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* FactionCalculus: The Imperial Navy is good at mid to close range engagements, thanks to its large macro battery broadsides, common use of torpedo prow armament, and very good armour and shields. However it struggles at long range engagements, due to its heavy reliance on Macro weapons, lack of carrier vessels until higher ship tiers (which tend to also be very expensive point wise), and moderate to mediocre speed. Overall, the Navy plays as the general "middle ground" fleet: a good rule of thumb is that the Imperial Navy is good at whatever the faction it faces is bad at, but it does not do what that faction does well. So against Chaos, it needs to close in; against Orks, they need to keep away (although they can pretty much go toe to toe), and with Eldar, they need to ''really'' close in (and by that, we mean ram them).

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* FactionCalculus: The Imperial Navy is good at mid to close range engagements, thanks to its large macro battery broadsides, common use of torpedo prow armament, and very good armour and shields. However it struggles at long range engagements, due to its heavy reliance on Macro weapons, lack of carrier vessels until higher ship tiers (which tend to also be very expensive point wise), and moderate to mediocre speed. Also ironically they are still quite vulnerable to boarding actions. Overall, the Navy plays as the general "middle ground" fleet: a good rule of thumb is that the Imperial Navy is good at whatever the faction it faces is bad at, but it does not do what that faction does well. So against Chaos, it needs they need to close in; against Orks, they need to keep away (although they can pretty much go toe to toe), and with Eldar, they need to ''really'' close in (and by that, we mean ram them).



* FactionCalculus: Utilizing ancient warships, many of which have long since been retired from the Imperial Navy, the Chaos fleet acts as a dark mirror image to the Imperial Navy. Generally preferring mid to long range engagements, the ships of this fleet typically carry a combination of Lance and Macro weaponry for their broadsides. There is also a carrier vessel type ship in every size-class. Topping all of this off, the ships of Chaos tend to have faster speeds than their counterparts. However, this comes at some significant costs. The ships lack the heavy prow armor of the modern day Imperial fleet. They also tend to lack prow-armaments like Torpedoes, and the Nova-Cannons of the Loyal Imperial Navy. Finally, their Macro batteries are significantly weaker than others.

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* FactionCalculus: Utilizing ancient warships, many of which have long since been retired from the Imperial Navy, the Chaos fleet acts as a dark mirror image to the Imperial Navy. Generally preferring mid to long range engagements, the ships of this fleet typically carry a combination of Lance and Macro weaponry for their broadsides. There is also a carrier vessel type ship in every size-class. Topping all of this off, the ships of Chaos tend to have faster speeds than their counterparts. However, this comes at some significant costs. The ships lack the heavy prow armor of the modern day Imperial fleet.fleet, and are less armoured generally. They also tend to lack prow-armaments like Torpedoes, and the Nova-Cannons of the Loyal Imperial Navy. Finally, their Macro batteries are significantly weaker than others.



* FactionCalculus: The Eldar fall squarely into the Cannons. They specialize in lightning fast strikes, and are most certainly the most maneuverable of the factions, with only Chaos coming close to matching them. However, their ships are very squishy in comparison to the other main four factions, so much so that while even Chaos can pull off decent ramming maneuvers in a pinch, it's a suicidal tactic for most Eldar ships to attempt. Another issue is all their guns are forward facing, thus they end up being micro intensive. This is combined with their holofield mechanic, meaning they don't have shields unless they move. A good player can dance around their opponents, knocking out engines and leaving them free to whittle down their enemies from behind while taking minimal damage.

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* TheAestheticsOfTechnology: While the Imperials use ships resembling Gothic cathedrals in space and the Orks use ramshackle scrap-metal ships festooned with guns and tribal icons, Eldar ships are sleek and futuristic, resembling tropical fish, and they are armed with plasma starcannons and lance batteries. While their firepower is well above average, they are very fragile and vulnerable to massed fire and ramming.
* EnemyMine: Players can ally with them due to sharing a common foe, along with aiding their quests.
* FactionCalculus: The Eldar fall squarely into the Cannons. They specialize in lightning fast strikes, and are most certainly the most maneuverable of the factions, with only Chaos coming close to matching them. However, their ships are very squishy in comparison to the other main four factions, so much so that while even Chaos can pull off decent ramming maneuvers in a pinch, it's a suicidal tactic for most Eldar ships to attempt. Another issue is all their guns are forward facing, thus they end up being micro intensive. This is combined with their holofield mechanic, meaning they don't have shields unless they move. A good player can dance around their opponents, knocking out engines and leaving them free to whittle down their enemies from behind while taking minimal damage. Can be a Pariah faction as the ships are reliant on micromanagement and abilities, leaving them underpowered and unable to win many battles in the early game until they can get upgrades.



* EnemyMine: Players can ally with them due to sharing a common foe, along with aiding their quests.



* BadassArmy: Man for man, the Astartes are the greatest warriors in the whole galaxy, and so they are deadly in the BoardingParty.



* CripplingOverspecialization: They lack fighter capability and fast-attack units compared to Imperial Navy.

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* CripplingOverspecialization: They lack fighter capability and fast-attack units compared to Imperial Navy. Having fighters requires a special upgrade.



