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[[/folder]]

[[folder:Mechanicus Forge Fleets]]



* DirtyCoward: Being opportunistic raiders with no greater cause or agenda beyond their own personal desires, Drukhari crews have shit morale and are therefore prone to fleeing the battlefield as soon as the odds turn against them.
* FragileSpeedster: Their vessels are extremely fast, but also extremely fragile.
* LightningBruiser: Their speed is matched by their devastating firepower.
* SlaveryIsASpecialKindOfEvil: The Drukhari empire runs on slavery, and capturing more is one of the primary goals of every raiding fleet they send out. In gameplay this allows them to replenish their ship's troops count by performing successful boarding actions as they abduct the enemy crew to press into service as cannon fodder.
* SpacePirates: In case their faction name wasn't enough of a hint, Drukhari fleets are infamous for raiding shipping lanes and poorly defended worlds for slaves, shits and giggles. They virtually never participated in greater conflicts before GW's new direction for the ''WH40K'' franchise pushed them into an alliance with the rest of the Eldar race.
* SpikesOfVillainy: They're generally regarded as the second-most evil faction after Chaos, and their ships are covered in nasty-looking blades and spikes all over.
* StealthInSpace: Drukhari ships employ Shadow Fields that turn their ships invisible once fully charged, and charging them is done by speeding away, which they do constantly. If you don't bring enough escort ships into a fight against Drukhari, or lose them too quickly, the pointy ears will tear you to pieces from outside your detection range and there's little you can do about it.

[[/folder]]

[[folder:Mechanicus Forge Fleets]]

!!General Tropes:



* BottomlessMagazines: One of their admiral abilities in ''BFGA 2'' gives their normally 3-shot Nova Cannons unlimited uses for the price of increasing their cooldown by 10%. It only works for the flagship, though.




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* SignaturWeapon: Nova Cannons galore.

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* MoreDakka: Navy ships rely on rows upon rows of giant macro-cannons that hurl truck-sized shells into the void for high burst damage at medium range. Plasma macro-batteries launch plasma bolts instead that have much longer range, but are still functionally the same.



* 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.

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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. \n The sequel moves the Nova Cannon preference to the Adeptus Mechanicus and lets the IN put much more emphasis on macro-cannons instead.



* BeamSpam: [=AdMech=] ships in ''BFGA 2'' are much more lance-heavy than Imperial Navy vessel.



* MoreDakka: Their ships focus on heavier, longer-ranged firepower than normal Imperial vessels but tend to lose effectiveness the more the distance closes. They're at their best when they can pelt the enemy with Nova Cannon blasts and devastating broadsides from afar while the Imperial Navy gets up close and personal.

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* LongRangeFighter: Complementing the Navy's brutal mid-range firepower and the Astartes' close-range boarding assaults, the Adeptus Mechanicus prefer to use their advanced targeting systems to provide withering fire support from very far away. Their Nova Cannons also have a significant minimum range that forces them to keep their distance if they want to make regular use of their signature weapon.
* MachineMonotone: Unsurprisingly for an organization composed entirely of {{Cyborg}}s, their characters and ship crews uniformly talk this way.
* MoreDakka: Their ships focus on heavier, longer-ranged firepower than normal Imperial vessels but tend to lose effectiveness the more the distance closes. They're at their best when they can pelt the enemy with Nova Cannon blasts and devastating broadsides from afar while the Imperial Navy gets up close and personal. The sequel turned them into more of a BeamSpam faction instead.
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* KillItWithFire: Amusingly for a faction that lacks actual fire weapons, this tends to be their primary method of dealing direct damage to enemy ships. Tyranid pyro-acid weaponry starts a Fire Aboard with every critical hit it lands, and a ship under bombardment from a PA-heavy Tyranid swarm can quickly end up with a dozen simultaneous fires rapidly melting it from the inside.
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* KeystoneArmy: Losing their synapse creatures (read: their flagships) throws any remaining lesser ships into disarray. It's not entirely impossible to claim victory if this happens, but it sure gets a whole lot harder.

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* KeystoneArmy: Losing their synapse creatures (read: their flagships) throws any remaining lesser ships into disarray. It's not entirely impossible to claim victory if this happens, but it sure gets a whole lot harder. The factions that have campaigns can exploit this by tracking down and killing the Ancient One, the gigantic leader of the swarm tendril that's invading the Segmentum Obscurus.
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* CoolButInefficient: Many players consider Space Marine Battle Barges to be cool but far too expensive to be practical. A single battle barge costs more than two strike cruisers, which are faster, more flexible and have superior combined damage potential overall. Two ships are also more difficult to focus down than one, and losing one of the two still leaves you with half the firepower instead of none at all.


