Updated date:

"Battlefleet Gothic: Armada II" - Space Orks Light Cruisers [Advanced Ship Guide]

Author:

"Looting all the Dakka to help you get better at games to impress your Gork or your Mork."

battlefleet-gothic-armada-ii-space-orks-light-cruisers-advanced-ship-guide

Space Orks Light Cruisers

The Space Orks start to demonstrate with their Light Cruiser ships, a penchant for insanely high damaging yet wildly inaccurate macro weaponry that gives them some of the deadliest damage outputs at point blank ranges, but sharply declines past that.

One unique point that is first highlighted for the Orks with the Light Cruiser class is their higher than normal hit points, sitting at 1,600 points which is normally the hit points granted to Imperial Cruisers. This combined with the cheap cost of most Ork vessels allows them to overwhelm the enemy with large numbers of bullet sponge ships.

Patch Status: Updated for Patch 7 (v.11218) - July 14th, 2020

Space Orks Guide Navigation

- Main Guide Index -
Check out this link to be taken to the main index for all of the "Battlefleet Gothic: Armada II" guides I am assembling, including ship guides for other factions and more!

Orks Light Cruiser Ships Stats

As mentioned above, the Light Cruisers have 400 more hit points on their hull than the Light Cruisers of the Imperial Navy, making the Ork faction's ships the toughest hit points wise, in the game. Ironically, even though the Rok is less of a ship than it is a bunch of junk strapped together, it has more powerful engines and flies faster than the actual Light Cruisers. Due to the special way they function, covered more in their section below, Roks don't need the ability to turn.

- HIT POINTS -- SYSTEMS -- CREW -

Shield: 200

ID Range: 9,000

Bravery: -50

Armor (Front): 83

Speed: 160

Troops: 11

Armor (Sides): 67

Rotation: 8

Troop Damage: 2

Armor (Rear): 50

Defense Turrets: 6

Assault Crit Chance: 10%

Hull: 1,600

Lightning Strike Actions: 1

Boarding Actions: 2

Rok Stats

- HIT POINTS -- SYSTEMS -- CREW -

Shield: 200

ID Range: 9,000

Bravery: -50

Armor (Front): 83

Speed: 160

Troops: 11

Armor (Sides): 67

Rotation: 8

Troop Damage: 2

Armor (Rear): 50

Defense Turrets: 6

Assault Crit Chance: 10%

Hull: 1,600

Lightning Strike Actions: 0

Boarding Actions: 2

Orks Light Cruisers Attributes & Skills

The really interesting attributes we see in this category belong to the unique Roks vessels, which are essentially a bunch of asteroids tied together with looted parts and guns strapped on to make a mobile fortress.

  • Ork Reactor: Grants Big Red Button and Burn Retros.
    *Light Cruisers only
  • Disorganized: -50 bravery penalty
  • Looted Ship: +100% damage received from Fire Aboard effect
  • Good Troop Efficiency: Deals 2 troop damage per assault action.
  • Brutal Strike: 10% chance to deal +1 troop damage per assault action.

Roks' Special Attributes

  • Superconducting Engines: Grants special version of the Ork maneuvers.
  • Immune to Criticals: Immune to critical effects.
  • Boarding Mastery: 360 degree boarding arc.
Point Cost: 98Raw DPM: 480Raw CPM: 1.2

Basha Ordzdaka: Weapons

  • [4] Torpedo Launcher *Special Weapon
    Basic (2 Uses) | Boarding (2 Uses)
  • [2] Gunz Battery Weapons
    Poor Accuracy - 90° Side - Range: 9k
    Shots: 4 | Damage: 4 | Reload: 4s | Crit: 1%
    *1 per broadside
Basha Ordzdaka - Weapon Damage Profile

Basha Ordzdaka - Weapon Damage Profile

The Basha Ordzdaka is a well suited vessel for the Orks, with it's quad rack of torpedo launchers, the Ork's heavy prow armor and boosted hull points and their favored ramming strategies, the Basha Ordzdaka can release a salvo of torpedoes moments before making contact on a ram to provide fast crippling burst damage for a very affordable price.

Point Cost: 102Raw DPM: 1,577Raw CPM: 3.94

Basha Ordzgargdaka: Weapons

  • [2] Heavy Gunz Battery Weapons
    Miserable Accuracy - 90° Side - Range: 4.5k
    Shots: 2 | Damage: 48 | Reload: 12s | Crit: 12%
    *1 per broadside
  • [1] Mega Kannon Artillery
    Miserable Accuracy - 90° Front - Range: 4.5k
    Shots: 1 | Damage: 144 | Reload: 14s | Crit: 36%

The Mega Kannon is sort of the Ork's other macro weapon, similar to the Adeptus Astartes Bombardment cannon, it simply trades rate of fire and range for a higher damaging, slower firing, incredibly short ranged shot. Since the Ork ships are designed for ramming attacks anyways, you should generally be engaging with your Basha Ordzgargdakas at close range anyways.