* FactionCalculus: Space Marines fall into the Powerhouse. They lack a dedicated battlecruiser but can bring two battleships. Their ships are exceptionally heavily armoured, and moderately fast as well. They have a very high troops count per ship meaning they are great at boarding enemy ships and repelling attempts on their own, and their crews are very resistant to morale effects. However their gunnery is substandard, firing around half the shots of an equivalent Imperial Navy ship; they usually fire slowly and between this and the relatively high points cost of each ship can leave them vulnerable to being swarmed.

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* FactionCalculus: Space Marines fall into the Powerhouse.Elite. They lack a dedicated battlecruiser but can bring two battleships. Their ships are exceptionally heavily armoured, armoured on all sides, and moderately fast as well. They have a very high troops count per ship meaning they are great at boarding enemy ships and repelling attempts on their own, and their crews are very resistant to morale effects.effects and insubordination. However their gunnery is substandard, firing around half the shots of an equivalent Imperial Navy ship; they usually fire slowly and between this and the relatively high points cost of each ship can leave them vulnerable to being swarmed. The Favours system also works differently from other factions; each favour can only be applied to a single ship in the whole fleet but these favours are correspondingly more powerful, adding a named character to the crew who imparts more powerful special skills as they are levelled up.
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* CosmeticallyDifferentSides: The five featured chapters - the [[SpaceRomans Ultramarines]], [[TragicHero Blood Angels]], [[PraetorianGuard Imperial Fists]], [[TheAtoner Dark Angels]] and [[HornyVikings Space Wolves]], have no mechanical differences between each other. The differences lie only in colour schemes, iconography, dialogue and crew characters. Some would say a missed opportunity, others would say this allows every players' favourite chapters to be represented without feeling weaker than others.

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* FactionCalculus: The Imperial Navy is good at mid to close range engagements, thanks to its large macro battery broadsides, common use of torpedo prow armament, and very good armor and shields. However it struggles at long range engagements, due to its heavy reliance on Macro weapons, lack of carrier vessels until higher ship tiers (which tend to also be very expensive point wise), and moderate to mediocre speed. Overall, the Navy plays as the general "middle ground" fleet. Adaptable to what they may face but not able to equal those who specialize in one particular tactic or another. A good rule of thumb is that the Imperial Navy is good at whatever the faction it faces is bad at, but it does not do what that faction does well as well; so against Chaos, it needs to close in; against Orks, they need to keep away (although they can pretty much go toe to toe), and with Eldar, they need to ''really'' close in (and by that, we mean ram the pointy-eared space elves). They are also the only fleet with ships that have default access to the Nova Cannon, a powerful, long range, forward facing weapon that fires a massive shell at just below the speed of light, before detonating in a massive thousands of km wide blast at a preset distance.

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* TheBattlestar: The mighty ''Emperor'' class battleship, which is more of a gigantic aircraft carrier but still delivers a devastating broadside with its macro batteries.
* FactionCalculus: The Imperial Navy is good at mid to close range engagements, thanks to its large macro battery broadsides, common use of torpedo prow armament, and very good armor armour and shields. However it struggles at long range engagements, due to its heavy reliance on Macro weapons, lack of carrier vessels until higher ship tiers (which tend to also be very expensive point wise), and moderate to mediocre speed. Overall, the Navy plays as the general "middle ground" fleet. Adaptable to what they may face but not able to equal those who specialize in one particular tactic or another. A fleet: a good rule of thumb is that the Imperial Navy is good at whatever the faction it faces is bad at, but it does not do what that faction does well as well; so well. So against Chaos, it needs to close in; against Orks, they need to keep away (although they can pretty much go toe to toe), and with Eldar, they need to ''really'' close in (and by that, we mean ram the pointy-eared space elves). They are also the only fleet with ships that have default access to the Nova Cannon, a powerful, long range, forward facing weapon that fires a massive shell at just below the speed of light, before detonating in a massive thousands of km wide blast at a preset distance. them).




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* WeaponOfChoice: The Nova Cannon, a powerful, long range, forward facing weapon that fires a massive shell at just below the speed of light, before detonating in a massive thousands of kilometres wide blast at a preset distance.



* FactionCalculus: The Freebooterz fit squarely into the Powerhouse, though played somewhat unconventionally. First and foremost, the Ork fleet are organised differently from the other fleets: instead of selecting from a list of different ships within a class, the Orks provide just one basic "krooza" but offer a wide variety of possible loadout options to choose from. An inescapable hallmark of all Ork ships is a massive, thick and heavy prow on the front which provides outstanding protection from the front, and also a number of engines on the back, making Ork ships very fast in straight courses but conversely quite vulnerable to damage in the rear. Ork ships are not only unrivalled for ramming actions but also for boarding actions, as Orks are notoriously fierce fighters and relish the chance to krump the enemy crew in the proper Orky way. However, you will also wish to seek close proximity to enemy vessels due to the also notorious inaccuracy of Ork gunnery; hitting anything at ranges further than medium is a feat, [[MoreDakka though this is somewhat made up for in closer ranges by the sheer number of the guns]]. Due to their anarchic and insubordinate natures, Ork kaptins have poor morale and are more likely than others to disobey the admiral and abandon battle... Unless you buy a special upgrade to give the kaptin some [[EatenAlive particularly "coercive" motivation]] to doing what he's told.