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** Averted in the sequel where almost all SM ships have launch bays, although they tend to be on the weaker end of the spectrum.
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** This is averted in the Imperial campaign of ''BFG:A 2''. Several First Founding chapter homeworlds are located around the Eye of Terror, one of which is Medusa, home to the Iron Hands chapter. Fully upgrading the planet gives two additional starting levels to any Space Marine ship built in the subsector. Combine this with the level 4 admiral ability Exceptional Instructor and your Iron Hands fleets can launch max-level ships right out of the shipyard. They're the only chapter in the game with this sort of bonus; the Dark Angels and Imperial Fists for instance don't have anything of the sort despite similarly or even more extensive holdings in the area.

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** This is averted in the Imperial campaign of ''BFG:A 2''. Several First Founding chapter homeworlds are located around the Eye of Terror, one of which is Medusa, home to the Iron Hands chapter. Fully upgrading the planet gives two additional starting levels to any Space Marine Iron Hands ship built in the subsector. Combine this with the level 4 admiral ability Exceptional Instructor and your Iron Hands fleets can launch max-level ships right out of the shipyard. They're the only chapter in the game with this sort of bonus; the Dark Angels and Imperial Fists for instance don't have anything of the sort despite similarly or even more extensive holdings in the area.
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** This is averted in the Imperial campaign of ''BFG:A 2''. Several First Founding chapter homeworlds are located around the Eye of Terror, one of which is Medusa, home to the Iron Hands chapter. Fully upgrading the planet gives two additional starting levels to any Space Marine ship built in the subsector. Combine this with the level 4 admiral ability Exceptional Instructor and your Iron Hands fleets can launch max-level ships right out of the shipyard. They're the only chapter in the game with this sort of bonus; the Dark Angels and Imperial Fists for instance don't have anything of the sort despite similarly or even more extensive holdings in the area.

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* CollectorOfTheStrange: His whole schtick as the Archivist of Solemnance is to add more to his "Carefully curated collection"
* EnemyMine: In the Prologue, he aids the Imperium and Cawl to help defend Cadia due to not wanting Chaos to destroy the Pylons.

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* CollectorOfTheStrange: His whole schtick as the Archivist of Solemnance is to add more to his "Carefully "carefully curated collection"
collection".
* DeadpanSnarker: Arguably the most sarcastic KillerRobot in recent gaming history.
* EnemyMine: In the Prologue, he aids the Imperium and Cawl to help defend Cadia due to not wanting Chaos to destroy the Pylons.
Pylons. After that fails he alerts Spire to the awakening Nepheru dynasty and eventually points them to their World Engine superweapon, all because he considers the Nepheru brutish savages. [[EvilIsPetty And because they offended him]] at some unspecified point in the past, which might well have been over 60 million years ago.
*IllNeverTellYouWhatImTellingYou: He words his warning about the Nepheru's ''Dark Throne'' World Engine this way when Spire rebukes his offer of support.
* QuestGiver: He hands out most of the anti-Necron missions in the Imperial campaign.
* SmugSnake: Very much so. Trazyn might be one of the more reasonable Necron Lords, but he still considers himself light-years above the PunyHumans and makes no secret of it. Plus he knows he's far beyond Spire's reach, so he can taunt and belittle him without fear of reprisal.




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* VillainProtagonist: He leads the forces of one of the most genocidal and expansionist Necron dynasties in existence with the purpose of reclaiming their ancient domain by purging every single living being in it.
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* AsteroidMiners: What the Demiurg do for a living when they're not blowing up stuff for the Tau. Their experience gives their ships damage immunity in asteroid fields, and one of their most powerful weapons requires asteroids or wreckage in the ship's vicinity in order to be fired.


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* MacrossMissileMassacre: Kroot Warspheres carry nothing but an array of powerful missile launchers for ranged combat. They deal mediocre damage for a battleship-class vessel, but that's okay because the Kroot's main strength lies in their powerful boarding parties anyway.
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* FixedForwardFacingWeapon: Tau ships carry few broadside weapons, relying on massive frontal firepower to deal damage instead. They still can't hold a candle to the Eldar in this regard, though.


