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** Idira's fortunes are all a form of foreshadowing, but they rarely make any sense until a second playthrough. Though, if you read them carefully, you can learn something important or get a heads up on future events or the nature of a particular character. There's usually a bit of context in the metaphors that you can grasp onto, the most obvious in chapter one being an obvious mention of a glass you already came across in the prologue, but the meaning of that context is obfuscated.
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* SpotlightStealingSquad: Due to being the group's designated ambassador on all things Aeldari, Yrliet is a RequiredPartyMember, or at least has special content, on significantly more missions than any other companion, basically whenever Eldar are involved. That said, it is still possible to kill her or kick her out of the party at any point.
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* RagtagBunchOfMisfits: Big time. Your party includes a naval officer who lost his job talking out of turn, an unsanctioned psyker with questionable sanity, a zealous battle sister with a huge chip on her shoulder, a sheltered mutant noble who barely understands the value of life in commoners, a tech-priest who doesn't even seem to understand himself, an inquisitor-in-training who's not as put together as he first seems, a very sexually active cold trader rogue, a space marine cut off from his pack, and two xenos, one VERY MUCH evil. That's not even getting into the ship crew, which includes a very grumpy captain who has been unable to sleep for three decades!

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* RagtagBunchOfMisfits: Big time. Your party includes a naval officer who lost his job talking out of turn, an unsanctioned psyker with questionable sanity, a zealous battle sister with a huge chip on her shoulder, a sheltered mutant noble who barely understands the value of life in commoners, a tech-priest who doesn't even seem to understand himself, an inquisitor-in-training who's not as put together as he first seems, a very sexually active cold trader rogue, a space marine cut off from his pack, and two xenos, one VERY MUCH evil. That's not even getting into the ship crew, which includes a very grumpy captain who has been unable to sleep for three decades!decades! Oh, and whatever Nomos is. [[spoiler:You know, a newborn C'tan.]]
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* BadPowersBadPeople: The bread and butter of Chaos. The power of Chaos from the warp outright corrupts people into being bad.
* BadPowersGoodPeople: In a few spots, though there's definitely some more grey morality at play with some, particularly with [[spoiler:Xavier, who's trying to use very much not good powers to support the Imperium]]. For your own team, Idira leans more good while using very questionable psyker abilities, and with your support, can resist the voices of the warp and follow her own path.


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* RagtagBunchOfMisfits: Big time. Your party includes a naval officer who lost his job talking out of turn, an unsanctioned psyker with questionable sanity, a zealous battle sister with a huge chip on her shoulder, a sheltered mutant noble who barely understands the value of life in commoners, a tech-priest who doesn't even seem to understand himself, an inquisitor-in-training who's not as put together as he first seems, a very sexually active cold trader rogue, a space marine cut off from his pack, and two xenos, one VERY MUCH evil. That's not even getting into the ship crew, which includes a very grumpy captain who has been unable to sleep for three decades!
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* {{Foreshadowing}}: A crashed Drukhari ship can be found and investigated on an uninhabited planet in the Rykad system. If the player refrains from investigating it until the governor organizes a parade in their honor and asks if they have any other business to complete first, it becomes FiveSecondForeshadowing for [[spoiler:the Drukhari fleet stealing the sun during the parade.]]


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* TheManBehindTheMan: The Rogue Trader and their retinue think they've killed Aurora, the leader of the Rykad Minoris rebels and the governor insists on holding a parade in their honor. [[spoiler:Only for a Chaos Space Marine to crash the party and proclaim himself the true leader of the rebellion.]]
-->[[spoiler:Word Bearer]]: "You thought you had killed Aurora, false believers? Tremble, for I am Aurora! I am the herald of change! Behold the Final Dawn... and die!"
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** Abelard actually tries to [[AvertedTrope avert]] this during his first character quest, where there's a strike in the lower decks, he tries to suppress the normal way (namely, with force) without informing you. It's only when an officer goes over his head by barging into the bridge (possibly getting in serious trouble for doing so) that you hear about it at all. When pressed, Abelard will say that it genuinely never occurred to him to bring it up because it's a routine occurrence that has a mundane (by Imperial standards) solution. Becomes a DiscussedTrope as the quest progresses. Choosing to intervene will actually annoy him because he feels it's pointless for the person in charge to do so and just creates more busywork. He'll be even more annoyed if you solve the issue peacefully, not only because he feels it will backfire, but also because he feels like you don't trust him to do the job he's been doing for years and are throwing all procedure out the window, headless of the risk. The player can either agree to let him handle these things in the future, or they can counter that they ''need'' to intervene personally and change how things are done because Lady Theodora did things by the book as he said and was assassinated shortly after you arrived on the ship, meaning that something obviously hasn't worked as intended. Despite his apprehensions, he'll respect your stance on the issue.

