Dauntless MK.II

Dauntless MK.II: Stats

Point Cost: 126Raw DPM: 840Raw CPM: 1.8
- HIT POINTS –– SYSTEMS –– CREW –
Shield: 200ID Range: 9,000Bravery: 0
Armor (Front): 83Speed: 200Troops: 9
Armor (Sides): 67Rotation: 12Troop Damage: 1-2
Armor (Rear): 67Defense Turrets: 9Assault Crit Chance: 10%
Hull: 1,200Lightning Strike Actions: 1Boarding 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.

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