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* ScrewThisImOuttaHere: The Tau Navy's auxiliaries, the Demiurg and the Kroot, have the [[GunsForHire Mercenary]] modifier that slaps them with an enormous -50 bravery reduction. It's much more likely to see Kroot Warspheres or Demiurg vessels flee the battlefield than it is to see them explode, and anything that inflicts morale damage is extremely effective at taking them out of the equation.
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*CollectorOfTheStrange: His whole schtick as the Archivist of Solemnance is to add more to his "Carefully curated collection"
*EnemyMine: In the Prologue, he aids the Imperium and Cawl to help defend Cadia due to not wanting Chaos to destroy the Pylons.
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[[folder:Tau Empire]]

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[[folder:Tau Empire]]
Merchant and Protector Fleets]]
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!!General Tropes:

* FixedForwardFacingWeapon: The Mechanicus really like their Nova Cannons. Everything from their cruisers upwards carries one, and their commander in the Imperial campaign has a skill that buffs these weapons even further.
* MoreDakka: Their ships focus on heavier, longer-ranged firepower than normal Imperial vessels but tend to lose effectiveness the more the distance closes. They're at their best when they can pelt the enemy with Nova Cannon blasts and devastating broadsides from afar while the Imperial Navy gets up close and personal.
* PromotedToPlayable: ''BFG:A 2'' turned the Mechanicus from a set of Imperial ship upgrades into a fully playable faction with their own ships, skills and characters.
* ScrewThisImOuttaHere: The Adeptus Mechanicus has always put its own agenda before that of the greater Imperium, which the game reflects by giving them a hefty -25 bravery reduction, making them much more likely to flee the battlefield if things don't go in their favor.
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* UnfriendlyFire: For some unexplained reason, Necron ships seem to be the only ones that can't phase through allies on the battlefield, and they have a disturbing knack for getting in each other's way. This can end up inflicting more damage on your fleet than the enemy did when your ships keep crashing into one another while your attention is focused on the enemy.


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* UnfriendlyFire: For some unexplained reason, Necron ships seem to be the only ones that can't phase through allies on the battlefield, and they have a disturbing knack for getting in each other's way. way in the heat of battle. This can end up inflicting more damage on your fleet than the enemy did when your ships keep crashing into one another while your attention is focused on the enemy.

enemy. Other faction ships can collide as well, but somehow they're much better at avoiding it.

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* MadeOfIron: Aside from the fact that these ships comprise the space navy of a race of [[Film/TheTerminator Terminator]] {{Expy}}s, they're also by far the most heavily armored vessels in the game, boasting a whopping 87% damage reduction across the board on all facings.


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* TheProtagonist: Of the Necron campaign in ''BFG:A 2''.
* WellDoneSonGuy: His sole ambition in unlife is to gain his phaeron's approval by carrying out his orders to the letter.
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* StealthyColossus: All Tyranid vessels, even the largest ones, are naturally stealthed until they enter the enemy's detection range. Justified by their not having exhaust-generating propulsion systems or other heat signatures that could give away their presence until visual contact is made.
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!!General Tropes:

* CombatTentacles: Melee creatures often have them. It's also their favorite method of performing boarding assaults.
* KeystoneArmy: Losing their synapse creatures (read: their flagships) throws any remaining lesser ships into disarray. It's not entirely impossible to claim victory if this happens, but it sure gets a whole lot harder.
* LivingShip: Their fleets consist of nothing but gigantic spacefaring monsters that seek to devour everything in their path.
* MoreTeethThanTheOsmondFamily: Standard fare for the 'Nids, but none do it better than the melee-specialized assault creatures that charge enemy ships and start chewing them to pieces.
* OutsideContextProblem: Their species is this in general by virtue of not being native to the Milky Way, but they're also this in the campaigns where they involve themselves in what should've been a standard scuffle between the Imperium, Abaddon's Chaos forces and the usual opportunistic raiders from Eldars, Orks and Co.
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* TheBattlestar: All Necron line ships carry Doom Scythe fighter squadrons.

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* TheBattlestar: All Necron line ships carry Doom Scythe fighter squadrons.squadrons in addition to their powerful weapons batteries.
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* AchillesHeel: Their reliance on armor over shields means they're particularly vulnerable to [[ArmorPiercingAttack armor-piercing weapons]] like Lances.

