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

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"Spilling forth from the eye of terror to help you get better at games to impress your Daemon Lords."


Chaos Light Cruisers

The Chaos Light Cruisers begin to really demonstrate one of Chaos' unique themes, their preference for long range sniping actions and using fast engines to keep enemies at range while they circle outside of effective return fire or identification ranges. Weakish on troop assaults and having some decent defense against the same, Chaos ships aren't really meant for close range engagements as a rule of thumb. All those ramming spurs with frontal armor on a ship streaking towards you isn't something you want to mess with as a Chaos admiral, Imperial rams are meant to make you suffer.

One side note of particular interest, the Chaos have some of the most interesting sub-faction color schemes, especially since several of them have full on hull additions that change the look for the ship considerably, usually tied to the favor of one of the Chaos gods.

The escort's don't have these geometry additions on their in-game models, so the Light Cruiser class is where you first really start to see this. I have taken the time to make sure I have all the sub-faction images in the Chaos guides from the get go because of this, so make sure to check the thumbnails for all the screenshots of the various schemes, if you haven't seen them already.

Patch Status: Updated for Current Patch (v.11218) - July 8th, 2020

Chaos 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!

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.

Chaos Light Cruiser Stats

The two Light Cruisers both share the same stats, being comparable to slightly faster versions of the Imperial Navy Dauntless' without the prow armor. This bonus to speed really helps compliment the Chaos' longer range weaponry which you start to really see in this category.

Shield: 200
Armor: 67 (All Sides)
Identification Range: 9,000
Speed: 240
Rotation Speed: 12
Hull: 1,200
Defense Turrets: 9
Bravery: 0
Boarding Damage: 2-4
+ Causes 2 Assault Actions
Lightning Strike Damage: 1-2
+ Causes 1 Assault Actions
Critical Assault chance: 10%
Defending Troops per Stage: 9

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Chaos Light Cruiser Attributes

The Chaos ships are pretty basic all the way through their ship classes as far as it comes to special Attributes and Skills. Now that we are into line ships we start to see the assault related stuff.

  • Plasma Reactor: Gives access to Chaos maneuvers.
  • Dedicated: No bravery bonus or penalty.
  • Average Troop Efficiency: Deals 1-2 troop damage per assault action.
  • Brutal Strike: 10% chance to deal +1 troop damage per assault action.

Point Cost: 148
Raw Total Crit Output: 0.9 critical hits per minute
Raw Total DPS: 6

  • 2 x Launch Bays
    Swift Death Fighters (2 charges)
    Doomfire Bombers (2 charges)
    Dreadclaw Assault Boat (2 charges)
  • 2 x Triple Barrel Heavy Macro Turret
    Efficient Accuracy (80/60/40/20/0)
    270° Front
    Range: 18,000

Of the two Hellbringers, the base version is the carrier type, bringing with it a pair of launch bays and access to all 3 types of squadrons. The Hellbringer is far superior to the Imperial's light cruiser/carrier, the Defiant, with it's pair of heavy macro turret's doing good damage out to extreme ranges. As a plus, since there are no battery weapons, the Hellbringer can put out it's full dps in that 270 degree arc.

I always recommend taking at least 2 carriers so you can deploy interceptors to cover bombers or assault squadrons and keep them from getting destroyed before they finish their mission.

Point Cost: 136
Raw Total Crit Output: 2.4 critical hits per minute
Raw Total DPS: 11

  • 2 x Double-Barrel Heavy Lance Battery Weapons
    100% Accuracy, Pierces Armor
    90° Broad-Side (1 each side)

    Range: 18,000
  • 2 x Triple Barrel Heavy Macro Turret
    Efficient Accuracy (80/60/40/20/0)
    270° Front
    Range: 18,000

The Mark 2 variant for the Hellbringer drops the Launch Bays and shaves off 12 points of cost to go all direct fire with a pair of Heavy Lance Batteries. The lances output pretty decent dps and crits on their own for this tier and considering their accuracy and piercing, coupled with that 18,000 unit range makes the Hellbringer Mk 2 a deadly cheap sniping line ship.

Lock on orders will help your Macros match the dps output of the Lances by hitting more often, while boosting both's chances to crit. Considering the high dps output of the macro turrets, reload isn't without its usefulness either, though is very limited in its benefit, so might only be worth going with at short range.


  • 7/8/2020 - Updated stats and descriptions for patch 11218.

© 2019 SOE

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