Imperial Navy | Units Units available in Battlefleet Gothic: Armada
In this chapter you will find detailed description of Imperial Navy units divided in six categories: Transport, Support, Light cruisers, Cruisers, Battle Cruisers and Battleships.
Last update: 11 May 2016
Imperial Navy is the most versatile faction. At the same time, its tactics are very limited. Most combat encounters will have to be resolved by brute force and fighting until most of enemy forces are annihilated. 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.
Attributes
Parameters shared between most units.
Icon | Name and effects |
Imperial Accuracy - macro weapons efficiency based on initiation range 3k units - 80% 6k units - 60% 9k units - 40% 12k units - 20% | |
Imperium Manouevres - Using boosters, Imperial 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 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. | Lightest weapons. 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. 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 Imperial 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. | 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 Damage: 45 Rate of fire: 45 Range: Unlimited Critical chance: 11 Angle of fire: Front | Armor pierce - enemy's shields are ignored - full 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. | Bigger torpedo launcher - four projectiles give more hit chance. A couple of accurate shots and the enemy is in danger. |
Light Macro-Battery No. of attacks: 1 Damage: 6 Rate of fire: 9 Range: 9,000 Critical chance: 2.25 Angle of fire: 90° Board | N.A. | Board-side cannons. No additional attributes. Big range is an advantage. |
Heavy Prow Lance No. of attacks: 1 Damage: 24 Rate of fire: 8 Range: 6,000 Critical chance: 7,5 Angle of fire: 90° Front | Armor pierce - damage is counted for 25% of enemy's ships' shields Efficient - always reaches the target. | Heavy frontal attack cannon. Big damage, compared to the lighter version. Reload time comparable. Use as often as possible. |
Light Macro-Turret No. of attacks: 1 Damage: 3 Rate of fire: 3 Range: 6,000 Critical chance: 0,75 Angle of fire: 270° Front | N.A. | 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. |
Transport
Transporter Tonnage: 36 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: It's a fiend of every convoy escort mission. Slow and fragile, they will always fall behind. Try to maneuver in quiet mode and hide in gas clouds, otherwise the enemy will quickly surround and destroy them. Set frontal initiation since they have the thickest armor at the bow. Despite pretty good shield and integrity, it's going to be hard getting it across the map in one piece.
Support
Widowmakers Destroyer Tonnage: 39 points Integrity: 100 Shields: 100 Speed: 225 Course change: 25.0°/s Reconnaissance: 10,000 units Value: 60 Turrets: 3 Armor: 25 / 25 / 25 | Attributes
Weapons
Orders
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Note: Heavier of the two destroyers. 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 Integrity: 200 Shields: 100 Speed: 188 Course change: 20.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 3 Armor: 50 / 50 / 50 | Attributes
Weapons
Orders
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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 Integrity: 200 Shields: 100 Speed: 188 Course change: 20.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 3 Armor: 50 / 50 / 50 | Attributes
Weapons
Orders
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Note: Another armored support unit. Contrary to the last one, this ship has a powerful front cannon, so frontal initiation is advisable. As most Imperial armored units it isn't a speed demon, so keep in mind that enemy's ships can catch up with you easily.
Cobra Destroyer Tonnage: 37 points Integrity: 100 Shields: 100 Speed: 225 Course change: 25.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 3 Armor: 25 / 25 / 25 | Attributes
Weapons
Orders
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Note: Another support unit great for destroying stationary targets. Launching torpedoes and supporting them with minor turret fire can quickly take down a space station or a cruiser slow enough as to be unable to avoid the torpedoes. Better speed comes at the cost of weaker armor. Remember to keep away from the focusing point of a fight. Try to keep on the verge on the battlefield and not get caught in cross-fire.
Light cruisers
Dauntless Tonnage: 105 points Integrity: 600 Shields: 100 Speed: 188 Course change: 15.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 9 Armor: 75 / 50 / 50 | Attributes
Weapons
Orders
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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. You can try to ram, but most ships are much faster and will avoid such attempts.
Dauntless MK2 Tonnage: 109 points Integrity: 600 Shields: 100 Speed: 188 Course change: 15.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 9 Armor: 75 / 50 / 50 | Attributes
Weapons
Orders
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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.
Cruisers
Dictator Tonnage: 157 pts Integrity: 800 Shields: 200 Speed: 150 Course change: 10.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 12 Armor: 75 / 50 / 50 | Attributes
Weapons
Orders
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Notes: One of the most useful ships in this class, mainly because of the ability to use shock troops. Good speed - for an Imperial unit, and the ability to shell the enemy with torpedoes can give you an edge on the battlefield.
Gothic Tonnage: 142 pts Integrity: 800 Shields: 200 Speed: 150 Course change: 10.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 12 Armor: 75 / 50 / 50 | Attributes
Weapons
Orders
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Notes: Lightest and least armed ship in this class in Empire. Its only advantage is the ability to use torpedoes.
Dominator Tonnage: 155 pts Integrity: 800 Shields: 200 Speed: 150 Course change: 10.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 12 Armor: 75 / 50 / 50 | Attributes
Weapons
Orders
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Notes: One of the heaviest ships in this class, deserves special attention because of the Nova cannon. In combat, it can provide efficient broadside fire and support ships fighting in more distant parts of the map.
Tyrant Tonnage: 152 pts Integrity: 800 Shields: 200 Speed: 150 Course change: 10.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 12 Armor: 75 / 50 / 50 | Attributes
Weapons
Orders
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Notes: This unit is useful in opening every fight. Especially useful for broadside fire, but thanks to torpedoes it can also fire at the enemy that its closing at.
Lunar Tonnage: 145 pts Integrity: 800 Shields: 200 Speed: 150 Course change: 10.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 12 Armor: 75 / 50 / 50 | Attributes
Weapons
Orders
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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.
Battle Cruisers
Mars Tonnage: 180 pts Integrity: 900 Shields: 200 Speed: 150 Course change: 10.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 15 Armor: 75 / 50 / 50 | Attributes
Weapons
Orders
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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.
Overlord Tonnage: 172 pts Integrity: 800 Shields: 200 Speed: 150 Course change: 10.0°/s Reconnaissance: 5,000 units Value: 60 Turrets: 15 Armor: 75 / 50 / 50 | Attributes
Weapons
Orders
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Notes: This is a useful unit, but apart from the tonnage it's more like a regular cruiser. Nevertheless, it's good to initiate combat with this ship for it has high bow armor.
Battleships
Emperor Tonnage: 252 pts Integrity: 1200 Shields: 400 Speed: 112 Course change: 5.0°/s Reconnaissance: 10 000 units Value: 60 Turrets: 18 Armor: 50 / 50 / 50 | Attributes
Weapons
Orders
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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 Integrity: 1200 Shields: 400 Speed: 150 Course change: 5.0°/s Reconnaissance: 10 000 units Value: 60 Turrets: 18 Armor: 75 / 50 / 50 | Attributes
Weapons
Orders
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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. You can consider using this one, but having only one slot, you'd probably got for the heavier one.