Talk about Battlefleet Gothic: Armada here!
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Postby Sio'are » 13 June 2016, 13:36

Hello and Welcome to the FAQ !

This Thread will compile and clarify all answers given in the Codex Sage Thread.

If the answer you seek isn't explained here, feel free to ask it out to the Codex Sage here :


Summary :
Page 1 :
- Ordnance fonctionnement
- Close Defence System
- Armour
- Special Orders
- Weapons
- Skills
- Shields
- Ramming
- Crew

Page 2:
- Upgrades
- Ships Explosions
- Accuracy
- Priority Targeting
- Campaign
- Execution and Mutiny
- Assault Actions
- Traits
- Level Up System
- Phenomenons

Page 3:
- Fleet Upkeep
- Critical Damages
- Eldar Specificities
- Bonus Calculation
- Ships
- Difficulty

Thank you !
Last edited by Sio'are on 22 June 2016, 16:38, edited 5 times in total.

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Postby Sio'are » 13 June 2016, 13:39


Ordnances :

Ordnances are the name given to the crafts squadrons that a ship deploys through its launch bay. There are 3 types of Ordnances : The Defensive Fighter Squadron, The Bomber Squadron, and the Assault Boat Squadron.
(N.B : Torpedoes aren’t considered as Ordnances and are referred to as “torpedoes” to avoid confusion.)

A ship using Launch bay is usually referred to as a Carrier.
All Launch Bays not critically damaged deploys 1 squadron of the desired type at once.
If a Launch Bay is destroyed while its squadron is already deployed, said squadron explode with it.

Ordnances squadrons can be attacked by other Ordnances, and by the Close Defence System (It has a dedicated section displayed lower).
For each damage taken by a Squadron, it loses a random craft.
The Squadron Sergeant (Or Faction equivalent) can add a Dodge chance on the Ordnance Squadrons. In case a squadron fails a test to see if it is destroyed, and if the squadron has a Dodge chance, it can roll a second test. If the result is lower than the Dodge chance, the hit is ignored.

Example :
A Bomber Squadron with a Level 3 Squadron Leader misses its test to survive. It has to make another test at 30%. If it succeed, it ignores the damage and no craft is lost. An Eldar squadron in the same situation will then have 60% chances to ignore the hit (Level 3 Squadron Leader + the basic Dodge of Eldar ships).

All Ordnances are visible at any time by both players.
For technical reasons, the Guest of a Multiplayer game will sometime see his ordnance squadrons with less crafts than normal. It doesn’t affect the squadrons efficiency that is still the same.

Defensive Fighter Squadron :

Defensive fighters are used to intercept enemy ordnances and Torpedoes. The Defensive Squadrons will then stay near their Carriers indefinitely until they are destroyed. If a valid target comes under 6.000 units of the Carrier, the Fighter squadrons will fly to it and try to destroy it once under 600 units of distance.
Each Fighter of the squadron has two attacks, and each attack has a 35% chance to shoot down a target. This percentage can be modified : For example, Torpedoes are harder to shoot down. Fighters only have a 10% chance to shoot it down with each attack. The attack behaviour of Defensive squadrons is as such :

A target within 6.000 units is detected.
The Defensive squadrons fly to the target.
Each Fighters (usually) deal 2 attacks to the target (For a total of 12 attacks for a full squadron).
Once the attacks are dealt, they return near the carrier or fly to the next target.

It is possible, but highly unlikely (as fighters have the same speed than other ordnances and torpedoes), that a same Fighter squadron deals its attacks two times on the same targets if its travels make it go twice in range of the target.

In case of mutliple defensive squadrons and multiple targets :
All squadrons go to the first detected target. A squadron is set as the primary attacker.
Once a second target is detected, only one squadron that isn't a primary attacker is set as the primary attacker and dispatched to this target.
All other squadrons still target the first target.
And so on for each new target detected until all squadrons are set as primary attackers.

This behaviour indicates that it is possible, but difficult, to lure defensive squadrons away of their Carrier to attack it with Ordnances and Torpedoes.

If an enemy ship comes close enough of the carrier, its Close Defence System can attack the Defensive Fighters.

Reusing the skill will replenish the missing fighters of the squadrons. You cannot have more Defensive squadrons than you have Launch bays undestroyed.
In case of two Defensive Fighters Squadrons fighting one another, their destruction tests are calculated simultaneously.