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* AchillesHeel: Their reliance on armor over shields means they're particularly vulnerable to [[ArmorPiercingAttack armor-piercing weapons]] like Lances. It also makes them extremely susceptible to SubsystemDamage.

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* AlwaysAccurateAttack: Necron weapons have 100% accuracy at any range, somewhat compensating for their ships' slow speed.

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* AlwaysAccurateAttack: Necron weapons have 100% accuracy at any range, somewhat compensating for their ships' slow speed. They can still miss holoshielded Eldar ships, though.
* ArmorPiercingAttack: Particle Whips deal high damage that pierces armor ''and'' ignores shields. Needless to say they're highly effective against just about anything.
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* GameplayAndStorySegregation: ''40K'' lore tells of a fleet of three light Necron ships that suddenly appeared in the Sol system, set a course to Mars and withered the firestorm from one of the most powerful space defense systems in the galaxy long enough for one of them to actually touch down on the Red Planet's surface before it was destroyed. Naturally, Necron vessels in this game aren't nearly as invincible, although still among the toughest bastards overall.

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* GameplayAndStorySegregation: ''40K'' lore tells of a fleet flotilla of three light Necron ships that suddenly appeared in the Sol system, set a course to Mars and withered weathered the firestorm from one of the most powerful space defense systems in the galaxy long enough for one of them to actually touch down on the Red Planet's surface before it was destroyed. Naturally, Necron vessels in this game aren't nearly as invincible, although still among the toughest bastards overall.
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* FlashStep: The Inertialess Drive ability allows them to relocate and reorientate their ships at a moment's notice over a generous distance.

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* FlashStep: The Inertialess Drive ability allows them to relocate and reorientate their ships at a moment's notice over a generous distance. Combos nicely with ram attacks, especially against the elusive Aeldari.





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\n* SubsystemDamage: Their lack of shields massively increases the risk of suffering these from any number of sources. It's depressingly common for Necron ships to lose weapons, engines or, worst of all, their deck to the enemy's opening salvo, leaving them sitting ducks to be picked off and, assuming they manage to limp back to port, taking them out of action for several turns while they're being repaired. A specific admiral skill can be used to negate all critical damages in a nice radius, but its huge cooldown means you'll probably just suffer a dozen more crits immediately afterwards.
* UnfriendlyFire: For some unexplained reason, Necron ships seem to be the only ones that can't phase through allies on the battlefield, and they have a disturbing knack for getting in each other's way. This can end up inflicting more damage on your fleet than the enemy did when your ships keep crashing into one another while your attention is focused on the enemy.

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* AlwaysAccurateAttack: All Necron weapons have 100% accuracy at any range, somewhat compensating for their ships' slow speed.

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* AlwaysAccurateAttack: All Necron weapons have 100% accuracy at any range, somewhat compensating for their ships' slow speed.speed.
* TheBattlestar: All Necron line ships carry Doom Scythe fighter squadrons.

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* AlwaysAccurateAttack: All Necron weapons have 100% accuracy at any range, somewhat making up for their ships' slow speed.

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* AlwaysAccurateAttack: All Necron weapons have 100% accuracy at any range, somewhat making up compensating for their ships' slow speed.speed.
* BrownNote: Some of their ships have abilities that inflict massive morale damage.



* MagneticWeapons: Subverted by their ubiquitous Gauss weapons, crackling green beams that strip the target apart on the molecular level instead of magnetically accelerating metallic slugs like this sort of weapon normally does. They're horrifyingly deadly anyway.

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* MagneticWeapons: Subverted by their ubiquitous Gauss weapons, crackling green beams that strip the target apart on the molecular level instead of magnetically accelerating metallic slugs like this sort of weapon normally does. They're horrifyingly deadly anyway.regardless.



* SinisterGeometry: As is the rule for Necrons, their void vessels combine vaguely Ancient Egyptian shapes made from a dark metal, covered in alien sigils and a generous helping of [[SicklyGreenGlow sickly-green]] TronLines.


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* SinisterGeometry: As is the rule for Necrons, their void vessels combine sport vaguely Ancient Egyptian shapes made from a dark metal, covered in alien sigils and a generous helping of [[SicklyGreenGlow sickly-green]] TronLines.

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* DeflectorShields: Notable for their total lack of them, but their Necrodermis armor more than makes up for it.

