of interrupting attempted Warp jumps, where you do not let the opponent leave the battlefield. |
Skills
Defenses
Improvement of defenses of fragile ships can only have beneficial effects. Eldar units fight until the end and slight improvements to integrity will be very helpful.
Icon | Description | Statistics |
Wraithbone Reinforcement - Prow armoring is improvement for the duration of 20 seconds. As a result, armor class changes to heavy . The bonus to armor does not apply in the case of ramming. | Range: On self Duration: 20 seconds Cooldown: 120 seconds Affiliation: Hull |
Notes: Reinforced prow allows you to manage your resources better in the case of a frontal engagement. It is a good idea to use this skill on ships with majority of their weaponry in front of the hull.
Icon | Description | Statistics |
Holofield Overcharge - Holofields attain the highest available value of absorbing damage. | Range: On self Duration: 10 seconds Cooldown: 120 seconds Affiliation: Generator |
Notes: activating this skill will temporarily increase defenses of the ship, thanks to which a weakened unit can flee the battlefield without the risk of being destroyed in the course of the maneuver.
Damage
In this section, there are two long-range bombs available. The first one is a Universal one and it can be used in any mission. The other type is purely strategic. It does not deal damage, but it can easily counteract bombs deployed by the enemy.
Icon | Description | Statistics |
Disruption Bomb - A long range weapon. At the moment of the blast, it removes shields of all targets within range. | Range: 10,000 Delay: 10 seconds Radius: 1,500 Cooldown: 120 seconds Affiliation: Hull |
Notes: This skill is useful at the beginning of the battle, during engagement. A well-deployed bomb can remove the opponent's shield, which can result in high damage within short period of time. It is especially useful to ships that can in no way ignore opponent's shield during fire exchange.
Icon | Description | Statistics |
Plasma Bomb - A long range weapon. At the moment of explosion, it deals 100 points of damage, to unit within range, while ignoring enemy shields. The explosion destroys enemy bombs within range. | Range: 10,000 Delay: 10 seconds Radius: 1,500 Damage: 100 Cooldown: 120 seconds Affiliation: Hull |
Notes: Another long-range weapon available to the Empire. It is useful from the perspective of the part attacking a given area. Using it, you can easily clear the area of bombs deployed by defenders. This skill lowers the opponent's integrity.
Control
Thanks to modifications in this section, you will be able to monitor actions of the enemy ships and limit their vision. Especially the second skill is noteworthy as it is especially useful in the battlefield.
Icon | Description | Statistics |
Augur Disruptor - temporarily limits identification range of every ship within range to 1000 units. | Range: 7,500 Duration: 25 seconds Cooldown: 120 seconds Affiliation: Deck |
Notes: This skill is highly useful while preparing ambushes. What you have to do is only send out one of your ships with this skill to disrupt enemy radars for nearly half a minute. During that time, the enemy can be easily surrounded and you can try ramming into the blinded units.
Icon | Description | Statistics |
Stasis Bomb - A long range weapon. At the moment of explosion, all units within range will be slowed down. | Range: 10,000 Delay: 15 seconds Radius: 2,500 Duration: 15 seconds Cooldown: 180 seconds Affiliation: Hull |
Notes: One of key skills in the game. Immobilization of the enemy units for 15 seconds is a perfect opportunity to regroup your forces, perform repairs and launch torpedoes against enemy ships.
Support
In this category, especially the first one deserves a mention and it is a typically defensive skill. Additional units outside of the ship to form a blockade on access into the ship and it can provide you with an edge.
Icon | Description | Statistics |
Darkstar Squadron - allows you to use special unit that will be deployed around the ship for protection. | Range: On self Cooldown: 180 seconds Affiliation: Hull Number of soldiers: 6 |
Notes: Eldar ships are highly susceptible to boarding actions. Additional reinforcement of soldiers that prevent such actions lets you avoid consequences of enemy intrusion into your ships.
