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

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"Risen from ancient and forgotten tomb worlds to help you get better at games to impress your Overlord."

battlefleet-gothic-armada-ii-necron-light-cruisers-advanced-ship-guide

Necron Light Cruisers

The Necron Light Cruisers begin the real theme of Necron line ships that all come standard with their special Interceptors, boarding action arcs, high chances to crit and their always 100% accurate weaponry.

Now that you have a larger pool of hitpoints to play with, especially with the Khopesh, it becomes somewhat more manageable to disengage from heavy attacks to retreat temporarily and heal up the hull to extend the lifespan of the Necron ships.

While the Light Cruisers of the Necrons seem to have lower damage and crit ouput on paper than a lot of other factions comparable ships, their real strength come in all the special tricks the Necrons have up their sleeves.

Fun note: Stare at the light cruisers long enough and you'll notice they basically glued 2 jackals and a dirge to a platform with a pyramid on it.

Patch Status: Updated for Patch 7 [v.11218] - July 15th, 2020

Necron 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.

Necron Light Cruiser Stats

The shield-less Necron's have a consistent theme of heavy armor with decent hull points, great engines and tough troops. They also get a spotter vessel in their Light Cruiser class with the Shroud vessel.

Shield: 0
Armor: 83 All Sides
Identification Range
-
9,000: Cartouche, Khopesh, Sekhem
- 13,500: Shroud
Speed: 240
Rotation Speed: 12
Hull
- 800: Cartouche, Shroud, Sekhem
- 1,200: Khopesh
Defense Turrets
-
6: Cartouche, Shroud
- 8: Khopesh
Bravery: 50
Boarding Damage: 4
+ Causes 2 Assault Actions
Lightning Strike Damage: 4
+ Causes 2 Assault Actions
Critical Assault Chance: 60%
Defending Troops per Stage: 11

Necron Light Cruiser Attributes & Skills

The Light Cruisers add to the already long list of Necron special attributes and skills by all coming with the Necron's special Interceptor squadrons (carried by all Necron line ships) and all the boarding related quirks which compliment their already generous firing arcs.

  • Necron Propulsion: Gives access to Inertialess Drive and Burn Retros
  • Reactive Hull: Immune to Fire. Yellow criticals heal after 30 seconds. Every 30 seconds, the ship repairs 1 turret.
  • Hull Cauterization: Heals 0.5 hull point every second while reducing max hp by 0.5 every second as well. Resets after battle.
  • Iron Will: Provides the +50 bravery bonus
  • Necron Portals: Gives 270° boarding. +1 Assault action lightning strike (included in stats)
  • Good Troop Efficiency: Deals 2 troop damage per assault action.
  • Surgical Strike: 60% chance to deal +1 troop damage per assault action applied.
  • Doom Scythe: Launches a squadron of interceptors that can also deal hull damage to ships.

Shroud Only:

  • Shroud Hull: Starts battle stealthed. If stealth is lost and later regained, the ship will stay stealth until revealed again.
  • Sensors: +4,500 detection range.

Point Cost: 155
Raw Total Crit Output: 1.2 critical hits per minute
Raw Total DPS: 6
Armament:

  • 2 x Lightning Arc Battery Weapons
    100% Accuracy
    180° Left & Right Sides (All)
    Range: 9,000
  • 1 x Gauss Particle Whip Turret
    100% Accuracy, Pierces Shield, Pierces Armor
    270° Front
    Range: 13,500

A slightly cheaper and weaker version of the Khopesh, the Cartouche is the cheapest line ship available to the Necrons from their limited pool of selections. Besides having one less turret and 2/3rds of the hit points of the stronger vessel, there isn't anything really special about this vessel compared to the other.

One point of note, if you are unfamiliar with the way the Necron weapons work, the Lightning Arc Batteries have side angles of attack, like Imperial broadside weaponry, however, unlike the Imperials who can only fire the battery facing in that direction, both Lightning Arc batteries can fire in either direction, they just can't fire forward for some reason. This is fine anyways, better than being locked into a 90 degree front arc so the Cartouche, along with the other Light cruisers, can use broadside attack orders to stay on the move and help dodge macro shots.

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Point Cost: 189
Raw Total Crit Output:
1.5 critical hits per minute
Raw Total DPS: 10
Armament:

  • 5 x Lightning Arc Turret
    100% Accuracy
    270° Front
    Range: 9,000
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The Shroud takes the highest raw dps spot and ties with crit output with the Khopesh, but does so without the significant increase to hit points the Khopesh gets. On the plus side, by having all the weapons as turrets, the Shroud benefits from having a full 270 degree firing arc across all its weaponry.

Another additional benefit is the Sensors upgrade unique to the Shroud, which increases it's identification range and allows it work as spotter for the other 2 light cruisers longer range Gauss Whips, along with any other larger ships in your fleet with longer ranged weaponry.

One tactic some players use against the Necrons (like myself) is to always focus fire the weapon subsystems first to start dropping incoming damage asap, especially since the Necrons don't have shields and while their engines are nice, aren't exactly the kiting type. Considering this is a tactic you might face yourself, the fact that the Shroud spreads it's damage and crit output over 5 separate weapons, versus the Cartouches 3 and the Khopesh's 4, gives the Shroud the best resilience against weapon sniping.

Point Cost: 194
Raw Total Crit Output: 1.5 critical hits per minute
Raw Total DPS: 8
Armament:

  • 3 x Lightning Arc Battery Weapons
    100% Accuracy
    180° Left & Right Sides (All)
    Range: 9,000
  • 1 x Gauss Particle Whip Turret
    100% Accuracy, Pierces Shield, Pierces Armor
    270° Front
    Range: 13,500
battlefleet-gothic-armada-ii-necron-light-cruisers-advanced-ship-guide

The Khopesh is the toughest Light Cruiser, taking 1,200 points of hull into the fight, giving it the most resilience in the long run when combined with its stronger armament than it's little cousin, the Cartouche.

Like it's companion, the Side Arcs for the Lightning Batteries allow all 3 weapons to fire in either direction, so you can get your entire damage and crit output on a single target, as can the other Necron Light Cruisers.

For the pleasure of having higher end weaponry and extra hull, you'll be paying the most expensive cost for the Necron Light Cruisers, and a pretty expensive price when compared to other similarly sized ships from other factions.

Point Cost: 151
Raw Total Crit Output: 0.6 critical hits per minute
Raw Total DPS: 4
Armament:

  • Starpulse Wave
    Special Weapon
  • 4 x Lightning Arc Artillery
    100% Accuracy
    90° Front
    Range: 9,000
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The Sekhem is a new Necron Light Cruiser added with the release of Patch 3, along with several other Necron vessels meant to expand upon their very limited navy. While not the only faction to be light on ships to choose from, the fact they are one of the main campaign factions meant they were a focus for some extra attention.

As far as standard weapons go, the Sekhem is a significantly worse damage and crit dealer than the Shroud, considering the limited firing arc and fewer Lightning weapons. The real reason to take the Sekhem, is because of the Starpulse Wave special weapon. The only ship in it's class to field it, the Starpulse Wave is a devastating ability that deals 250 damage to everything in 4500 meters of the vessel while most importantly, destroying all enemy ordnance like torpedoes and fighters. Being able to deny ordnance heavy fleets their primary form of damage dealing can really tilt the scales in your favor.

Changelog

7/15/2020 - Updated for patch 11218.

© 2019 SOE

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