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* GeneralFailure: The Battle of Cadia shows Admiral Catalia make one disastrous blunder after another: she, in order, brings her fleet out of Warp travel smack into the crossfire, has the [[ThePoliticalOfficer Commissar]] [[BadBoss shoot the Captain of one of her ships for suggesting they disengage and regroup]], and botches what could have been a unified assault on the ''Vengeful Spirit'' [[LeeroyJenkins by rushing her fleet in to face it alone.]] This last decision leaves only her flagship left, and it's such a shattered wreck after Abaddon's counterattack that it's in no condition to intercept the Chaos vessels on a ramming course with the wreckage of the Blackstone Fortress. In short, ''Cadia fell in no small part to her incompetence.''
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** A Tyranid 1st-tier upgrade (meaning it's immediately available and applies to all ships regardless of veterancy) allows Tyranid vessels to shoot their bio plasma cannons at 150% the normal rate while in gas clouds and asteroid fields. This allows the normally not-very-shooty Tyranid ships to simply sit in a convenient asteroid field (which doesn't damage Tyranid ships and conceals them to boot), force the enemy to come to them through a rain of plasma fire, and fight the Tyranids at close range.

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** A Tyranid 1st-tier upgrade (meaning it's immediately available and applies to all ships regardless of veterancy) allows Tyranid vessels to shoot reload their bio plasma and pyro-acid cannons at 150% double the normal rate while in gas clouds and asteroid fields. This allows the normally not-very-shooty Tyranid ships to simply sit in a convenient asteroid field (which doesn't damage Tyranid ships and conceals them to boot), force the enemy to come to them through a rain of plasma fire, and fight the Tyranids at close range.

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* BoringButPractical: Most factions have ships with specialized, often directional abilities like torpedoes or Nova Cannons that can deal a lot of damage at the cost of additional micromanagement. Conversely, there's usually also a bunch of ships that carry nothing but gun batteries, gun batteries and even more gun batteries. These aren't nearly as fanciful as the first group, but all you have to do to use them to their full potential is to activate a suitable stance, set their optimal engagement distance and let them loose on the enemy. They won't actually kill anything very often, but the sustained, reliable damage they deal throughout the battle is nothing to sneeze at, and it allows you to focus your attention on the specialist ships that require it.

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* BoringButPractical: BoringButPractical:
**
Most factions have ships with specialized, often directional abilities like torpedoes or Nova Cannons that can deal a lot of damage at the cost of additional micromanagement. Conversely, there's usually also a bunch of ships that carry nothing but gun batteries, gun batteries and even more gun batteries. These aren't nearly as fanciful as the first group, but all you have to do to use them to their full potential is to activate a suitable stance, set their optimal engagement distance and let them loose on the enemy. They won't actually kill anything very often, but the sustained, reliable damage they deal throughout the battle is nothing to sneeze at, and it allows you to focus your attention on the specialist ships that require it.it.
** A Tyranid 1st-tier upgrade (meaning it's immediately available and applies to all ships regardless of veterancy) allows Tyranid vessels to shoot their bio plasma cannons at 150% the normal rate while in gas clouds and asteroid fields. This allows the normally not-very-shooty Tyranid ships to simply sit in a convenient asteroid field (which doesn't damage Tyranid ships and conceals them to boot), force the enemy to come to them through a rain of plasma fire, and fight the Tyranids at close range.
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* CivilWarcraft: In most campaigns, in the Imperium's case after [[spoiler: Spire sides with the Aeldari and Inquisitor Darkhammer turns half the Navy against him.]]
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* PortalCut: An Imperial vessel that was half way out of the warp was cut in half when a wave of the Tyranids psychic energy disrupts the warp.

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* PortalCut: An Imperial vessel that was half way out of the warp was cut in half when a wave of the Tyranids psychic energy scream disrupts the warp.
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* PortalCut: The an Imperial vessel that was half way out of the warp was cut in half when a wave of the Tyranids psychic energy disrupts the warp.

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* PortalCut: The an An Imperial vessel that was half way out of the warp was cut in half when a wave of the Tyranids psychic energy disrupts the warp.
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*PortalCut: The an Imperial vessel that was half way out of the warp was cut in half when a wave of the Tyranids psychic energy disrupts the warp.
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** The game has minimal documentation about ship stats, weapons, abilities, and the role of each ship and given the large number of ships this game has, you are going to need an outside guide to know which ship does which.

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** The game has minimal documentation about ship stats, weapons, abilities, and the role of each ship and given the large number of ships this game has, you are going to need an outside guide to know which ship does which. This is particularly bad in the Tyranid Campaign: after the scantiest of tutorial missions, the player is left to figure out the various Tyranid ship types and their unique mechanics with no guidance whatsoever (the Hive Mind apparently isn't big on dispensing advice).
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* MileLongShip: The standard battlecruiser is about 2 kilometers long and so are the equivalent vessels for all other faction, but then there are Gloriana class battlecruisers being more than 20km long. Still, there are even bigger ships in the galaxy.