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* FactionCalculus: The Freebooterz fit squarely into the Powerhouse, though played somewhat unconventionally. First and foremost, the Ork fleet are organised differently from the other fleets: instead of selecting from a list of different ships within a class, the Orks provide just one basic "krooza" but offer a wide variety of possible loadout options to choose from. An inescapable hallmark of all Ork ships is a massive, thick and heavy prow on the front which provides outstanding protection from the front, and also a number of engines on the back, making Ork ships very fast in straight courses but conversely quite vulnerable to damage in the rear. Ork ships are not only unrivalled for ramming actions but also for boarding actions, as Orks are notoriously fierce fighters and relish the chance to krump the enemy crew in the proper Orky way. However, you will also wish to seek close proximity to enemy vessels due to the also notorious inaccuracy of Ork gunnery; hitting anything at ranges further than medium is a feat, [[MoreDakka though this is somewhat made up for in closer ranges by the sheer number of the guns]]. Due to their anarchic and insubordinate natures, Ork kaptins have poor morale and are more likely than others to disobey the admiral and abandon battle... Unless you buy a special upgrade to give the kaptin some [[EatenAlive particularly "coercive" motivation]] to doing what he's told. They might also be the Horde faction as Ork ships are mercifully cheap in points costs: it's entirely possible to forgo torpedoes and battleships and bring an entire full fleet of cruisers and light cruisers, or two stripped down light cruisers and ''[[ZergRush twenty]]'' escorts.



* FactionCalculus: Due to heavy armor and point-heavy starships, Space Marines fall into the Powerhouse variety.
* MightyGlacier: Many Space Marine ships have slow speed but are more heavily armored than those of other factions.

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* FactionCalculus: Due to heavy armor and point-heavy starships, Space Marines fall into the Powerhouse variety.
Powerhouse. They lack a dedicated battlecruiser but can bring two battleships. Their ships are exceptionally heavily armoured, and moderately fast as well. They have a very high troops count per ship meaning they are great at boarding enemy ships and repelling attempts on their own, and their crews are very resistant to morale effects. However their gunnery is substandard, firing around half the shots of an equivalent Imperial Navy ship; they usually fire slowly and between this and the relatively high points cost of each ship can leave them vulnerable to being swarmed.
** '''Master of Sanctity''': Responsible for the spiritual wellbeing of the Astartes on-board, the Master of Sanctity is the master of Chaplains and can rally the marines to make the ship immune to boarding actions for a time.
** '''Librarian''': An Astartes just as potent on the psychic battlefield as he is on the physical one, he can instill mutinous thoughts and actions into a ship's crew from several kilometres away.
** '''Master of the Forge''': The greatest weaponsmith and master of the chapter's armoury, the Master of the Forge allows ships to take additional upgrades.
** '''Chapter Master''': The highest-ranked Astartes in the entire chapter, his ability increases troop value on a target ship while decreasing that of enemy ships, and passively buffs the special order of the entire fleet.
* MightyGlacier: Many Space Marine ships have slow speed but are more heavily armored armoured than those of other factions.



* FactionCalculus: Tau ships also fall into the GlassCannon archetype.

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* FactionCalculus: Tau ships also fall into the GlassCannon archetype.archetype, though to a greater extreme than the Eldar. Tau ships equipped with railgun batteries and missiles can send a frightening amount of firepower to bear in their forward and side firing arcs, often able to wipe out enemy ships from well outside their own detection range. Like the Space Marines, Tau do not have battlecruisers, but they have two ships from auxiliary races: the Demiurg and the Kroot. The massive firepower of the Tau fleet comes at a cost: Tau ships are slow on the move, vulnerable to both ramming and boarding actions and have not much more armour than Eldar ships. They also cannot make use of Lightning Strikes (but their auxiliary ships can).
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!! Trazyn the infinite
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* NotTheIntebdedUse: While the true strength (not to mention most of their =DPS=) of the Orks lies in their ramming and boarding capacity, they can still nonetheless put up a surprising amount of accuracy-independent 12K-range weapons; from their always-hit lances that can be upgraded to inflict a stacking debuff to the sheer numbers of aircraft hangars (between 2-7 on every ship in the fleet) a fleet can contain.

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* NotTheIntebdedUse: NotTheIntendedUse: While the true strength (not to mention most of their =DPS=) of the Orks lies in their ramming and boarding capacity, they can still nonetheless put up a surprising amount of accuracy-independent 12K-range weapons; from their always-hit lances that can be upgraded to inflict a stacking debuff to the sheer numbers of aircraft hangars (between 2-7 on every ship in the fleet) a fleet can contain.
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* NotTheIntebdedUse: While the true strength (not to mention most of their =DPS=) of the Orks lies in their ramming and boarding capacity, they can still nonetheless put up a surprising amount of accuracy-independent 12K-range weapons; from their always-hit lances that can be upgraded to inflict a stacking debuff to the sheer numbers of aircraft hangars (between 2-7 on every ship in the fleet) a fleet can contain.
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** '''Evil Sunz''': The resident speed freaks of Ork "kultur" naturally push their ships combustion gauge a full 25% further than normal. The real fun comes from the installation of a TractorBeam perfect for "korrecting" the path of an enemy ship.
** '''Blood Axes''': Orks are notoriously enthusiastic and direct in warfare - a trait that has not helped their reputation as dim-witted. So naturally the Blood Axes, the only Orks disciplined enough to use the "Silent Running" order, tend to be underestimated. Though they do tend to announce their presence via blasts from their salvaged Nova Kannon.
** '''Goffs''': The tuff and no-nonsense Ork clan bring a similarly direct souped-up ship ram and an additional boarding action. What's not to like?
** '''Bad Moonz''': Typically the wealthiest Ork clan and they've been putting their wealth to good use; not just in the bonus upgrade slot, but in the installation of the insanity that is the Shokk Attak Gun - a twice-hitting Lightning Strike ''with the range of a Nova Cannon.''
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* RammingAlwaysWorks: All factions have the option, but Ork ships in particular are geared towards it.

