Ork Shipyard | Shipyard Battlefleet Gothic: Armada Guide
Last update: 11 May 2016
Ork Shipyard
This chapter provides you with a detailed list of upgrades, skills, favors and crew members available in the Ork shipyard.
Upgrades
Engine
A standard upgrade set that increases control of engine's functioning. This category is important from the perspective of the Ork tactic.
Icon | Description | Notes |
Mekboy Tuned Engines When the ship takes critical damage to the engine, penalty to movement is divided by 2. | This upgrade does not provide you with Any additional speed at the beginning of battle, but enables ship to move at 75% of the maximum speed. It is a good idea to give this upgrade a consideration, especially in missions in which success relies on quick redeployment. | |
Kunning Plans Special maneuvers will no longer expose your ship's position. | It allows you use thrusters on a specific unit from the initial moments of the mission, without revealing your position. Thanks to this, you will be able to take an advantageous position in the battlefield, deploy your traps and hide in cloud of gas, until the thrusters cools down. | |
Grot-Tuned Thrusters The speed of rotation of the ship, during fire exchange, increases by 5° a second. | This is a very important upgrade, from the viewpoint of heavy units. Ship's base ability to maneuver is very low. This is why it is a good idea to increase this statistic for faster engagement. Upgrading the engine in this way will enable you to maneuver the ship during attempts to ram into enemy ship, which is when it is especially useful. | |
Lotsa Thrusters Decreases consumption of thrust during special maneuvers, by 25%. | You should remember that ork ships cannot use thrusters directly, but the automatic control will be more effective after this upgrade is implemented. |
Generator
These upgrades are not key, from the perspective of the Ork fleet, but it is a good idea to spend, at least, one development point on Extra Sheeldz, which may considerably increase ships' defenses.
Icon | Description | Notes |
Gork-Blessed Pilots Ship does not take damage from impact with clusters of asteroids. | This upgrade is useful at the beginning of the game, when you are still not yet familiar with map layout. Also, useful if the enemy is hidden behind force field and you would otherwise have to steer around it to get to them. Situations, in which this upgrade becomes useful are few and far between, which is why you should focus on the remaining ones. | |
Mekboy Kustom Void Sheeldz The reloading speed of the shield is improved by 50%. | This upgrade is useful from the perspective of ship's defenses. It enables longer fire exchange, but it also affects time for which the ship is useless or active battle, in wait for regeneration of integrity and shield. Such unit will be able to return into the battle much faster. | |
Extra Sheeldz The line ship's shield is improved by 100 points. The escort ship's shield is improved by 50 points. | This upgrade is very useful, from the perspective of any ship. Before you spend your points on it, it is a good idea to compare shield statistics for similar ships in other factions. This way, you get equal chances, in this respect, or provide yourself with an advantage in the battlefield. Given high integrity of ork ships, you can make them nearly indestructible, with this upgrade. | |
Big Mek The ship gains 10 Troop value against assault actions trying to cancel its warp jump. | This upgrade can often save your unit from complete destruction. The remaining factions do not use assault actions that often, but additional safety measures limit the array of tactics of the opponent. |
Deck
Actions within collision areas promote damage to elements of ships. Introduction of alterations can often save your success at the critical moment.
Icon | Description | Notes |
Mork-Blessed Scannurz Detection area is larger by 2.500 units. | An interesting upgrade that is useful from the point of preparing ambushes. It is best to implement it on large ships with high range of detection, thanks to which you can identify the enemy and coordinate your actions. | |
Belt Armour The first critical damage to a control system is ignored. | Moderately useful to any ship. Keep in mind that damage to any element of the ship makes you unable to issue orders and skills available for that element. | |
Annouver Bridge The ship can issue special orders even if the deck is completely destroyed. | This upgrade is useful to larger ships that heavily depend on special orders. Ones with this upgrade will prove highly useful during missions of exhaustion. | |
Grot Messengers Duration of special orders (Lock On, Brace for Impact, Reload) is longer by 50%. | A highly useful alteration, from the perspective of issued orders. It is useful to any type of ship, especially to units that engage enemy in the first line of fire. This can be especially beneficial for Orks, whose effectiveness of basic weaponry is sorely limited. |
Hull
These are very important upgrades from the Ork perspective. It is a good idea to spend a development point here, in order to be able to influence morale of the crew, or execute an insubordinate commander.