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* MileLongShip: The standard battlecruiser cruiser is about 2 5 kilometers long and so are the equivalent vessels for all other faction, but then there are Gloriana class battlecruisers battleships being more than 20km long. Still, there are even bigger ships in the galaxy.
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* CurbStompBattle: Admiral Catallia is on the receiving end of one of these after attacking the Vengeful Spirit, who only has to fire one salvo to kill six battlecruisers. Resulting in the destruction of all but one of her ships and the loss of countless Imperial Lives. Not a great idea to attack the legendary ship that has the durability to withstand [[PhysicalGod Chaos Horus]] and [[PersonOfMassDestruction the Emperor himself]] fighting inside it.[[note]]An old source even states that the fighting between these two can level planets. The Vengeful Spirit withstands that![[/note]]
* CutscenePowerToTheMax: The famous prologue cutscene that shows Abaddon's Vengeful Spirit annihilating a whole fleet of Imperial battlecruisers in a single salvo is a textbook example. The massive vessel was eventually made playable as a Titan-class ship for Chaos fleets, but although it certainly is immensely powerful, the only ships it has a reasonable chance to destroy in one hit are escorts, and even then not so many at once.
** The same cutscene shows fighter craft (not bombers, ''fighters'') knocking out an undamaged light cruiser in a single strafing run; something absolutely impossible during normal gameplay.

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* CurbStompBattle: Admiral Catallia is on the receiving end of one of these after attacking the Vengeful Spirit, who only has to fire one salvo to kill six battlecruisers.ships of varying classes. Resulting in the destruction of all but one of her ships and the loss of countless Imperial Lives. Not a great idea to attack the legendary ship that has the durability to withstand [[PhysicalGod Chaos Horus]] and [[PersonOfMassDestruction the Emperor himself]] fighting inside it.[[note]]An old source even states that the fighting between these two can level planets. The Vengeful Spirit withstands that![[/note]]
* CutscenePowerToTheMax: The famous prologue cutscene that shows Abaddon's Vengeful Spirit annihilating a whole fleet battlegroup of Imperial battlecruisers ships in a single salvo is a textbook example. The massive vessel was eventually made playable as a Titan-class ship for Chaos fleets, but although it certainly is immensely powerful, the only ships it has a reasonable chance to destroy in one hit are escorts, and even then not so many at once.
** The same cutscene shows fighter craft (not bombers, ''fighters'') knocking out an undamaged light cruiser frigate in a single strafing run; something absolutely impossible during in both normal gameplay.gameplay, and in-universe lore.
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** Imperial Navy warships look like flying Gothic cathedrals with massive white and gold prows on the front, festooned with statues and other Imperial icons. Astartes ships are essentially flying bricks with BlingOfWar, [[SigilSpam coated in chapter markings]] to show their allegiance. Mechanicus ships look like AceCustom versions of Imperial Navy ships with more technology... and guns.
** Chaos ships are a dark parody of Imperial vessels, angular and spiky ships that have long since been retired from Imperial service, retained by the servants of the Dark Powers. Thousand Suns ships are blue and gold and covered in arcane glows, World Eaters ships are covered in skulls and dried gore, Death Guard ships are coated in rot and buzzing with flies, and Emperor's Children ships are decorated with garish Slaaneshi imagery.
** Ork ships are floating hulks of scrap metal, collections of parts that clearly come from different ships. Tribal fetishes and slapped-on plating cover the hull, while large, smoke-belching engines move the ship through space.
** Aeldari Corsairs have elegant ships that look like glistening tropical fish, with glimmering solar sails and clean decks. Asuryani ships follow a similar design philosophy. Drukhari ships on the other hand are unrecognisable as Aeldari in origin; their ships are decorated with wicked-looking blades and driven by powerful propulsors, like the terrestrial Reaver jetbikes.
** Tau ships are rounded and utilitarian with little decoration, a hallmark of their pragmatic mindset - if it serves no purpose, it comes off. Protector ships look modern and are shaped like rays, whereas Merchant ships appear older and follow the StandardHumanSpaceship design.

