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* MemeticBadass: Abelard has quickly become this amongst fans of the game, thanks to him being very powerful from the get-go, and how impressive it is to have your [[NumberTwo Senechal]] potentially kill [[spoiler:an actual traitor Space Marine]] in melee without suffering much damage himself and in one turn.

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* MemeticBadass: MemeticBadass:
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Abelard has quickly become this amongst fans of the game, thanks to him being very powerful from the get-go, and how impressive it is to have your [[NumberTwo Senechal]] potentially kill [[spoiler:an actual traitor Space Marine]] in melee without suffering much damage himself and in one turn.

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He's a story relevant character so he isn't a minor side character.


* EnsembleDarkhorse: Despite the high-ranking position he occupies on the ship, Abelard is arguably among the companions with the least story content and mutability of personality, but he is still near-universally beloved for his downright {{Workaholic}}-level of supportiveness and UndyingLoyalty to the protagonist, BadassGrandpa credentials in combat, and surprising meme potential (see MemeticMutation below).



** The random chance of unsanctioned psykers, most notably Idira, to get negative effects whenever they use any of their powers, ''regardless of veil degradation level'', is quite unpopular. This includes summoning demons and even instantly dying while ''also'' summoning a demon at the same time. Although the uncontrollable nature of the Warp is lore-accurate, the implementation differs from its source material, as the ''Warhammer 40K'' [=TTRPGs=] always give you the option of casting powers safely in exchange for using only half your Psy Rating for calculations. The fact that this was not implemented in the game, combined with how heavily the meta of Owlcat titles, including this one, usually centers on buffs, means players ''will'' experience this sooner or later, oftentimes as the result of casting a harmless power, frequently leading to players in frustration benching, firing or killing Idira ASAP, even if that means missing out on her storyline.

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** The random chance of unsanctioned psykers, most notably Idira, to get negative effects whenever they use any of their powers, ''regardless of veil degradation level'', is quite unpopular. This includes summoning demons and even instantly dying while ''also'' summoning a demon at the same time. Although the uncontrollable nature of the Warp is lore-accurate, the implementation differs from its source material, as the ''Warhammer 40K'' [=TTRPGs=] always give you the option of casting powers safely in exchange for using only half your Psy Rating for calculations. The fact that this was not implemented in the game, combined with how heavily the meta of Owlcat titles, including this one, usually centers on buffs, means players ''will'' experience this sooner or later, oftentimes as the result of casting a harmless power, frequently leading to players in frustration benching, firing or killing Idira ASAP, even if that means missing out on her storyline. Not helping are scripted fights where the veil degradation is already very high, meaning the unsanctioned psyker not only will likely cause it to remain high if they want to use their abilities, but they can add onto the already chaotic situation with their own chance of causing random stuff.



** The Rykad Minoris Spaceport. It is absolutely chockfull of enemies that come in massive packs at a time, all led by an Agitator who will always have the first turn, and use that turn to give every enemy in the encounter a ''permanent'' buff that permanently increases their damage and accuracy every time one of their comrades dies, and this buff can stack ''up to ten times''. Whether or nor you manage to get through each encounter without at least one party member going down, if you even win at all, is pretty much a LuckBasedMission.

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** The Rykad Minoris Spaceport. It is absolutely chockfull of enemies that come in massive packs at a time, all led by an Agitator who will always have the first turn, and use that turn to give every enemy in the encounter a ''permanent'' buff that permanently increases their damage and accuracy every time one of their comrades dies, and this buff can stack ''up to ten times''. Whether or nor you manage to get through each encounter without at least one party member going down, if you even win at all, is pretty much a LuckBasedMission. It doesn't help that the game sends you there without a full party unless the player makes mercenaries, as you either have to go right after getting out of the prologue, or recruit Cassia to have a moderately sized party, but the later results in the game marking it as the player "arriving too late", which comes across as a MortonsFork situation.

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* ComplacentGamingSyndrome: Judging by the forums, the primary meta employed by most players appears to be a combination of the below Officer stacking and Arch-Militant GameBreaker strategies on Argenta with a heavy bolter, allowing her to clear most of the battlefield before turn one has even concluded.