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* RammingAlwaysWorks: All factions have the option, but Ork ships in particular are geared towards it. Even one of their tiny escort types, the Brute Ram Ship, is designed specifically for ramming.



* SpaceMarine: The main theme of the entire faction, naturally enough.

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* SpaceMarine: The main theme Probably one of the entire faction, naturally enough.
few cases where they actually live up to their namesake - Space Marine ships have the highest base troop values (for their respective sizes) in the game, making them excellent at boarding actions and resilient to boarding actions themselves.
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* ManBehindTheMan: Mephet'ran, the Deceiver was the one who told Abaddon about the Blackstone Fortresses while in the form of a chaos crone. The Deceiver's shadow is even visible against the cavern wall where it speaks to Abaddon about its prophetic visions.
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* GlassCannon: They have enormous frontal firepower but their ships are not particularly fast or durable. They compensate for this by Tau ships not being the only ones there (Kroot Warspheres are MightyGlaciers and Demiurg are expensive JackOfAllStats).

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* GlassCannon: They have enormous frontal firepower but their ships are not particularly fast or durable. They compensate for this by Tau ships not being the only ones there (Kroot Warspheres are MightyGlaciers {{Mighty Glacier}}s and Demiurg are expensive JackOfAllStats).

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* BadassBaritone: Demiurg captains.



* GlassCannon: They have enormous frontal firepower but their ships are not particularly fast or durable.

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* GlassCannon: They have enormous frontal firepower but their ships are not particularly fast or durable. They compensate for this by Tau ships not being the only ones there (Kroot Warspheres are MightyGlaciers and Demiurg are expensive JackOfAllStats).

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* {{Badass}}: Subjected to an [[ColdBloodedTorture extremely unpleasant]] test of his faith and purity and comes out unscathed, telling the Inquisitor who conducted the test that he understands why it was necessary.




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* MadeOfIron: Subjected to an [[ColdBloodedTorture extremely unpleasant]] test of his faith and purity and comes out unscathed, telling the Inquisitor who conducted the test that he understands why it was necessary.
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* CripplingOverspecialization: They lack fighters-capability and fast-attack units compared to Imperial Navy.

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* CripplingOverspecialization: They lack fighters-capability fighter capability and fast-attack units compared to Imperial Navy.



* FactionCalculus: Due to heavy armor and point-heavy starships, Spacemarines falls into Powerhouse variety.
* MightyGlacier: Many Space Marine ships have slow speed but heavily armored than other factions.
* SpaceMarine: Entire faction is made up of this trope.

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* FactionCalculus: Due to heavy armor and point-heavy starships, Spacemarines falls Space Marines fall into the Powerhouse variety.
* MightyGlacier: Many Space Marine ships have slow speed but are more heavily armored than those of other factions.
* SpaceMarine: Entire faction is made up The main theme of this trope.
the entire faction, naturally enough.



* FactionCalculus: Tau ships also fall into the Glass canon archetype.

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* FactionCalculus: Tau ships also fall into the Glass canon GlassCannon archetype.
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[[folder:Space Marine]]

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[[folder:Space Marine]]
Marines]]

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* HomingProjectile: Their Heavy Seeker Missiles will track their targets for 30 seconds.
* GlassCannon: They have enormous frontal firepower but their ships are not particularly fast or durable.
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* TradingBarsForStripes: Imperial Navy don't even cover up the fact that the crew, specifically [[RedShirts Ratings]], came from lowly scums of the Imperium from the [[http://www.bfgawiki.com/w/images/b/bc/BFG_GUI_Crew_Portrait_Imp_Ratling_01.png portrait's]] [[ExplosiveLeash Explosive Collar]] to the bonus given by Penal Colonies (with 3% Troop Value decrease per each one lost).

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[[folder:Tau Empire]]

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* BoardingParty: Their greatest strength is their troop value, which increases their success on boarding actions for both Lightning Strike and Boarding Action.
* CripplingOverspecialization: They lack fighters-capability and fast-attack units compared to Imperial Navy.
* TheDeterminator: Their lack of fear means that their ships are less likely to cause insubordination and most loyal crews of all factions.
* FactionCalculus: Due to heavy armor and point-heavy starships, Spacemarines falls into Powerhouse variety.
* MightyGlacier: Many Space Marine ships have slow speed but heavily armored than other factions.
* SpaceMarine: Entire faction is made up of this trope.

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* FactionCalculus: Tau ships also fall into the Glass canon archetype.

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* LongRangeFighter: Focus on Lance Cannons by Chaos Fleet act as compensation for their shortage of Macro Cannons made the ship more effective in long range attacks.

