Imperial Navy Skills
Other Battlefleet Gothic: Armada 2 Guides:
- Battlefleet Gothic: Armada 2 – Imperial Navy Upgrades
- Battlefleet Gothic: Armada 2 – Imperial Navy Ships
- Battlefleet Gothic: Armada 2 – Beginners Guide
- Battlefleet Gothic: Armada 2 – Tips and Tricks
Supercharged Void Shield
- Makes the ship’s shields invulnerable (except to Disruption Bomb) and multiplies shield regeneration by 10 for 10 seconds.
This skill is very useful for keeping your flagship alive and completely negating enemy abilities such as plasma bombs or high damage abilities that don’t bypass the shields. It is powerful in the aspect that if you need to pull your flagship away from the fight or it is the target for focus fire by the enemy fleet, it will buy you time to readjust to the situation at hand. This skill is very new player friendly as it is a simple activation that stops the enemy from doing what they want.
- Teleports a bomb to a maximum distance of 10,000 units. The bomb explodes after 10 seconds and deals 200 to 400 damage, ignoring armur, to all ships within a 1,500 unit radius.
A very simple skill to use, more difficult to master however. This is because of the 10 second delay which allows enemy ships to move out of the blast radius. The bomb is best used on ships that have already used up their movement guages or special movement based abilities (Eldar’s Wraithbone Shift/Vauls Manuever and Necron’s Inertialess Drive as examples) or ships that have had their engines either disabled or destroyed.
While a bomb providing a nice boost in damage output is always a plus for a fight, the most important ability of this bomb isn’t the damage it causes but the fact that it ignores armor. This means that factions such as the Space Marines and the Necrons will be very vulnerable to this ability as they have high armor values which can cancel out a significant amount of damage from non-armor-piercing weapons.
- Launches a probe to a designateed location. The probe moves in a straight line and detects enemy ships within a 4,500 unit radius. Once it has reached its destination, it is deployed after 10 seconds. The deployed probe detects enemy ships within a 9,000 unit radius. Once activated, it lasts for 120 seconds.
- If it collides with an enemy ship, it sticks to it and automatically deploys itself.
This probe is an essential utility skill used for scouting and detecting enemy vessels. If you are also lucky enough to have it hit an enemy ship (it is very easy to dodge, so don’t expect this) then you have free mobile intelligence of the enemy fleet. This effect may force the opponent to split this ship from the primary fleet in order to not give away its current posistion, use this to your advantage but beware of clever players who may use this as a bait to get you to commit to going after one ship.
Mastering this skill doesn’t take quick reactions, but more calculated thought. It is important to aim the probe in an area where you don’t want your enemy to stay, such as gas clouds or asteroid clusters. By doing this you deny the enemy an ambush posistion and force them into the open. You may also aim this at a capture point so that an opponent has to reveal a ship in order to capture the zone. This is especially useful for countering or at least forcing redeployment of fleets which specialize in ambushes or stealth based warfare, such as the Eldar (all variants) and the Tau.
- Teleports a bomb to a maximum distance of 10,000 units. The bomb explodes after 10 seconds and ulifies all ships shields/holofields/shadowfields within a 4,500 unit radius. Their regeneration as well as the Necron Hull Cauterisation effect are interupted for 20 seconds.
This bomb is excellent at destroying the shields of your opponents ships and negating the racial bonuses that the Eldar and Necrons receive. This skill while still effective vs Necrons as it does cancel out their innate “regeneration ability” doesn’t have as satisfying of an effect versus them as they don’t have shields of any kind.
It should be noted that this bomb does have the largest radius of effect compared to any other bomb, meaning that its viability is generally limited to pre/post engagement of fights. You don’t want to use this in the center of a fight between your vessels and your opponents because the bomb will disrupt your shields as well. Considering that Imperial ships are slower overall compared to most factions, this can end up hurting you more than them if you are unable to escape the blast radius. Also, due to the size of the radius this bomb is more effective against battleships that are in the fight considering the have the slowest speed of all ship classes and don’t have access to many manuevers that smaller ships have (this does not apply to Eldar or Necrons).
- Teleports a bomb to a maximum distance of 13,500 units. The bomb explodes after 15 seconds. The speed of all ships, squadrons and projectiles within a 2,500 unit radius is reduced by 90% for 20 seconds.
The most utility based of all bombs on this list, this is simply a “nope” bubble which you can deploy on the battlefield. This sphere changes the battlefield more than any other bomb because of the duration of the effect, once ordinance/squadrons/ships are trapped in it, they are going to be staying there for a significant duration unless they are on the outer periphery of the zone where they might escape sooner.
This skill has an odd synergy with the Imperial Navy, it doesn’t work well with most of our weapon systems because they are projectile based and what lance ships we have don’t usually work in large numbers. This means the only real use for this skill is to be used in conjuction with Nova Cannons or simply as an area denial ability to shape the combat zone.
Augur Disruption Bomb
- The flagship launches an augur disruption which affects all enemy ships on the battlefield. Every affected ship’s detection range is removed for 45 seconds.
A very situation skill which compliments stealth-based or lance-focused fleets nicely, however unless you are runing either of these, I wouldn’t bother with using this skill. Imperial ships are slow and easy to detect regardless.
- Reveals and marks the targeted detected enemy ship for 90 seconds.
This is a secondary scouting skill similar to the Augur Probe. It works and does reveal ships nicely, however new players may not be able to spot what ships they should reveal. When you click on an enemy “blip” if the targeting priority for sub-systems comes up in the lower left of the screen, you have selected a line ship. Don’t do this on ships that don’t have this option as this means it is an escort.
As a side note, this skill is useless versus Tyranids becaues they start the game stealthed meaning that you can’t select enemy radar “blips”.
Micro Warp Jump
- Allows the ship to teleport itself within any ally ship’s scanning range at a minimum distance of any other ship. The processs requires a 2.5 second delay during which the ship can neither move nor use skills nor perform any manuevers.
Want to have your flagship teleport around the conflict zone? Perfect. The offensive and defensive utility this ability offers is quite high and is very valuable for suprising opponents and setting up to ram an enemy ship. If you are going to be taking a battleship, please take this skill. Battleships are very slow and easily picked off when isolated making this skill essential. For any other category of ship, this is optional.