Bomber Squadron :

Bomber Squadrons are usually composed of both Fighters and Bombers in equal parts (3 Fighters and 3 Bombers). While the first ones’ use is explained in the “Escort Fighter” subsection lower, the second ones are crafts aiming to destroy enemy ships. They Fly to a target and inflict direct damage to their Hull.

Bomber Squadrons pursue their given target unless they are destroyed or if their target is destroyed or becomes furtive.

Assault Boat Squadron :

These Squadrons are much alike the bomber squadron, with two notable differences. Their escort fighters are on a 60/40 Ration (4 Fighters, 2 Assault Boats) and when they reach the ship, they trigger an assault action instead of dealing hull damage.

Escort Fighters :

Present in both Bomber and Assault Boat Squadrons, the Escort Fighters have two distinctive uses :
Avoid important losses :

If a Squadron fails a destruction test and loses a craft in a full ordnance squadron, there is 50% ( ~66% for an assault boat squadron) chances for the first destroyed craft to be a fighter, which leaves the bombers/Assault boats still at full capacity. This percentage is of course modified depending on the number of surviving Fighters/Bombers/Assault Boat in the Squadron.

Intercept on course :

Escort Fighters can intercept any enemy ordnances and torpedoes near them. They can be used to destroy/weaken incoming torpedoes and Bomber/Assault Boat runs from afar, but it would be difficult and tricky, a move only for Expert carrier players.
But more importantly, these escort fighters can reduce the number of defensive fighter squadrons your enemy has deployed way more efficiently than bombers. And once the defensive fighters destroyed, the Bombers will only have to pass through the close defence system.
Escort Fighters and Defensive squadrons roll their destruction tests simultaneously when they encounter one another.
Escort Fighters stay with the Squadron until destruction or the accomplishment of the run.

Faction specifications :

Be aware that some factions have their own versions of Ordnances or ship models which make them quite different to use. The Imperial Navy is considered the “Classic” Ordnances.

Chaos : Chaos have ships with numerous Launch Bays, and as such tends to multiply the number of Ordnances they can launch at the enemy.

Orks : Orks have Fighta-Bombas, a multi-purpose craft combining both the capacities of a Fighter and some offensive power of a Bomber. While being weaker bombers, their Bomber Squadrons being composed of 6 Fighta-Bombas, it is considered as 6 Fighters AND 6 Bombers, making them efficient in interception and a damage output less diluted in case of a craft lost.

Eldars : Eldars have expert pilots, and as such, all Crafts, if hit by a destruction test, can run another test, Dodge, which gives them a 30% chance to ignore the hit. It is cumulated with the Eagle Pilot Crew Member Bonus, for a Dodge chance of up to 60%. In payback, Eldars do not have Assault Boats Squadrons.

Space Marines : Using Thunderbirds, The Space Marines Craft need to be hit 2 times in order to be destroyed, which make them more resilient than any other faction. In addition, their Thunderbirds are multi-purpose, serving as much as Assault Boats than as Fighters. But these advantages are compensated by the fact that Squadrons only count 3 Thunderbirds instead of the usual 6 crafts (Which is still 1 Assault Boat more than other factions), and they do not have bombers by default.

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Postby Sio'are » 13 June 2016, 13:40


The Close Defence System (Or CDS for short) of a ship is an array of turrets too small to efficiently damage a ship, but numerous enough to shoot down smaller targets, such as crafts, shuttles and torpedoes.

The Close Defence System fires at all available target in a 1.250 range around the ship at once (If two torpedoes enter the CDS range from both sides of the ships, both torpedoes will be attacked by all turrets of the ship at the same time). Caution : Each valid target only pass one test per turret and per entrance in the CDS’s range. The only way to force more tests upon a target is to make it leave and re-enter the CDS’s range. The most efficient ways to do so is to use the Wicro Warp Jump, a Stasis Bomb or the Eldar Wraithbone Shift.

They have two distinctive uses :

They can shoot down ordnance squadrons and torpedoes :

Each of these targets have a chance to be shot down, 35% for crafts and 10% for Torpedoes, by each turret. Ordnance Squadrons are considered as one target, and each torpedo as one target too.

An Ordnance failing its test loses one random craft, and a Torpedo is destroyed.

