"There's nothing quite like the look on your opponents face when you steal a battleship out from under his admiral."
Firestorm: Armada is a science fiction wargame setting produced by the UK based Spartan Games. It has undergone only slight rule revisions since its initial release in 2010, and maintains a small but loyal fanbase in most areas. It is played as a tabletop wargame where two or more players use a variety of ships to attempt to destroy the enemy fleet, capture enemy ships, or achieve certain objectives.
The Asteroid Thicket: Played straight. Every asteroid field is dense enough to have a fair chance of doing significant damage to anything passing through.
The Battlestar: The Aquan Manta class battlecarrier. Carries an enormous number of Wings, and has absolutely massive guns to mix it up with other ships.
Beam Spam: The Aquans and Sorylians preferred method of attack.
Boarding Party: Ships can send over assault teams to try and overpower the crew of another ship. If that ship still has assault points on board they get to fight too. Before any of that happens, the boarders have to get past point defense. So, if you manage to actually win, you take your opponent's ship, and the assault team runs off with it, earning you double the normal number of victory points.
Cool Starship: A matter of opinion, but everything is cool to someone.
Critical Hit: Built into the game. Hit a ship hard enough, and you'll inflict lasting damage. Get Boxcars or Snake eyes on the critical table, and the ship undergoes Critical Existence Failure.
Desperation Attack: Ramming; it can only be done when a ship is on 1 HP, and will only work 1/6 of the time. The other ship can also try to evade it. If it works, however, both ships take a critical hit, and bad things will happen.
The Federation: Ironically, not the Dindrenzi Federation, who are closer to the Empire. The Terran Alliance is more in line with this trope, at least in the limited backstory.
Gradual Grinder: Both the Aquans and the Directorate count. Weaker than average weapons in most arcs, but generally tougher or harder to hit.
Grey Goo: The Relthoza. Their primary weapons fire self-replicating nanites that like eating metal and ceramics. Guess what your hull is made of...
House Rules: All over the place, most commonly with custom designed ships.
Kinetic Weapons Are Just Better: Terrans and Dindrenzi. Both go about it in different ways, the former with large bore coilguns, the latter with high powered railguns.
Loads and Loads of Rules: Averted for the most part. Approximately 80 pages of actual rules (including ship statistics, race backgrounds, and a build-your-own-spaceship section), filled with helpful diagrams. Inverted with Wings; Seven full pages of rules dealing with the smallest possible craft in the game that turn half the stuff you've already learned on its head.
Lightning Bruiser: The Sorylians. They have the fastest small and medium ships, and the strongest broadsides available.
Luck Manipulation Mechanic: STAR Cards. Each player has a hand of cards that can improve weapons, reduce incoming fire, increase speed, change obstacle locations or even modify dice rolls.
More Dakka: Evoked by the Sorylian dreadnaught's special rule: Lots of Guns. Essentially, the rule states that the ship has so many guns and fire control systems it's impossible to stop it from shooting. (The weapons are energy based, so this is technically Beam Spam, but the ideal of the trope is there.)
Point Defenseless: Averted. It's not always 100% reliable, but point defense guns have the ability to decimate entire wings of attack craft or reduce massive torpedo salvos to nothingness.
Ramming Always Works: Played reasonably straight for balance reasons. Both ships suffer a critical, which will kill the ramming ship every time, and also has 1/18 chance of completely destroying the target as well. Otherwise it just knocks off 2 HP, and does damage to the weapons, engines or crew.
Random Number God: Don't ever say you only need X hits. You will always get X-1 hits. Also, never, ever, ever make fun of a weapon that only rolls 1 die. Any roll of 6 generates 2 hits and a re-roll. Guess what these single dice normally roll when ridiculed…