Dauntless MK.II: Stats
| Point Cost: 126 | Raw DPM: 840 | Raw CPM: 1.8 |
|---|
| - HIT POINTS – | – SYSTEMS – | – CREW – |
|---|---|---|
| Shield: 200 | ID Range: 9,000 | Bravery: 0 |
| Armor (Front): 83 | Speed: 200 | Troops: 9 |
| Armor (Sides): 67 | Rotation: 12 | Troop Damage: 1-2 |
| Armor (Rear): 67 | Defense Turrets: 9 | Assault Crit Chance: 10% |
| Hull: 1,200 | Lightning Strike Actions: 1 | Boarding Actions: 2 |
Dauntless MK.II: Weapons
- [4] Torpedo Launcher *Special Weapon
Basic (2 Uses) | Melta (2 Uses) - [2] Double-Barrel Light Macro Turret
Efficient Accuracy – 270° Front – Range: 9,000
Shots: 2 | Damage: 7 | Reload: 6s | Crit: 1.75% - [2] Light Macro Battery Weapons
Efficient Accuracy – 90° Sides* – Range: 9,000
Shots: 6 | Damage: 7 | Reload: 9s | Crit: 1.75%
*1 per Broadside



The Dauntless Mk.II takes the efficient affordability and high damage output of the base variant, drops the lance and replaces it with a four-tube torpedo launcher. Having four tubes allows at least some of the salvo to have a higher chance of breaking through limited turret and fighter defenses. This is far better than the Endeavour and Defiance, which only have 2 tubes to fire from, severely limiting their effectiveness. Those two extra torpedoes often make a big difference when you normally lose one or two even when firing at close range.
The main reason to pick the Dauntless MK.II is if you are looking for a durable yet cheap ship to hunt larger vessels like Cruisers and Battlecruisers, though you’d want this ship part of a group to remain effective, while the base version is more suited to hunting other light cruisers or escorts that would be otherwise hard to nail and a waste of a charge with torpedo spreads.
Since the MK.II will most likely be running into close range battles to use its torpedoes effectively, it can also earn it’s worth ramming smaller escorts of your enemy in between torpedo salvos.