Icon | Description | Notes |
Lotsa Hull Plates Resistance of the Line Ship's Hull is improved by 100 points. Resistance of the Escort Ship's Hull is improved 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. Basic integrity of Ork ships is on a high level, which is why you should carefully consider spending a point on this. | |
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. | |
Chained Squigs Allows you to execute the Captain of the ship for insubordination. Also, it unlocks the Chained Squig crew member. | The option to execute an insubordinate captain is a useful one, especially Turing the final missions, where you can affect the crew's morale using another crew member. | |
Fire Safetee Grots Fires on the ship are 50% shorter. | A long-lasting fire can decrease resistance or even destroy the ship. Additional safety measures cut down their duration and save the burning ship, when temporary repairs are impossible to carry out. |
Weaponry
This section lists all of the necessary modifications to weapons onboard the ship. It is a good idea to upgrade weaponry alongside integrity upgrades, thanks to which battles will last shorter and you will avoid taking critical damage.
Icon | Description | Notes |
Sqwadrons Refuelin' Station Cooldown of special units is shorter by 20%. | This upgrade is effective only on ships with proper weaponry, where you can use special units. It is a good idea to implement this upgrade to dominate opponents that are susceptible to assault actions. | |
Grot Gunnerz Above the distance of 6k Gunz and Kannonz lose 50% less of their effectiveness. | This modification is useful for units that come armed with only this type of weapons. It improves accuracy over longer distances. | |
Heavy Gunz Gunz and Kannonz count the enemy armor at 25% when the distance is 3k or shorter. | This upgrade is very helpful against the Empire. Their bows of their ships are heavily-armored and their playing style often causes situations, in which this type of ammo is useful. | |
Kustom Generator Increases chances of critical damage by 300% after the Lock On order, inflicted by Zzap. | It should be noted that Zzap Has a very low Chance of critical damage. It is a good idea to boost this bonus on ships that use this type of weapons. | |
More Tellyportas Lightning Strike order results in an additional assault action. This includes all of the action connected with this 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. | |
Really Big Gunz Range of all Gunz and Kannonz is increased by 3,000 units. | This upgrade is of little use, due to the low accuracy of Orks. | |
Sheeld-Breaker Shot Big cannons on the prow (Zzap) deal 50% more damage to shields. | This upgrade is especially useful for ships that engage in an up-front battle. It is a good idea to obtain this upgrade for ships with heavy versions of this weapon. | |
Shootier Lances Range of all Zzap cannons on the ship increases by 3,000 units. | It is a good idea to try to combine this upgrade with the above one, in order to make up-front engagement as effective as possible. It is a good start for ramming into the weakened unit. |
Skills
Defense
Both of the skills increase unit's defenses, which can have a variety of uses. Still, you have to remember that the majority of ships are outside of the Admiral's control, so the ship can leave the battlefield still before it can use its defenses.
Icon | Description | Statistics |
Overload Sheeldz - makes shields impenetrable for 10 seconds. | Range: On self Duration: 10 seconds Cooldown: 120 seconds Affiliation: Generator |
Notes: This skill becomes useful in any situation. It harmonizes well with Taunt. It proves its value in tight situations when both yours and your enemy's units are at the end of their integrity and several seconds decide who will have to flee the battlefield.
Icon | Description | Statistics |
Mekboy Capacitor - Shield regeneration increased by 250%. | Range: On self Duration: 10 seconds Cooldown: 120 seconds Affiliation: Generator |
Notes: It proves its worth while carrying out necessary repairs in areas far away from the main theatre of enemy operations. Also, it is useful in missions whose objective is to steal data, where additional shields can prevent your ship from losing data key to the success of the mission.
Damage
Standard skills to any fleet. The meaning of this weapon is purely strategic one and its effectiveness depends on its deployment in the right spot at the right time.