Example :
A bomber run comes to my Retribution, which has 18 turrets. Once in range, the squadron will have to successfully pass 18 tests at 65% to reach the target unharmed (since they have 35% chances to be shot down). Each test failed results in a craft of the squadron destroyed, chosen randomly.

Caution :
The Dodge chances given by the Squadron leader Crew Member, and already present on Eldar crafts and torpedoes, is a second test the target has to pass if they are hit or ignore the hit.

They can shoot down Boarding Shuttles :

When a ship is assaulted through the "Boarding Action" skill, each turret still active raises the Troop Value of the ship by the number of turrets. It only work against the Boarding Action skill and not against Assault boats or other means.

Remember: every 100 Hull point lost, a Turret is lost as well. As such, a weakened ship is more vulnerable to the Boarding action skill, Ordnances attacks and torpedoes.

With the same logic, the upgrades adding Hull points potentially make you lose more turrets :

Example :
if two Emperor Imperial Navy Battleships are at 500 hull points, the one without the Hull points upgrade will have lost 700 hp, hence 7 turrets out of its 18 turrets, and the one with the upgrade will have lost 800 hull points, hence 8 turrets out of its 18 turrets.

On the other hand, the upgrade adding 3 turrets let a low hull point ship keep a high defense potential against Ordnances, Torpedoes and the Boarding Action skill (With +1 Troop Value per Turret against boarding, the Extra Turret Upgrade is as efficient as an additional level on the Rating (or faction equivalent) crew member against the Boarding Action skill).

The Close Defence System attack targets within range even if they are not the primary target. As such, an efficient strategy is to use small, fast ships to intercept such targets before they reach their primary targets.

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Postby Sio'are » 13 June 2016, 13:41


Armour is a ship statistic that displays the ability of the hull’s plating to absorb damages, entirely or partially.

Armour has 3 values, for the front, the sides and the rear of ships. It is usually stronger on the front. These values either give a percentage of a chance to deny damage (usually weapon-dealt damages) or to mitigate them (like in asteroid fields).

Example of absorption :
A ship fire its macro-weapons on a Basha Ork Light Cruiser. If the shot hits the front of the ship, it has a 75% chance to be entirely denied, not inflicting any damage on the Hull points of the ship. If it touches a side, the chances drop to 50%. In the rear, it only has a 25% chance to deny the hit.

Example of mitigation :
Asteroid fields always take into account the frontal armour of the ship when it deals damages. A Dauntless Light Cruiser crossing a field, as it has 75 frontal armour, will only take 25% of the damages since 75% of the damages are soaked by the Armour. Asteroids damages are 4 per second, so the calculation would be as such :
Damages of the Asteroid field X ((100 - Frontal Armour) / 100)
4 X ((100 - 75) /100)
4 X (25 /100)
4 X 0.25
The ship takes 1 hull damage per second of movement within the asteroid field. An Eldar ship, in comparison, would take 3 damage per second as it only has 25 armour.

Armour Reduction :
Two factors can weaken an armour: Armour-Piercing and Penetration.
Armour Piercing consider the Armour as 25 when a weapon with such attribute hit a shieldless ship. It is efficient against heavily armoured targets, such as Orks and Imperial Navy’s frontal armours, but useless against Eldars, as their Armour value is already 25. Lances and Bombers are the most common Armour-Piercing weapons.
Penetration totally ignores armour, ensuring a hit on the enemy’s hull if no shield protects it. It is either a weapon attribute, like on Eldar Torpedoes, or a specification on a skill, such as the Nova Cannon hit or the Plasma Bomb.

Armour Improvement :
Some skills, such as the Wraithbone Reinforcement or the Brace for Impact Special Order, can raise the Armour of the ship, with all bonuses that were listed above, including a better mitigation of damages in asteroid fields.

Caution : Such bonuses are applied BEFORE the Armour-Piercing attribute which reduce the Armour back to 25 afterwards, with the exception of the Brace for Impact Special Order, which is applied after the Armour-Piercing attribute, making it the only efficient active defence against weapons with such attribute. It is still denied by the Penetration, though.

Example :
1) A ship targeted by armour piercing weapons use brace for impact.
2) An armour piercing weapon hit the ship, reducing its armour to 25%.
3) Bonus Armour from the Brace for impact skill applies anyway, which put the ship's armour to 45% even against Armour piercing weapon.

