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%%* GalacticConqueror: Abaddon the Despoiler, were he not a GeneralFailure.

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%%* * GalacticConqueror: Abaddon the Despoiler, were he not a GeneralFailure.GeneralFailure. The game centers around his Twelfth Black Crusade, which was yet another of his failed attempt to conquer the Imperium in the name of Chaos (it's since been retconned that his main goal was deprive the Imperium of the Blackstone Fortresses, which he succeeded in doing, and even managed to keep one for himself).
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%%* CoolShip: Every ship.

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%%* * CoolShip: Every ship.ship. The Imperial Light Cruiser, by most estimates, is larger than just about anything else in science fiction, including ''[[Franchise/StarWars Darth Vader's Super Star Destroyer]]''. And they just get bigger from there.
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%%* AncestralWeapon: Ancestral spaceships.

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%%* * AncestralWeapon: Ancestral spaceships.spaceships. The ships are all invariably ancient (especially the Chaos ships, which date back to the Horus Heresy and before).
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%%* CoolButInefficient: ''Everything.''

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%%* CoolButInefficient: ''Everything.''* CoolButInefficient:



* HyperspaceIsAScaryPlace: "Scary" does not even ''begin'' to cover it...

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* %%* HyperspaceIsAScaryPlace: "Scary" does not even ''begin'' to cover it...



* LivingShip: Tyranid ships.

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* LivingShip: As with all [[HordeOfAlienLocusts Tyranid]] equipment, the ships of the Hive Fleets are living things, void-swimming monsters that act as nodes for the Hive Mind and bio-factories that create Tyranid ships.organisms. In game terms this is represented by a number of special rules, such as allowing Tyranid bio-ships to avoid tests for navigating through celestial phenomena (as they are naturally adapted to live in the void), using Spores instead of point-defence turrets and DeflectorShields, and never running out of Ordinance or attack craft (as they can just bread more).



* RuleOfCool: Reigns supreme.

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* %%* RuleOfCool: Reigns supreme.

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* TheBattlestar: Every single ship in the game which has strike craft launch bays is also fitted with a healthy compliment of traditional guns.
** All but one class of Tau capital ship has at least some launch capacity, due to their entire combat philosophy emphasizing strike craft and guided missiles. Doubly so, as they even feature "gravitic hooks" used to tow and launch entire warships.

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* TheBattlestar: Every single While they lack the shear firepower of dedicated battleships, every ship above Light Cruiser size in the game which has strike craft with launch bays is also fitted with carries a healthy compliment of traditional guns.
** All but one
guns, particularly those ships designed to be allrounders such as the Mars class of Battlecruiser, the Retaliator class Grand Cruiser or the kustom Ork Battleship Gorbag's Revenge. The Tau in particular field a large variety of Battlestars as the majority of their capital ship has at least some launch capacity, due to their entire combat philosophy emphasizing strike craft ships consist of refitted exploration, colonization and guided missiles. Doubly so, as they trading vessels. Tau vessels even feature "gravitic hooks" used to tow and launch entire warships.full sized escort vessels.
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Corrected description.


* BreakOutTheMuseumPiece: Imperial Navy Revere Fleets consist of many old and obsolete classes of ship that are no longer used in regular Navy Fleets, including many that are more commonly seen fighting with Chaos Fleets such as the Repulsive-class Grand Cruiser and the Carnage-class Cruiser. The Imperial Navy is reluctant to use these fleets due to their ships' lack of regular maintenance and their hastily assembled crews having a tendency to be unreliable at best, if not outright mutinous. The game rules represent this by allowing the player to choose certain ships from the Chaos Fleet list but makes all Reserve Fleet Ships more likely to disengage from combat or, when fighting against Chaos, defect to the opponents control.