Icon | Description | Statistics |
Taunt - the targeted ship cannot maneuver and is forced to attack the ship at its engagement range, for the duration of 15 seconds. | Range: 7,500 Duration: 10 seconds Cooldown: 120 seconds Affiliation: Deck |
Notes: With your forces regrouped, you can easily attract enemy fire and allow weakened ships to move away into safe distance to perform repairs. Duration of Cooldown is only 2 minutes, which is little, as for a sill that forces the enemy to perform a specific action. You should note statistics of the individual factions, which can either extend of decrease the duration of the skill.
Reconnaissance
Two support skills without major influence on the course of the game. It is difficult to deploy the stationary device accurately so that it is useful since the first moments of the battle. The probe can easily miss the enemy units if you deploy it too early.
Icon | Description | Statistics |
Wandering Spirit Stone - launches a stationary device of the detection range of 10,000 units. | Range: 10,000 Duration: 180 seconds Cooldown: 240 seconds Affiliation: Deck |
Notes: Try to predict enemy action and launch the device near the area in which you prepare an ambush.
Icon | Description | Statistics |
Wraithbone Probe - launches a probe at the speed of 600 units. The probe identifies units after it detects them. | Range: unlimited Cooldown: 120 seconds Affiliation: Deck |
Notes: It is Best to use this sill when you are moving directly towards the enemy. Identifying them early enough will allow you to adopt the right strategy.
Maneuvers
Two useful and versatile skills. They work with any tactic and they provide you with larger control over the battlefield. Especially the first one is noteworthy, as it is useful during pursuit and escape.
Icon | Description | Statistics |
Vaul's Manoeuvre - immediately turns the ship by 180° | Range: On self Cooldown: 30 seconds Affiliation: Engines |
Notes: This skill is characteristic to Eldar ships. Immediate turn will always be helpful and it helps you exchange fire in all of the engagement zones.
Icon | Description | Statistics |
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. | Range: detection range Cooldown: 180 seconds Affiliation: Generator |
Notes: Proper use of this skill will allow you to change your situation towards the enemy ships quickly. 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. Therefore, you should decide not to use it, when you do not really need it, or when your integrity is not running out.
Favor
Alaitoc
Faction responsible for sneak attacks and ensuing destruction. The majority of the faction is made up of commandoes.
Unique skills:
Icon | Description | Notes |
Pathfinder Webway Assault Dispatches a group of commandoes to the enemy ship and deals critical damage. It can be used against units with shields on. Range: unlimited Cooldown: 300 seconds Affiliation: Deck Cooldown at the beginning of battle. | The option to deal immediate critical damage may be decisive to destroying an enemy ship. Additionally, note that there are no range limits to this sill. You can use it only once per 5 minutes, so use it with consideration. | |
Cameleoline Alloy When the ship stands still, its status changes to "hidden". It does not even display on the map as a source of signal. This skill does not work within are of operation of enemy ships. | Units that can be hidden from the sight of the enemy constitute the power of any fleet. The enemy will not even realize that there is any threat. |
Biel-Tan
Zealot warriors, followers of the God of War - Kaela Mensha Khaine.
Unique skills:
Icon | Description | Notes |
Avatar of Khaine This sill supplants its Basic version. It cannot be used against ship with its shields on. It provides you with an extra boarding action for this skill. Range: 5,000 Cooldown: 90 seconds Affiliation: Generator | Extra assault and boarding action will definitely increase their effectiveness and will generate larger damage to enemy ships. It is a good idea to pick this unit for more heavily-armed ships that allow you to perform larger-scale assault actions. | |
Aspect Warriors Unit's value rises by 20. | Unit's value is useful especially for defense against boarding actions. |
Saim-Hann
They specialize In "Hit and Run" tactic. They use incredibly fast ships that they use for immobilizing enemies. They are highly-exposed in the battlefield, seconds before they strike.
