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* WeaponRunningTime: Torpedoes move a set distance (usually 30cm) every turn, which means that at long ranges they're more useful for limiting enemy movements than actually attacking.
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What happens when the people behind ''TabletopGame/Warhammer40000'' decide to make a game about spaceships.

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What happens when the people behind ''TabletopGame/Warhammer40000'' decide to make a game {{Wargam|ing}}e about spaceships.
spaceships?
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Up To Eleven is a defunct trope


* NamesToRunAwayFromReallyFast: ''[[UpToEleven All over the place]]'' among the various fleets. ''Especially'' Chaos fleet.

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* NamesToRunAwayFromReallyFast: ''[[UpToEleven All ''All over the place]]'' place'' among the various fleets. ''Especially'' Chaos fleet.
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* Schizotech: Imperial ships use warp cores of impossibly old, forgotten technology from before the founding of the Imperium more than 10,000 years ago. Maybe that's why they prefer to use teams of hundreds of slave laborers for simple things like loading a main battery gun. An Imperial ship's engineering spaces form a hermetic society of Adeptus Mechanicus Enginseers, and its navigation is handled by a spire which the genetically mutated navigator never leaves. But its crew also includes tens of thousands of menial laborers, whose only occupation in life is to haul on chains to load macro-cannons or torpedo rounds.
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* UnnecessarilyLargeInterior: The interiors of Imperial ships are the size of cathedrals, and adorned like such. {{Averted}} with the actual crew quarters, which are cramped and crowded, and crammed in any leftover pocket of space on the ship.

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* UnnecessarilyLargeInterior: The interiors Even with a crew of 100,000 and cavernous machinery spaces, it's hard to come up with ideas that fill the volume of a cruiser that's four miles long and a kilometer wide. On an Imperial ships are cruiser, the fuel tank alone is the size of cathedrals, 50 Nimitz class aircraft carriers. Entire societies of troglodytes and adorned like such. {{Averted}} with alien parasites live in the actual crew quarters, which are cramped and crowded, and crammed in any leftover pocket forgotten bilges of space on the ship.Battlefleet Gothic capital ships.
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* CoolShip: Every ship. Because of 40K's love of huge scales, the implications of operating 5,000-meter-long cruisers and 9,000-meter-long battleships are taken seriously. (Unlike [[Franchise/StarWars other franchises]]) Each ship is built over decades or even generations and then operated for hundreds or thousands of years. A BFG ship is like a medieval cathedral, and is the focus of as much cultural activity. Ships invariably accumulate their own traditions, legends, mechanical quirks and even hereditary shipboard societies.

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* CoolShip: Every ship. Because of 40K's love of huge scales, the implications of operating 5,000-meter-long cruisers and 9,000-meter-long battleships are taken seriously. (Unlike [[Franchise/StarWars other franchises]]) Each ship is built over decades or even generations and then operated for hundreds or thousands of years. A BFG ship is like absorbs as big a proportion of a world's resources as building a medieval cathedral, and it is the focus of just as much cultural activity. Ships invariably accumulate their own traditions, legends, mechanical quirks and even hereditary shipboard societies.
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* CoolShip: Every 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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* CoolShip: Every ship. The Imperial Light Cruiser, by most estimates, Because of 40K's love of huge scales, the implications of operating 5,000-meter-long cruisers and 9,000-meter-long battleships are taken seriously. (Unlike [[Franchise/StarWars other franchises]]) Each ship 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.built over decades or even generations and then operated for hundreds or thousands of years. A BFG ship is like a medieval cathedral, and is the focus of as much cultural activity. Ships invariably accumulate their own traditions, legends, mechanical quirks and even hereditary shipboard societies.
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There are two video game adaptations- a RealTimeStrategy game for PC titled ''VideoGame/BattlefleetGothicArmada'', and a TurnBasedStrategy mobile game, ''VideoGame/BattlefleetGothicLeviathan''.