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* BreakOutTheMuseumPiece: Imperial Navy Revere Reserve Fleets consist of many old and obsolete classes of ship that are no longer used in regular Navy Fleets, including many that are more commonly seen fighting with Chaos Fleets such as the Repulsive-class Grand Cruiser and the Carnage-class Cruiser. The Imperial Navy is reluctant to use these fleets due to their ships' lack of regular maintenance and their hastily assembled crews having a tendency to be unreliable at best, if not outright mutinous. The game rules represent this by allowing the player to choose certain ships from the Chaos Fleet list but makes all Reserve Fleet Ships more likely to disengage from combat or, when fighting against Chaos, defect to the opponents control.
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* BoardingPod:
** The game features both one-shot boarding torpedoes (usually unguided) and reusable Assault Boats (shuttlecraft that attach to the hull to cut through) that are available to most fleets. Most ships are too big and well defended to be captured outright, so most [[BoardingParty boarding parties]] in the game attack to damage a critical system and then evacuate if possible. In the background material, a few naval forces have an element dedicated to capturing enemy ships, but this usually amounts to a small army.
** [[TheFairFolk Dark Eldar]] ships have a unique form of boarding pod known as Impaler Assault Modules. Far larger than the Assault Boats of other races, the Impaler carries far more troops, and so has a far greater chance of causing damage in a boarding action, than a regular boarding pod but requires the Dark Eldar ship to forgo taking other weaponry.

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The rulebook focuses on one campaign in particular, the twenty-year Gothic War, [[EvilOverlord Abaddon the Despoiler's]] 12th Black Crusade against the Imperium. This scheme involves the Gothic Sector being cut off from the rest of the Imperium by warp storms, a ''lot'' of spiky warships, and six ancient space stations known as the Blackstone Fortresses...

As with all of Games Workshop's {{Gaiden Game}}s, ''Battlefleet Gothic'' enjoyed several months of publicity in stores and ''Magazine/WhiteDwarf'' magazine before essentially dropping off the radar, new rules and models only occasionally being brought out. It was published by Games Workshop's Specialist Games division (and was, generally speaking, their most successful game) until it, along with the rest of the Specialist Games line, was discontinued in 2013.

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The rulebook focuses on one campaign in particular, the twenty-year Gothic War, [[EvilOverlord Abaddon the Despoiler's]] 12th Black Crusade against the Imperium. This scheme involves the Gothic Sector being cut off from the rest of the Imperium by warp storms, a ''lot'' of spiky warships, and six ancient space stations known as the Blackstone Fortresses...

Fortresses. As with all of Games Workshop's {{Gaiden Game}}s, ''Battlefleet Gothic'' enjoyed several months of publicity in stores and ''Magazine/WhiteDwarf'' magazine before essentially dropping off the radar, new rules and models only occasionally being brought out. It A supplement entitled ''Battlefleet Gothic: Armada''[[note]]not to be confused with the later computer game of the same name[[/note]] was released in 2003 that collated rules published in various official magazines and introduced a number of new factions, such as the Tau and the Dark Eldar, as well as a number of new ships for the existing factions. The supplement also included background and scenarios for fighting battles during the Third Armageddon War and the 13th Black Crusade. The game was published by Games Workshop's Specialist Games division (and was, generally speaking, their most successful game) until it, along with the rest of the Specialist Games line, was discontinued in 2013.

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* YouHaveFailedMe: An actual rule for Abaddon. If one of his vessels fails a command check with his re-roll, his ship will ''fire on it''.
** If it happens on his ship, it takes damage because he and his retinue slaughter a portion of the crew. The Special Rule detailing this is even called [[ShoutOut "You have failed me for the last time. . ."]]

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* YouHaveFailedMe: An actual Abaddon the Despoiler's "[[ShoutOut You have failed me for the last time...]]" special rule for Abaddon. If one of his means that if a vessels from his fleet fails a command Command check with while using his re-roll, his Abaddon's ship will ''fire fire on it''.
** If it happens on
the offending ship or squadron with at least half its weaponry. Should Abaddon's own ship fail a test despite his ship, re-roll, it takes damage because he and will take a point of Damage as his retinue slaughter a portion of the crew. The Special Rule detailing this is even called [[ShoutOut "You have failed me for the last time. . ."]]crew.

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* TwoDSpace: [[JustifiedTrope Justified]], or at least [[AcceptableBreaksFromReality necessary]]; it's pretty damn hard to play a tabletop wargame in three dimensions. On top of this, the rulebook explains that the ships actually occupy an infinitesimally small dot at the exact center of their base stands and allows them to move 'through' each other to represent the fact that they are at differing 'altitudes'. It also mocks the need to represent 3D combat as 3D -- as the book puts it, 3D is basically just a range modifier. Yeah, there's a bit more to it, but shut up and buy the plastic already.



