GLOSSARY ORK
Skills
Overload Sheeldz
Overload Sheeldz makes shields impenetrable for 10 seconds.
Mekboy Capacitor
The Mekboy capacitor increases the regeneration rate of the shield by 2,5%.
Disruption Bomb
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.
Plasma Bomb
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.
Augur Disruptor
Every enemy ship in a medium range around the ship has their detection range suppressed for a short time.
Ork Songz
Every enemy ship in a medium range around the ship has their detection range suppressed for a short time.
Stasis Bomb
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.
Taunt
Targeted ship is uncontrollable and attacking this ship at close range for 15 seconds.
Protekt Da Shipz
The ship gives some shield points to the targeted ship, instantly refilling it by 10 points.
Grot on a Rok
Deploys a stationary grot in a sealed capsule that has a detection range of 5000 units. The beacon can be fixed on a ship without shield.
Grot Rokkit Nosey
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.
Warp Jaunt
Teleport and reorientate the ship within its detection range. The ship can't be deployed too close to an allied or enemy ship.
Grot Assistants
Grot assistants allow your ship to replenish its manoeuvre gauge instantly.
Waaagh!
The ships in range around this ship gain a free additional assault action every time they board an enemy ship. It only affect Boardings, not all assault actions.
Hit It Wiv Da Hammer Lotz!
The ship will regain 2 hull points per second for 45 seconds.
All fires on-board the ship are extinguished.
Weapons
Torpedoes
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.
Boardin' Torpedoes
The Boardin' Torpedoes skill allows the ship to launch torpedoes which each have the same effect as an assault action. Chances of success depends on the enemy ship's troop value. Warning: Boardin' Torpedoes can hit your own ships! Torpedoes are activated after travelling a distance of 500 units. Torpedoes move in a straight line. Each Boardin' Torpedo hitting an enemy ship produces an assault action.
Upgrades
Mekboy Tuned Engines
The ship's maximum speed is improved by 50 points.
Kunning Plans
Special manoeuvres will not reveal the ship anymore.
Grot-Tuned Thrusters
The rotation speed of the ship is improved by 5° per second.
Lotsa Thrusters
The Combustion Gauge used for special manoeuvres is improved by 25%.
Gork-Blessed Pilots
Asteroid damage to the ship is negated.
Mekboy Kustom Void Sheeldz
The reloading speed of the shield is improved by 50%.
Extra Sheeldz
The Line Ship's shield is Improved by 100 points. The Escort Ship's shield is improved by 50 points.
Weirdboy Navigashun Boost
The loading time for Warp disengagement is reduced by 50%. This reduction also applies if the ship's generator is destroyed.
Mork-Blessed Scannurz
The detection range of the ship is raised by 2,500 units.
Fight Anuvver Day Plan
The ship has 50% chances of ignoring the penalty of crew replacements.
Annuver bridge
The ship can continue to use "Special Orders" when its deck is destroyed.
Grot Messengers
The duration of the following Special Orders are raised by 50% on the ship: "Lock on", "Brace for Impact".
Lotsa Hull Plates
The Line Ship's hull is Improved by 100 points. The Escort Ship's hull is improved by 50 points.
Extra Turrets
The ship is fitted with 3 additional defence turrets.
Chained Squigs
Allows the player to execute the Captain of this ship if he insubordinates.
Fire Safetee Grots
Fires last 50% shorter.
Sqwadrons Refuelin' Station
The cooldowns of sqwadrons is diminished by 20%.
Grot Gunnerz
The Gunz and Kannonz long range accuracy is improved. Affects the accuracy from 9k units of distance and above.
Heavy Gunz
The Gunz and Kannonz of the ship ignore the enemy armour at 3,000 units or less.
Kustom Generator
When using the "Lock On" Special Order, Zzaps chances of dealing a critical damage are increased by 300%.
More Tellyportas
A lightning strike can deal 1 additional critical damage. Affect all lightning strikes skills.
Really Big Gunz
The range of all Gunz and Kannonz on the ship are increased by 3,000 units.
Sheeld-Breaker Shot
The ship's Zzaps deal 50% more damage against shield.