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There are two It did, however, remain one of the most enduringly popular spinoffs the studio had ever produced, helped in no small part by focusing on what was otherwise a critically-ignored part of the ''[=40k=]'' universe and having ships with a ''much'' different aesthetic sense compared to others in its genre; fans of it therefore tended to like it ''passionately'', and it remains more or less tied with ''TabletopGame/{{Necromunda}}'' as the most beloved of GW's spinoff games. Thanks to this, even after the tabletop line was discontinued, multiple video game adaptations- adaptations were greenlit and became reality: a RealTimeStrategy game series for PC PC, titled ''VideoGame/BattlefleetGothicArmada'', ''VideoGame/BattlefleetGothicArmada'' (and [[VideoGame/BattlefleetGothicArmada2 its numbered sequel]]), and a TurnBasedStrategy mobile game, ''VideoGame/BattlefleetGothicLeviathan''.

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* NamesToRunAwayFromReallyFast: ''[[UpToEleven All over the place]]'' among the various fleets:
** Imperial Navy: Ship classes like ''Tyrant'', ''Dominator'', and ''Firestorm'', and individual ship names like ''Bloodhawk'', ''Flame of Purity'', and ''[[KillItWithFire Incendrius]]''.
** Chaos Fleet: ''Despoiler'' Class Battleship, ''Repulsive'' Class Grand Cruiser, and ''Styx'' Class Heavy Cruiser, and ship names like ''Heartless Destroyer'', ''[[GratuitousLatin Malignus Maximus]]'', and ''Despicable Ecstasy.''

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* NamesToRunAwayFromReallyFast: ''[[UpToEleven All over the place]]'' among the various fleets:
fleets. ''Especially'' Chaos fleet.
** Imperial Navy: Ship classes like ''Apocalypse'', ''Armageddon'', ''Tyrant'', ''Dominator'', and ''Firestorm'', ''Dictator'', and individual ship names like ''Bloodhawk'', ''Flame of Purity'', and ''[[KillItWithFire Incendrius]]''.
** Chaos Fleet: ''Despoiler'' Class Battleship, ''Repulsive'' Class Grand Cruiser, and ''Styx'' Class Heavy Cruiser, and ship names like Fleet loves these, given their CardCarryingVillain nature:
*** Classes: ''Despoiler'', ''Desecrator'', ''Desolator'', ''Repulsive'', ''Executor'', ''Devastation'', ''Murder'', ''Carnage'', ''Slaughter'', ''Inferno'', ''Havoc''…
*** Individual ships: ''Merciless Death'', ''Eternity of Pain'',
''Heartless Destroyer'', ''[[GratuitousLatin Malignus Maximus]]'', and ''Despicable Ecstasy.''Ecstasy'', ''[[DoomyDoomsOfDoom Doombringer]]'', ''Deahskull''… The list goes on.
*** Even their small crafts are named ''Doomfire'' bomber, ''Swiftdeath'' fighter, and ''Dreadclaw'' assault boat.
** Dark Eldar are mostly OutOfFocus in this game, but they still have ''Torture''-class cruisers.
** Averted for the Eldar and the Tau, the two "[[ALighterShadeOfBlack nicer]]" races, who give more coventional names to their ships, and the [[HordeOfAlienLocusts Tyranids]], who don't need names for their bio-ships at all.
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* CoversAlwaysLie: Cover of the boxed set (see page image) depicts an Imperial ship with two lance turrets, a macrocannon deck, and a lance deck. This weapon layout corresponds to Armageddon-class Battlecruiser, except that it wasn't present in the base game. The class was added in the ''Armada'' expansion, four years into the game's run, and even then it featured a completly different bow design.

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* EarthShatteringKaboom: The [[ExactlyWhatItSaysOnTheTin Planet Killer]] specializes in these.

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* EarthShatteringKaboom: EarthShatteringKaboom:
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The [[ExactlyWhatItSaysOnTheTin Planet Killer]] specializes in these.



* SciFiWritersHaveNoSenseOfScale: Very carefully averted. The actual models are [[AcceptableBreaksFromReality completely out of scale with the rest of the game]], distances being measured being from the centre of the ships' bases so that you can have nice looking miniatures without also requiring a spare country to play the game in. Base-contact in the game is "close range", generally of the order of ''tens of thousands'' of kilometres. This is also the reason you need a command check to ram another ship - the captain not only has to order a potentially suicidal course of action and make it stick with the crew, he also has to hit a target equivalent to headbutting a pinhead from a mile away...

