This 1998 Warhammer 40,000 game was one of the earlier PC games set in the verse and one of the more obscure.A turn-based game using a movement grid, each Space Marine has a certain number of action points per turn, used by shooting, opening doors, moving etc. As per the game, firing off a rocket launcher will use most of your points, while you fire a bolt pistol and move a fair bit.The game came with a campaign, pitting an Ultramarine force (led by Captain Krueger) against Chaos Word Bearers (under Lord Zymran). Notably in this campaign, you had a limited number of Marines (which could gain experience and improve their stats) and if they died, they were not coming back. You also only had five-man squads rather than ten.As The Lexicanum notes, this game came out before the third edition of the tabletop game came out, so many elements of the mechanics and backstory have been changed since then, making Chaos Gate an interesting window into how 40K used to be for modern player.
This game contains examples of:
Authority Equals Asskicking: Averted and played straight. While Krueger and Zymran start out powerful, they don't actually gain any experience advances, nor can they use artifact weapons. So when they actually appear in the last mission, they'll probably be no stronger than most of your Marines - and they'll have weaker weapons... On the other hand, the Librarian and Chaos Sorcerer become extremely powerful with experience.
Another example is your Chaplain, whom you only get for the last two missions... meaning he will be less experienced than most of your marines in the final mission.
Artificial Stupidity: While enemy heavy weapon troopers and snipers have a passably intelligent AI, the same cannot be said for their assault troops, who will often charge in without even trying to use cover or smokescreens. Sometimes they'll even run straight into a Vortex! (which instantly kills anything it touches). The Greater Daemons are a story for themselves - see below.
Fridge Brilliance: Chaos assault troops are the Khorne Berzerkers, so charging blindly at the enemy positions with no regard to tactics is their natural MO.
Awesome but Impractical: The Star Thrower Plasma Gun is a really neat weapon, but can only be used by your weakest type of squad (the Tactical squad).
Vehicles were included in the game but poorly implemented. They were only available in a few missions, and could only move about in very open terrain. Furthermore, the Rhino, an APC available in only one mission, was not very tough and, if destroyed, would cause all your marines inside it to die as well.
The Lord of Change is a less extreme example: it won't move until you enter the room it is in or you successfully hit it with a ranged weapon. However, the designers apparently forgot that you can shoot it from the stairs leading down to its room. In effect, this means you get a full turn of shooting before it reacts to your presence - and it's not tough enough to survive a turn of pounding from your heavy weapon troopers.
Ultramarine examples: "Farewell my brothers, fight on!", "Long live the Emperor!"
Word Bearer examples: "I die foe the dark gods.", "Let the dark ones take my soul" and of course the narmtastic "I die!"
Gatling Good: The Assault Cannon. A minigun that can, in the hands of an experienced marine, mow down as many as 7-8 Chaos marines in a single turn! It does have two weaknesses, though: mediocre range and the fact that it can get only one per battle. Its Chaos marine counterpart, the Reaper Autocannon, is even more dangerous because it has a longer range.
Hit-and-Run Tactics: Your Assault Marines can use these to good effect - e.g. jump-pack in, throw grenade, jump-pack out.
Kinetic Weapons Are Just Better: Your marines use Bolters as opposed to the much weaker laser pistols used by the Chaos Cultists. However, the Las(er)cannon is one of the most powerful weapons in the game.
Perma Death: If you lose a marine, he can't be replaced.
Powered Armor: There's 3 kinds: the standard Power Armour worn by all Space Marines, the heavier Terminator Armour worn only by veteran Marines and finally the Dreadnoughts, which are twice the size of a Marine.
Side Quest: You could gain more experience, but risk losing your irreplaceable Marines...
Some of the later side missions are almost Schmuck Bait - you'd face a huge horde of Chaos troops who'd start very close to your troops. It's very likely you'll lose at least one or two of your irreplaceable Marines for experience or weapons you probably don't need. If you don't use Save Scumming, of course.
Simple Yet Awesome: Multimeltas are so powerful, it's not even funny, and they deal damage over large area, meaning one or two Marines can evaporate a whole squad with them. Only their limited range (barely) prevents them from being GameBreakers.