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** Abelard actually tries to [[AvertedTrope avert]] this during his first character quest, where there's a strike in the lower decks, he tries to suppress the normal way (namely, with force) without informing you. It's only when an officer goes over his head by barging into the bridge (possibly getting in serious trouble for doing so) that you hear about it at all. When pressed, Abelard will say that it genuinely never occurred to him to bring it up because it's a routine occurrence that has a mundane (by Imperial standards) solution. Becomes a DiscussedTrope as the quest progresses. Choosing to intervene will actually annoy him because he feels it's pointless for the person in charge to do so and just creates more busywork. He'll be even more annoyed if you solve the issue peacefully, not only because he feels it will backfire, but also because he feels like you don't trust him to do the job he's been doing for years and are throwing all procedure out the window, headless of the risk. The player can either agree to let him handle these things in the future, or they can counter that they ''need'' to intervene personally and change how things are done , either because Lady Theodora did things Abelard had already lost control of the situation, or because acting by the book as he said and was assassinated shortly after you arrived on the ship, meaning clearly didn't work with Theodora, or just reasoning with Abelard that something obviously hasn't worked as intended.the player ''isn't'' Theodora and Abelard will need to accept and trust their different managerial style. Despite his apprehensions, he'll respect your stance on the issue.

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* ItsUpToYou: Despite being as close to Imperial Royalty as you can get and having explicitly ''thousands'' of people on your ship whose whole lives are dedicated to serving your dynasty, you will still end up being the one to do everything, inspect every nook and cranny and get into many fights yourself, rather than ordering some of the ''thousands'' of soldiers in your employ to do it.

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* InvadingRefugees: One rumor mentions that several refugees from the Winterscale realm found that Footfall couldn't support them and, in an act of desperation, boarded a ship to take them to a nearby dessert world of Foulstone that had a monastery dedicated to St. Cognatus. The captain was meant to help them set up on the world for the time being but instead [[KickTheDog he simply dumped them there and left]]. They approached the monastery in the hopes that they'd provide food aid. Several of the monks were rather callous, believing that outsiders would simply bring in negative worldly elements and disrupt their ascetic lifestyle. Their leader however argued that they should show compassion, as Saint Cognatus was known to do as well, and had the monks bring out food, water, and fuel for the refugees. However, fights began breaking out between the increasingly desperate people, causing several deaths as the monks attempted to restore order. At some point, some monks were caught in the crossfire, causing them to treat the refugees as hostile, arm themselves, and open fire. By the time you find them, they're engaged in a standoff, with the refugees seriously considering trying to take the monastery, while the monks have hunkered down inside, preparing to defend themselves. When talking to both parties, the monks feel [[JerkassHasAPoint rather vindicated]] about their suspicions of outsiders and ask the Rogue Trader to handle them themselves. The Dogmatic decision is to simply obliterate the refugees from orbit for attacking an Imperial religious institution, with the Heretical option allowing you to fire on '''both''' sides, killing as many people as possible, [[ForTheEvulz just for the heck of it]], while the Iconoclast option sees you arranging for a ceasefire and having the monks use some of their equipment to prefabricate structures for the refugees to live in, as well as fortifications for defense, allowing them to start up a city of their own nearby, and agreeing to coexist from then on under your rule.
** Ironically, you can later [[InvokedTrope invoke]] this yourself by having the people of Foulstone to embark on a crusade to other worlds to pillage, plunder, and exterminate xenos and mutants in the Emperor's name and enrich their new home.
* ItsUpToYou: Despite being as close to Imperial Royalty as you can get and having explicitly ''thousands'' of people on your ship whose whole lives are dedicated to serving your dynasty, you will still end up being the one to do everything, inspect every nook and cranny and get into many fights yourself, rather than ordering some of the ''thousands'' of soldiers in your employ to do it. The game [[JustifiedTrope justifies]] this to an extent since by the time you ascend the throne, your territory is in complete Chaos (no pun intended). It's often stated or implied that your people are putting out fires left and right or completing other parts of the mission offscreen.
** Later in the game, you can [[AvertedTrope avert]] this when your ship gets boarded during warp travel by sending troops to handle it. [[spoiler:It becomes downright trivial if you kept one of the Forgefiends on Kiava Gamma]].
** Abelard actually tries to [[AvertedTrope avert]] this during his first character quest, where there's a strike in the lower decks, he tries to suppress the normal way (namely, with force) without informing you. It's only when an officer goes over his head by barging into the bridge (possibly getting in serious trouble for doing so) that you hear about it at all. When pressed, Abelard will say that it genuinely never occurred to him to bring it up because it's a routine occurrence that has a mundane (by Imperial standards) solution. Becomes a DiscussedTrope as the quest progresses. Choosing to intervene will actually annoy him because he feels it's pointless for the person in charge to do so and just creates more busywork. He'll be even more annoyed if you solve the issue peacefully, not only because he feels it will backfire, but also because he feels like you don't trust him to do the job he's been doing for years and are throwing all procedure out the window, headless of the risk. The player can either agree to let him handle these things in the future, or they can counter that they ''need'' to intervene personally and change how things are done because Lady Theodora did things by the book as he said and was assassinated shortly after you arrived on the ship, meaning that something obviously hasn't worked as intended. Despite his apprehensions, he'll respect your stance on the issue.