Shootier Lances
The range of all Zzap on the ship are increased by 3,000 units.
Crew
SQUIGS IN CAGE
Every good Ork admiral keeps a few hungry squigs locked on his ships. That way, all the Boyz under his command knows it isn't a good idea to disobey orders, unless they want to see what a Squig looks like from the inside.
Every good Ork admiral keeps a few hungry squigs locked on his ships. That way, all the Boyz under his command knows it isn't a good idea to disobey orders, unless they want to see what a Squig looks like from the inside.
WEIRDBOY
Weirdboyz are psychically sensitive Orks, and are thus able to manipulate the warp to some extent, using it for various tasks, from shooting energy bolts to guiding ships in the warp across space.
Reduces the duration of the "Lost in Warp" state by 1 turn per level.
MEKBOY
Mekboyz are slightly smarter Orks, essential on ships that don't want to end up full of dead, frozen Ork carcasses.
Improves the efficiency of "Emergency Repairs" by 0.3 points/second per level.
DAKKA MASTA
Ork kultur: speed, gunz, noise – and a Kroozer’s Kannons and Gunz are the apex of this violence. A Dakka Masta is skilled in using these weapons and loves nothing more than racking up loads of soft humie ships and poncy Eldar craft to his kill count! Dakka dakka dakka!
Improves by 25% the critical chance of Lances and Macro-Cannons per level.
BOYZ
The average Ork is still a killing machine bent on destruction, violence and speed. Ork ships are often full to the brim with endless hordes of greenskins that will gladly fight with one another to be the first to lay waste to enemies.
Improves the troop value of the ship by 3 per level.
GROTZ
Seen as slaves, tools and more often than not, food or ammunition. To avoid the worst fates, Grotz will happily serve their stronger cousins in even the lowest tasks, such as cleaning cannons or carrying dangerous shells.
Reduces the cooldown time of all skills by 4% per level.
MAD FLYBOYZ
Flyboyz are insane, defying the laws of physics in their brutal and destructive craft – all to sate their need for speed. Mad Flyboyz are even worse, tuning their kustom fighta-bommas to the max and pulling crazy random manoeuvres to devastating effect. It usually involves a big red button.
Give to ordnances 10% chances per level to avoid destruction when hit. This percentage cumulates with other chances of avoiding destruction.
Favours
Evil Sunz Clan
Amongst Orks, some love to fight, others are addicted to the thrill of speed. The Evil Sunz Clan falls into the second category. Always wanting to go faster, they add boosters everywhere. And to be sure they remain the fastest, use dreaded machineries to slow down their opponents.
Bigger Red Button
The special manoeuvre is 50% faster.
Traktor Kannon
The Traktor Kannon can only be used in an arc of 90° in front of the ship. The designated enemy ship is moved in the direction desired by the player.
Blood Axes Clan
Looked down on by their own species, the Blood Axes Clan care not for such considerations. Experts in tactics and strategy, other Orks see their over-use of cunning as a sign of cowardice, when it is in fact an advantage used by the Clan to turn their enemies' weapons against themselves.
Kommando Training
The ship can use the "Running Silent" special order to surprise enemy ships.
Nova Kannon
The Nova Kannon 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 Kannon 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.
Da Goff Clan
The greenskin Goff Clan, or as they name themselves, Da Goff Clan, is the strongest, most savage and powerful Ork clan. Prefering hand-to-hand combat and attrition tactics by sending endless waves of Boyz, The Goffs are a force to be reckoned with, even in space.
Raging Goffs
The Raging Goffs add 10 assault actions when Boarding.
Rammin' Gob
Increases damage dealt by ramming by 300%.
Da Bad Moon Clan
Due to their capacity to grow back teeth faster than other Orks, and the fact that teeth are the Ork currency, those of the Bad Moon Clan are the wealthiest of Orks. Unlike most of their race, they tend to prefer deadly long range attacks with rare, exotic (and stolen) technologies.
Teef Surplus
Improvement costs on the ship are reduced by 50%.
Shokk-Attack Mega Kannon
The targeted enemy ship with no shields sustains an assault action at really long distance.