Result : The targeted ship has a 45% chance to deny the Armour-Piercing hit.If it was a Penetration based damage, the ship would have had a 0% chance to deny the hit.

Armour is a mechanic that applies to hull, and not to shield, with the notable example of the Imperial Navy Voss Pattern Void Shield, which gives the ship’s shield a 25% chance to deny a hit, just as if it had a 25 Armour value.

The maximum base value a ship can have is 75, but it is possible to go above this value. For example, the Brace for Impact Special Order gives a 75 Armour value a new 95 Armour Value for the duration of the skill.

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Postby Sio'are » 13 June 2016, 13:42


Reload :

The Reload Special Order only affects skills cooldowns and the refill of the combustion gauge. It does not increase the rate of fire of automatic weapons, but it do increase the reload of skill based weapons, such as Launch Bays, Nova Cannons, Pulsars, Torpedo Launchers, Shokk-Attack Mega Kannon, Nova Kannon, and Tracktor Kannon.

If set in auto-launch, the triggers used to activate the Special Order are “having more than 50% of your skills on Cooldown.”

Lock On :

The "Lock On" Special order only affect precision of Macro-weapons, and chances of critical damage dealt through standard weaponry. it does not affect Launch Bays and torpedo launchers as they do not cause damage directly as weapons. Or, if you prefer, it is the bomber and torpedoes that inflict damage.

If set in auto-launch, the triggers used to activate the Special Order are “Having an attack order + Being in range with a weapon + Being in range of the Behaviour set for the ship.”

Brace for Impact :

If set in auto-launch, the triggers used to activate the Special Order are “ Having no shield and taking damages in quick succession.”

Running Silent :

If set in auto-launch, the triggers used to activate the Special Order are “1 chance out of 3 to be launched at the start of the game. After that : Having an attack order + Being in range set by the Behaviour + Being able to become furtive (Being outside detection range).”

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Postby Sio'are » 13 June 2016, 13:44


Macro-Weapons and Lances :

Although their names are used in the Imperial Navy to define the two types of weapons a ship has, these terms are sometime used to define the same-ish kind of weapons for other factions (for example, The Master-Gunner and fraction equivalents will indeed affect its faction equivalents of Macro-weapons and Lances.). To clarify, her is a quick recapitulation of the Factions’ equivalents for each faction :

Macro-Weapons :
Imperial Navy : Macro-Weapons.
Chaos : Macro-Weapons and Missile Pods.
Orks : Gunz.
Eldar : Starcannons.
Space Marines : Macro-Weapons.

Lances :
Imperial Navy : Lances.
Chaos : Lances.
Orks : Zzaps.
Eldar : Pulsars.
Space Marines : Lances.

Twin-linked weaponry :

Twin-linked batteries have distinctive weapons. As such, every upgrade only affects the specified weapons, even inside the Twin-linked battery weaponry. So the Lance range upgrade only affects the Lances. Fitted with such weapons, you'll have a versatile ship, but we are aware that the Twin-linked battery is quite uneasy to use in terms of upgrade efficiency.


About the Gunz in general, their number of attacks indicated is the average number of shots. This number is then modified from -50% to +50% (+0% being a valid possibility), rounded to the inferior.
For example, if a Gunz has 4 number of attacks, it will randomly fire 2, 3, 4, 5 or 6 shots.

In case of a battery of Gunz, the basic number of attacks indicates the number of Gunz in the battery, and the random modificator is an embodiement of Ork Techy-ology : Sometimes, weapons will jam and not fire, and sometimes, it will unleash a storm of bullets and other projectiles, such as unfortunate grotz.

Kannonz Imprecision :

The Imprecise attribute doubles the accuracy loss for each slice of 3k units.

Orks have a 25% loss of accuracy per 3k units, giving them the following results :
0k: 100% chances to hit
3k: 75% chances to hit
6k: 50% chances to hit
9k: 25% chances to hit
12k: 0% chances to hit
15k: 0% chances to hit

The Imprecise attribute causes the weapon to have a 50% loss of accuracy per 3k, giving the following :
0k: 100% chances to hit
3k: 50% chances to hit
6k: 0% chances to hit
9k: 0% chances to hit
12k: 0% chances to hit
15k: 0% chances to hit

Shokk-Attack Mega Kannon :

The Shokk-Attack Mega Kannon skill is not a Lightning Strike, despite the look of its FX.