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* SciFiWritersHaveNoSenseOfScale: Very carefully averted. The actual models are [[AcceptableBreaksFromReality completely out of scale with the rest of the game]], distances being measured being from the centre of the ships' bases so that you can have nice looking miniatures without also requiring a spare country to play the game in. Base-contact in the game is "close range", generally of the order of ''tens of thousands'' of kilometres. This is also the reason you need a command check to ram another ship - -- the captain not only has to order a potentially suicidal course of action and make it stick with the crew, he also has to hit a target equivalent to headbutting a pinhead from a mile away...
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* HiddenWeapons: Q-ships are freighters that have been equipped with concealed lances and weapons batteries that a defender can purchase to defend their convoys in some scenarios. Deployed as regular Transport ships during the mission, Q-ships can reveal their weapons at any time in order to surprise attacking ships.
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* FixedForwardFacingWeapon: Some ships have a nose mounted main cannon. Ork ships quite often have a large main gun, and the Imperium has the Nova Cannon, which is a massive mass driver that runs through most of the ship and fires building-sized projectiles at relativistic speeds. Many Imperial ships have a gigantic armoured prow (complete with gigantic spike) that they consider a weapon as much as they consider it armour.

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* FixedForwardFacingWeapon: Some ships have a nose mounted main cannon. Ork ships quite often have a large main gun, and the Imperium has the Nova Cannon, which is a massive mass driver that runs through most of the ship and fires building-sized projectiles at relativistic speeds. Many Imperial ships have a gigantic armoured prow (complete with gigantic spike) that they consider a weapon as much as they consider it armour.

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* FixedForwardFacingWeapon: Some ships have a nose mounted main cannon. Ork ships quite often have a large main gun, and the Imperium has the Nova Cannon, which is a massive mass driver that runs through most of the ship and fires building-sized projectiles at relativistic speeds.

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* FixedForwardFacingWeapon: Some ships have a nose mounted main cannon. Ork ships quite often have a large main gun, and the Imperium has the Nova Cannon, which is a massive mass driver that runs through most of the ship and fires building-sized projectiles at relativistic speeds. Many Imperial ships have a gigantic armoured prow (complete with gigantic spike) that they consider a weapon as much as they consider it armour.
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** {{ZigZagg|ingTrope}}ed in the core game's campaign rules where fleets are able to travel between planetary systems to attack opponents but only along the relatively safe established warp routs as travelling directly from system to system is far too unpredictable.

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** {{ZigZagg|ingTrope}}ed in the core game's campaign rules where fleets are able to travel between planetary systems to attack opponents but only along the relatively safe established warp routs routes as travelling directly from system to system is far too unpredictable.
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* FlyingCutlerySpaceship: In keeping with their race's [[SpikesOfVillainy devilish design aesthetic]], Dark Eldar starships, such as the Torture class cruiser, sporting sweeping blades and spikes, often in place of the solar sails used by their Craftworld and Corsair cousins.
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* SupernaturalFearInducer: Some Tyranid hive ships emit a constant psychic reverberation that can induce a state of sheer terror in the minds of the crew of ships that approach too close. The Psychic Scream Evolution[[note]]the Tyranid version of refits that can be gained through a campaign[[/note]] reduces the [[MoraleMechanic Leadership]] of nearby enemy vessels.
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* SpaceStation:
** The game includes rules for numerous types of space stations that can be purchased for various scenarios, from the basic orbital defence stations available to every faction, the massive Ramilies Star Forts and fleet specific stations such as Tau Orbitals.
**The Blackstone Fortresses are the most iconic space stations in the game with the entire narrative story of the original release ultimately revolving around them. Powerful xenos artefacts of mysterious origin, the Fortresses were converted into powerful centres of power for the Imperial Fleet until Abaddon unlocked their secrets and active their powerful, star killing weaponry. Rules for both Imperial and Chaos controlled Blackstone Fortresses were included in the original game, with additional rules for their most powerful weaponry released in later supplements.

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* BigBad: Abaddon the Despoiler, the Warmaster of Chaos, is the primary antagonist and architect of the Gothic War that forms the basis of the game's original narrative as his forces invade the Sector in order to gain control of mysterious alien artefacts of great power.