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* TheBattlestar: Compared to other factions, Chaos ships tend to have more launch bays.
* BeamSpam: Their major strength being lance batteries, which they can fire armor piercing beam from afar.




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* LightningBruiser: Despite their armor being weak compared to Imperial Navy and Orks, their fast ships can took more brunt than [[FragileSpeedster Eldar ships]].
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* DefiantToTheEnd / {{Determinator}}: The Space Marine DLC Trailer features Spire monologuing about his faith in the Emperor and the wonders he's seen done in His name... [[DarkestHour as he sits grievously injured on the bridge of a crippled flagship that's about to be finished off by a Chaos battleship.]] [[spoiler: He's saved in the end by a BigDamnHeroes intervention from the Blood Angels.]]
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** '''The Imperial Navy''': The primary military power in charge of the Imperium's void and aerial engagements, the Navy patrols sectors of space, or helps provide the fleet for the Imperiums many Crusades. The events of the game focus on Battlefleet Gothic, the fleet in charge of protecting the Gothic sector and role in the Gothic War/12th Black Crusade of Abaddon the Despoiler. Ships which bear the Navy's favor are considered decorated and the pride of their fleets. As such, the ship's captain will not become insubordinate, and Cobra-class destroyer escorts can be called in to assist and reinforce the fleet during battle.
** '''The Adeptus Astartes''': The Space Marines, the Emperor's elite genetically enhanced soldiers. Limited in number, but extremely skilled at combat, especially planetary assaults and fighting in the confines of ships and given some of the Imperium's finest equipment. Ships with the Adeptus Astartes favor carry a small force of them on board, greatly improving the ship's ability to repel boarders by improving it's Troop Value. They are also trained at performing Boarding Actions themselves, and can even launch Deep Striking Terminator armored elite squads onto the enemy ship, granting them additional Assault rolls during these actions.

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** '''The Imperial Navy''': The primary military power in charge of the Imperium's void and aerial engagements, the Navy patrols sectors of space, or helps provide the fleet for the Imperiums Imperium's many Crusades. The events of the game focus on Battlefleet Gothic, the fleet in charge of protecting the Gothic sector and role in the Gothic War/12th Black Crusade of Abaddon the Despoiler. Ships which bear the Navy's favor are considered decorated and the pride of their fleets. As such, the ship's captain will not become insubordinate, and Cobra-class destroyer escorts can be called in to assist and reinforce the fleet during battle.
** '''The Adeptus Astartes''': The Space Marines, the Emperor's elite genetically enhanced soldiers. Limited soldiers, limited in number, number but extremely skilled at combat, especially planetary assaults and fighting in the confines of ships and given some of the Imperium's finest equipment. Ships with the Adeptus Astartes Astartes' favor carry a small force of them on board, greatly improving the ship's ability to repel boarders by improving it's its Troop Value. They are also trained at performing Boarding Actions themselves, and can even launch Deep Striking Terminator armored elite squads onto the enemy ship, granting them additional Assault rolls during these actions.



* ColdBloodedTorture: This is apparently what the aforementioned test entailed. "Apparently," because [[NothingIsScarier don't see what happens]], the equipment in the room he was tested in looks more like medical equipment than torture tools, and the purpose was to discern whether his information about an invading Chaos Fleet was true, and without intent to lead the Imperium into a trap

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* ColdBloodedTorture: This is apparently what the aforementioned test entailed. "Apparently," because [[NothingIsScarier you don't see what happens]], the equipment in the room he was tested in looks more as much like medical equipment than as torture tools, and the purpose was to discern whether his information about an invading Chaos Fleet was true, true and without intent to lead the Imperium into a traptrap.



** '''The Mark of Tzeentch''': The subtle and spectacular magics of the Changer of Ways inflicts significantly less mutation than what perhaps the Imperium is expecting, instead becoming oddly beautiful blue and gold vessels that give testament to the glory Tzeentch offers to all who serve him. Any who confuses "beauty" with "soft" is an incredible fool; as befitting the Great Conspirator, Tzeentch's ships are given abilities that make their crews masters of mind games and ambush tactics. They can summon mists from the Warp to create their own nebulas for the and their fellow fleet to lurk in, and may summon a Warp Echo to deceive the sensors of the enemy-in many ways, for included in the arcane arts that create them also allow the true ship to switch places instantaneously, leaving the enemy confused and demoralized and allowing the ship to slip safely into the Warp...or prepare a flanking broadside.
** '''The Mark of Nurgle''': The Lord of Decay's loving touch makes his chosen fleet as disgusting and repulsive as any living being infected with his pathogens, growing disturbingly organic components and becoming coated with slime, a cloud of space-born Void-Locusts swarming about it like a grotesque hive queen. It is advised that any who faces these leprous ships stay far away-the Mark of Nurgle does not give the Grandfather's servants any greater armor, but the Locusts recognize when an enemy has entered their territory and viciously swarm the unfortunate ship, inflicting a constant stream of damage so long as Nurgle's ship remains nearby. Boarding a Nurglite ship is even more foolish-not only must one deal with the plague-maddened crew but the plague itself, making it nearly impossible to do anything lasting to the plague ship but send boarders to an early grave-if the cultists are feeling unusually merciful.
** '''The Mark of Slaanesh''': The flying palaces of the Prince of Pleasures are as gaudy and pastel as one would expect from the god of decadence. And indeed, Slaanesh does not give his/her servants much in the way of direct combat ability-she/he has far more creative powers in mind than just droll shooting. The Whispers of Slaanesh surround these starborn shrines to temptation-as they grow closer, the captains of opposing ships become more prone to cowardice and disloyalty, disrupting the enemy's plans as they are forced to kill otherwise competent captains or let their ships be lost in the Warp for a few critical days. By focusing them, the siren song disrupts the chain of command more directly, canceling the fleet orders of the ships and leaving the enemy helpless for a few critical seconds as the Slaaneshi ship demostrates that just because Slaanesh did not give it new guns does not mean it lost the ones it already had.