Unique skills:
Icon | Description | Notes |
Phantom Disruption Jams detection of the enemy ships within the range of 10,000 units for 20 seconds. During that time, their detection range is limited to 1000 units. Range: 10,000 Cooldown: 180 seconds Duration: 20 seconds Affiliation: Deck | Effective disruption of enemy radars can be very helpful not only for ambushes, but also when you want to regroup. | |
Ambusher Ship's damage is increased by 50% when the ship is hidden. | Combining this sill with the active one can field spectacular effects. Use clouds of gas to receive this bonus as often as possible. |
Ulthwe
Located close to the Eye of Terror. They are expert at using means that far exceed purely forcible ones.
Unique skills:
Icon | Description | Notes |
Maelstrom The ship release pure energy within the range of 10.000. The energy deals damage to the ship's hull and ignores armor. Energy wave deals 4 points of damage, per second, to all the ships within range. Effects of using this skill on several individual ships do not stack. Also your ships Take damage! Range: 10,000 Cooldown: 180 seconds Damage: 4 a second Radius: 2,500 Duration: 45 seconds Affiliation: Deck | This is a very powerful skill. Its cooldown is only 3 minutes that you can take to regroup your forces. Move your units outside of the wave's radius. It is best to move them over to the other side of the enemy ship. Duration of this skill, and damage it deals causes all units lose 180 integrity points, and smaller ships can even be destroyed. | |
Psychic Blocade Unit's value increases by 30 points in the case of interruption of attempted warp jump of the enemy ship. | Increased effectiveness of warp jump disruption can field high benefits that will quickly turn into renown points for destroying the enemy ship. |
Crew
Harlequin
Divine governor aboard the ship. It helps you fulfill the God's plan.
- Reduces chances of insubordination by 10% per level, when the ship reaches 30% of its maximum integrity.
- Decreases chances of insubordination by 2% per level after a line ship is lost.
- Reduces chances of insubordination by 1% per level when a support ship is lost.
Crew's morale is one of the key elements during fire exchange. Eldar units are loyal therefore there is no need for you to spend too many points on this, but a single one will do no harm.
Void Dreamer
- Ship that warps out of the battlefield has 45% chances of getting lost.
- Reduces chances of losing a ship after warping by 15% per level.
- Decreases warp jump cooldown time by 2.5 seconds per level.
The navigator deserves, at least, one development point. Decreasing a ship's risk of being lost by 30% is a high advantage. Additionally, shorter time until you can leave the battlefield may be useful for Data Recovery and Breakthrough missions.
Bonesinger
Space fleet specialists. They coordinate maintenance works and are responsible for emergency repairs.
- Increases the effectiveness of the Emergency Repairs order by 0.3 pt/sec per level.
It is a good idea to spend more than one point here. Emergency repairs are the main reason for which the majority of ships do not require major repairs, after you are back to the shipyard. This is one of the key aspects of the crew due to the low integrity of hull of Eldar ships. After you spend two points here, the repair command restores as much as 127 integrity points within 45 seconds, which is why this aspect of the ship's development is attention-worthy.
Master Gunner
Responsible for the effectiveness of ordinances fitted on the ship.
- Each level provides additional 25% chance of critical hit from Lance and Macro cannon.
This aspect of the ship should be maxed out on. It provides you with high of dealing critical damage chances to the enemy fleet and crush it within several minutes. A crew member that is especially attention-worthy in the case of ships with lots of doubled weapons.
Blade Sworn
A crew member responsible for fighting back assailants on the ship, during boarding actions. Their units have been formed by the Eldar prince.
- Increased ship value, 3 points per level.
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.
Spirit Stones
Spirits of Eldars that have died in battles. They concentrate their energy and manipulate it to cut down cooldown time on skills.
- Decreases cooldown of all skills on the ship by 4% per level.
Second most important element of a ship, when it comes to usefulness. Decreased cooldown even to 12%, within the perspective of a long battle, means that a skill can be used as many as several times more than possible to the enemy.
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.
- Weaponry has a 10% Chance per level of not taking damage from hits.
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.