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

Updated on February 28, 2019
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"Looting all the Dakka to help you get better at games to impress your Gork or your Mork."

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 2 (v9350) - 2/26/2019

Space Orks Guide Navigation

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Terms Used

This section briefly covers the advanced weapon data you will find for each ship. These values are calculated based off the base weapons stats and are explained as follows:
DPS - Damage Per Second - The total damage output per weapon type (all guns combined) per second, assuming 100% of shots land, before considering armor penalties.
Crits Pm - Critical Hits Per Minute - Assuming all shots land, this will be the average number of critical hit's the guns will cause every minute before modifiers. (all guns combined)
Salvos PM - Salvos Per Minute - The total number of combined waves of fire, not including multiple rounds fired from the same weapon.
Rounds PM - The actual number of shots or individual projectiles fired each minute from all guns combined.

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.

Shield: 200
Armor
-
83 (Front), 67 (Sides), 50 (Rear): All Light Cruisers
- 83 (All Sides): Roks
Identification Range: 9,000
Speed
-
160: All Light Cruisers
- 200: Roks
Rotation Speed
-
8: All Light Cruisers
- 0: Roks
Hull: 1,600
Defense Turrets: 6
Bravery: -50
Boarding Damage: 4
+ Causes 2 Assault Actions
Lightning Strike Damage: 2
+ Causes 1 Assault Actions
Critical Assault Chance: 10%
Defending Troops per Stage: 11

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.

Basha Ordzdaka

Click thumbnail to view full-size
Ork Light Cruiser - "Basha Ordzdaka" - [Ork Pirates Sub-Faction]Ork Light Cruiser - "Basha Ordzdaka" - [Bad Moons Sub-Faction]Ork Light Cruiser - "Basha Ordzdaka" - [Blood Axes Sub-Faction]Ork Light Cruiser - "Basha Ordzdaka" - [Death Skullz Sub-Faction]Ork Light Cruiser - "Basha Ordzdaka" - [Evil Sunz Sub-Faction]Ork Light Cruiser - "Basha Ordzdaka" - [Goffs Sub-Faction]
Ork Light Cruiser - "Basha Ordzdaka" - [Ork Pirates Sub-Faction]
Ork Light Cruiser - "Basha Ordzdaka" - [Ork Pirates Sub-Faction] | Source
Ork Light Cruiser - "Basha Ordzdaka" - [Bad Moons Sub-Faction]
Ork Light Cruiser - "Basha Ordzdaka" - [Bad Moons Sub-Faction] | Source
Ork Light Cruiser - "Basha Ordzdaka" - [Blood Axes Sub-Faction]
Ork Light Cruiser - "Basha Ordzdaka" - [Blood Axes Sub-Faction] | Source
Ork Light Cruiser - "Basha Ordzdaka" - [Death Skullz Sub-Faction]
Ork Light Cruiser - "Basha Ordzdaka" - [Death Skullz Sub-Faction] | Source
Ork Light Cruiser - "Basha Ordzdaka" - [Evil Sunz Sub-Faction]
Ork Light Cruiser - "Basha Ordzdaka" - [Evil Sunz Sub-Faction] | Source
Ork Light Cruiser - "Basha Ordzdaka" - [Goffs Sub-Faction]
Ork Light Cruiser - "Basha Ordzdaka" - [Goffs Sub-Faction] | Source

Point Cost: 102
Raw Total Crit Output: 1.2* critical hits per minute
Raw Total DPS: 8*
*Does not count Torpedoes
Armament:

  • Torpedo Launcher (4 Tubes)
    3 x Basic Charges
    3 x Boardin' Charges
  • 2 x Gunz Battery Weapons
    Poor Accuracy (75/50/25/0/0)
    90° Side Arc (1 per Broadside)
    Range: 9,000

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.

Basha Ordzgargdaka

Click thumbnail to view full-size
Ork Light Cruiser - "Basha Ordzgargdaka" - [Ork Pirates Sub-Faction]Ork Light Cruiser - "Basha Ordzgargdaka" - [Bad Moons Sub-Faction]Ork Light Cruiser - "Basha Ordzgargdaka" - [Blood Axes Sub-Faction]Ork Light Cruiser - "Basha Ordzgargdaka" - [Death Skullz Sub-Faction]Ork Light Cruiser - "Basha Ordzgargdaka" - [Evil Sunz Sub-Faction]Ork Light Cruiser - "Basha Ordzgargdaka" - [Goffs Sub-Faction]
Ork Light Cruiser - "Basha Ordzgargdaka" - [Ork Pirates Sub-Faction]
Ork Light Cruiser - "Basha Ordzgargdaka" - [Ork Pirates Sub-Faction] | Source
Ork Light Cruiser - "Basha Ordzgargdaka" - [Bad Moons Sub-Faction]
Ork Light Cruiser - "Basha Ordzgargdaka" - [Bad Moons Sub-Faction] | Source
Ork Light Cruiser - "Basha Ordzgargdaka" - [Blood Axes Sub-Faction]
Ork Light Cruiser - "Basha Ordzgargdaka" - [Blood Axes Sub-Faction] | Source
Ork Light Cruiser - "Basha Ordzgargdaka" - [Death Skullz Sub-Faction]
Ork Light Cruiser - "Basha Ordzgargdaka" - [Death Skullz Sub-Faction] | Source
Ork Light Cruiser - "Basha Ordzgargdaka" - [Evil Sunz Sub-Faction]
Ork Light Cruiser - "Basha Ordzgargdaka" - [Evil Sunz Sub-Faction] | Source
Ork Light Cruiser - "Basha Ordzgargdaka" - [Goffs Sub-Faction]
Ork Light Cruiser - "Basha Ordzgargdaka" - [Goffs Sub-Faction] | Source