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** '''The Mark of Tzeentch''': The subtle and spectacular magics of the Changer of Ways inflicts significantly less mutation than what perhaps the Imperium is expecting, instead becoming oddly beautiful blue and gold vessels that give testament to the glory Tzeentch offers to all who serve him. Any who confuses confuse "beauty" with "soft" is an are incredible fool; fools; as befitting the Great Conspirator, Tzeentch's ships are given abilities that make their crews masters of mind games and ambush tactics. They can summon mists from the Warp to create their own nebulas for the them and their fellow fleet ships to lurk in, and may summon a Warp Echo to deceive the sensors of the enemy-in enemy--in many ways, for included in the arcane arts that create them these echoes also allow the true ship to switch places instantaneously, leaving the enemy confused and demoralized and allowing the ship to slip safely into the Warp...Warp... or prepare a flanking broadside.
** '''The Mark of Nurgle''': The Lord of Decay's loving touch makes his chosen fleet as disgusting and repulsive as any living being infected with his pathogens, growing disturbingly organic components and becoming coated with slime, surrounded by a swarming cloud of space-born Void-Locusts swarming about it like a grotesque hive queen. It is advised that any who faces face these leprous ships stay far away-the away--the Mark of Nurgle does not give the Grandfather's servants any greater armor, but the Locusts recognize when an enemy has entered their territory and viciously swarm the unfortunate ship, inflicting a constant stream of damage so long as Nurgle's ship remains nearby. Boarding a Nurglite ship is even more foolish-not foolish--not only must one deal with the plague-maddened crew but the plague itself, making it nearly impossible to do anything lasting to the plague ship but send boarders to an early grave-if grave--if the cultists are feeling unusually merciful.
** '''The Mark of Slaanesh''': The flying palaces of the Prince of Pleasures are as gaudy and pastel as one would expect from the god of decadence. And indeed, Slaanesh does not give his/her servants much in the way of direct combat ability-she/he ability--she/he has far more creative powers in mind than just droll shooting. The Whispers of Slaanesh surround these starborn shrines to temptation-as temptation--as they grow closer, the captains of opposing ships become more prone to cowardice and disloyalty, disrupting the enemy's plans as they are forced to kill otherwise competent captains or let their ships be lost in the Warp for a few critical days. By focusing them, the siren song disrupts the chain of command more directly, canceling the fleet orders of the ships and leaving the enemy helpless for a few critical seconds as the Slaaneshi ship demostrates demonstrates that just because Slaanesh did not give it new guns does not mean it lost the ones it already had.



* [[BadBoss Bad Boss]]: It doesn't matter if there's another Chaos warship in the way or behind the Imperial ship he's aiming the Planet Killer's [[WaveMotionGun Armaggeddon Cannon]]; he'll fire it anyway.

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* [[BadBoss Bad Boss]]: BadBoss: It doesn't matter if there's another Chaos warship in the way or behind the Imperial ship he's aiming the Planet Killer's [[WaveMotionGun Armaggeddon Cannon]]; he'll fire it anyway.



* [[AllYourPowersCombined All Your Powers Combined]]: As per fluff, he has the favor of all four Chaos Gods. In-game, this is represented by his ship, the Planet Killer, possessing the strengths and powers of all four marks above.

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* [[AllYourPowersCombined All Your Powers Combined]]: AllYourPowersCombined: As per fluff, he has the favor of all four Chaos Gods. In-game, this is represented by his ship, the Planet Killer, possessing the strengths and powers of all four marks above.



* [[WeCanRuleTogether We Can Rule Together]]: In his first showdown against Admiral Spire and his flagship takes significant damage, Abaddon finds Spire's devotion misplaced and offers him fame and power if he joins his side. Spire tells him to shove it. He retracts this offer immediately after.

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* [[WeCanRuleTogether We Can Rule Together]]: WeCanRuleTogether: In his first showdown against Admiral Spire and where his flagship takes significant damage, Abaddon finds Spire's devotion misplaced and offers him fame and power if he joins his side. Spire tells him to shove it. He retracts this offer immediately after.



--> '''Abaddon''': You '''DARE''' attack my ship !? I will make you suffer for this !

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--> '''Abaddon''': You '''DARE''' attack my ship !? ship? I will make you suffer for this !
this!