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** Imperial Navy warships look like flying Gothic cathedrals with massive white and gold prows on the front, festooned with statues and other Imperial icons.iconography. Astartes ships are essentially flying bricks with BlingOfWar, [[SigilSpam coated in chapter markings]] to show their allegiance. Mechanicus ships look like AceCustom versions of Imperial Navy ships with more technology... and guns.
** Chaos ships are a dark parody of Imperial vessels, angular and spiky ships that have long since been retired from Imperial service, retained by the servants of the Dark Powers. Thousand Suns ships are [[BrightIsNotGood blue and gold and covered illuminated in arcane glows, glows]], World Eaters ships are covered in skulls and dried gore, Death Guard ships are coated in rot and buzzing with flies, and Emperor's Children ships are decorated with garish Slaaneshi imagery.
** Ork ships are floating hulks of scrap metal, ramshackle collections of parts that clearly come from different ships. Tribal fetishes and slapped-on plating cover the hull, while large, smoke-belching engines move the ship through space.
** Aeldari Corsairs have elegant ships that look like glistening tropical fish, with glimmering shining solar sails and clean decks. Asuryani ships follow a similar design philosophy. philosophy, but appear more like sailing vessels. Drukhari ships on the other hand are totally unrecognisable as Aeldari in origin; their ships are decorated with [[SpikesOfVillainy wicked-looking blades blades]] and driven by powerful propulsors, like the terrestrial Reaver jetbikes.
** Tau T'au ships are rounded and utilitarian with little decoration, a hallmark of their pragmatic mindset - if it serves no purpose, real purpose besides looking cool, it comes off. Protector ships look modern and are shaped like rays, whereas Merchant ships appear older and follow the StandardHumanSpaceship design.



** Tyranid "ships" are rather giant floating lifeforms, propelling themselves through space with flapping wings and tentacles instead of engines. Their forward prows are giant toothy jaws and snapping mandibles.

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** Tyranid "ships" [[OrganicTechnology "ships"]] are rather giant floating lifeforms, propelling themselves through space with flapping wings and tentacles instead of engines. Their forward prows are giant toothy jaws and snapping mandibles. mandibles, and they are armoured in thick chitin.
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* TheAestheticsOfTechnology:
** Imperial Navy warships look like flying Gothic cathedrals with massive white and gold prows on the front, festooned with statues and other Imperial icons. Astartes ships are essentially flying bricks with BlingOfWar, [[SigilSpam coated in chapter markings]] to show their allegiance. Mechanicus ships look like AceCustom versions of Imperial Navy ships with more technology... and guns.
** Chaos ships are a dark parody of Imperial vessels, angular and spiky ships that have long since been retired from Imperial service, retained by the servants of the Dark Powers. Thousand Suns ships are blue and gold and covered in arcane glows, World Eaters ships are covered in skulls and dried gore, Death Guard ships are coated in rot and buzzing with flies, and Emperor's Children ships are decorated with garish Slaaneshi imagery.
** Ork ships are floating hulks of scrap metal, collections of parts that clearly come from different ships. Tribal fetishes and slapped-on plating cover the hull, while large, smoke-belching engines move the ship through space.
** Aeldari Corsairs have elegant ships that look like glistening tropical fish, with glimmering solar sails and clean decks. Asuryani ships follow a similar design philosophy. Drukhari ships on the other hand are unrecognisable as Aeldari in origin; their ships are decorated with wicked-looking blades and driven by powerful propulsors, like the terrestrial Reaver jetbikes.
** Tau ships are rounded and utilitarian with little decoration, a hallmark of their pragmatic mindset - if it serves no purpose, it comes off. Protector ships look modern and are shaped like rays, whereas Merchant ships appear older and follow the StandardHumanSpaceship design.
** Necron ships appear very arcane, black with glowing green TronLines. Crescents are a recurring shape across the classes.
** Tyranid "ships" are rather giant floating lifeforms, propelling themselves through space with flapping wings and tentacles instead of engines. Their forward prows are giant toothy jaws and snapping mandibles.
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* DefaceOfTheMoon: The world Mordax Prime was captured by the Orks, who create a massive Ork skull on the planets surface.
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** Ork Zap Kannons also have 100% accuracy with an impressive long range, this is to compensate for their ships slow speed, and their other weapons that have greater damage with miserable accuracy.
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* HamToHamCombat: When the "Legends of the Past" mission of the Chaos campaign puts your protagonist Malos Vrykan, Abaddon the Despoiler and Roboute Guilliman on screen together, the following battle can appear almost boring after their glorious efforts to out-ham each other.
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* RockBeatsLaser: The Tyranids have the strongest fighter squadrons of all factions, which means ultrahigh-tech wings of space interceptors with missiles, lasers and whatnot get curbstomped by flocks of winged beasts fighting with teeth, claws and the occasional organic gun.

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* HoistByTheirOwnPetard: You can lower campaign difficulty settings to your liking by fiddling with a whole bunch of parameters, but if you do it wrong you can actually make the game harder instead of easier. For instance, if you increase the action cost of enemy fleet movement on the strategy map, hostile fleets will never move out of heavily garrisoned systems, which is the opposite of what you want. Upping the command limit also tends to favor hostile fleets over yours because the AI is much better at microing such large numbers of ships than the average player.