Icon | Description | Statistics |
Disruption Bomb - A long range weapon. At the moment of explosion, it removes shields from all units within blast radius. | Range: 10,000 Delay: 10 seconds Radius: 1,500 Cooldown: 120 seconds Affiliation: Hull |
Notes: This skill is useful in the initial phase of the battle. A bomb well-deployed can deprive the enemy of his shield, which can result in severe damage dealt to him. It is especially useful in the case of heavy ships, which in no way can ignore shields 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
Another important section. Just like in the case of every faction, Stasis Bomb is a must-have. You do not have to equip each and every ship with it. Just make sure that there is, at least, one unit entering the battle that has this one.
Icon | Description | Statistics |
Ork Songz - temporarily decreases the identification range in each ship within medium range of your ship, by 1000 units. | Range: 7,500 Duration: 25 seconds Cooldown: 120 seconds Affiliation: Deck |
Notes: This skill becomes highly useful while setting ambushes. All you have to do is send out a ship with this skill to jam enemy radars for nearly 30 seconds. Within that time, you can easily surround the enemy, or try to ram into the blinded units.
Icon | Description | Statistics |
Stasis Bomb - A long range weapon. The explosion slows down all units within range. | 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. Using larger units, you can deal severe damage with Nova Cannon.
Support
This skill is important for Orks. A boost to assault actions against within range deserves special attention, while upgrading this section.
Icon | Description | Statistics |
Waagh! - All ships within range, including that ship, receive an additional assault action on the enemy ship. | Range: 6,000 Delay: 30 seconds Cooldown: 240 seconds Affiliation: Deck |
Notes: This one is very useful. Increased effectiveness of assault actions harmonizes very well with the Ork style.
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
These skills are quite useful, due to the character of the Ork faction. The enemy will usually know everything about you beforehand, before you can even come close, which is why you should use tools that make reconnaissance easier.
Icon | Description | Statistics |
Grot on a Rok - launches a stationary device with a detection range of 10,000 units. | Range: 10,000 Duration: 180 seconds Cooldown: 240 seconds Affiliation: Deck |
Notes: Try to predict enemy actions and deploy the device near the area that you can set an ambush in.
Icon | Description | Statistics |
Grot Rokkit Nosey - it deploys a probe at a speed of 600 units. The probe identifies units after they are detected. | Range: unlimited Cooldown: 120 seconds Affiliation: Deck |
Notes: It is best to use this skill while moving directly towards the enemy. Thanks to identifying them early enough, you can adopt the right strategy and in many situations, you can decide not to ram in.
Maneuvers
Alterations in this field will prove useful while moving around the battlefield. Due to the high susceptibility to being identified, Ork ships provide a low chance of ambushing the opponent and additional boost to the afterburner will come in handy.
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: Using this skill properly 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 if you do not really need it, or when your integrity is not running out.
Icon | Description | Statistics |
Enchanted Induction Cells - this skill immediately charges afterburners. | Range: On self Cooldown: 150 seconds Affiliation: Engine |
Notes: Additional supply of afterburner is especially useful in the case of ships with base speed lower than that of the enemy ships. Skillful use of additional afterburner supply can decide the result of the battle, if you can use it to effectively get out of the enemy's range, or if you can catch up with him before he performs warp jump.
Favor
Evil Sunz Clan
Speed demons. They fit every element of the ship with boosters, to be the fastest in the fleet. Additionally, they make engineers fit enemy ships with slowing- down components.
Unique skills:
Icon | Description | Notes |
Traktor Kannon It can only be used at an angle of 90°, in front of the unit. The targeted enemy ship moves in the direction you pick. Range: 7,500 Cooldown: 60 seconds Displacement: 800 Affiliation: Prow | It is a very interesting and useful device. You can make the enemy ship go in the direction you want to want to ram it. Cooldown is only a minute long, so you can easily thwart enemy's plans using two ships fitted with the cannon. | |
Bigger Red Button Combustion gauge refill rate is increased by 25%. | Additional afterburner energy always comes in handy, especially that you cannot control the rate at which it is used up. |
Blood Axes Clan
Specialists in tactic tricks and strategy. They can perfectly use enemy's weapons against him.