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* AchillesHeel: Their reliance on armor over shields means they're particularly vulnerable to [[ArmorPiercingAttack armor-piercing weapons]] like Lances.
* AlwaysAccurateAttack: All Necron weapons have 100% accuracy at any range, somewhat making up for their ships' slow speed.
* DeflectorShields: Notable for their total lack of them, but their Necrodermis armor more than makes up for it.it as long as the enemy isn't too big on armor-piercing ordnance.
* FlashStep: The Inertialess Drive ability allows them to relocate and reorientate their ships at a moment's notice over a generous distance.



* HealingFactor: Necron ships self-repair constantly, making them that much harder to take down.

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* HealingFactor: Necron ships self-repair constantly, making them that much harder to take down. One of their stances increases the regeneration to 3 hullpoints per second, which makes them virtually immune to DeathOfAThousandCuts as any damage inflicted by light to medium weapons gets repaired quickly. That said, they can never heal back to full in battle since the regeneration effect simultaneously inflicts MaximumHPReduction on the ship.



* SinisterGeometry: As is the rule for Necrons, their void vessels combine vaguely Ancient Egyptian shapes made from a dark metal with alien sigils and the occasional [[SicklyGreenGlow sickly-green]] TronLines.


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* SinisterGeometry: As is the rule for Necrons, their void vessels combine vaguely Ancient Egyptian shapes made from a dark metal with metal, covered in alien sigils and the occasional a generous helping of [[SicklyGreenGlow sickly-green]] TronLines.

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* DeflectorShields: Notable for their total lack of them, but their Necrodermis armor more than makes up for it.
* GameplayAndStorySegregation: ''40K'' lore tells of a fleet of three light Necron ships that suddenly appeared in the Sol system, set a course to Mars and withered the firestorm from one of the most powerful space defense systems in the galaxy long enough for one of them to actually touch down on the Red Planet's surface before it was destroyed. Naturally, Necron vessels in this game aren't nearly as invincible, although still among the toughest bastards overall.
* HealingFactor: Necron ships self-repair constantly, making them that much harder to take down.
* MagneticWeapons: Subverted by their ubiquitous Gauss weapons, crackling green beams that strip the target apart on the molecular level instead of magnetically accelerating metallic slugs like this sort of weapon normally does. They're horrifyingly deadly anyway.
* MightyGlacier: Their fleets are slower and fewer in numbers than those of most other factions, but they have very heavy armor, devastating weapons, and a HealingFactor to make them even more resilient.
* SinisterGeometry: As is the rule for Necrons, their void vessels combine vaguely Ancient Egyptian shapes made from a dark metal with alien sigils and the occasional [[SicklyGreenGlow sickly-green]] TronLines.

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* FishOutOfTemporalWater: At the start of the second game's Imperial campaign, Spire is revealed to have spent the three-hundred year period since the end of the 12th Black Crusade stranded in [[HyperspaceIsAScaryPlace the Warp]], and returns to realspace [[LateToTheTragedy just after the fall of Cadia during the 13th]]. Due to time not flowing properly in the Warp, only a few years have passed from Spire's perspective.




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* TheProtagonist: Of the first game, and the second game's Imperium campaign.



* BigBad: Of the series overall, as both games take place during his Black Crusades (the 12th and 13th, specifically).




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* YouCantThwartStageOne: Subverted in the first game, where you can diverge from canon and prevent Abbadon from capturing the Hand of Night and Eye of Darkness. Played straight in the second game, however, as Cadia is destroyed, the Eye of Terror expands into the Great Rift, and the 13th Black Crusade sweeps across the galaxy.
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!! Amarkun the Gatherer
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* TheGreatestStoryNeverTold: Spire has a big impact on the Gothic War, but does not get mentioned in the wider materials which only describe the conflict in BroadStrokes. Considering that every assignment he has during the campaign after the first mission is at the direct bequest of the Inquisition, his specific actions may have been deliberately left off the official record.

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* TheGreatestStoryNeverTold: Spire has a big impact on the Gothic War, but does not get mentioned in the wider materials which only describe the conflict in BroadStrokes. Considering that every assignment he has during the campaign after the first mission is at the direct bequest of the Inquisition, his specific actions may have been deliberately left off the official record. He is deliberately left out of most narrations in the sequel, with the victory in the Gothic section being attributed to Ravensburg.
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[[folder:Craftworld Aeldari]]

[[/folder]]

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