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* HauntedTechnology: The [[MachineWorship Adeptus Mechanicus]] believe all technology to be this, with it being inhabited by "machine spirits" who need to be communed with, worshipped, or tamed to do various tasks. Like in the main game, it's ambiguous how true this is, and a lot of their "worship" is what most would call "basic maintenance". There are however, [[TheCuckoolanderWasRight several phenomena that back this idea up]], such as how [[spoiler:your ship manages to get working despite a huge malfunction when fleeing the Rykad System, seemingly because you prayed to/commanded it to]]. Pascal seems to be able to commune with these spirits really well, in a manner he himself doesn't fully understand.
** Daemon Engines from the main game make an appearance here, specifically Forge Fiends, mechanical dragon-like mechs with [[KillItWithFire fire-based weaponry]].

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* HauntedTechnology: HauntedTechnology:
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The [[MachineWorship Adeptus Mechanicus]] believe all technology to be this, with it being inhabited by "machine spirits" who need to be communed with, worshipped, or tamed to do various tasks. Like in the main game, it's ambiguous how true this is, and a lot of their "worship" is what most would call "basic maintenance". There are however, [[TheCuckoolanderWasRight several phenomena that back this idea up]], such as how [[spoiler:your ship manages to get working despite a huge malfunction when fleeing the Rykad System, seemingly because you prayed to/commanded it to]]. Pascal seems to be able to commune with these spirits really well, in a manner he himself doesn't fully understand.
** Daemon Engines from the main game make an appearance here, specifically Forge Fiends, mechanical dragon-like mechs with [[KillItWithFire fire-based weaponry]]. They are a much more litteral example, being machine inhabited by an actual daemon.

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* HauntedTechnology: The [[MachineWorship Adeptus Mechanicus]] believe all technology to be this, with it being inhabited by "machine spirits" who need to be communed with, worshipped, or tamed to do various tasks. Like in the main game, it's ambiguous how true this is, and a lot of their "worship" is what most would call "basic maintenance". There are however, [[TheCuckoolanderWasRight several phenomena that back this idea up]], such as how [[spoiler:your ship manages to get working despite a huge malfunction when fleeing the Rykad System, seemingly because you prayed to/commanded it to]]. Pascal seems to be able to commune with these spirits really well, in a manner he himself doesn't fully understand.
** Daemon Engines from the main game make an appearance here, specifically Forge Fiends, mechanical dragon-like mechs with [[KillItWithFire fire-based weaponry]].



** During Pascal's introduction, he seemingly causes a construction vehicle to explode via incantation, eliminating several cultists. When asked how he was able to do this, he states that he doesn't actually know, and that he was simply trying to commune with the machine spirit for aid. According to him, the vehicle's spirit was dying, and wanted to perform one last act of service, as it was built to. In essence, a ''forklift'' performed this trope to save Pascal.



* ItsUpToYou: Despite being as close to Imperial Royalty as you can get, and having explicitly ''thousands'' of people on your ship whose whole lives are dedicated to serving your dynasty, you will still end up being the one to do everything, inspect every nook and cranny and get into many fights yourself, rather than ordering some of the ''thousands'' of soldiers in your employ to do it.

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* IndustrializedEvil: [[spoiler:The Forge world Kiava Gamma has been turned into this by its traitorous Fabricator-Cencor, who has since turned to Chaos. He's repurposed the factories into industrial human slaughterhouses to create various demonic technologies, primarily Forge Fiends, demon possessed dragon mechs]]. [[VideogameCrueltyPotential If you want, you can keep production going as is]] [[spoiler: [[StartMyOwn so you can build your own army of Daemonic Engines]]]] with no one the wiser.
* ItsUpToYou: Despite being as close to Imperial Royalty as you can get, get and having explicitly ''thousands'' of people on your ship whose whole lives are dedicated to serving your dynasty, you will still end up being the one to do everything, inspect every nook and cranny and get into many fights yourself, rather than ordering some of the ''thousands'' of soldiers in your employ to do it.



* MechanicalMonster: Forge Fiends, dragon-esq fire breathing mechs possessed by daemons.



* StoryBranchFavoritism: The Sanctioned Psyker origin gets you some extra dialogue and a significantly larger amount of possible abilities and mechanics to choose from. While a typical RPG may have chosen to present the psyker as its own mage-type class, making it into an origin means psykers get access to the same regular classes as everyone else in addition to all the unique abilities and increased customization exclusively available to them.