* FactionCalculus: The Eldar fall squarely into the Cannons. They specialize in lightning fast strikes. They are most certainly the most manoeuvrable of the factions, only with Chaos coming close to matching them. However their ships are very squishy in comparison to the other main four factions. So much so that while even Chaos can pull off decent ramming manoeuvres in a pinch, it's a suicidal tactic for most Eldar ships to attempt. Another issue is all their guns are forward facing, thus they end up being micro intensive. This is combined with their holofield mechanic, meaning they don't have shields unless they move. A good player can dance around their opponents, knocking out engines and leaving them free to whittle down their enemies from behind while taking minimal damage.
** '''Ulthwe''': The ship under the favor of the Craftworld known for their seers that can allow the summons of Maelstrom and Psychic Blockade as a defense against lightning strike.
** '''Biel-Tan''': Being known for their militancy means that the ship will receive Aspect Warriors to enhance ships' troop value along with the ability to summon Avatar of Khaine on board enemy ships as a superior form of Lightning Strike.
** '''Alaitoc''': The ship under Alataitoic's favor allow Cameleoline Alloy that provide invisibility without a blip until it moves and Ranger strike team with the ability to grant critical hit automatically even if the enemy ships have shields.
** '''Saim-Hann''': Already known for their quick attacks, Saim-Hann favors will allow ship to gain 50% damage if attack from hidden mode and create Phantom Disruption to cripple enemy's scanner.

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* FactionCalculus: The Eldar fall squarely into the Cannons. They specialize in lightning fast strikes. They strikes, and are most certainly the most manoeuvrable maneuverable of the factions, with only with Chaos coming close to matching them. However However, their ships are very squishy in comparison to the other main four factions. So factions, so much so that while even Chaos can pull off decent ramming manoeuvres maneuvers in a pinch, it's a suicidal tactic for most Eldar ships to attempt. Another issue is all their guns are forward facing, thus they end up being micro intensive. This is combined with their holofield mechanic, meaning they don't have shields unless they move. A good player can dance around their opponents, knocking out engines and leaving them free to whittle down their enemies from behind while taking minimal damage.
** '''Ulthwe''': The ship under the favor of the Craftworld known for their seers that can allow the summons of Maelstrom and Psychic Blockade as a defense against lightning strike.
** '''Biel-Tan''': Being known for their militancy means that the ship ships with this Craftworld's favor will receive Aspect Warriors to enhance ships' troop value along with the ability to summon the Avatar of Khaine on board enemy ships as a superior form of Lightning Strike.
** '''Alaitoc''': The A ship under Alataitoic's Alaitoc's favor allow have Cameleoline Alloy that provide Alloy, gaining invisibility without a blip until it moves moves, and Ranger strike team teams with the ability to grant critical hit hits automatically even if the enemy ships have shields.
** '''Saim-Hann''': Already known for their quick attacks, Saim-Hann favors will allow ship to gain 50% damage if attack attacking from hidden mode and create Phantom Disruption to cripple enemy's scanner.enemy scanners.
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* FactionCalculus: The Imperial Navy is good at mid to close range engagements, thanks to it's large macro battery broadsides, common use of torpedo prow armament, and very good armor and shields. However it struggles at long range engagements, due to it's heavy reliance on Macro weapons, lack of carrier vessels until higher ship tiers (which tend to also be very expensive point wise), and moderate/mediocre speed. Overall, the Navy plays as the general "middle ground" fleet. Adaptable to what they may face but not able to equal those who specialize in one particular tactic or another. A good rule of thumb is that the Imperial Navy is good at whatever the faction it faces is bad at, but it does not do what that faction does well as well; so against Chaos, it needs to close in; against Orks, they need to keep away (although they can pretty much go toe to toe), and with Eldar, they need ''really'' close in (and by that, we mean ram the pointy-eared space elves). They are also the only fleet with ships that have default access to the Nova Cannon, a powerful, long range, forward facing weapon that fires a massive shell at just below the speed of light, before detonating in a massive thousands of km wide blast at a preset distance.
** '''The Inquisition''': The shadowy operatives of the Imperium who seek to guard it from all threats. Be they hostile aliens, heresies within the Imperium, or the powers of Chaos attacking from the Warp. In game, ships which bear their favor gain an elite Inquisitorial retinue, improving all crew skills by +1, and allows the use of the Emperor's Tarot cards, alerting the fleet to unknown dangers by revealing one unidentified enemy ship.
** '''The Adeptus Mechanicus''': The cult of the Machine. Founded on Mars, the Mechanicus' tech-priest are the chief holders of technological knowledge of the Imperium. Chief among their role, is the finding of Standard Template Constructs (STC) from before the Age of Strife, back when Humanity's technology was at it's pinnacle, and the production of equipment for the Imperium at large. Ships with their favor receive even further extensive modifications and improvements than others, receiving an additional skill and upgrade slot each.