Point Cost: 100
Raw Total Crit Output: 4.2 critical hits per minute
Raw Total DPS: 28
Armament:

  • 2 x Gunz Battery Weapons
    Poor Accuracy (75/50/25/0/0)
    90° Side Arc (1 per Broadside)
    Range: 9,000
  • 1 x Mega Kannon Artillery
    Miserable Accuracy (50/0/0/0/0)
    90° Front Arc
    Range: 4,500

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.

Basha Urd Unki

Click thumbnail to view full-size
Ork Light Cruiser - "Basha Urd Unki" - [Ork Pirates Sub-Faction]Ork Light Cruiser - "Basha Urd Unki" - [Bad Moons Sub-Faction]Ork Light Cruiser - "Basha Urd Unki" - [Blood Axes Sub-Faction]Ork Light Cruiser - "Basha Urd Unki" - [Death Skullz Sub-Faction]Ork Light Cruiser - "Basha Urd Unki" - [Evil Sunz Sub-Faction]Ork Light Cruiser - "Basha Urd Unki" - [Goffs Sub-Faction]
Ork Light Cruiser - "Basha Urd Unki" - [Ork Pirates Sub-Faction]
Ork Light Cruiser - "Basha Urd Unki" - [Ork Pirates Sub-Faction] | Source
Ork Light Cruiser - "Basha Urd Unki" - [Bad Moons Sub-Faction]
Ork Light Cruiser - "Basha Urd Unki" - [Bad Moons Sub-Faction] | Source
Ork Light Cruiser - "Basha Urd Unki" - [Blood Axes Sub-Faction]
Ork Light Cruiser - "Basha Urd Unki" - [Blood Axes Sub-Faction] | Source
Ork Light Cruiser - "Basha Urd Unki" - [Death Skullz Sub-Faction]
Ork Light Cruiser - "Basha Urd Unki" - [Death Skullz Sub-Faction] | Source
Ork Light Cruiser - "Basha Urd Unki" - [Evil Sunz Sub-Faction]
Ork Light Cruiser - "Basha Urd Unki" - [Evil Sunz Sub-Faction] | Source
Ork Light Cruiser - "Basha Urd Unki" - [Goffs Sub-Faction]
Ork Light Cruiser - "Basha Urd Unki" - [Goffs Sub-Faction] | Source

Point Cost: 146
Raw Total Crit Output: -
Raw Total DPS: -
Armament:

  • Torpedo Launcher (4 Tubes)
    3 x Basic Charges
    3 x Boardin' Charges
  • 2 x Launch Bays
    Fighta & Assault Boat Squadrons (3 charges of each)

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.

Roks

Click thumbnail to view full-size
Ork Roks - [Ork Pirates Sub-Faction]Ork Roks - [Bad Moons Sub-Faction]Ork Roks - [Blood Axes Sub-Faction]Ork Roks - [Death Skullz Sub-Faction]Ork Roks - [Evil Sunz Sub-Faction]Ork Roks - [Goffs Sub-Faction]
Ork Roks - [Ork Pirates Sub-Faction]
Ork Roks - [Ork Pirates Sub-Faction] | Source
Ork Roks - [Bad Moons Sub-Faction]
Ork Roks - [Bad Moons Sub-Faction] | Source
Ork Roks - [Blood Axes Sub-Faction]
Ork Roks - [Blood Axes Sub-Faction] | Source
Ork Roks - [Death Skullz Sub-Faction]
Ork Roks - [Death Skullz Sub-Faction] | Source
Ork Roks - [Evil Sunz Sub-Faction]
Ork Roks - [Evil Sunz Sub-Faction] | Source
Ork Roks - [Goffs Sub-Faction]
Ork Roks - [Goffs Sub-Faction] | Source

Point Cost: 177
Raw Total Crit Per Min Output: 7.2 Total, 1.8 per Quadrant*
Raw Total DPS: 48 Total, 12 Per Quadrant*
*Does not count Torpedoes
Armament:

  • 4 x Torpedo Launcher (1 Tube Each)
    3 x Basic Charges
    3 x Boardin' Charges
  • 4 x Gunz Artillery
    Poor Accuracy (75/50/25/0/0)
    90° Quarter Arc (1 per Quadrant)
    Range: 9,000
  • 4 x Heavy Gunz Batteries
    Miserable Accuracy (50/0/0/0/0)
    90° Quarter Arc (1 per Quadrant)
    Range: 4,500

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.


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