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* StartXToStopX: It's entirely possible to play a character who's loyal to the Imperium but frequently resorts to heretical means to combat its enemies, typically by having a rank or two in Heresy while otherwise maintaining a Dogmatic or Iconoclast character. As mentioned above under KarmaMeter, this puts one closer to the "Radical" side of the scale (especially if you're also an Iconoclast). This can range from simply using enemy equipment and items to [[spoiler:Taiming a [[HauntedTechnology ForgeFiend]] or even continuing to mass produce them]] to outright agreeing to work with the enemy to gain the means to double-cross them later.
* StoryBranchFavoritism: The Sanctioned Psyker origin gets you some extra dialogue and a significantly larger amount number of possible abilities and mechanics to choose from. While a typical RPG may have chosen to present the psyker as its own mage-type class, making it into an origin means psykers get access to the same regular classes as everyone else in addition to all the unique abilities and increased customization exclusively available to them.
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*DressingAsTheEnemy: An Iconoclast option when trying to rescue Abell Haneumann from Chaos Cultists in the Adeptus Mechanicus's temple on Rykad Minoris is to dress in the gear of nearby dead cultists to sneak by them so you can overload some generators and wipe them out without a fight. Most of the party is reluctant to do this however, since [[HonorBeforeReason Imperial Doctrine considers it heresy]]... [[ProperlyParanoid and because the occult symbols on them have actual power and potential corrupting influence]].

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* HeroicSacrifice: One of the Arch-Militant's desperate measure abilities is called this. It allows you to make an additional attack each turn with no AP cost but inflicts [[DamageOverTime bleeding]] as well as a -30 penalty to toughness, making it likely they'll go down shortly, hopefully taking as many of the enemy as possible with them.
** [[spoiler:Edelthrad makes one at the end of the prologue to stop Kunrad's ritual, charging into the center of the circle before Kunrad can finish, but in the process being transformed into a chaos spawn and the first boss.]] In this case, they were about to die ([[spoiler:or at least mutate]]) anyway.



*** [[spoiler:Konrad Voigtvir]] sacrifices three crewmen on the bridge of the ship to set the stage for the JustifiedTutorial's boss battle. [[spoiler:Edelthrad von Valancius]] attempts to stop him--and Adelard attempts to stop ''him'' because he's being TooDumbToLive[[note]]Though in fairness, he's already succumbing to TheCorruption so he's probably screwed either way.[[/note]]: he runs right into the magic circle and gets turned into a Warp spawn.

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*** [[spoiler:Konrad Voigtvir]] sacrifices three crewmen on the bridge of the ship to set the stage for the JustifiedTutorial's boss battle. [[spoiler:Edelthrad von Valancius]] attempts to stop him--and Adelard attempts to stop ''him'' because he's being TooDumbToLive[[note]]Though in fairness, he's already succumbing due to TheCorruption so he's probably screwed either way.[[/note]]: he runs his importance. [[spoiler: He manages to interrupt the ritual right into the magic circle and gets turned into as he succumbs to warp mutation, becoming a Warp spawn.Chaos Spawn]].



* InjuredVulnerability: Party members cannot die (in combat); instead they accumulate Wounds and Traumas. Wounds can be easily healed quickly once combat is done; failing to heal it quickly results in it becoming an Old Wound, which requires a harder Medicae check to heal. Accumulating 5 Wounds (or getting reduced to 0 HP) means the character gains a Trauma, a much more specific injury with much greater penalties, that can't be healed until you return to your starship. The trick, of course, is that if everyone in a combat goes down, it's GameOver as the enemies finish you off, so just letting Traumas pile up isn't a wise policy.

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* InjuredVulnerability: Party members cannot die (in combat); instead instead, they accumulate Wounds and Traumas. Wounds can be easily healed quickly once combat is done; failing to heal it quickly results in it becoming an Old Wound, which requires a harder Medicae check to heal. Accumulating 5 Wounds (or getting reduced to 0 HP) means the character gains a Trauma, a much more specific injury with much greater penalties, that can't be healed until you return to your starship. The trick, of course, is that if everyone in a combat goes down, it's GameOver as the enemies finish you off, so just letting Traumas pile up isn't a wise policy.



** ''Dogmatic'' represents your adherence to the ways and methods used by the Imperium; praising the God-Emperor, exterminating heretics (and ''potential'' heretics, i.e., collateral damage), abhoring xenos, etc.

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** ''Dogmatic'' represents your adherence to the ways and methods used by the Imperium; praising the God-Emperor, exterminating heretics (and ''potential'' heretics, i.e., collateral damage), abhoring abhorring xenos, etc.

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* KarmaMeter: Three that are measured together to create a fourth. ''Dogmatic'' represents your adherence to the ways and methods used by the Imperium; praising the God-Emperor, exterminating heretics (and ''potential'' heretics, i.e., collateral damage), abhoring xenos, etc. ''Iconoclast'' is your willingness to do the moral act -- protecting people, comforting orphans, finding common ground over uncompromising destruction and the like. ''Heretical'' is your lean towards using the weapons and methods of Chaos and your submission to the Warp. Those three can be raised separately, though once you hit a high threshold with one you block off receiving the benefits of hitting high rank with the others. The fourth meter measures where you would lean between Puritan and Radical in the Inquisition, with Dogmatic moving you toward Puritan, and Iconoclast and Heretic moving you toward Radical.