Lightning Strikes consists on sending a small Elite troop within the enemy ship through teleportation, while the Shokk Attack is basically sending thousands of grots through the warp (which isn't teleportation) without shields or whatever (which means said grots are assaulted by demons on the trip. That is also why the shields are useless against that attack, they do not block warp rifts) and what is left of the greenskins warp out within the ship, mad and frenzied, to devour and claw into anything.

As such, the Shokk Attack do not take into account maluses nor bonuses that Lightning Strikes could have.

Melta Torpedoes :

Melta Torpedoes can only deal “Fire Onboard !” critical damages, and automatically deals them if they can pass the armour. They do not have a secondary critical chance.

Nova Cannon

Nova Cannons cannot deal critical damages, with the notable exception of Ork Nova Kannons which can blow themselves up, causing a permanent critical damage.

Furtivity Delayed

In order to change its state from detected to furtive, a ship need to stop firing for a few seconds.
Last edited by Sio'are on 22 June 2016, 16:29, edited 1 time in total.

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Postby Sio'are » 13 June 2016, 13:44


Waaaagh :

As indicated in the Tooltip, the WAAAAGH !! Ork Skill gives +1 Assault Action to boardings during 30 seconds and cannot stack with multiple instances. It only affects the boarding action skill, and not the Boarding Torpedoes, Assault boats, Shokk-Attack mega Kannon or Lightning Strikes

Augur Disruptor :

Augur Disruptor is a powerful skill, that requires strategy and maneuvers in order to be effective, but it only reduces the detection range of affected ships. If your ships were identified before the use of the skill, they will stay identified. If you want to return to the "blip" state, the little red dots, you will need to reset your "identified" status. For that, I higly recommend to lead the fight near a gas cloud before using it, using running silent, or the Eldar Alaitoc Favour. Beware as a single enemy ship detecting yours will allow all enemy ships to fire upon your fleets.
Against AI, this skill redirect the AI’s ships attention to the ships that are still detected. If no ships are detected, the AI guess the position of you ship and try to catch them, but they cannot fire upon them as long as they are undetected or in a Blip state.

Emergency Capacitors :

The Emergency capacitors skill speeds up the regeneration of a ship's shield. It is intended to be used once the ship's shields are down and in their recovery phase (the shield bar is purple and slowly replenishes.) or when the rechargement of the shield (if it isn't damaged during 10 seconds) is engaged.

The Emergency Capacitor calculations are as such : without upgrades, the skill will change your shield regeneration rate (2%) to becomes 5% per second. With the Auxiliary Shield Capacitor upgrade, your regeneration without the skill will be 3% and with it, 7.5%.
2 + 50% (upgrade) = 2 + 1 = 3
3 (upgrade) + 150% (skill) = 3 + 4.5 = 7.5

This skill and this upgrade are the only two things capable of speeding up the regeneration rate. You can intervert their order of application, and it won't change the end value (The Upgrade being a passive, the equation above is technically more correct though).
2 + 150% (skill) = 2 + 3 = 5
5 (skill) + 50% (upgrade) = 5 + 2.5 = 7.5.

Void Shield Transfer :

Void Shield transfer instantly gives +100 points to the allied ship's shield, and is dependent on the current state of the shield. If the shield is active, it gives +100 shield points to the active shield, making it last longer. If the shield is recharging, it gives +100 points to the recharge bar, fastening the moment where the shield will come back online.

note that the recharge rate of a shield is 2% of its max value per second. With that in mind, the skill Void Shield Transfer is best used while the shield is recharging on lighter ships, and while it is still active on heavier vessels.

Micro Warp Jump:

Micro Warp Jump is a skill that do not allows you to teleport under certain conditions. These conditions are :

- Any ship is within a certain distance of the desired position. (whether or not the ship is visible to you)
- Your ship's generator is critically damaged.
- You're targeting a space outside detection range.

Warp Jump :

Warp Jump, unlike other skills, is affiliated to the Generator subsystem, but isn’t deactivated if the Generator of the ship is destroyed. Instead, it doubles the Warp Jump delay once the skill is launched, making the ship slower to disengage. In addition, a successful Assault Action can deactivate the Warp Jump while it charges, with the exception of insubordinating ships, whom Warp Jumps cannot be canceled through Assault Actions.
Last edited by Sio'are on 22 June 2016, 16:35, edited 3 times in total.