Fast enemies like the Aeldari and Drukhari tend to give Ork ships a really hard time to begin with, but thanks to the easily avoidable range of the Mega Kannon, the Basha Ordzgargdaka may be less preferable than normal against these factions.

Point Cost: 126Raw DPM: --Raw CPM: --

Basha Urd Unki: Weapons

  • [4] Torpedo Launcher *Special Weapon
    Basic (2 Uses) | Boarding (2 Uses)
  • [2] Launch Bays *Special Weapon
    Fighta Bomba (2 Uses) | Assault (2 Uses)

The Basha Urd Unki is a pretty unique line ship due to the fact it carries absolutely no standard weaponry whatsoever. While not my personal preference, the Carrier variant of the Basha does benefit those who favor more micro-intensive fights by taking both a quad rack of torpedo tubes and a dual launch bay for a relatively, pretty cheap price.

Point Cost: 177Raw DPM: 2,880Raw CPM: 7.2

Roks: Weapons

  • [4] Torpedo Launcher *Special Weapon
    Basic (2 Uses) | Boarding (2 Uses)

    *1 Torpedo fires in each arc direction.
  • [4] Gunz Artillery
    Poor Accuracy - 90° Quarter Arcs* - Range: 13.5k
    Shots: 2 | Damage: 8 | Reload: 4s | Crit: 2%
    *1 per quadrant
  • [4] Heavy Gunz Batteries
    Miserable Accuracy - 90° Quarter Arcs* - Range: 4.5k
    Shots: 2 | Damage: 48 | Reload: 12s | Crit: 12%
    *1 per quadrant
Roks - Weapon Damage Profile

Roks - Weapon Damage Profile

Special Note: Roks of all size classes cannot function as flagships of a fleet, thus cannot benefit from upgrades that only apply to flagships, such as the 'Ded Big Gunz' upgrade which boosts macro and lance range.

The Ork Roks, along with the Big and Mega versions that occupy the larger weight classes, aren't really typical line ships in the normal sense. They are far more akin to small versions of the defensive space stations, or larger versions of the defensive turrets, except in the Rok's case, there are engines strapped to the hull of the structure to allow it to move along with the rest of the fleet. Interestingly, and somewhat absurd when you think about it, the Roks can actually fly faster than the other Light Cruiser ships, moving at 200 units versus their 160.

A few important things to know about the way Roks work is that for starters, they have all their weapons divided equally into 4, 90 degree quadrants. This also includes the Torpedo launchers, which you'll quickly notice, fire in all four directions at once. Unfortunately this makes the torpedoes a bit useless, since with the Rok's 4 tubes, only one torpedo is launched in every direction (North, South, East and West) and even quite dangerous to use, since they can easily fly into your own ships at worst and are unlikely to strike targets in a satisfying way unless your Rok is surrounded by the enemy fleet. A smart enemy however, will try to attack the Rok from only one arc to prevent all four quadrants from dealing their DPS/CPM simultaneously, since altogether, they have quite a high output for their cost and class, one that rivals Battleships of other factions.

Now the other point to take into account, relating to how the Rok fights, is it is incapable of rotation in any way. It will always point in the same direction, preventing it from rotating it's guns to bring multiple ones to bear against the same target. This kind of makes sense, otherwise, personally, I could see the meta strategy becoming spinning Roks around like tops so they could increase their fire rate, which would make fighting Orks and absurd show of spiraling asteroids firing crushing salvos of macros.

That being said, they really don't need to spin to be used effectively as they are intended, as the immunity to critical effects means none of the weapons can be disabled, so you won't have to worry about a quadrant becoming "dead". Also as the enemy ships circle your Rok or cross from quadrant to quadrant, the next guns in that sector will begin firing, so single target damage can get a little higher than the per quadrant totals, especially if you can maneuver things so one ship is constantly crossing the dividing line between two of the arcs.

Changelog

  • 8/4/2020 - Weapon Tables 2.0
  • 7/14/2020 - Updated for patch 11218.

© 2019 SOE

Comments

Crooked on August 16, 2020:

I love the new damage tables and whatnot. If only the developer supported the game as much as you do!