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* KarmaMeter: Three that are measured together to create a fourth.
**
''Dogmatic'' represents your adherence to the ways and methods used by the Imperium; praising the God-Emperor, exterminating heretics (and ''potential'' heretics, i.e., collateral damage), abhoring xenos, etc.
**
''Iconoclast'' is your willingness to do the moral act -- protecting people, comforting orphans, finding common ground over uncompromising destruction and the like. like.
**
''Heretical'' is your lean towards using the weapons and methods of Chaos and your submission to the Warp. Those three can be raised separately, though once you hit a high threshold with one you block off receiving the benefits of hitting high rank with the others. others.
**
The fourth meter measures where you would lean between Puritan and Radical in the Inquisition, with Dogmatic moving you toward Puritan, and Iconoclast and Heretic moving you toward Radical.
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* BossArenaUrgency: The final boss of Chapter 1 is a Chaos Space Marine who progressively destroys the shuttles needed for the PlayerParty to get offworld [[spoiler:before the planet becomes a Daemon World]] (he takes the field by [[DynamicEntry crashing straight through the one you arrived aboard]]). You must kill him before he destroys all of them or get a NonStandardGameOver.
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* ItsUpToYou: Despite being as close to Imperial Royalty as you can get, and having explicitly ''thousands'' of people on your ship whose whole lives are dedicated to serving your dynasy, you will still end up being the one to do everything, inspect every nook and cranny and get into many fights yourself, rather than ordering some of the ''thousands'' of soldiers in your employ to do it.

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* ItsUpToYou: Despite being as close to Imperial Royalty as you can get, and having explicitly ''thousands'' of people on your ship whose whole lives are dedicated to serving your dynasy, dynasty, you will still end up being the one to do everything, inspect every nook and cranny and get into many fights yourself, rather than ordering some of the ''thousands'' of soldiers in your employ to do it.

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video-game specific subtrope


* ItsUpToYou: Despite being as close to Imperial Royalty as you can get, and having explicitly ''thousands'' of people on your ship whose whole lives are dedicated to serving your dynasy, you will still end up being the one to do everything, inspect every nook and cranny and get into many fights yourself, rather than ordering some of the ''thousands'' of soldiers in your employ to do it.



* TheMainCharactersDoEverything: Despite being as close to Imperial Royalty as you can get, and having explicitly ''thousands'' of people on your ship whose whole lives are dedicated to serving your dynasy, you will still end up being the one to do everything, inspect every nook and cranny and get into many fights yourself, rather than ordering some of the ''hundreds'' of soldiers in your employ to do it.

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* FireBreathingWeapon: Flamers in all shapes and sizes are available to you and your party (and, of course, your enemies). There are also Melta weapons, like the Meltagun used by Arch-Militant Mort in the prologue. This gun works by projecting a beam of intense heat, defeating all but the very heaviest of armour and reducing most targets to ash and molten slag with the pull of a trigger.



* KillItWithFire: Flamers in all shapes and sizes are available to you and your party (and, of course, your enemies). There are also Melta weapons, like the Meltagun used by Arch-Militant Mort in the prologue - this gun works by projecting a beam of intense heat, defeating all but the very heaviest of armour and reducing most targets to ash and molten slag with the pull of a trigger.

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* KillItWithFire: Flamers in all shapes and sizes are available The Pyromancy skill tree for psyker characters allows them to you and your party (and, conjure fire out of course, your enemies). There are also Melta weapons, like the Meltagun used by Arch-Militant Mort in the prologue - this gun works by projecting a beam of intense heat, defeating all but the very heaviest of armour and reducing most targets thin air to ash and molten slag with the pull of a trigger.attack their enemies.

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* GuestStarPartyMember: In the first combat you face, Kunrad will participate and constantly provide buffs; in the second combat, the ambush on the cathedral deck, Captain Theodora and Arch-Militant Mort join the fray and will largely handle the situation on their own while the game tutorializes about a few things. [[spoiler:You won't have a chance to have them in the party again after this.]]

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* GuestStarPartyMember: In the first combat you face, Kunrad will participate and constantly provide buffs; in the second combat, the ambush on the cathedral deck, Captain Theodora and Arch-Militant Mort join the fray and will largely handle the situation on their own while the game tutorializes about a few things. [[spoiler:You You won't have a chance to have them in the party again after this.]]this, because Kunrad turns traitor and Theodora is killed offscreen.



* PlotlineDeath: While it's impossible for any of your companions to die in combat ([[DeathIsASlapOnTheWrist they just get knocked out, and assuming you win, they just wake up afterwards with an Injury]]), many of your companions can be killed off (or worse) in the story, often at your hands. Some of the more notable ways are handing them off to Heinrix, [[spoiler:executing (or ordering Argenta to execute) Idira if she gets out of line or loses control, executing Jae for over-asserting her authority, executing (or allowing Idira to kill) Argenta on Commoragh]], the list goes on.

