Ork Pirates | Units Battlefleet Gothic: Armada Guide
Last update: 11 May 2016
Ork Pirates
Ork Ships are real flying fortresses. They're perfect for ambushes and boarding. Ork fleet is loud, and provides superior firepower at close range. Tonnage makes ramming pretty efficient, but at the same time dangerous because of poor maneuverability. High likelihood of mutiny is their trademark. This faction is perfect if you prefer fighting at closer range, have the basic understanding of the game, and would like to experiment with setting ambushes and destroying hostile ships from within by boarding party, or ram them with the big ships.
Attributes
Parameters shared between most units.
Icon | Name and description |
Ork Accuracy - fire efficiency based on the distance. 3k units - 75% 6k units - 50% 9k units - 25% 12k units - 0% | |
Disorganized - hierarchy is not really their thing. Crews are prone to insubordination. Taunt lasts 50% longer. 40% - when hull integrity below 30% 16% - for each lost liner 4% - for each lost support ship | |
Savage Boarding - Orks' brutality allows one additional action aboard hostile ships. | |
Squigless - captain can't be executed if he tries to flee the battlefield | |
Big Red Button - Ork boosters are ill designed and rule out any maneuvers. Full Speed Ahead ends quicker, gives more random thrust and is more powerful. | |
Noisy Orks - Orks are very loud - ships with this attribute don't have access to the "Running Silent" order. | |
Kustom - Orks can modify their ships' weapons. | |
Powa Rammin' - Ramming damage is increased by 300% for support ships and by 50% for liners | |
Expendable - losing those ships doesn't increase mutiny probability. |
Weapons
Name and stats | Additional attributes | Notes |
Grot Prow Gunz No. of attacks: 2 Damage: 2 Rate of fire: 2 Range: 6,000 Chance for critical: 0,5 Firing angle: 90° Front | Orky accuracy - their attacks are not that efficient really - Orks have bigger penalty for long-range attacks. Gunz - Number of attacks can be randomly doubled, cut by half, or reduced to minimum. | Prow Gunz work rather randomly, which in general is a disadvantage. On the other hand there's the possibility of dealing more damage. |
Heavy Kannon No. of attacks: 1 Damage: 48 Rate of fire: 12 Range: 3,000 Chance for critical: 12 Firing angle: 90° Front | Orky accuracy - their attacks are not that efficient really - Orks have bigger penalty for long-range attacks. | Very powerful weapon. Keep in mind poor range - try to stay within collision distance, it will also provide ramming opportunities. |
Prow Weak Torpedo Launcha No. of torpedoes: 2 Damage: 45 Rate of fire: 45 Range: Unlimited Chance for critical: 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. Armor pierce - damage is counted for 25% of enemy's ships' shields | Standard-issue light torpedo launcher. Not very useful for Orks: using it early in game by a noisy ship will reveal your position. |
Lotsa' Gunz No. of attacks: 1 Damage: 1 Rate of fire: 2 Range: 6,000 Chance for critical: 0,25 Angle of fire: 90° Burta | Orky accuracy - their attacks are not that efficient really - Orks have bigger penalty for long-range attacks. Gunz - Number of attacks can be randomly doubled, cut by half, or reduced to minimum. | The only weapon allowing boardside fire. The damage is pretty poor, so it's best not to put too much faith in this one. |
Transport
Transporter Tonnage: 36 pts Integrity: 200 Shields: 200 Speed: 112 Course change: 20.0°/s Reconnaissance: 5,000 units Value: 70 Turrets: 3 Armor: 50 / 25 / 25 | Attributes
Weapons
Orders
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Note: The value of this ship in renown is higher than in any other faction. Apart from that, this is a slow and unarmored vessel that you have to protect on it's way towards the second edge of the map.
Support
Onslaught Attack Ship Tonnage: 31 pts Integrity: 200 Shields: 100 Speed: 150 Course change: 15.0°/s Reconnaissance: 5,000 units Value: 70 Turrets: 3 Armor: 75 / 25 / 25 | Attributes
Weapons
Orders
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Note: It's a good idea to duplicate this unit - the tonnage is small, and with a bit of luck, the firepower randomization will give you an edge. Frontal attacks advisable: big gun and thick armor at the front.
Savage Gunship Tonnage: 32 pts Integrity: 200 Shields: 100 Speed: 150 Course change: 15.0°/s Reconnaissance: 5,000 units Value: 70 Turrets: 3 Armor: 75 / 25 / 25 | Attributes
Weapons
Orders
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Note: Similar in terms of the stats to the last unit, but has superior firepower. Keep a collision distance and fire the front cannon. If your attacks reach the target, you have a good chance of winning the encounter.
Ravager Attack Ship Tonnage: 35 pts Integrity: 200 Shields: 100 Speed: 150 Course change: 15.0°/s Reconnaissance: 5,000 units Value: 70 Turrets: 3 Armor: 75 / 25 / 25 | Attributes
Weapons
Orders
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Note: The only supporting ship of the Ork fleet that has a torpedo launcher. Try to keep a distance and support other ships with torpedo attacks. Despite strong armor at the front, getting to close to the enemy may result in quick neutralization of the ship.
Brute Ram Ship Tonnage: 31 pts Integrity: 100 Shields: 100 Speed: 188 Course change: 20.0°/s Reconnaissance: 5,000 units Value: 70 Turrets: 3 Armor: 75 / 25 / 25 | Attributes
Weapons
Orders
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Note: Designed mainly for ramming support ships. Ramming damage increased by 300%. Due to distribution of armor, it has a chance of ramming the enemy and not suffering superficial damage.
Light Cruisers
Basha Tonnage: 102 pts Integrity: 800 Shields: 100 Speed: 150 Course change: 15.0°/s Reconnaissance: 5,000 units Value: 70 Turrets: 6 Armor: 75 / 50 / 25 | Attributes
Weapons
Orders
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Note: The only Light Cruiser in Ork fleet. Thanks to small tonnage, it's easy to arrange different combinations for specific missions. Standard distribution of armor, with the emphasis on hard bow of the ship. Doesn't have many turrets, but its hull is the strongest of all Light Cruisers in the game.
Cruiser
Terror Tonnage: 137 pts Integrity: 1000 Shields: 100 Speed: 200 Course change: 10.0°/s Reconnaissance: 5,000 units Value: 70 Turrets: 9 Armor: 75 / 50 / 50 | Attributes
Weapons
Orders
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Notes: Typically for Ork ships, you can customize the equipment depending on the way in which you want to use the ship. Remember that Orks are the best with boarding actions, and close combat, so try to make a combination that maintains this unique character.
Battlecruiser
Hammer Tonnage: 169 pts Integrity: 1000 Shields: 100 Speed: 200 Course change: 10.0°/s Reconnaissance: 5,000 units Value: 70 Turrets: 12 Armor: 75 / 50 / 25 | Attributes
Weapons
Orders
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Notes: Second biggest Ork ship. You can obviously customize the weapons. Note that this ship is pretty quick for the tonnage, so try to use it to your advantage while ramming.
Battleship
Dethdeala Tonnage: 212 pts Integrity: 1400 Shields: 200 Speed: 112 Course change: 5.0°/s Reconnaissance: 5 000 units Value: 70 Turrets: 15 Armor: 75 / 50 / 50 | Attributes
Weapons
Orders
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Notes: The biggest Ork ship. You can choose weapons, but note that the unit is rather slow so better choose weapons that give an edge in close combat.