** In the background material for the Gothic War[[note]]the conflict in which the original game’s narrative is set[[/note]] the Eldar allowed allied Imperial fleets to use the [[PortalNetwork Webway]] so that they could redeploy far quicker and more reliably than if they had been using the [[HyperspaceIsAScaryPlace traditional form of interstellar travel]].

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** In the background material for the Gothic War[[note]]the conflict in which the original game’s game's narrative is set[[/note]] the Eldar allowed allied Imperial fleets to use the [[PortalNetwork Webway]] so that they could redeploy far quicker and more reliably than if they had been using the [[HyperspaceIsAScaryPlace traditional form of interstellar travel]].
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* ExperiencePoints: The campaign rules for the game allow a fleet commander to gain and lose experience points, known as Renown, for things like winning or losing, capturing enemy ships and completing bonus mission objectives. When a Commander gains enough Renown they get a promotion to a higher level, with each level allowing the Commander to use an increasing number of re-rolls and improves their [[MoraleMechanic Leadership characteristic]]. The Commander's renown also allows them to appeal to their superiors for reinforcements or Refits (extra skills and improved equipment) for their ships.
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* MolotovTruck: Fire ships are decommissioned vessels filled with unstable plasma and explosives that are used as desperate measure when a world comes under attack. These ships can be purchased alongside other forms of planetary defences that can be detonated to cause serious damage to enemy ships.
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** In the background material for the Gothic War[[note]]the conflict in which the original game’s narrative is set[[/note]] the Eldar allowed allied Imperial fleets to use the [[Portalnetwork Webway]] so that they could redeploy far quicker and more reliably than if they had been using the [[HyperspaceIsAScaryPlace traditional form of interstellar travel]].

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** In the background material for the Gothic War[[note]]the conflict in which the original game’s narrative is set[[/note]] the Eldar allowed allied Imperial fleets to use the [[Portalnetwork [[PortalNetwork Webway]] so that they could redeploy far quicker and more reliably than if they had been using the [[HyperspaceIsAScaryPlace traditional form of interstellar travel]].
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* TwoDSpace: The game's rulebook[[JustifiedTrope acnoladges this]] as a [[AcceptableBreaksFromReality necessity]] due to the difficulty of accurately representing three-dimensional space on the tabletop without immensely complicated rules. The book goes on to explain that the ships actually occupy an infinitesimally small point within their base's stem and allows ships to move and fire 'through' each other to represent the fact that they are at differing 'altitudes'.

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* TwoDSpace: The game's rulebook[[JustifiedTrope acnoladges rulebook [[JustifiedTrope acknowledges this]] as a [[AcceptableBreaksFromReality necessity]] due to the difficulty of accurately representing three-dimensional space on the tabletop without immensely complicated rules. The book goes on to explain that the ships actually occupy an infinitesimally small point within their base's stem and allows ships to move and fire 'through' each other to represent the fact that they are at differing 'altitudes'.
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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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* TwoDSpace: [[JustifiedTrope Justified]], or at least The game's rulebook[[JustifiedTrope acnoladges this]] as a [[AcceptableBreaksFromReality necessary]]; it's pretty damn hard necessity]] due to play a the difficulty of accurately representing three-dimensional space on the tabletop wargame in three dimensions. On top of this, the rulebook explains without immensely complicated rules. The book goes on to explain that the ships actually occupy an infinitesimally small dot at the exact center of point within their base stands base's stem and allows them ships to move and fire '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.'altitudes'.

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* CasualInterstellarTravel: The Eldar use the Webway to travel, rather than flying through hell, and during the Gothic War allow Imperial ships to use it. Necrons have inertialess drives to attain FTL speeds.
** Otherwise averted, because, y'know, you're ''literally [[HyperspaceIsAScaryPlace going through hell]].'' Except the Tau, they just skirt around it, with the result of being much slower than other sides (their drive speed is typically 1/5 of Imperium's), but being ''much'' safer, more reliable (speed is relatively constant), and doesn't need psychic on board to guide the ship (which Tau lacks).