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* PlotlineDeath: While it's impossible for any of your companions to die in combat ([[DeathIsASlapOnTheWrist they just get knocked out, and assuming you win, they just wake up afterwards with an Injury]]), many of your companions can be killed off (or worse) in the story, often at your hands. Some of the more notable ways are handing them off to Heinrix, [[spoiler:executing (or ordering Argenta to execute) Idira if she gets out of line or loses control, executing Jae for over-asserting her authority, executing (or allowing Idira to kill) Argenta on Commoragh]], the list goes on.


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* RealTimeWithPause: The game can be paused out of combat (and by default will pause automatically if one of your party members [[NoticeThis spots a hidden object]]), though combat gameplay is fully turn-based.
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** Your competitor Lord Winterscale's son Evayne personally travels to the Rykad system in hopes of getting his old friend, the Warden of the local PenalColony, to abandon his rebellion against the governor. [[spoiler:He fails miserably: The Warden is a Chaos cultist.]]

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** Your competitor Lord Winterscale's son cousin Evayne personally travels to the Rykad system in hopes of getting his old friend, the Warden of the local PenalColony, to abandon his rebellion against the governor. [[spoiler:He fails miserably: The Warden is a Chaos cultist.]]
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** Your competitor Lord Winterscale's son Evayne personally travels to the Rykad system in hopes of getting his old friend, TheWarden of the local PenalColony, to abandon his rebellion against the governor. [[spoiler:He fails miserably: TheWarden is a Chaos cultist.]]

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** Your competitor Lord Winterscale's son Evayne personally travels to the Rykad system in hopes of getting his old friend, TheWarden the Warden of the local PenalColony, to abandon his rebellion against the governor. [[spoiler:He fails miserably: TheWarden The Warden is a Chaos cultist.]]

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* RoyalsWhoActuallyDoSomething: Rogue Traders are roughly equivalent to [[https://en.wikipedia.org/wiki/Marquess marquesses]] in terms of their role in 40k's FeudalFuture, and are expected to be active rulers of their fiefdoms and not sit on their laurels. All the Rogue Traders you interact with in the game indeed do, albeit with mixed results.
** Theodora was on her way to meet a contact in the Holy Inquisition when all hell broke loose during the JustifiedTutorial, and had picked the PlayerCharacter up from a subject world on the way there. [[spoiler:It's gradually revealed she was involved with a lot of really shady stuff.]]
** The PlayerCharacter is an active ruler by default [[EnforcedTrope because it wouldn't be much of a game otherwise]]. During Adelard's first companion quest, he actually insists you ''don't'' lower yourself to dealing with something as petty--in his opinion--as a labor strike on the lower decks. If you resolve the dispute by negotiating instead of putting down the strike by force, he complains that Lady Theodora would never have sullied herself by sticking her nose into something so minor, to which you can reply with a couple different variations of "And look where that got her."
** Your competitor Lord Winterscale's son Evayne personally travels to the Rykad system in hopes of getting his old friend, TheWarden of the local PenalColony, to abandon his rebellion against the governor. [[spoiler:He fails miserably: TheWarden is a Chaos cultist.]]



* [[ScrewTheRulesIHaveConnections Screw The Rules, I Have A Warrant Of Trade]]: As a holder of a Warrant of Trade issued by the God Emperor Himself, you have permission to operate outside of the spatial borders and legal scope of the Imperium and the Lex Imperialis.

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* [[ScrewTheRulesIHaveConnections Screw The Rules, I Have A Warrant Of Trade]]: ScrewTheRulesIHaveConnections: As a holder of a Warrant of Trade issued by the God Emperor Himself, you have permission to operate outside of the spatial borders and legal scope of the Imperium and the Lex Imperialis.
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isn't a trope after all


*** [[spoiler:Konrad Voigtvir]] sacrifices three crewmen on the bridge of the ship to set the stage for the JustifiedTutorial's boss battle. [[spoiler:Edelthrad von Valancius]] attempts to stop him--and Adelard attempts to stop ''him'' because he's being TooDumbToLive[[note]]Though in fairness, he's already succumbing to TheCorruption so he's probably screwed either way.[[/note]]: he runs right into the MagicCircle and gets turned into a Warp spawn.

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*** [[spoiler:Konrad Voigtvir]] sacrifices three crewmen on the bridge of the ship to set the stage for the JustifiedTutorial's boss battle. [[spoiler:Edelthrad von Valancius]] attempts to stop him--and Adelard attempts to stop ''him'' because he's being TooDumbToLive[[note]]Though in fairness, he's already succumbing to TheCorruption so he's probably screwed either way.[[/note]]: he runs right into the MagicCircle magic circle and gets turned into a Warp spawn.