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* HoistByTheirOwnPetard: HoistByTheirOwnPetard:
**
You can lower campaign difficulty settings to your liking by fiddling with a whole bunch of parameters, but if you do it wrong you can actually make the game harder instead of easier. For instance, if you increase the action cost of enemy fleet movement on the strategy map, hostile fleets will never move out of heavily garrisoned systems, which is the opposite of what you want. Upping the command limit also tends to favor hostile fleets over yours because the AI is much better at microing such large numbers of ships than the average player.player.
** If you're careless with your targeted abilities, don't be surprised to suddenly find your own ships in the blast zone. Take special care to not let this happen with the Planet Killer's [[OneHitKill Armageddon Gun]]. Amusingly, that last one tends to be a real problem for the AI, which doesn't give a single damn about collateral damage. It's not uncommon to see half the enemy fleet combust simultaneously because the Planet Killer in the back ranks decided to fire its main gun while a densely packed cluster of its buddies were charging at the enemy right in front of it.
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* ArbitraryGunPower: Doubling as GameplayAndStorySegregation, the Blackstone Fortress' gigantic Warp Cannons have a damage rating of 800. Although this is by far the most powerful single-shot attack in the game, the only thing it can reliably one-shot is escorts, and even then only when their shields are down. This is a weapon that, in the fluff, can destroy ''planets'' in a handful of shots and can even blow up stars when multiple Blackstones combine their firepower. Even more ridiculous is the fact that a weapon of this magnitude is mitigated by the target's armor rating, so its 800 points of damage are usually reduced to 400 or less, which is weaker than what a decent bomber squadron can inflict.

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* ArbitraryGunPower: Doubling as GameplayAndStorySegregation, the Blackstone Fortress' gigantic Warp Cannons have a damage rating of 800. Although this is by far the most powerful single-shot attack in the game, game[[note]]the Planet Killer's Armageddon Gun's guaranteed OneHitKill trait is stronger, but unlike the Warp Cannon it's a targeted ability with a lengthy cooldown instead of an auto-firing ship weapon[[/note]], the only thing it can reliably one-shot is escorts, and even then only when their shields are down. This is a weapon that, in the fluff, can destroy ''planets'' in a handful of shots and can even blow up stars when multiple Blackstones combine their firepower. Even more ridiculous is the fact that a weapon of this magnitude is mitigated by the target's armor rating, so its 800 points of damage are usually reduced to 400 or less, which is weaker than what a decent bomber squadron can inflict.
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* ArbitraryGunPower: Doubling as GameplayAndStorySegregation, the Blackstone Fortress' gigantic Warp Cannons have a damage rating of 800. Although this is by far the most powerful single-shot attack in the game, the only thing it can reliably one-shot is escorts, and even then only when their shields are down. This is a weapon that, in the fluff, can destroy ''planets'' in a handful of shots and can even blow up stars when multiple Blackstones combine their firepower. Even more ridiculous is the fact that a weapon of this magnitude is mitigated by the target's armor rating, so its 800 points of damage are usually reduced to 400 or less, which is weaker than what a decent bomber squadron can inflict.


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* HoistByTheirOwnPetard: You can lower campaign difficulty settings to your liking by fiddling with a whole bunch of parameters, but if you do it wrong you can actually make the game harder instead of easier. For instance, if you increase the action cost of enemy fleet movement on the strategy map, hostile fleets will never move out of heavily garrisoned systems, which is the opposite of what you want. Upping the command limit also tends to favor hostile fleets over yours because the AI is much better at microing such large numbers of ships than the average player.


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* MercyInvincibility: Excess damage to shields isn't transferred to the hull, so no matter how powerful a shot is, if the target has even one point of shielding left, it'll survive until the next shot hits.
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* BossBattle: Basically every mission that involves a Titan-class vessel of any sort, with the most prevalent example being the Tyranid annihilation mission to kill the Ancient One. Titans are always {{Flunky Boss}}es, and if you're lucky enough to have a Titan of your own, an epic BehemothBattle might ensue.
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* RewardedAsATraitorDeserves: [[spoiler:The treacherous High Admiral Drang]] receives this treatment in every campaign he appears in, [[YouHaveOutlivedYourUsefulness which explicitly includes the faction he's working for]].
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** Campaign missions in general often throw wicked curveballs at you that require highly specialized tactics and fleet compositions to deal with. Prepare to restart a lot of missions because your initial/favorite fleet setup turned out to be utterly unsuited to the task.
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* GameplayAndStorySegregation: When you start reconquering the Eidolon Sector in the Chaos campaign, many of its worlds can be offered to the Chaos gods as usual, but the game places few restriction on who you can offer them to. This can result in things like Nurgle's Plague Planet being dedicated to his archenemy Tzeentch, and vice versa. You can also offer the Word Bearer's homeworld to any one god although the Word Bearers are the most fanatical worshippers of Chaos Undivided.

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* EleventhHourRanger:
** Near the end of the Imperial campaign, [[spoiler:Roboute Guilliman]] appears in the Eye of Terror to assist you, being so impressed with your prior exploits he even places himself [[spoiler:and his flagship ''Macragge's Honour'']] under your command, just in time to bring the fight directly to Abaddon's stronghold.
** Near the end of the Chaos campaign, [[spoiler:your fleets are joined by Abbadon the Despoiler and his flagship, the ''Vengeful Spirit''.]]

