Supercharged Void Shield
The supercharged void shield become impenetrable for 10 seconds.
The emergency shield increases the regeneration rate of the shield by 2.5%.
The Disruption Bomb can be teleported in a medium range. When it explodes, it depletes all shields in its effect area. Once teleported, the Disruption Bomb will take 10 seconds to activate reducing the shield of every ship in its range to 0.
The Plasma Bomb can be teleported within a medium range. When it explodes, it deals up to 100 damages in the area, ignoring armour. Once teleported, the Plasma Bomb will take 10 seconds to activate.
Every enemy ship in a medium range around the ship has their detection range suppressed for a short time.
The Stasis Bomb can be teleported within a medium range. When it explodes, it slows everything down in its effect area. Once teleported, the Stasis Bomb will take 15 seconds to activate slowing down everything that get through its field by 85%. The Stasis Bomb slows down ships, ordnances, torpedoes, cooldowns, and delays.
Targeted ship is uncontrollable and attacking this ship at close range for 15 seconds.
Void Shield Transfer
The ship gives some shield points to the targeted ship, instantly refilling it by 10 points.
Deploys a stationary device that has a detection range of 5000 units. The beacon can be fixed on a ship without shield.
Send a probe to reveal the position of the enemy ships. It goes straight at a speed of 600 The probe moves in a straight line and can be sent 360° around the ship. Every ship within the detection range of 2500 of the probe is identified.
Micro Warp Jump
Teleport and reorientate the ship within its detection range. The ship can't be deployed too close to an allied or enemy ship.
Enhanced Induction Cells
Enhanced induction cells allows your ship to replenish its manoeuvre gauge instantly.
When activated, the ship will stop and load its Warp jump for 15 seconds. The ship will then be considered disengaged. On cooldown at the start of a battle. If an enemy ship performed a successful assault action on the ship it will disable the Warp Jump.
The ship will regain 2 hull points per second for 45 seconds.
All fires on-board the ship are extinguished.
The torpedo skill allows the ship to launch a spread of torpedoes from the prow. Warning: Torpedoes can hit your own ships! Torpedoes are activated after travelling a distance of 500. Torpedoes move in a straight line, dealing 45 damage and ignoring shields.
The Nova Cannon can fire at an angle of 90° from the prow. It deals up to 200 damage points at the epicentre of the impact. The damage dealt by the Nova Cannon ignores its target's armour. The damage dealt is reduced by 50% when the target is at a distance higher than 1000 units from the epicentre of the impact. The projectile suffers more or less dispersion depending on the distance between the firing ship and the impact point.
The rotation speed of the ship is improved by 5° per second.
Efficient Plasma Thrusters
The Combustion Gauge used for special manoeuvres is improved by 25%.
Auxiliary Power Relays
The ship's maximum speed is improved by 50 points.
Special manoeuvres will not reveal the ship anymore.
Asteroid damage to the ship is negated.
Auxiliary Shield Capacitors
The reloading speed of the shield is improved by 50%.
Additional Void Shield Generator
The Line Ship's shield is Improved by 100 points. The Escort Ship's shield is improved by 50 points.
Generator Security Team
The ship gains +10 Troop Value against assault actions trying to cancel its Warp jump.
Improved Augur Array
The detection range of the ship is raised by 2,500 units.
The first critical damage inflicted to a system (Deck, Generator or Engines) is ignored.
Advanced Cogitator Linkages
The duration of the following Special Orders are raised by 50% on the ship: "Lock on", "Brace for Impact".
Enhanced Battle Bridge
The ship can continue to use "Special Orders" when its deck is destroyed.
The Line Ship's hull is Improved by 100 points. The Escort Ship's hull is improved by 50 points.
The ship is fitted with 3 additional defence turrets.
Improves the duration of the "Running Silent" Special Order on this ship by 100%.
Fire Protection System
Fires last 50% shorter.
The range of all Macro-Cannons on the ship are increased by 3,000 units.
A lightning strike can deal 1 additional critical damage. Affect all lightning strikes skills.
The ship's Macro-Cannons ignore the enemy armour at 3,000 units or less.
Automated Refuelling Systems
The cooldowns of squadrons is diminished by 20%.
The ship's lances do 50% more damage against shields.
When using the "Lock On" Special Order, Lances' chances of dealing a critical damage are increased by 300%.
The range of all Lances on the ship are increased by 3,000 units.
The Macro-Cannon's long range penalty is reduced. Affects the accuracy from 9k units of distance and above.
Commissars are deployed on ships to inspire crew members, to improve morale, and if necessary punish them when they show lack of zeal or competency.
Reduces by 10% per level the of chances insubordination when the ship reaches 30% of its hull integrity. Reduces by 2% the chance of insubordination when a Line Ship is lost per level. Reduces by 1% the chance of insubordination when an Escort Ship is lost per level. Warning: The Admiral Ship of your fleet can't become insubordinate.
The Navigator is responsible for guiding the Imperial ships through the Warp. The Navigator comes from a powerful and mysterious organization called the Navis Nobilite.
Reduces the duration of the "Lost in Warp" state by 1 turn per level.
The tech-priest is a representative of the Adeptus Mechanicus which have the responsibility of leading the maintenance team on the ship.
Improves the efficiency of "Emergency Repairs" by 0.3 points/second per level.
The master gunner is an officer capable of improving the efficiency of a ship's standard weaponry.
Improves by 25% the critical chance of Lances and Macro-Cannons per level.
Ratings are forces consisting entirely of armsman, voidsman, and quite often even penal troops. They are used to repel assailants when the ship is boarded.
Improves the troop value of the ship by 3 per level.
Servitors are mindless drones of flesh and metal used to carry out simple, manual tasks. They are often criminals who have offended the cult Mechanicus.
Reduces the cooldown time of all skills by 4% per level.
Squadron Sergents demonstrate more skill and tactical leadership than the rest of their teammates. Due to their short lifespawn on the battlefield, pilots are quickly promoted squadron seargent, a position they use to motivate and coordinate the pilots under their command, and maximize their potential.
Give to ordnances 10% chances to avoid destruction when hit per level. This percentage cumulates with other chances of avoiding destruction.
The Inquisition are the powerful secret agents of the Imperium responsible for guarding the souls of humanity. The purpose of the Inquisition is to identify and destroy the myriad of potential threats to the Imperium and humanity.
Every crew member gets 1 free Crew Points.
The designated enemy ship signal is identified.
The Adeptus Mechanicus is a technological organisation which holds a monopoly on technological knowledge in the Imperium. Their Forge Worlds turn out the Imperium's most powerful and advanced weaponry and equipment.
The ship gains 1 Skill Slot.
The costs of repairs and upgrades on the ship are reduced by 50%.
The Imperial Navy is one of the armed forces employed by the Imperium. The Imperial Navy is responsible for the fleets of warships that soar between the stars and planets in the Imperium as well as engaging threats both inside and outside the Imperium's borders.
The ship is immune to Insubordination.
A cobra class Escort Ship enters the battlefield as reinforcement. The player has to deploy this ship within a radius of 5,000 units around his ship.
The Adeptus Astartes are one of the most elite and feared forces of the Imperium of Man. There are far too few Space Marines to form the Imperium's main military forces; instead they operate as highly mobile strike forces.
The ship is granted +10 to its troop value.
Terminator Lightning Strike
The Terminator Lightning Strike replaces the basic Lightning Strike. This action cannot be performed on a ship which still has its shield up. The Terminator Lightning Strike adds 50 assault actions to the Lightning Strike. The Terminator Lightning Strike's chances of dealing critical damage to the targeted ship are based on its troop value.