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fix misuse of Killed Off For Real


** You'll be fighting a lot of chaos cultists, and this is how almost all their magic and summoning is done. You can see a particularly nasty bit of aftermath of this in a prison during chapter one.

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** You'll be fighting a lot of chaos cultists, and this is how almost all their magic and summoning is done. done.
*** [[spoiler:Konrad Voigtvir]] sacrifices three crewmen on the bridge of the ship to set the stage for the JustifiedTutorial's boss battle. [[spoiler:Edelthrad von Valancius]] attempts to stop him--and Adelard attempts to stop ''him'' because he's being TooDumbToLive[[note]]Though in fairness, he's already succumbing to TheCorruption so he's probably screwed either way.[[/note]]: he runs right into the MagicCircle and gets turned into a Warp spawn.
***
You can see a particularly nasty bit of aftermath of this in a prison during chapter one.



* KilledOffForReal: Many of your companions can be killed off (or worse), often at your hands. Some of the more notable ways are handing them off to Heinrix, [[spoiler:executing (or ordering Argenta to execute) Idira if she gets out of line or loses control, executing Jae for over-asserting her authority, executing (or allowing Idira to kill) Argenta on Commoragh]], the list goes on.


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* PlotlineDeath: While it's impossible for any of your companions to die in combat ([[DeathIsASlapOnTheWrist they just get knocked out, and assuming you win, they just wake up afterwards with an Injury]]), many of your companions can be killed off (or worse) in the story, often at your hands. Some of the more notable ways are handing them off to Heinrix, [[spoiler:executing (or ordering Argenta to execute) Idira if she gets out of line or loses control, executing Jae for over-asserting her authority, executing (or allowing Idira to kill) Argenta on Commoragh]], the list goes on.
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* TheMainCharactersDoEverything: Despite being as close to Imperial Royalty as you can get, and having explicitly ''thousands'' of people on your ship whose whole lives are dedicated to serving your dynasy, you will still end up being the one to do everything, inspect every nook and cranny and get into many fights yourself, rather than ordering some of the ''hundreds'' of soldiers in your employ to do it.

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* HumanSacrifice: You'll be fighting a lot of chaos cultists, and this is how almost all their magic and summoning is done. You can see a particularly nasty bit of aftermath of this in a prison during chapter one.

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* HumanSacrifice: HumanSacrifice:
**
You'll be fighting a lot of chaos cultists, and this is how almost all their magic and summoning is done. You can see a particularly nasty bit of aftermath of this in a prison during chapter one.one.
** An Imperial version happens when Cassia attunes to the ship, at the start of the ritual she (non-fatally) takes blood from her valet to use as paint, but then the psychic energies unleashed wind up killing the rest of her servants. Vigdis implies this is how such rituals usually go.
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misuse


* ShootTheShaggyDog: Many iconoclast and dogmatic choices come down to this. Killing someone (sometimes as a MercyKill) that proves a threat to others even if they don't mean to be. Notably, you can do this to your own party members: [[spoiler:When Idira, in her grief, summons a warp entity pretending to be Theodora, the player can choose to execute her for this. As she's an unsanctioned psyker losing control, several party members recommend it and it is the dogmatic procedure. The game even gives the player a lot of ways to do this. From having Argenta snipe her, shooting her themselves. You can also tell Idira you won't kill her, reassure her that you'll find a way to help her regain control, wait for her to pass out, then order your crew to toss her out the airlock.]]

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* ShootTheShaggyDog: ShootTheDog: Many iconoclast and dogmatic choices come down to this. Killing someone (sometimes as a MercyKill) that proves a threat to others even if they don't mean to be. Notably, you can do this to your own party members: [[spoiler:When Idira, in her grief, summons a warp entity pretending to be Theodora, the player can choose to execute her for this. As she's an unsanctioned psyker losing control, several party members recommend it and it is the dogmatic procedure. The game even gives the player a lot of ways to do this. From having Argenta snipe her, shooting her themselves. You can also tell Idira you won't kill her, reassure her that you'll find a way to help her regain control, wait for her to pass out, then order your crew to toss her out the airlock.]]

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* SniperRifle: There are a few different varieties of accurate, long-range weapons that get a "Deadeye Shot" secondary attack that increases its hit chance still further, including a couple types of slug sniper rifles, but the undisputed winner is the longlas, a lasgun with a base range of a whopping 18 tiles.



* TreacherousQuestGiver: Cassia's recruitment mission involves a particularly cantankerous steward of her noble house requesting your help to save her from traitorous mutineers. [[spoiler:As it turns out, ''he's'' the mastermind behind the mutiny, as he's convinced that Cassia's [[TheEmpath powers]] are too much of a threat to the noble house and she and her supporters must be eliminated]].