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* EleventhHourRanger:
**
EleventhHourRanger: Near the end of the Imperial campaign, [[spoiler:Roboute Guilliman]] appears in the Eye of Terror to assist you, being so impressed with your prior exploits he even places himself [[spoiler:and his flagship ''Macragge's Honour'']] under your command, just in time to bring the fight directly to Abaddon's stronghold.
** * EleventhHourSuperpower: Near the end of the Chaos campaign, [[spoiler:your fleets are joined by Abbadon the Despoiler and [[spoiler:Abaddon gifts Malos Vrykan his flagship, the ''Vengeful Spirit''.Spirit'', which immediately replaces Vrykan's former flagship for the rest of the campaign. It's actually the second Titan you get after Huron Blackheart's Blackstone Fortress, but the ''Vengeful Spirit'' is much more tactically flexible and useful under any circumstances.]]


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* CavalryBetrayal: [[spoiler:About halfway through the FinalBattle of the Chaos campaign, Akryst Vane appears at the helm of the ''Monarchia Redeemed'' Titan-class vessel. He initially supports you in mopping up the remaining Imperial forces, but the moment Spire's flagship goes boom, Vane turns the giant ship against what's left of your fleets.]]
* CheckpointStarvation: Missions don't have checkpoints at all, some are very long and/or throw vastly superior forces at you, and screwing up at any point almost always means you can start over from the very beginning. This is particularly annoying in the "Chalice of Entropy" mission of the Chaos campaign due to its UnexpectedGameplayChange.


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** [[spoiler:Vrykan has his own in Akryst Vane, his Dark Apostle and right-hand man. Vane serves loyally throughout the campaign but is obviously advancing his own agenda at the same time, which comes to a head when he turns the ''Monarchia Redeemed'' against your fleets in the FinalBattle.]]


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* TooDumbToLive: [[spoiler:Akryst Vane's idea of a coup against his Chaos Lord consists of attacking the latter's fleet with one ship. Granted, that ship is the ''Monarchia Redeemed'', an incredibly powerful Gloriana-class battleship formerly known as the ''Macragge's Honour'', but it's still just one ship against three entire fleets that can field two Titans themselves, one of which is a friggin' ''Blackstone Fortress''. The result tends to be filed under "CurbstompBattle".]]


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* UnexpectedGameplayChange: The Chaos campaign has two examples.
** "The Chalice of Entropy" is a bona-fide stealth mission. You only have two ships (Vrykan's flagship and a Nurglite grand cruiser) that you need to sneak past Necron sentries to steal the eponymous artifact from Trazyn the Infinite's collection. If either of your ships is identified even for a split-second, it's GameOver.
** The FinalBattle is a Massive Fleet Battle. Although its point limit is not quite as enormous as in multiplayer's [=MFBs=], it's still high enough to let you field both of your Titans plus a bunch of line ships simultaneously.
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* NoCanonForTheWicked: Given the outcomes of the Necron, Tyranid and Chaos campaigns, it's safe to assume that none of them will affect the larger canon in any way.

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* TractorBeam: Ork battleships have a special ability called the Traktor Kannon Shot which fires a tractor beam at a chosen target. It is more subtle than it appears as the Traktor Kannon can force a ship to move in any direction, possibly even causing friendly rammings with some skill.

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* TractorBeam: TractorBeam:
**
Ork battleships have a special ability called the Traktor Kannon Shot which fires a tractor beam at a chosen target. It is more subtle than it appears as the Traktor Kannon can force a ship to move in any direction, possibly even causing friendly rammings with some skill.skill.
** Necrons can get an upgrade in the campaign that gives this ability to all ships with Lightning Arc weaponry.
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* NotSoStoic: Captain Tor Garadon of the Imperial Fists is usually very calm and has nerves of steel as befits a Space Marine captain, but even he is horrified at the sight of the ''Monarchia Redeemed'', a corrupted ''Macragge's Honour'' that Vrykan deploys during the last mission of the Chaos campaign.

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* NotSoStoic: Captain Tor Garadon of the Imperial Fists is usually very calm and has nerves of steel as befits a Space Marine captain, but even he is horrified at the sight of the ''Monarchia Redeemed'', a corrupted ''Macragge's Honour'' that Vrykan deploys during the last mission of the Chaos campaign. He also goes down raging and screaming when the ''Phalanx'' is destroyed under his command in the Necron campaign.
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* HeroMustSurvive: Each campaign's protagonist must take charge of any special operation that pops up in his campaign, and if his flagship is destroyed by any means, it's GameOver. Better watch out for those enemy bomber squadrons...