* TwoDSpace: [[JustifiedTrope Justified]], or at least [[AcceptableBreaksFromReality necessary]]; it's pretty damn hard to play a tabletop wargame in three dimensions. On top of this, the rulebook explains that the ships actually occupy an infinitesimally small dot at the exact center of their base stands and allows them to move 'through' each other to represent the fact that they are at differing 'altitudes'. It also mocks the need to represent 3D combat as 3D -- as the book puts it, 3D is basically just a range modifier. Yeah, there's a bit more to it, but shut up and buy the plastic already.
* AncestralWeapon: Ancestral spaceships.

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* TwoDSpace: [[JustifiedTrope Justified]], or at least [[AcceptableBreaksFromReality necessary]]; it's pretty damn hard to play a tabletop wargame in three dimensions. On top of this, the rulebook explains that the ships actually occupy an infinitesimally small dot at the exact center of their base stands and allows them to move 'through' each other to represent the fact that they are at differing 'altitudes'. It also mocks the need to represent 3D combat as 3D -- as the book puts it, 3D is basically just a range modifier. Yeah, there's a bit more to it, but shut up and buy the plastic already.
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%%* AncestralWeapon: Ancestral spaceships.

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* GlassCannon: The Eldar can dish it out. They can't take it. Pretty standard for them
** The Tau would also qualify, with extremely powerful long-range ordinance, but weak broadside firepower and a vulnerability to boarding actions.

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* GlassCannon: The GlassCannon:
** As in most other games, the
Eldar can dish it out. They can't take it. Pretty standard for them
ships are able to unleash a lot of firepower but their lack of traditional shielding and weak armour make them vulnerable to return fire.
** The Tau would also qualify, with have extremely powerful long-range ordinance, but weak broadside firepower and a vulnerability to boarding actions.
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* CoolButInefficient: ''Everything.''

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* %%* CoolButInefficient: ''Everything.''

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%%* CoolButInefficient: ''Everything.''

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%%* * CoolButInefficient: ''Everything.''


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* TheDreadedDreadnought: Averted. Dreadnoughts are conspicuous by their absence, with ships being grouped into Escorts, Light Cruisers, Cruisers, Battlecruisers, the odd Grand Cruiser, and Battleships. Unique and powerful vessels like Abbadon's ''[[ExactlyWhatItSaysOnTheTin Planet Killer]]'' could qualify as Dreadnoughts, but are not named as such.
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The rulebook focuses on one campaign in particular, the twenty-year Gothic War, one of [[TabletopGame/BlackLegion Abaddon the Despoiler's]] [[GeneralFailure many, many]] diabolical attempts to take over the galaxy. This scheme involves the Gothic Sector being cut off from the rest of the Imperium by warp storms, a ''lot'' of spiky warships, and six ancient space stations known as the Blackstone Fortresses...

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The rulebook focuses on one campaign in particular, the twenty-year Gothic War, one of [[TabletopGame/BlackLegion [[EvilOverlord Abaddon the Despoiler's]] [[GeneralFailure many, many]] diabolical attempts to take over 12th Black Crusade against the galaxy.Imperium. This scheme involves the Gothic Sector being cut off from the rest of the Imperium by warp storms, a ''lot'' of spiky warships, and six ancient space stations known as the Blackstone Fortresses...



* CombatTentacles: Many Tyranid bio-ships can be equipped with feeder tentacles that allow them to latch on to enemy ships in base contact. These tentacles can also be used by the bio-ship's warrior organisms to [[BoardingAction board the enemy ship]], flooding their corridors with bio-engineered killing machines.

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* CombatTentacles: Many Tyranid bio-ships can be equipped with feeder tentacles that allow them to latch on to enemy ships in base contact. These tentacles can also be used by the bio-ship's warrior organisms to [[BoardingAction [[BoardingParty board the enemy ship]], flooding their corridors with bio-engineered killing machines.



* GalacticConqueror: Abaddon the Despoiler, were he not a GeneralFailure.

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* %%* GalacticConqueror: Abaddon the Despoiler, were he not a GeneralFailure.
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* CombatTentacles: Tyranids mount these on ''spaceships''.

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* CombatTentacles: Tyranids mount these Many Tyranid bio-ships can be equipped with feeder tentacles that allow them to latch on ''spaceships''.to enemy ships in base contact. These tentacles can also be used by the bio-ship's warrior organisms to [[BoardingAction board the enemy ship]], flooding their corridors with bio-engineered killing machines.
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* AuthorityEqualsAsskicking: Abaddon captaining a ship, along with his retinue of [[EliteMooks Chaos Terminators]], gives it a bonus against boarding actions.