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* ComplacentGamingSyndrome: ComplacentGamingSyndrome:
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Judging by the forums, the primary meta employed by most players appears to be a combination of the below Officer stacking and Arch-Militant GameBreaker strategies on Argenta with a heavy bolter, allowing her to clear most of the battlefield before turn one has even concluded.concluded. This build was explicitly patched out, by preventing characters from getting consecutive extra turns within a round, and changing how damage buffs work with burst weapon. The build is still potent but no longer "Argenta solos the entire game" strong.
** Arch-Militant in general is the best second tier class for most party members. Abelard, Argenta, Heinrix and Ulfar all benefit greatly from it (and in the later case, Ulfar literally can't be anything else). If you want to make a combat-focused Rogue Trader (and thus aren't going for Officer as tier 1 class), then Arch-Militant is a popular pick for soldiers and warriors. The class comes with a huge damage output thanks to incredible accuracy and being a CriticalHitClass, incredible survivability due to being able to max out parry and dodge very easily, and flexibility since it allows characters to master both melee and ranged weapons. This can lead your average party on a mission to have anywhere from 3 to 4 arch-militants in it. This is especially true after a patch limited how much officer could stack extra turns.



** The Arch-Militant mid-game archetype gets a stackable boost to Ballistic and Weapon skill each time they change weapon. In this case "change weapon" means using any different attack from the last one. alternating single shot with burst fire from the same gun counts. Once they have 4 stacks of the buff, (and a passive lets them start combat with 2) they can use an ability to make the next attack free, not count against the attack limit and count as a "new" attack to gain another stack of the buff. Abuse officers' free turns, and you can make Argenta have a 200+ Ballistic Skill and have a weapon skill higher than Abelard despite spending literally no advancements to improve it. The buff also gives the arch-militant a flat damage buff, which on automatic weapons applies to each shot in a burst. Another skill lets them double their rate of fire, at a 25% damage penalty (which another talent removes). Give Argenta the highest rate of fire weapon you can find (say a heavy bolter with its high armor penetration), and your arch-militant will solo Chaos Space Marines in endless hails of bolts. Add on top of that the Soldier and Arch-Militant Archetype's numerous mechanics to improve crit chances (along with officer buffs to same), and you achieve some absurd damage with a character who gets several turns, fires several full bursts per round, and insane rate of fire and 100% critical hit rates, and you can finish several boss encounters before your party tanks even get a turn.

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** The Arch-Militant mid-game archetype gets a stackable boost to Ballistic and Weapon skill each time they change weapon. In this case "change weapon" means using any different attack from the last one. alternating single shot with burst fire from the same gun counts. Once they have 4 stacks of the buff, (and a passive lets them start combat with 2) they can use an ability to make the next attack free, not count against the attack limit and count as a "new" attack to gain another stack of the buff. Abuse officers' free turns, and you can make Argenta have a 200+ Ballistic Skill and have a weapon skill higher than Abelard despite spending literally no advancements to improve it. The buff also gives the arch-militant a flat damage buff, which on automatic weapons applies to each shot in a burst.burst (until this was patched). Another skill lets them double their rate of fire, at a 25% damage penalty (which another talent removes). Give Argenta the highest rate of fire weapon you can find (say a heavy bolter with its high armor penetration), and your arch-militant will solo Chaos Space Marines in endless hails of bolts. Add on top of that the Soldier and Arch-Militant Archetype's numerous mechanics to improve crit chances (along with officer buffs to same), and you achieve some absurd damage with a character who gets several turns, fires several full bursts per round, and insane rate of fire and 100% critical hit rates, and you can finish several boss encounters before your party tanks even get a turn.
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* TheyWastedAPerfectlyGoodCharacter: Doubles as TheyWastedAPerfectlyGoodPlot. A common criticism of the game's story is that, while all the adversaries and enemy factions showing up in the plot ([[spoiler:The Cult of the Final Dawn, the Drukharii, the Necrons, the traitor Kunrad, Uralon the Cruel, the Lord of Change, the Grand Inquisitor, potentially the rival Rogue Trader houses, and, depending on how you want to look at it, even Theodora and her legacy]]) are interesting and have a lot of potential, the fact that they are sandwiched into one plot together and have to share screentime means they ''all'' end up feeling from underused to downright GiantSpaceFleaFromNowhere levels.

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* TheyWastedAPerfectlyGoodCharacter: Doubles as TheyWastedAPerfectlyGoodPlot. A common criticism of the game's story is that, while all the adversaries and enemy factions showing up in the plot ([[spoiler:The Cult of the Final Dawn, the Drukharii, the Necrons, the traitor Kunrad, Uralon the Cruel, the Lord of Change, the Grand Inquisitor, potentially the rival Rogue Trader houses, and, depending on how you want to look at it, even Theodora and her legacy]]) are interesting and have a lot of potential, the fact that they are sandwiched into one plot narrative together and have to share screentime means they ''all'' end up feeling from underused to downright GiantSpaceFleaFromNowhere levels.

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