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* EleventhHourRanger: Near the end of the Imperial campaign, [[spoiler:Roboute Guilliman]] himself appears in the Eye of Terror to assist you, being so impressed with your prior exploits he even places himself and [[spoiler:his flagship ''Macragge's Honour'']] under your command, just in time to bring the fight directly to Abaddon's stronghold.
* TwoDSpace: Zigzagged. While the gameplay plays it straight with the ships moving on a plane grid, the cinematics and cutscenes involve more three dimensional actions. In Chaos Campaign After Saving Abaddon from Aforementioned Confrontation and Defeating Above Mentioned character you receive Vengenfull spirit, for Cleansing of Final sector and then Final mission. But it is awesome

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* EleventhHourRanger: EleventhHourRanger:
**
Near the end of the Imperial campaign, [[spoiler:Roboute Guilliman]] himself appears in the Eye of Terror to assist you, being so impressed with your prior exploits he even places himself and [[spoiler:his [[spoiler:and his flagship ''Macragge's Honour'']] under your command, just in time to bring the fight directly to Abaddon's stronghold.
** Near the end of the Chaos campaign, [[spoiler:your fleets are joined by Abbadon the Despoiler and his flagship, the ''Vengeful Spirit''.]]
* TwoDSpace: Zigzagged. While the gameplay plays it straight with the ships moving on a plane grid, the cinematics cinematic and cutscenes involve more three dimensional actions. In Chaos Campaign After Saving Abaddon from Aforementioned Confrontation and Defeating Above Mentioned character you receive Vengenfull spirit, for Cleansing of Final sector and then Final mission. But it is awesomeactions.



* TheAllSeeingAI: There's no hiding from AI fleets in this game. Even if you only have a single ship, in stealth mode, hidden in a nebulae, all hostile ships will make a beeline for it the moment the battle starts. Fortunately, stealth still remains useful because even though the enemy knows where the ship is, they won't actually fire on it until it is revealed.
* AlwaysAccurateAttack: Lances have 100% accuracy no matter the distance. It makes them ideal for extreme-range sniping, coupled with the most reliable damage output available, but at the cost of lower per-shot damage compared to macro-cannons and similar ballistic weaponry.

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* TheAllSeeingAI: There's no hiding from AI fleets in this game. Even if you only have a single ship, in stealth mode, hidden in a nebulae, all hostile ships will make a beeline for it the moment the battle starts. Fortunately, stealth still remains useful because even though the enemy knows where the ship is, they won't can't actually fire on it until it is revealed.
* AlwaysAccurateAttack: Lances have 100% accuracy no matter the distance. It makes them ideal for extreme-range sniping, coupled with the most reliable damage output available, but at the cost of lower per-shot damage compared to macro-cannons macro-weapons and similar ballistic weaponry.



* AnotherSideAnotherStory: The four campaigns all treat the same major events from different perspectives, and you need to play all of them to get the full picture. For instance, Admiral Spire has no clue why the Ork Waaaghboss he's come to kill is suddenly attacked by another greenskin Space Hulk. Playing the Chaos campaign reveals that Malos Vrykan and his cabal pulled a DivideAndConquer by manipulated this second boss into instigating an EnemyCivilWar. That said, there are a few inconsistencies between the campaigns... which just makes it consistent with [[BroadStrokes how WH40K generally operates]].

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* AnotherSideAnotherStory: The four campaigns all treat the same major events from different perspectives, and you need to play all of them to get the full picture. For instance, Admiral Spire has no clue why the Ork Waaaghboss warboss he's come to kill is suddenly attacked by another greenskin Space Hulk. space hulk. Playing the Chaos campaign reveals that Malos Vrykan and his cabal pulled a DivideAndConquer strategy by manipulated manipulating this second boss ork warlord into instigating starting an EnemyCivilWar. That said, there are a few inconsistencies between the campaigns... which just makes it consistent with [[BroadStrokes how WH40K generally operates]].



* ArtifactTitle: The Gothic War that ''VideoGame/BattleFleetGothicArmada'' took its name from happened many centuries before the events of this game, and it has no influence on it at all except for the returning main character of the Imperial campaign, Admiral Spire. You ''can'' deploy Battlefleet Gothic flotillas against the 13th Black Crusade, but the only difference between them and the other fleets like Battlefleet Solar is their color scheme.
* AscendedExtra: The Adeptus Mechanicus, who were only represented through ship upgrades in the first game, have been PromotedToPlayable, to represent Belisarius Cawl's Explorator fleet.

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* ArtifactTitle: The Gothic War that ''VideoGame/BattleFleetGothicArmada'' took takes its name from happened many centuries before the events of this game, and it has no influence on it at all except for the Gothic Sector is nowhere near the locales covered by this game. The only connecting thread is the returning main character of the Imperial campaign, character, Admiral Spire. You ''can'' deploy Battlefleet Gothic flotillas against the 13th Black Crusade, but the only difference between them and the other fleets like Battlefleet Solar is their color scheme.
* AscendedExtra: The Adeptus Mechanicus, who were only represented through ship upgrades in the first game, have been PromotedToPlayable, to represent Belisarius Cawl's Explorator fleet.PromotedToPlayable.