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* AuthorityEqualsAsskicking: Some Fleet Lists include the option of taking high ranking characters, such as Warlords in an Ork List or Abaddon captaining the Despoiler himself in a ship, along with his retinue of [[EliteMooks Chaos Terminators]], gives it Fleet, as a bonus against Fleet Commander. Taking such a character will give bonuses to the ship they are commanding during boarding actions.actions to represent the fighting abilities of the character and the elite troops that generally accompany them.
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* BreakOutTheMuseumPiece: Imperial Navy Revere Fleets consist of many old and obsolete classes of ship that are no longer used in regular Navy Fleets, including many that are more commonly seen fighting with Chaos Fleets such as the Repulsive-class Grand Cruiser and the Carnage-class Cruiser. The Imperial Navy is reluctant to use these fleets to their ships lack of regular maintenance and their hastily assembled crews have a tendency to be unreliable at best, if not outright mutinous. The game rules represent this by allowing the player to choose certain ships from the Chaos Fleet list but makes all Reserve Fleet Ships more likely to disengage from combat or, when fighting against Chaos, defect to the opponents control.

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* BreakOutTheMuseumPiece: Imperial Navy Revere Fleets consist of many old and obsolete classes of ship that are no longer used in regular Navy Fleets, including many that are more commonly seen fighting with Chaos Fleets such as the Repulsive-class Grand Cruiser and the Carnage-class Cruiser. The Imperial Navy is reluctant to use these fleets due to their ships ships' lack of regular maintenance and their hastily assembled crews have having a tendency to be unreliable at best, if not outright mutinous. The game rules represent this by allowing the player to choose certain ships from the Chaos Fleet list but makes all Reserve Fleet Ships more likely to disengage from combat or, when fighting against Chaos, defect to the opponents control.

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Being set in the ''TabletopGame/{{Warhammer 40000}}'' universe, the game features a large number of the tropes on that page, as well as employing setting and gameplay tropes of its own.

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Being set in the ''TabletopGame/{{Warhammer 40000}}'' ''TabletopGame/Warhammer40000'' universe, the game features a large number of the tropes on that page, as well as employing setting and gameplay tropes of its own.


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* SpiritualSuccessor: ''Battlefleet Gothic'' was an updated follow-up to the short lived 1991 GaidenGame ''Space Fleet'' with the original development name for the game even being ''Space Fleet Gothic''.

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What happens when the people behind ''TabletopGame/{{Warhammer 40000}}'' decide to make a game about spaceships.

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What happens when the people behind ''TabletopGame/{{Warhammer 40000}}'' ''TabletopGame/Warhammer40000'' decide to make a game about spaceships.


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* HomingProjectile:
** Seeking torpedoes are special torpedoes upgraded with logic engines and matriculators that enable them to identify targets and change their trajectory so that they are more likely to hit. The game represents this by allowing seeking torpedoes to make a turn towards the nearest enemy ship at the beginning of the Ordinance Phase rather than traveling in a straight line like other forms of torpedo.
** The missiles used by the Tau Fleet in place of torpedoes are fitted with artificial intelligence similar to that used by Tau AttackDrones. In game this is represented by the missiles being able to alter their speed and course when they move.
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* BreakOutTheMuseumPiece: Imperial Navy Revere Fleets consist of many old and obsolete classes of ship that are no longer used in regular Navy Fleets, including many that are more commonly seen fighting with Chaos Fleets such as the Repulsive-class Grand Cruiser and the Carnage-class Cruiser. The Imperial Navy is reluctant to use these fleets to their ships lack of regular maintenance and their hastily assembled crews have a tendency to be unreliable at best, if not outright mutinous. The game rules represent this by allowing the player to choose certain ships from the Chaos Fleet list but makes all Reserve Fleet Ships more likely to disengage from combat or, when fighting against Chaos, defect to the opponents control.
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* GrandTheftPrototype: The Chaos Fleet’s Infidel-class Raiders were created from designs for a prototype heavy escort vessel stolen from the Monsk shipyards and have proven to be a thorn in the Imperium’s side ever since.
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* TractorBeam: The Ork Fleets Grunt Assault Ship is a more sophisticated version of the Brute Ram Ship that incorporates a massive traktor field reactor that not only increase the damage done when it [[RammingAlwaysWorks rams]] into an enemy but also allows it to stick to the enemy vessel so that the mobs of Ork Boyz it carries can perform a more effective [[BoardingParty boarding action]]. On the downside, the poorly distributed mass of the ship considerably reduces its manoeuvrability.

