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* RidiculouslyFactConstruction: It's not stated how long a "turn" in the campaign is, but any ship can be built and dispatched to a fleet in the same sector within one turn. Despite the existing lore that construction of Imperial starships takes decades, if not centuries.
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* FixedForwardFacingWeapon: Torpedoes fire in a straight line from the front of the ship when the button is pressed.


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* RiskStyleMap: Most of the campaign gameplay is moving fleets from one star system to another where they can fight an enemy fleet and/or capture the system. These systems then provide resources used to build reinforcement ships or further develop the system.

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* HoldTheLine: The last mission of the prologue/tutorial ends with a massive Chaos fleet, including a Blackstone Fortress, appearing and the player's three ships forced to hold out for two minutes until reinforcements arrive. If they last that long, the ''Phalanx'' arrives, with enough firepower to Curbstomp the entire Chaos fleet.



* SerialEscalation: The first game hinged on the control of the Blackstone Fortresses, but its sequel shows that there are meaner and way bigger ships in the galaxy. The prologue alone showcases the ''Phalanx'', the giant space-bound fortress of the Imperial Fists, designed to house a whole Space Marine ''legion'' and dwarfing Abbadon's ''Will of Eternity'' in all aspects.

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* SerialEscalation: The first game hinged on the control of the Blackstone Fortresses, but its sequel shows that there are meaner and way bigger ships in the galaxy. The prologue alone showcases the ''Phalanx'', the giant space-bound fortress of the Imperial Fists, designed to house a whole Space Marine ''legion'' and dwarfing Abbadon's ''Will of Eternity'' in all aspects.aspects, and which demonstrates that by destroying a Blackstone Fortress and steamrolling a Chaos fleet on the way.
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Hyperspeed Ambush

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* HyperspeedAmbush: Using an admiral's Micro-Warp Jump skill and good positioning, it's possible to teleport a battleship across the battlefield and directly into point-blank range near another enemy ship, optionally lining it up to launch a boarding action or torpedo spread as soon as it finishes teleporting.
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* EvilVsEvil: The enemy factions heavily avert GangUpOnTheHuman. The Tyranids are equally likely to pick a fight with you as they are the Orks. Invasions will target any valid system, so it may be a good idea to leave a few enemy factions' fleets to absorb the invasions, letting you focus your efforts elsewhere.
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* CloseRangeCombatant: The Tyranids compared to all other factions need to get in close and personal to dish out their brutal boarding actions and abilities. They all start out stealthed (regardless of size)to help ambush their prey and have a DeadlyLunge to close distance, but are unable to effectively retaliate against enemy ships that simply keep their distance.
** Astartes are Tyranid lite in terms of playstyle. While their boarding actions are slightly less damaging (dealing 3-4 troop damage instead of the Tyranid's guaranteed 4), They do have a few long range options to prevent the enemy from simply running circles around them and letting them retaliate at range.


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* DeadlyLunge: Tyranids replace the combustion gauge, high speed turn and maximum burn with the rush maneuver. This maneuver grants them an extreme turn rate, followed by an extreme speed thrust forward. Perfect for ramming, closing the distance or dodging enemy attacks.


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* FearlessFool: Astartes ships have "And They Shall Know No Fear" for their morale. This makes them immune to mutiny, and any faction/skill designed to win through lowering morale will have a tough time beating them. This comes with the tradeoff of needing to get aggressively close to their targets to make the most out of their boarding actions and weapons.
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* EvilAllAlong: [[spoiler:Lord High Admiral Drang is purported as the BigGood and Spire's immediate superior during the first parts of the imperial campaign. However, he eventually sets Spire up into a trap. By the time Spire survives the encounter, Lord Inquisitor Darkhammer has already executed him for being a traitor sworn to the Alpha Legion. While Darkhammer is sketchy enough himself to leave the judgement in some doubt, the Chaos campaign confirms that Drang was a MoleInCharge (though he's retconned to be a servant of the Word Bearers instead).]]

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* EvilAllAlong: [[spoiler:Lord High Admiral Drang is purported as the BigGood and Spire's immediate superior during the first parts of the imperial campaign. However, he eventually sets Spire up into a trap. By the time Spire survives the encounter, Lord Inquisitor Darkhammer has already executed him for being a traitor sworn to the Alpha Legion. While Darkhammer is sketchy enough himself to leave the judgement in some doubt, the Chaos campaign confirms that Drang was a MoleInCharge (though he's retconned to be a servant of the Word Bearers instead).instead, well technically, the Alpha Legion can subvert Drang after he became a servant to the Word Bearers).]]
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Largely expanding on the groundwork laid out by the first game, ''Battlefleet Gothic: Armada 2'' is a full-blown sequel - bigger, richer, more impressive and more ambitious than the original game. It will include, at launch, all 12 factions from the original tabletop game and its expansion Armada it is based on: the Imperial Navy, Space Marines, Adeptus Mechanicus, Necrons, Chaos, Aeldari Corsairs, Aeldari Craftworld, Drukhari, the T’au Merchant and Protector Fleets, Orks, and finally, the Tyranids.

Set in the Aegis Ocularis - the collection of fortified Imperial territories surrounding the [[{{Mordor}} Eye of Terror]] - over eight-hundred years after the events of ''Battlefleet Gothic: Armada'', the second game covers the events of Abbadon the Despoiler's 13th Black Crusade; the [[NothingIsTheSameAnymore defining conflict]] of ''Warhammer 40,000's'' 8th edition.

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Largely expanding on the groundwork laid out by the first game, ''Battlefleet Gothic: Armada 2'' is a full-blown sequel - -- bigger, richer, more impressive and more ambitious than the original game. It will include, included, at launch, all 12 twelve factions from the original tabletop game and its expansion Armada it is based on: the Imperial Navy, Space Marines, Adeptus Mechanicus, Necrons, Chaos, Aeldari Corsairs, Aeldari Craftworld, Drukhari, the T’au T'au Merchant and Protector Fleets, Orks, and finally, the Tyranids.

Set in the Aegis Ocularis - -- the collection of fortified Imperial territories surrounding the [[{{Mordor}} Eye of Terror]] - -- over eight-hundred years after the events of ''Battlefleet Gothic: Armada'', the second game covers the events of Abbadon the Despoiler's 13th Black Crusade; the [[NothingIsTheSameAnymore defining conflict]] of ''Warhammer 40,000's'' 8th edition.






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** [[spoiler: Though by the end of the Necron campaign, it is hard to say you are really "wicked."]]



* VillainProtagonist: The whole ''40K'' universe runs on BlackAndGreyMorality at best, but as far as the game's campaigns go, playing the slightly-less-evil Imperial Navy or Aeldari can be contrasted by assuming the mantle of a [[KillerRobot Necron Lord]], the [[HordeOfAlienLocusts Tyranid]] HiveMind or, with the appropriate DLC installed, a [[TheLegionsOfHell Chaos Lord]].

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* VillainProtagonist: The whole ''40K'' universe runs on BlackAndGreyMorality at best, but as far as the game's campaigns go, playing the slightly-less-evil Imperial Navy Navy, Aeldari, or Aeldari a particularly merciful [[KillerRobot Necron Lord]] can be contrasted by assuming the mantle of a [[KillerRobot Necron Lord]], the [[HordeOfAlienLocusts Tyranid]] HiveMind or, with the appropriate DLC installed, a [[TheLegionsOfHell Chaos Lord]].

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