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* TimeLimitBoss: The boss battle in the Adeptus Mechanicus monastery in Chapter 1 gives you two full rounds before the villain tampering with the main reactor [[GoingCritical succeeds in exploding it]], though you actually fight her {{mooks}} instead of the villain herself (who is behind a DeflectorShield). Killing the Electro-Priest {{Elite Mook}}s extends the time limit by one round each.
* TreacherousQuestGiver: Cassia's recruitment mission involves a particularly cantankerous steward of her noble house requesting your help to save her from traitorous mutineers. [[spoiler:As it turns out, ''he's'' the mastermind behind the mutiny, as he's convinced that Cassia's [[TheEmpath powers]] are too much of a threat to the noble house and she and her supporters must be eliminated]].eliminated.]]
Willbyr MOD

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/capsule_616x353_095.jpg]]
[[caption-width-right:350:For Profit and Glory]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/capsule_616x353_095.jpg]]
[[caption-width-right:350:For Profit and Glory]]
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* ArtifactOfDoom: A common thing with chaos artifacts. You can even pick up a piece of a chaos blade in the prologue, and that will lead to a dream later on trying to tempt you into falling into chaos.

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* ArtifactOfDoom: A common thing with chaos Chaos artifacts. You can even pick up a piece of a chaos Chaos blade in the prologue, and that will lead to a dream later on trying to tempt you into falling into chaos.Chaos.



* BeingEvilSucks: While there's plenty of pain on the way of a good path (see below), there's also some moments that show evil isn't all it's cracked up to be. The imperials often subject themselves to horrible treatment due to their self-destructive dogma, or just general ineptitude caused by bureaucracy and backwards thinking. The guy piloting your ship hasn't slept *in thirty years* due to someone messing up some implants. As for the forces of chaos, a lot of cultists usually end up being human sacrifices, or cannon fodder for imperial agents to shoot through.

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* BeingEvilSucks: While there's plenty of pain on the way of a good path (see below), there's also some moments that show evil isn't all it's cracked up to be. The imperials Imperials often subject themselves to horrible treatment due to their self-destructive dogma, or just general ineptitude caused by bureaucracy and backwards thinking. The guy piloting your ship hasn't slept *in thirty years* due to someone messing up some implants. As for the forces of chaos, Chaos, a lot of cultists usually end up being human sacrifices, or cannon fodder for imperial agents to shoot through.
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* TreacherousQuestGiver: Cassia's recruitment mission involves a particularly cantankerous steward of her noble house requesting your help to save her from traitorous mutineers. [[spoiler:As it turns out, ''he's'' the mastermind behind the mutiny, as he's convinced that Cassia's [[TheEmpath powers]] are too much of a threat to the noble house and she and her supporters must be eliminated]].
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* MagikarpPower: Burst fire weapons early in the game feel very unimpressive. Their per shot damage is low, as is their max range, and recoil means that most shot in a burst can miss so their damage output falls well short of their theoretical maximum. They are prone to FriendlyFire. Compared to single shot rifles, who have longer ranges, can reliably hit (especially with their deadeye attack) from long range, and can also hit several enemies with overpenetration. Their damage is 3 to 4 times higher meaning they can one shot enemies reliably and cripple tougher enemies. Later in the game the dynamic flips around. Burst fire weapons begin to take huge advantage from the growing sources of damage buffs (as these apply to each shot in a burst), and higher ballistic skills mean they hit reliably. The GameBreaker Arch-Militant mid-game archetype allows one to boost Ballistic Skills so high as to negate their recoil and general lower accuracy. Meanwhile enemy HP growth and higher armor value mean that single shot rifles loose favor to autofire or dedicate anti-armor attacks like Melta Guns and Plasma.

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* MagikarpPower: Burst fire weapons early in the game feel very unimpressive. Their per shot damage is low, as is their max range, and recoil means that most shot in a burst can miss so their damage output falls well short of their theoretical maximum. They are prone to FriendlyFire. Compared to single shot rifles, who have longer ranges, can reliably hit (especially with their deadeye attack) from long range, and can also hit several enemies with overpenetration. Their damage is 3 to 4 times higher meaning they can one shot enemies reliably and cripple tougher enemies. Later in the game the dynamic flips around. Burst fire weapons begin to take huge advantage from the growing sources of damage buffs (as these apply to each shot in a burst), and higher ballistic skills mean they hit reliably. The GameBreaker Arch-Militant mid-game archetype allows one to boost Ballistic Skills so high as to negate their recoil and general lower accuracy. Meanwhile enemy HP growth and higher armor value mean that single shot rifles loose lose favor to autofire or dedicate anti-armor attacks like Melta Guns and Plasma.
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None


* SpaceElves: Asuryani (commonly known as the Craftworld Aeldari) and the Drukhari (their vile and sadistic kin) are two of the xenos factions present in the Koronous Expanse. Two potential party members, Yrliet and Marazhai, come from the former and latter respectively.

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* SpaceElves: Asuryani (commonly known as the Craftworld Aeldari) and the Drukhari (their vile and sadistic kin) are two of the xenos factions present in the Koronous Koronus Expanse. Two potential party members, Yrliet and Marazhai, come from the former and latter respectively.

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