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May 29, 2020

Ignis Purgatio Tier VIII Warhammer 40,000 Empire Battleship Stats


Updated May 29th 2020
* Same ship stats as Ragnarok
Please Note! The stats for this ship are not final, and will almost certainly change during testing.  When this ship is finalised and then released, the final stats information will be published here as "Final Stats" and on the official WG regional portals.

Warhammer Battleship VIII Ignis Purgatio 1919

Originally designed for a Naval mission of whose purpose now long forgotten, "Ignis Purgatio" was lost during the Horus Heresy. After missing for almost a millennium, the ship was rediscovered on one of the Frontier worlds in the Jericho Reach. Though clearly a warship, it was put to use as a transport by its new, uncouth masters who failed to recognise its true potential. After undergoing intensive repairs and cleansing its quarters of its previous inhabitants, Ignis Purgatio was eventually returned to service in Imperial Navy and since it has become an essential component of Battlefleet Solar. Once again, she acts as a fearsome guard dog for humanity and, by proxy, the Emperor Himself.

Imperium of Man Flag
A galaxy-spanning interstellar human empire, ruled by a living god, the Emperor of Mankind.
The Navis Imperialis Patch
Granted to those Champions of Chaos who have proved themselves worthy in the eyes of the Blood God Khorne.
Commander Justinian Lyons XIII
Warhammer Empire Permoflage

ship details
Ship Name:   Ignis Purgatio (WH40K)
Tier:   VIII (8)
Is Paper Ship:   Yes
Class:   Battleship (BB)
Type:   Premium Ship
WG Introduction:   Mar 2020
Ship Release:   ~0.9.5-0.9.6
*Base Value:    12,500
Resource Purchase:    ?
Permoflage:  Type 10 Free  Warhammer Empire Permoflage
Nation:    WH40K Empire
Current Status:   *WIP (Testing)
*Base Value is the Doubloon base value of the ship in respect of tier, class, status and final resource. (This can change).

hull
Hit Points:   66,300 hp
Overall:   6~457 mm
Armor Belt:   254 mm
Hull Fore//Mid/Aft:   32 mm
Deck Aft/Mid/Fore:   32 mm
Superstructure:   19 mm
Turrets:   125~457 mm
Torpedo Damage Protection:   43%
Tonnage:   47,000 tn

main battery
5 x 2 410 mm/45 3rd Year Type:
Max Range:   19.9 km
Reload:   33 s
180° Turn Time:   41.9 s
Dispersion at Max Range:   227 m
Sigma:   1.9σ

shell types

HE SHELLS
410MM HE Type0:
Alpha Damage:   6500
Alpha Piercing HE:   68.0 mm
Ammo Type:   HE
Shell Air Drag:   0.505
Shell Always Ricochet At:   60.0°
Shell Detonator:   0.001
Shell Detonator Threshold:   2.0
Shell Diameter:   410 mm
Shell Krupp:   3.0
Shell Mass:   938.5
Shell Ricochet At:   91.0°
Shell Speed:   805.0 m/s
Burn Probability:   30%

AP SHELLS
410MM AP/APC Type91:
Alpha Damage:   12600
Ammo Type:   AP
Shell Air Drag:   0.355
Shell Always Ricochet At:   60.0°
Shell Detonator:   0.033
Shell Detonator Threshold:   68.0 mm
Shell Diameter:   410 mm
Shell Krupp:   2711.0
Shell Mass:   1020.0
Shell Ricochet At:   45.0°
Shell Speed:   806.0 m/s
Cost:   150 CR Per Shell

secondaries
16 x 1 140 mm/50 3rd Year Type:
Range:   5.0 km
Damage:   2400 hp
Chance of Fire:   10%
Reload:   8 s
HE Armour Penetration:   23 mm
Shell Velocity:   850 m/s
Shell Mass:   38 kg
8 x 2 127 mm/40 Type89 A1:
Range:   5.0 km
Damage:   2100 hp
Chance of Fire:   8%
Reload:   6 s
HE Armour Penetration:   21 mm
Shell Velocity:   725 m/s
Shell Mass:   23.45 kg

aa defence
LONG RANGE 
8 x 2 127 mm/40 Type89 A1:
Action Zone:   ~3.5-5.8 km
Hit Probability:   75 %
Damage Within an Explosion:   1470
Continuous Damage Per Second:   105
Continuous Damage:   190
Number of Explosions Per Salvo:   5
Short RANGE
18 x 1 25 mm/60 Type96 mod. 1:
24 x 2 25 mm/60 Type96 Twin mod. 1:
12 x 3 25 mm/60 Type96 Triple mod. 1:
Action Zone:   ~2.5 km
Hit Probability:   85 %
Continuous Damage Per Second:   305

MANOEUVRABILITY
Maximum Speed:   30 kts
Turning Circle Radius:   870 m
Rudder Shift Time:   17.3 s
Propulsion:   150,000 hp