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Postby Sio'are » 13 June 2016, 13:44


States of the Shield :

The Purple bar replacing the blue one when a shield is lost is an indicator of how much is the shield close to reactivate at its full potential. It is a state of the shield, the other one being the "Active" state, indicated with the blue bar, that redirect damages to the shield.

Carried excessive damages :
The logic is quite simple : In case of a "projectile", be it a Lance Beam or a Macro-Weapon ammunition, the projectile is destroyed when hitting the shield, hence nothing can "carry the damages" to the hull, the projectile being destroyed. With the same logic, powerful blasts don't need any projectiles and can overcome a shield to damage a hull. As such, Plasma bombs, Plasma Engine Surge, and Nova Cannon explosions deals the extra damage left by the shield's destruction to the hull.

Or to be simple :
The damage is carried if the damage is an explosion. Otherwise it is not.

White bar on shield impact :

The white bar displayed when something hit the ship is purely cosmethic and for feedback reasons.
Last edited by Sio'are on 22 June 2016, 16:33, edited 2 times in total.

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Postby Sio'are » 13 June 2016, 13:44



For those that do not understand code and programming, Ramming damages are calculated as such
Damages are functions of Speed and Max Life, modified by Attributes (Fragile, Spur, etc) and mitigated by the Armour value of the side of the ship hit.

Explanations :

For the others, here is the technical explaination :

Get Speed for Ships S1 and S2 (Take into account ship translation and not rotation)

Code: Select all

Vector Speed1 = S1.Velocity
Vector Speed2 = S2.Velocity

Get Speed Difference

Code: Select all

Vector SpeedDiff = Speed1 - Speed2
Float SpeedIntensity = sqrt |SpeedDiff|

Then we get the LifeMax of ships

Code: Select all

Float MaxLife1 = sqrt S1.MaxLife
Float MaxLife2 = sqrt S2.MaxLife

Then we have what we need to calculate damages
Ship1 does damage to ship2

Code: Select all

Float Damage1 = MaxLife1 * SpeedIntensity

Ship2 does damage to ship1

Code: Select all

Float Damage2 = MaxLife2 * SpeedIntensity

Attributes are here

Code: Select all

//Spur or power ramming upgrade
Float Damage = Damage * 1.5 (all but Rammin' Gob x3)
Float Damage = Damage * 0.5

At the end we Mitigate the damages: multiply by (1 - Armor) with armor in %

Code: Select all

Float LifeRemovedForShip1 = Damage2 *  (1 - Armor)

There is one more variable K, a constant. We multiply Damage by K.
K is currently 1/3.

Strange spins

Strange spins sometimes occurs while ramming or being rammed. It is likely due to the physical engine we use. We do our best in order to reduce the frequency of this issue.
Last edited by Sio'are on 22 June 2016, 16:25, edited 2 times in total.

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Postby Sio'are » 13 June 2016, 13:45


Squadron Sergeant (and faction equivalent):

The Squadron Sergeant and faction equivalent give all ordnances a Dodge attribute with a certain value. It affects all ordnances, even those not deployed through launch bays, such as the Darkstar Squadron Eldar skill.

Squadron leaders and faction equivalents give ordnances the ability to dodge damages. As such, it works on both hits for the Thunderhawks.

Level 4 Crew :

As for now, it isn't possible, as an additional level in crew member could not give more bonuses (Navigator and faction equivalents) or become, in certain cases, break the game (Servitors (Or equivalent) upping the DPS of Carriers, and Cultists with a Nurgle Favour making them un-boardable.).
But regarding the Imperial Navy Inquisition Favour, you'll end up with four crew members at level 3, one at level 2, and the rest at level 1.

Servitors (and faction equivalent):

Servitors affect nearly all skills, which include all capacities that have a button in the GUI, and works with a cooldown. So Technical Skills, of course (the ones you fit on the ship), but also Ordnances, Special Orders, Lightning Strike, Boarding Action, and even the Eldar Wraithbone Shift (Their dash). It doesn't affect the Special Manoeuvers of other factions though (As they work on a Combustion Gauge and not on a Cooldown), and the Warp Jump cooldown.
Last edited by Sio'are on 22 June 2016, 16:24, edited 2 times in total.

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