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"Battlefleet Gothic: Armada II" - Adeptus Mechanicus Light Cruisers [Advanced Ship Guide]

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"Called back from the far flung reaches of space by the Magos of Mars to help you get better at games to impress your Omnissiah."


Adeptus Mechanicus Light Cruisers

The Adeptus Mechanicus are back with their Light Cruiser bootlegs of Imperial Ships, this time focusing on the designs they've lifted to be the 3 supplemental Light Cruisers from the Imperial Navy only, the Defiant, Endeavor and Endurance.

This is the first category of ships where you see how the Mechanicus really don't like boarding actions, especially launching them, with the LCs having negligible damage as far as actually troop loses caused go. Especially with the ships of this class and their own susceptibility to return boarding, it's really best to stick to just using lightning strikes when they pop up instead of saving assaults for the closer range boarding. I also wouldn't move in range to actually use lightning strikes, instead just popping them off when the enemy happens to get close to you, unless the enemies you are facing aren't strong enough in that department to give cause for concern.

I will give the Mechanicus props on this, the actual redesigns of the hulls are pretty great compared to the wonky looking boxy, glued-on-beak look of the three originals. Also if you are going to only have at most 2 torpedo tubes on any of your ship designs, at least they are pointed straight ahead.

Patch Status: Updated for Patch 7 (v.11218) – July 13th, 2020

Adeptus Mechanicus Guide Navigation

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Shared Stats

The Light Cruisers of the Adeptus Mechanicus all share the same stats with no exceptions, sharing the weak troop actions common of their faction in return for a saving on points cost compared to the Imperial Navy vessels they are based off of.


Shield: 200

ID Range: 9,000

Bravery: -25

Armor (Front): 67

Speed: 160

Troops: 7

Armor (Sides): 67

Rotation: 12

Troop Damage: 1

Armor (Rear): 67

Defense Turrets: 12

Assault Crit Chance: 10%

Hull: 1,200

L-Strike Actions: 1

Boarding Actions: 2

Shared Attributes

Now that we are in the Light Cruiser class, you can see how assault actions are really not the Mechanicus' thing. The damage they do troop wise is so negligible you are really just rolling a 1 in 10 chance of criting a subsystem. I would use lightning strikes whenever possible instead of saving it for a boarding action since you really don't want the enemy to board you back as it will probably hurt more and the 1 extra troop damage you're doing isn't making that much of a difference.

  • Plasma Reactor: Gives access Mechanicus maneuvers.
  • Independent: -25 to bravery penalty.
  • Poor Troop Efficiency: Deals 1 troop damage per assault action.
  • Brutal Strike: 10% chance to deal +1 troop damage per assault action applied.
Point Cost: 123Raw DPM: 210Raw CPM: 1.05

Defiant: Weapons

  • [2] Launch Bays *Special Weapon
    Interceptors (2 Uses) | Bombers (2 Uses)
  • [2] Light Lance Turret
    Perfect Accuracy - 270° Front - Range: 9,000
    Shots: 1 | Damage: 21 | Reload: 12s | Crit: 10.5%

    Armor Piercing (-25%)
Defiant - Weapon Damage Profile

Defiant - Weapon Damage Profile

The Mechanicus Defiant copies the weaponry, dps and crits from its base version but drops some of the effectiveness of the launch bays by losing assault boats without any replacement craft. In return for losing the assault boats however, you get a significantly more powerful lance turret that has better crit potential than it's Imperial version.

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The plus side to this version of the Defiant is that the point discount takes a good chunk out of the cost, making this one of the most affordable light carriers. Light Lance turrets help keep it effective at longer range, keeping it safe to deploy squadrons form behind your other vessels if you'd like.

See Also: Imperial Navy Defiant

Point Cost: 103Raw DPM: 540Raw CPM: 2.4

Endurance: Weapons

  • [2] Torpedo Launcher *Special Weapon
    Basic (2 Uses)
  • [2] Lance Battery Weapons
    Perfect Accuracy - 90° Sides* - Range: 9,000
    Shots: 2 | Damage: 21 | Reload: 12s | Crit: 10.5%

    Armor Piercing (-25%)
    *1 per Broadside
  • [1] Macro Turret
    Exceptional Accuracy - 270° Front - Range: 9,000
    Shots: 1 | Damage: 8 | Reload: 4s | Crit: 2%

With the changes brought along by many of the patches since the release of the game, Mechanicus vessels seem to have been given a more powerful armament to make up for their other shortcomings compared to their Imperial Navy counterpart.

Previously cheaper than the base variant, the Mechanicus Endurance now actually costs more than the Imperial one, boasting a much stronger offensive capability that allows the Endurance to deal better damage at range. Even though the Melta torpedoes are still lost, the significantly better and higher criting lances mean the Mechanicus Endurance has a lot going for it these days.

See Also: Imperial Navy Endurance

Point Cost: 99Raw DPM: 960Raw CPM: 2.4

Endeavour: Weapons

  • [2] Torpedo Launcher *Special Weapon
    Basic (2 Uses)
  • [2] Macro Battery Weapons
    Exceptional Accuracy - 90° Sides* - Range: 9,000
    Shots: 4 | Damage: 21 | Reload: 12s | Crit: 5.25%

    *1 per Broadside
  • [1] Macro Turret
    Exceptional Accuracy - 270° Front - Range: 9,000
    Shots: 1 | Damage: 8 | Reload: 4s | Crit: 2%

With the Mechanicus Endeavour we've combined the 2 turrets of the original into one that's essentially just as effective. We've also straightened out those torpedo tubes to actually point forward but forgot to bring those melta charges from Mars. Without a Dauntless bootleg to steal the show, the Endeavour gives you your real heavy hitter of the Light Cruiser class with those macros. Might be best to keep lock on orders on this one to help it's shots hit at range and stay away from closer encounters where boarding actions are traded.

See Also: Imperial Navy Endeavour


  • 7/30/2020 - Weapon Tables 2.0
  • 7/13/2020 - Updated for patch 11218.

© 2019 SOE


Mike-A on February 10, 2019:

The Lack of a Dauntless or Stirke cruiser knockoff really hurts admech here and the 2 tube torpedo launchers on a light cruiser are a points sink most of the time since CWIS will shoot them down and they only carry 6 total, overall the only light cruiser I find use for is the Defiant carrier.

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