CONCEALMENT
Surface Detectability:   17.3 km
* Detectability After Firing MB Guns:   19.9 km
* Detectability After Firing Secondary Guns:   17.3 km
* Detectability With Ship on Fire:   19.3 km
Air Detectability:   11.0 km
* Detectability After Firing Secondary Guns:   11.0 km
* Detectability With Ship on Fire:   14.0 km
Detectability after Firing Main Guns in Smoke:   16.9 km

CONsumables
Slot 1:  Damage Control Party:
Work Time:   10 s
Reload Time:   80 s

Slot 2:  Repair Party.
Charges:   4
Action time:   28 s
Reload Time:   80 s
Regenerated hp per Second:   +331 hp/s
(Total hp regenerated per charge ~9,268 hp)

Slot 3:  Spotting Aircraft.
Charges:   4
Action time:   100 s
Reload Time:   240 s
Spotting Distance:   +20%

Slot 3:  Fighter.
Charges:   3
Action time:   60 s
Reload Time:   90 s
Flight Radius:   3 km
Fighters:   x3

IMPORTANT! Because this Ship is WIP, the information in this Article is tentative and reflects the state of game development at the time of its publication. Changes and new features may be removed entirely or implemented differently by the time the update goes live. Screenshots, specific values of certain characteristics, and details of in-game mechanics will not necessarily be relevant after this Ship is released.

May 28, 2020

ST 0.9.5 "Buffs' n' Nerfs" to Premium and Researchable Ships

0.9.5 "Buffs' n' Nerfs" to Premium and Researchable Ships

Please note that all information in the development blog is preliminary and subject to change during testing. Any showcased features may or may not end up on the main server. The final information will be published on our game's website.
WG continue to adjust the parameters of test ships


IX Zarya Svobody

* Ships HitPoints reduced from 88,100 to 80,900.
* Main Turret traverse speed reduced from 6.0 to 4.0 degrees per second.

X Shikishima

* Secondary battery firing range increased from 6.0 to 7.7 km.

VIII Champagne

* AP shell Krupp increased from 2400 to 2900
* Number of HitPoints reduced from 60,900 to 52,600.
* Main battery reload time increased from 26 to 28.6 s.

X F.D.Roosevelt

  • Attack aircraft parameters were changed:
    • Cruising speed increased from 113 to 124 knots;
    • Maximum speed increased from 153 to 164 knots;
    • Time to regain full squadron control after an attack increased from 4 to 5 s;
    • Speed of flight after an attack was increased.
    • Invulnerability time after an attack decreased from 8 to 5 s.
  • Torpedo bombers' parameters were changed:
    • Cruising speed increased from 108 to 119 knots;
    • Maximum speed increased from 143 to 154 knots;
    • Time to regain full squadron control after an attack increased from 4 to 6 s;
    • Speed of flight after an attack was increased.
    • Invulnerability time after an attack decreased from 8 to 6 s.
  • Bombers parameters were changed:
    • Cruising speed increased from 108 to 119 knots;
    • Maximum speed increased from 143 to 154 knots;
    • Time to regain full squadron control after an attack increased from 4 to 6 s;
    • Speed of flight after an attack was increased.
    • Invulnerability time after an attack decreased from 8 to 6 s.
    • Bomb drop time was reduced.
  • The "Repair" consumable's parameters were changed:
    • The percentage of restored HitPoints increased from 2 to 2.3%;
    • The number of charges increased from 4 to 5.
Roosevelt's planes have a solid supply of armament, a good amount of hit points, but low speed and a long interval between attacks. The ship's gameplay is based on rare but continuous and powerful attacks.