Unique skills:
Icon | Description | Notes |
Nova Kannon It can only be used at an angle of 90° front. It deals up to 200 damage to units in the center of the blast. Damage ignores the enemy's armor. There is a 25% Chance that the projectile will explode in a spot different than desired. Range: 6,000 - 25,000 Radius: 2,000 Cooldown: 60 seconds | Empire's flag weapon. Using this boost, you can provide Ork ships with it also. The weapon is highly effective and it can only be used over long distance. You should keep in mind that the projectile can go off the course. | |
Kommando Training Ship can use Running Silent order. | A boost that allows you to ambush enemy and hide units out of enemy's sight. It harmonizes well with noisy units that attract the enemy attention, whereas silent ones strike from the side. |
Da Goff Clan
The cruelest of the Ork clans. They are especially fond of assault actions and of killing out enemies on their ships.
Unique skills:
Icon | Description | Notes |
Rammin' Gob Damage resulting from ramming is increased by 50%. | Useful to any Ork unit due to high inclinations towards fighting at the collision distance. | |
Raging Goffs One additional assault action aboard the enemy ship, while boarding. | Additional assault action increase your chances of succeeding. |
Da Bad Moon Clan
The healthiest clan of the entire Ork community. With safety in mind, they prefer combat over longer distances with rare weapons that used to belong to the enemy.
Unique skills:
Icon | Description | Notes |
Shokk - Attack Mega Kannon - you launch an assault action on a targeted ship, over a long distance. Possible to use against a ship with shield on. Range: 5,000 - 25,000 Cooldown: 60 seconds Affiliation: Prow | It provides you with advantage over the rest of the ships. Assault actions performed at a long range guarantees high damage dealt, without exposing yourself to damage. Note that you cannot use this skill over short distance and the skill can be launched against ships with shields on. | |
Teef Surplus - the ship receives an additional upgrades point. | An additional development point is always useful. With the above skill in mind, it is a good idea to put that point into, e.g. Sqwadrons Refuelin' Station. |
Crew
Squigs in Cage
Every good Admiral keeps several hungry Squigs up his sleeve. This ensure proper carrying out of a order by those of the crew members that are not interested in what a Squig looks like on the inside.
- Reduces risk of insubordination by 10% per level, when the ship reaches 30% of Hull integrity.
- Reduces risk of insubordination by 2% per level, when a line ship is lost.
- Reduces risk of insubordination by 1% per level, when an escort ship is lost.
Crew's morale is one of the key aspects, when it comes to fire exchange. It is a good idea to spare a point to make sure that you are in full control of the ship. This is especially important in the case of Ork ships, where crew is highly undisciplined.
Veirdboy
He is responsible for guiding Ork ships during warp jumps. He is capable of affecting the direction of jumps and for the course of the jump itself.
- Ship that flees the battlefield has 45% chance of getting lost.
- Reduces the chance to Lose a ship after the jump, by 15% per level.
- Reduces warp jump charging time by 2.5 seconds per level.
The navigator deserves, at least, one development point. It is quite an advantage, if you decrease the risk of losing a ship by 30%. Additionally, decreased time to flee the battlefield can be of use, during Data Recovery and Breakthrough missions.
Mekboyz
Some of the smartest of Orks. Their responsibility is to secure crew members against sudden death. They coordinate maintenance team and are responsible for emergency repairs.
- Increases the effectiveness of Emergency Repairs order by 0.3 pt/sec. per level.
It is a good idea to spend at least one point on his development, Emergency repairs are the main thing thanks to which the majority of ships do not need major repairs, after you are back to the shipyard. After you spend 2 development points, repair order restores as many as 127 integrity points, within 45 seconds. This is why this one is worthwhile.
Master Gunner
He is responsible for effectiveness of the ship's weaponry.
- 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.
Boyz
A crew member responsible for fighting back assailants on the ship, during boarding actions. Real killing machines.
- 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.
Grotz
They are perceived as slaves. They often serve as food or ammo. They fulfill their role even if they have to suffer the worst fate.
- 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.