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* FactionCalculus: The Imperial Navy is good at mid to close range engagements, thanks to it's its large macro battery broadsides, common use of torpedo prow armament, and very good armor and shields. However it struggles at long range engagements, due to it's its heavy reliance on Macro weapons, lack of carrier vessels until higher ship tiers (which tend to also be very expensive point wise), and moderate/mediocre moderate to mediocre speed. Overall, the Navy plays as the general "middle ground" fleet. Adaptable to what they may face but not able to equal those who specialize in one particular tactic or another. A good rule of thumb is that the Imperial Navy is good at whatever the faction it faces is bad at, but it does not do what that faction does well as well; so against Chaos, it needs to close in; against Orks, they need to keep away (although they can pretty much go toe to toe), and with Eldar, they need to ''really'' close in (and by that, we mean ram the pointy-eared space elves). They are also the only fleet with ships that have default access to the Nova Cannon, a powerful, long range, forward facing weapon that fires a massive shell at just below the speed of light, before detonating in a massive thousands of km wide blast at a preset distance.
** '''The Inquisition''': The shadowy operatives of the Imperium who seek to guard it from all threats. Be threats, be they hostile aliens, heresies within the Imperium, or the powers of Chaos attacking from the Warp. In game, ships which bear their favor gain an elite Inquisitorial retinue, improving all crew skills by +1, and allows the use of the Emperor's Tarot cards, alerting the fleet to unknown dangers by revealing one unidentified enemy ship.
** '''The Adeptus Mechanicus''': The cult of the Machine. Founded on Mars, the Mechanicus' tech-priest tech-priests are the chief holders of technological knowledge of the Imperium. Chief among their role, roles is the finding of Standard Template Constructs (STC) from before the Age of Strife, back when Humanity's technology was at it's pinnacle, and the production of equipment for the Imperium at large. Ships with their favor receive even further extensive modifications and improvements than others, receiving an additional skill and upgrade slot each.



* PoliticalOfficer: Imperial Navy also have to contend with these like Imperial Guard, which their presence assure that they will not become insubordinate or face the [[YouHaveFailedMe consequences]] if they [[ScrewThisImOuttaHere do]].

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* PoliticalOfficer: ThePoliticalOfficer: Imperial Navy also have to contend with these like Imperial Guard, which their presence assure that they will not become insubordinate or face the [[YouHaveFailedMe consequences]] if they [[ScrewThisImOuttaHere do]].



* GlassCannon: Their ships are fast and maneuverable, and have access to destructive weaponry. Unfortunately, they have weak armor and most of their ships lack shields.

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* EnemyMine: Players can ally with them due to sharing a common foe, along with aiding their quests.
* GlassCannon: Their ships are fast and maneuverable, and have access to destructive weaponry. Unfortunately, they have weak armor and most of their ships lack shields. shields.
* OurElvesAreBetter: A species of highly advanced SpaceElves will highly developed psychic powers, the Eldar are few in numbers and low on armor or durability, and generally prefer to fight their battles from a long distance away, use other species as pawns instead, or -- once in a blue moon -- ally with the Empire to fight a mutual threat.



* EnemyMine: Players can ally with them in sharing their common foe along with aiding their quests.
* OurElvesAreBetter
* ReasonableAuthorityFigure: If the player allied with him, he not only agreed to stop attacking Imperial Navy until the end of Chaos invasion but also allow the use of Eldar Webway that provide the player with safer passage during the time of Warp Storm (bonus deployment in-game).
* SpacePirate: Leader of one too.

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* EnemyMine: Players can ally with them in sharing their common foe along with aiding their quests.
* OurElvesAreBetter

* ReasonableAuthorityFigure: If the player allied with him, he not only agreed agrees to stop attacking the Imperial Navy until the end of the Chaos invasion invasion, but will also allow the use of Eldar Webway that provide provides the player with safer passage means interstellar travel during the time period of Warp Storm Storms (bonus deployment in-game).
* SpacePirate: Leader of one too.a crew of space corsairs.
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* PoliticalOfficer: Imperial Navy also have to contend with these like Imperial Guard, which their presence assure that they will not become insubordinate or face the [[YouHaveFailedMe consequences]] if they [[ScrewThisIAmOutOfHere do]].

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* PoliticalOfficer: Imperial Navy also have to contend with these like Imperial Guard, which their presence assure that they will not become insubordinate or face the [[YouHaveFailedMe consequences]] if they [[ScrewThisIAmOutOfHere [[ScrewThisImOuttaHere do]].



* ScrewThisIAmOutOfHere: Due to their warlike nature, this trait is more emphasized compared to other factions.

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* ScrewThisIAmOutOfHere: ScrewThisImOuttaHere: Due to their warlike nature, this trait is more emphasized compared to other factions.factions. Unless their ship had [[EatenAlive something]] set up behind their subordinates.

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* MightyGlacier: Their line ships are heavily armored but slow. This is more noticeable on Battleship class warships.
* PoliticalOfficer: Imperial Navy also have to contend with these like Imperial Guard, which their presence assure that they will not become insubordinate or face the [[YouHaveFailedMe consequences]] if they [[ScrewThisIAmOutOfHere do]].



* IDidWhatIHadToDo: His justification for Exterminatus in [[https://www.youtube.com/watch?v=ubNqUyf0op0 this cutscene]].



* ReasonableAuthorityFigure: If the player allied with him, he not only agreed to stop attacking Imperial Navy until the end of Chaos invasion but also allow the use of Eldar Webway that provide the player with safer passage during the time of Warp Storm(bonus deployment).

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* OurElvesAreBetter
* ReasonableAuthorityFigure: If the player allied with him, he not only agreed to stop attacking Imperial Navy until the end of Chaos invasion but also allow the use of Eldar Webway that provide the player with safer passage during the time of Warp Storm(bonus deployment).Storm (bonus deployment in-game).


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* ScrewThisIAmOutOfHere: Due to their warlike nature, this trait is more emphasized compared to other factions.

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