* BeamSpam: Chaos fleets that don't focus on launch bays tend to be lance-heavy instead, and the Chaos roster offers ships that carry (almost) nothing but lances in all classes except escorts and cruisers. A fleet composed of Desolator battleships and Executor grand cruisers, with some escorts for spotting duty thrown in, spams unfailingly accurate ruby laser death from so far away that many factions will have trouble even spotting the Chaos vessels, let alone getting close enough to retaliate. Their broadsides don't hit particularly hard, but they hit reliably and with a high chance of dealing lots of SubsystemDamage very quickly. That they also lack special abilities for you to micromanage makes them BoringButPractical.
* BetrayalByInaction: In the Tyranid campaign, [[spoiler:Imperial Navy admiral Catalia winds up used as cannon fodder by the Adeptus Mechanicus when the promised [=AdMech=] reinforcements purposely fail to show up. Funnily enough, nobody seems to hold much of a grudge about it, which might have something to do with Catalia's earlier EpicFail during the battle for Cadia.]]

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* BeamSpam: Chaos fleets that don't focus on launch bays tend to be lance-heavy instead, and the Chaos roster offers ships that carry (almost) nothing but lances in all classes except escorts and cruisers. A fleet composed of Desolator battleships and Executor grand cruisers, with some escorts for spotting duty thrown in, spams [[AlwaysAccurateAttack unfailingly accurate accurate]] ruby laser death from so far away that many factions will have trouble even spotting the Chaos vessels, let alone getting close enough to retaliate. Their broadsides don't hit particularly hard, but they hit reliably and with a high chance of dealing lots of SubsystemDamage very quickly. That they also lack special abilities for you to micromanage makes them BoringButPractical.
* BetrayalByInaction: In the Tyranid campaign, [[spoiler:Imperial Navy admiral Catalia winds up used as cannon fodder by the Adeptus Mechanicus when the promised [=AdMech=] reinforcements purposely fail to show up. Funnily enough, nobody seems to hold much of a grudge about it, which might have something to do with Catalia's earlier EpicFail incompetence during the battle for Cadia.]]



* BigBadEnsemble: Alongisde the Heretic Astartes, the Segmentum Obscurus is threatened by an Ork infestation, the awakening of a Necron dynasty and a tendril from Hive Fleet Leviathan. You get to play all three factions as VillainProtagonist in their respective campaigns.

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* BigBadEnsemble: Alongisde the Heretic Astartes, the Segmentum Obscurus is threatened by an Ork infestation, the awakening of a Necron dynasty and a stray tendril from Hive Fleet Leviathan. You get to play all three factions as VillainProtagonist in their respective campaigns.



* BoringButPractical: Most factions have ships with specialized, often directional abilities like torpedoes or Nova Cannons that can deal a lot of damage at the cost of additional micromanagement. Conversely, there's usually also a bunch of ships that carry nothing but gun batteries, gun batteries and even more gun batteries. These aren't nearly as fancyful as the first group, but all you have to do to use them to their full potential is to activate a suitable stance, set their optimal engagement distance and let them loose on the enemy. They won't actually kill anything very often, but the sustained, reliable damage they deal throughout the battle is nothing to sneeze at, and it allows you to focus your attention on the specialist ships that require it.

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* BoringButPractical: Most factions have ships with specialized, often directional abilities like torpedoes or Nova Cannons that can deal a lot of damage at the cost of additional micromanagement. Conversely, there's usually also a bunch of ships that carry nothing but gun batteries, gun batteries and even more gun batteries. These aren't nearly as fancyful fanciful as the first group, but all you have to do to use them to their full potential is to activate a suitable stance, set their optimal engagement distance and let them loose on the enemy. They won't actually kill anything very often, but the sustained, reliable damage they deal throughout the battle is nothing to sneeze at, and it allows you to focus your attention on the specialist ships that require it.



** The same cutscene shows fighter craft (not bombers, ''fighters'') knocking out an undamaged light cruiser in a single strafing run; something absolutely impossible during normal gameplay.



* EasyLogistics: The campaigns usually brush over the herculean task that creating, manning and supplying kilometers-long warships. You only need worlds that will supply nondescript resourves without a hitch, and shipyards only need said resources and enough docks to immediately create new fleets. In the long run, the only thing restraining you is the number of admirals you can assign a fleet to.

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* EasyLogistics: The campaigns usually brush over the herculean task that of creating, manning and supplying kilometers-long warships. You only need worlds that will supply nondescript resourves resources without a hitch, and shipyards only need said resources and enough docks to immediately create new fleets.fleets, repair ships and replenish lost crew. In the long run, the only thing restraining you is the number of admirals you can assign a fleet to.



* EvilAllAlong: Lord Admiral Drang is purported as the BigGood and Spire's immediate superior during the first parts of the imperial campaign. However, he eventually sets Spire up into a trap. By the time Spire survives the encounter, Lord Inquisitor Darkhammer has already executed him for being a traitor sworn to the Alpha Legion. Though the Chaos campaign reveals he actually answers to the Word Bearers.