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* CasualInterstellarTravel: The Eldar use CasualInterstellarTravel:
** In
the Webway to travel, rather than flying through hell, and during background material for the Gothic War allow War[[note]]the conflict in which the original game’s narrative is set[[/note]] the Eldar allowed allied Imperial ships fleets to use it. Necrons have inertialess drives to attain FTL speeds.
** Otherwise averted, because, y'know, you're ''literally
the [[Portalnetwork Webway]] so that they could redeploy far quicker and more reliably than if they had been using the [[HyperspaceIsAScaryPlace going through hell]].'' Except traditional form of interstellar travel]].
** {{ZigZagg|ingTrope}}ed in
the Tau, they just skirt around it, with core game's campaign rules where fleets are able to travel between planetary systems to attack opponents but only along the result of being much slower than other sides (their drive speed is typically 1/5 of Imperium's), but being ''much'' safer, more reliable (speed is relatively constant), and doesn't need psychic on board safe established warp routs as travelling directly from system to guide the ship (which Tau lacks).system is far too unpredictable.
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* RunningTheBlockade: 'Blockade Run' is one of the Raid[[note]]small scale[[/note]] scenarios available to play in the core rulebook. The scenario sees one player try to break through a larger [[NavalBlockade blockading fleet]], gaining victory points for each of their ships that they manage to move off the blockading player's table edge.
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* RuleOfCool: As with most 40k, this reigns supreme. The Chaos ships (read: old Imperial Ships) look ObviouslyEvil, even though they were designed by the Imperium, because Chaos ships just have to have SpikesOfVillainy in their design. It's baked into just about every layer of the game's design and fluff.

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* %%* RuleOfCool: As with most 40k, this reigns supreme. The Chaos ships (read: old Imperial Ships) look ObviouslyEvil, even though they were designed by the Imperium, because Chaos ships just have to have SpikesOfVillainy in their design. It's baked into just about every layer of the game's design and fluff.
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* SpaceOpera: As per 40k standard, focusing on the "space" part.

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* %%* SpaceOpera: As per 40k standard, focusing on the "space" part.



* SpikesOfVillainy: Chaos ships, much like Chaos everything else.

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* %%* SpikesOfVillainy: Chaos ships, much like Chaos everything else.



* StandardStarshipScuffle: The game is built around this trope, with its space combat firmly grounded in the SpaceIsAnOcean setting.

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* %%* StandardStarshipScuffle: The game is built around this trope, with its space combat firmly grounded in the SpaceIsAnOcean setting.
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* GalacticConqueror: Abaddon the Despoiler, were he not a 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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%%* HyperspaceIsAScaryPlace: "Scary" does not even ''begin'' to cover it...

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%%* * HyperspaceIsAScaryPlace: "Scary" does not even ''begin'' to cover it...it. As in the main 40k fluff, FTL travel is accomplished by sending your ship into the Warp, which is basically Hell (the Eldar, Necrons, and Tau have different ways of cheating this). Not only is your ship subjected to psychic assault and daemonic invasion if you don't keep your Gellar Field up, navigation requires certified astropaths, and even if you navigate successfully, there's no telling when you'll arrive at your destination. . . before you left, or centuries after. The game doesn't really go into detail about the difficulty of the logistics of moving fleets and supplies under this haphazard system, since that would get in the way of massive ships blowing the stuffing out of each other.



%%* RuleOfCool: Reigns supreme.

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%%* * RuleOfCool: Reigns supreme.As with most 40k, this reigns supreme. The Chaos ships (read: old Imperial Ships) look ObviouslyEvil, even though they were designed by the Imperium, because Chaos ships just have to have SpikesOfVillainy in their design. It's baked into just about every layer of the game's design and fluff.



%%* SpaceOpera

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%%* SpaceOpera* SpaceOpera: As per 40k standard, focusing on the "space" part.



%%* StandardSciFiFleet

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%%* StandardSciFiFleet* StandardSciFiFleet: As a general rule, all ships fit into five categories: Escort, Light Cruiser, Cruiser, Battlecruiser, and Battleship. Chaos had the sole Grand Cruiser until expansions happened. Some fleets are weighted towards the light or heavy end, and the Space Marines notably only have Strike Cruisers (basically a light cruiser) and Battle Barges (basically a battleship), but almost all ships fit the standard.



%%* TurnBasedStrategy

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%%* TurnBasedStrategy* TurnBasedStrategy: Players take turns moving, shooting, and doing other things to try and make their fleet come out on top.

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