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* TheBattlestar: Every single ship in the game which has strike craft launch bays is also fitted with a healthy compliment of traditional guns. ** All but one class of Tau capital ship has at least some launch capacity, due to their entire combat philosophy emphasizing strike craft and guided missiles. Doubly so, as they even feature "gravitic hooks" used to tow and launch entire warships.

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* TheBattlestar: Every single ship in the game which has strike craft launch bays is also fitted with a healthy compliment of traditional guns. guns.
** All but one class of Tau capital ship has at least some launch capacity, due to their entire combat philosophy emphasizing strike craft and guided missiles. Doubly so, as they even feature "gravitic hooks" used to tow and launch entire warships.
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* TheBattlestar: Every single ship in the game which has strike craft launch bays is also fitted with a healthy compliment of traditional guns. ** All but one class of Tau capital ship has at least some launch capacity, due to their entire combat philosophy emphasizing strike craft and guided missiles. Doubly so, as they even feature "gravitic hooks" used to tow and launch entire warships.
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* PrivateMilitaryContractors: The Demiurg often act as mercenary forces for other races, [[ArchEnemy especially those under threat from Ork raids]]. To represent this, in-game, any fleet, except [[OurOrksAreDifferent Orks]], [[HordeOfAlienLocusts Tyranids]] and [[RobotWar Necrons]], are able to hire Demiurg cruisers as mercenaries. [[OnlyInItForTheMoney Due to their lack of investment in the battle]] however, these mercenary ships will attempt to disengage from combat should they suffer too much damage.
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* RamScoop: [[OurDwarvesAreAllTheSame Demiurg]] capital ships are equipped with electromagnetic force fields around their prows deigned to scoop up interstellar hydrogen that is then used to power their engines. This effect can also be reversed to produce a powerful, if short ranged, cutting beam that the Demiurg use for [[AsteroidMiners mining operations]], as well as to cut up enemy ships.

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* RamScoop: [[OurDwarvesAreAllTheSame Demiurg]] capital ships are equipped with electromagnetic force fields around their prows deigned designed to scoop up interstellar hydrogen that is then used to power their engines. This effect can also be reversed to produce a powerful, if short ranged, cutting beam that the Demiurg use for [[AsteroidMiners mining operations]], as well as to cut up enemy ships.
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* CoolShip: Every ship.
* CoolButInefficient: ''Everything.''

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* %%* CoolShip: Every ship.
* %%* CoolButInefficient: ''Everything.''



* SpaceOpera

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* %%* SpaceOpera



* StandardSciFiFleet

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* %%* StandardSciFiFleet



* TurnBasedStrategy

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* %%* TurnBasedStrategy
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* RamScoop: [[OurDwarvesAreAllTheSame Demiurg]] capital ships are equipped with electromagnetic force fields around their prows that are deigned to scoop up interstellar hydrogen that is then used to power their engines. This effect can also be reversed to produce a powerful, if short ranged, cutting beam that the Demiurg use for mining operations, as well as to cut up enemy ships.

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* RamScoop: [[OurDwarvesAreAllTheSame Demiurg]] capital ships are equipped with electromagnetic force fields around their prows that are deigned to scoop up interstellar hydrogen that is then used to power their engines. This effect can also be reversed to produce a powerful, if short ranged, cutting beam that the Demiurg use for [[AsteroidMiners mining operations, operations]], as well as to cut up enemy ships.
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* RamScoop: [[OurDwarvesAreAllTheSame Demiurg]] capital ships are equipped with electromagnetic force fields around their prows that are deigned to scoop up interstellar hydrogen that is then used to power their engines. This effect can also be reversed to produce a powerful, if short ranged, cutting beam that the Demiurg use for mining operations, as well as to cut up enemy ships.
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* SleeperShip: The Dhows utilised by the Tau Empire’s Nicassar subjects are primarily sleeper ships, each containing a hibernating extended family of the semi-nomadic Nicassar as they slowly travel across the gulfs of interstellar space.

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