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* EvilAllAlong: Lord [[spoiler:Lord High Admiral Drang is purported as the BigGood and Spire's immediate superior during the first parts of the imperial campaign. However, he eventually sets Spire up into a trap. By the time Spire survives the encounter, Lord Inquisitor Darkhammer has already executed him for being a traitor sworn to the Alpha Legion. Though While Darkhammer is sketchy enough himself to leave the judgement in some doubt, the Chaos campaign reveals he actually answers confirms that Drang was a MoleInCharge (though he's retconned to be a servant of the Word Bearers.Bearers instead).]]



* GenerationShips: During the campaigns, the player will have the occasion of crossing path with the Os' Tara craftworld, a continent sized ship designed to house millions of Eldars. It is never playable but can be seen in the background, intervening with powerful shots that may destroy battleships in only a handful of hits.

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* GenerationShips: During the campaigns, the player will have the occasion of crossing path with the Os' Tara craftworld, a continent sized ship designed to house millions of Eldars.Eldar. It is never playable but can be seen in the background, intervening with powerful shots that may destroy battleships in only a handful of hits.



* MyGodWhatHaveIDone: Following Admiral Catallia's failed attempt to destroy the Vengeful Spirit, upon realizing that her brash attack had not only failed, but resulted in the loss of 65,000 crew, the destruction of every ship in her fleet save her own, and left her ship all but crippled in the face of an approaching Chaos battlegroup.

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* MyGodWhatHaveIDone: Following Admiral Catallia's Catalia's failed attempt to destroy the Vengeful Spirit, upon realizing that her brash attack had not only failed, but resulted in the loss of 65,000 crew, the destruction of every ship in her fleet save her own, and left her ship all but crippled in the face of an approaching Chaos battlegroup.



* RegeneratingShieldStaticHealth: Most ships in the game have DeflectorShields that negate attacks and slowly regenerate over time, protecting the real health that doesn't naturally regenerate. However, shields are a system like any other on a ship and if the generator is disabled for one reason or another, the ship is left vulnerable. Subverted with Necron ships, which totally lack shields and instead rely on [[MightyGlacier tons of armor]] and a HealingFactor.

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* RegeneratingShieldStaticHealth: Most ships in the game have DeflectorShields that negate attacks and slowly regenerate over time, protecting the real health that doesn't naturally regenerate. However, shields are a system like any other on a ship and if the generator is disabled for one reason or another, the ship is left vulnerable. Subverted Inverted with Necron ships, which totally lack shields and instead rely on [[MightyGlacier tons of armor]] and a HealingFactor.



* SchizophrenicDifficulty: The campaign doesn't have a difficulty curve but rather a difficulty mountain range. Generic fleet battles on the strategic map are simple affairs that most players resolve via the Auto-Battle button, and if they do play them personally, it's unusual to even lose a single ship. But then you start a story mission and immediately get your arse kicked. These missions usually throw two to three times your own fleet strength at you, spiced up with special battlefield conditions and mission objectives. The internet is full of forum threads about how to beat specific missions because they're so damn unfair that some factions consider them downright unwinnable.

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* SchizophrenicDifficulty: The campaign doesn't have a difficulty curve but rather a difficulty mountain range. Generic fleet battles on the strategic map are simple affairs that most players resolve via the Auto-Battle button, and if they do play them personally, it's unusual to even lose more than a single lightweight ship. But then you start a story mission and immediately get your arse kicked. These missions usually throw two to three times your own fleet strength at you, spiced up with special battlefield conditions and mission objectives. The internet is full of forum threads about how to beat specific missions because they're so damn unfair that some factions consider them downright unwinnable.



* StealthInSpace: There are several ways a ship can be stealthed in space. Common ways of becoming stealthy and thus invisible and untargetable is to run silent, lowering the heat signatures to a minimum, or hiding inside of an asteroid field or gas cloud. The Drukhari and Tyranids are stealthed because of their technology or their status as bio-ships.

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* StealthInSpace: There are several ways a ship can be stealthed in space. Common ways of becoming stealthy and thus invisible and untargetable is to run silent, lowering the heat signatures to a minimum, or hiding inside of an asteroid field or gas cloud. The Drukhari and Tyranids are always stealthed because of their technology or their status as bio-ships.



* TeleportInterdiction: Lightning Strikes, which is just another term for Teleport Assaults, can't be performed while the target's DeflectorShields are up, unless the attacking ship is an Ork Space Hulk. These things have a special Lightning Strike with incredible range that goes right through shields.

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* TeleportInterdiction: Lightning Strikes, which is just another term for Teleport Assaults, can't be performed while the target's DeflectorShields are up, unless the attacking ship is an Ork Space Hulk. These things have a special Lightning Strike with incredible range that goes right through shields. The Space Marine ship ability "Honor the Chapter" is a short-ranged lightning strike that also ignores shields.
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* ArcWords: "As it should be" for the Necron campaign.

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