German Aircraft Carriers
  • All attack aircraft parameters were changed:
    • Rocket armor penetration was increased;
    • The height of attack was reduced;
    • The angle of the attack was reduced;
    • Vertical dispersion was slightly reduced.
AP rockets of German aircraft carriers didn't have enough armor penetration and could hit the citadel of mostly light cruisers. These changes will allow German carriers to hit the citadel of the majority of cruisers at their tier more often due to the increased penetration values and more comfortable launching angle of their attack planes. However, if a target ship is positioned so that her armor presents an accute angle to the attacking squadron, AP rockets can ricochet or not penetrate the armor, which will reduce the damage from the attack.
  • All torpedo bombers' parameters were changed:
    • Aiming speed increased;
    • Launching cone's dispersion when turning during the attack was increased.
  • Stock torpedo parameters of IV Rhein and VI Weser were changed:
    • Maximum torpedo damage reduced from 6,200 to 3,600;
    • Torpedo range reduced from 6 to 2 km;
    • Torpedo speed increased from 25 to 50 knots;
    • Torpedo arming distance reduced to 403 m;
    • Torpedo detectability increased to 1.3 km.
  • Parameters of VI Weser's researchable torpedoes and VIII August von Parseval's torpedoes were changed:
    • Maximum torpedo damage reduced from 8,367 to 4,067;
    • Torpedo range reduced from 6 to 2.5 km;
    • Torpedo speed increased from 25 to 52 knots;
    • Torpedo arming distance reduced to 489 m;
    • Torpedo detectability increased to 1.3 km.
  • Parameters of X Manfred von Richthofen's torpedoes were changed:
    • Maximum torpedo damage reduced from 10,200 to 4,533;
    • Torpedo range reduced from 6 to 3 km;
    • Torpedo speed increased from 25 to 55 knots;
    • Torpedo arming distance reduced to 591 m;
    • Torpedo detectability increased to 1.4 km.
The initial concept of the torpedoes on German aircraft carriers implied low speed and decent damage. These torpedoes would have been mostly effective against battleships but they would be less effective against more maneuverable ships. However, in combination with AP bombs, German carriers became too effective against battleships because they had two types of squadrons which could deal considerable amounts of damage to them. Therefore we decided to change the concept of the German carriers' armament and make each type of squadron effective against a particular class of ships. AP bombs would be best against battleships, AP rockets-against cruisers, and the new torpedoes, due to their increased speed, would become a weapon against destroyers. These torpedoes will be easier to hit cruisers and battleships with, but the relative damage dealt to these ships will not be very high, and the aircraft carrier will lose quite a number of planes during these attacks, thus also losing its main weapon against destroyers as well.

IMPORTANT! Because the information in this Article is tentative and reflects the state of game development at the time of its publication. Changes and new features may be removed entirely or implemented differently by the time the update goes live. Screenshots, specific values of certain characteristics, and details of in-game mechanics will not necessarily be relevant after the finalised information is released.

PTS 0.9.5 Dockyard Round 2

pts

P.T.S 0.9.5 Dockyard

Сhangelog
  • Changes were made in the branch of Soviet cruisers: V Kirov and  X Moskva were replaced by X Alexander Nevsky and V Kotovsky.
  • Fixed a bug that caused the trees on the map Greece to be displayed incorrectly.
  • Fixed some other minor bugs.
Special Features of the Test

Random bundles with Soviet Tokens, available in exchange for doubloons.
Bundles with V Texas,  V Marblehead, and  V Oktyabrskaya Revolutsiya, all available for Soviet Tokens. These bundles are opened in sequential order.
The Public Test server also features six (6) Daily Missions that will be updated every day.

P.T.S 0.9.5 Round 2
Countdown Countdown
pts

Combat Missions and Rewards:
Round
1 2
Complete two Daily Missions in Random and Co-op Battles.
Reward on the live server: 3x each type of signal, except for special signals
Complete four Daily Missions in Random and Co-op Battles.
Reward on the live server: 10x Type 6 camouflage patterns
Finish 20 shipbuilding phases at the Dockyard. At least two of them must be completed through event Directives.
Reward on the live server: 1x Wargaming container
Secure a victory in Co-op Battles playing four out of the following six ships: Campbeltown, Oleg, Charleston, Texas, Marblehead, Oktyabrskaya Revolutsiya.
Reward on the live server: 5x each of the following special signals: Dragon, Wyvern, Red Dragon, Ouroboros, and Hydra
Complete ten Daily Missions in Random and Co-op Battles.
Reward on the live server: 3x each of the following special signals: Scylla, Basilisk, and Leviathan
One Wargaming container provides 1 day of Warships Premium Account.

Spring Season
Public Test 0.9.3 will open the Spring Season, which is scheduled to run across three updates 0.9.3-0.9.5.

Rewards
* Completing two personal missions will reward you with a season emblem.
* Completing three personal missions will reward you with a unique flag, patch, and Premium Tier VI Ship container.
Those in possession of all four different season emblems will be rewarded with the unique Public Test Veteran emblem.

Spring Season #3
* Deal 1,000,000 damage playing an aircraft carrier or destroyer.
OR
* Deal 1,500,000 damage playing a battleship or cruiser.

Reward on the live server: 3x each of the following camouflage patterns: AwardedTrophyDeserved, and Triumphant.

The mission can be completed only once, playing Tier VIII–X ships in Random Battles.

Completing the above mission unlocks access to the Spring Season #2 mission from the previous Public Test. Once you have completed the Spring Season #2 mission, the Spring Season #1 mission from the Public Test of Update 0.9.3 will become available to you. Please note: the conditions for completing missions of the first and second stages of the "Spring season" have changed: for each combat mission it is only needed to play 20 battles, the other conditions were removed due to technical reasons. If you already started working your way through the Spring Season mission during the Public Tests of Updates 0.9.3 and 0.9.4, your progress will have been saved.

IMPORTANT! Because the information in this Article is tentative and reflects the state of game development at the time of its publication. Changes and new features may be removed entirely or implemented differently by the time the update goes live. Screenshots, specific values of certain characteristics, and details of in-game mechanics will not necessarily be relevant after the finalised information is released.