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** Chaos Campaign''': Lord High Admiral Spire, TheHero of the first game and Imperial campaign, leading the remnants of the Imperial defenders against Malos Vrykan's all-out assault to conquer the Segmentum. [[spoiler:The TrueFinalBoss is actually Arkrist Vane, Vrykan's own TreacherousAdviser, who turns on him after Spire's flagship goes down and attempts to kill him with his Titan ship the ''Monarchia Redeemed'', a stolen and Chaos-corrupted version of the ''Macragge's Honour''.]]

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** Chaos '''Chaos Campaign''': Lord High Admiral Spire, TheHero of the first game and Imperial campaign, leading the remnants of the Imperial defenders against Malos Vrykan's all-out assault to conquer the Segmentum. [[spoiler:The TrueFinalBoss is actually Arkrist Vane, Vrykan's own TreacherousAdviser, who turns on him after Spire's flagship goes down and attempts to kill him with his Titan ship the ''Monarchia Redeemed'', a stolen and Chaos-corrupted version of the ''Macragge's Honour''.]]
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* DownerBeginning: The prologue ends with Abaddon throwing the remains of the ''Will of Eternity'' straight at Cadia as a final middle finger to the fortress world that had denied him for so long, destroying the planet and, far more importantly, the Cadian Null Array [[HopeSpot just as it was fully powered.]] Without the Necron technology suppressing it anymore, the Eye of Terror expands into the Cicatrix Maledictum that rends the Imperium in two.]]

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* DownerBeginning: The prologue ends with Abaddon throwing the remains of the ''Will of Eternity'' straight at Cadia as a final middle finger to the fortress world that had denied him for so long, destroying the planet and, far more importantly, the Cadian Null Array [[HopeSpot just as it was fully powered.]] Without the Necron technology suppressing it anymore, the Eye of Terror expands into the Cicatrix Maledictum that rends the Imperium in two.]]

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Additional Trope Information


* DownerBeginning: The prologue ends with Abaddon throwing the remains of the ''Will of Eternity'' straight at Cadia as a final middle finger to the fortress world that had denied him for so long.

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* DownerBeginning: The prologue ends with Abaddon throwing the remains of the ''Will of Eternity'' straight at Cadia as a final middle finger to the fortress world that had denied him for so long. long, destroying the planet and, far more importantly, the Cadian Null Array [[HopeSpot just as it was fully powered.]] Without the Necron technology suppressing it anymore, the Eye of Terror expands into the Cicatrix Maledictum that rends the Imperium in two.]]


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* FinalBoss: All campaigns have one last powerful obstacle to face in the final mission, typically a Titan-Class ship or some equivalent to give the player's fleets the toughest challenge possible.
** '''Imperial Campaign''': Warmaster of Chaos Abaddon The Despoiler at the helm of the ''Vengeful Spirit'', standing against the Imperial retribution fleet led by Spire invading his homeworld.
** '''Necron Campaign''': Chaos Lord Huron Blackheart at the helm of a Blackstone Fortress, the last threat to the Nepheru Dynasty deploying the ''Dark Throne'' and securing their dominance proper.
** '''Tyranid Campaign''': Lord Commander Robute Guilliman at the helm of the ''Macragge's Honour'', making a LastStand with his Ultramarines at the ruins of Cadia.
** Chaos Campaign''': Lord High Admiral Spire, TheHero of the first game and Imperial campaign, leading the remnants of the Imperial defenders against Malos Vrykan's all-out assault to conquer the Segmentum. [[spoiler:The TrueFinalBoss is actually Arkrist Vane, Vrykan's own TreacherousAdviser, who turns on him after Spire's flagship goes down and attempts to kill him with his Titan ship the ''Monarchia Redeemed'', a stolen and Chaos-corrupted version of the ''Macragge's Honour''.]]

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Up To Eleven is a defunct trope


* DoubleUnlock: Level 3 ship upgrades in the campaign are ''[[UpToEleven quadruple]]'' unlocks even. First you need to unlock all preceding Level 1 and 2 upgrades. Then you need to find, secure and fully evolve a specific planet to activate a certain upgrade option. Then you must invest an upgrade point in them, and ''then'' you have to keep your ships alive long enough to reach Level 3 themselves so they can actually make use of the upgrade.

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* DoubleUnlock: Level 3 ship upgrades in the campaign are ''[[UpToEleven quadruple]]'' ''quadruple'' unlocks even. First you need to unlock all preceding Level 1 and 2 upgrades. Then you need to find, secure and fully evolve a specific planet to activate a certain upgrade option. Then you must invest an upgrade point in them, and ''then'' you have to keep your ships alive long enough to reach Level 3 themselves so they can actually make use of the upgrade.



* UpToEleven: The Massive Fleets Update did this to the entire skirmish mode by increasing the fleet limit to 4,000 points and throwing the gigantic Titan class of ships into the mix. That's enough to field, say, the Vengeful Spirit, a Blackstone Fortress and about a dozen battleships, or so many light and medium cruisers that the fleet barely fits into the deployment zone. The intense micromanagement this game normally relies on becomes next to impossible with so many ships in the field, and the devs made no secret of the mode being unbalanced, so the whole point of it is to throw giant piles of metal/wraithbone/flesh at each other and enjoy the ensuing carnage.
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* TheSpeechless: The Tyranids don't have any dialogue at all. Their campaign instead has [[AsYouKnow the opposing factions voice their thoughts aloud.]]
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The Imperium campaign ends in killing Abbadon. It's hardly canon.


* FactionSpecificEndings: The Imperium, Chaos, the Necrons and Tyranids each have a campaign with a specific ending in which they manage to conquer the Segmentum Obscurus. Only the Imperial one is somewhat canon, as the others involve killing Spire and Guilliman.

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* FactionSpecificEndings: The Imperium, Chaos, the Necrons and Tyranids each have a campaign with a specific ending in which they manage to conquer the Segmentum Obscurus. Only the Imperial one is somewhat canon, as the others involve killing Spire and Guilliman.

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* ArcWords: "As it should be" for the Necron campaign.

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* ArcWords: ArcWords:
**
"As it should be" for the Necron campaign.
** To a lesser extent "Faith and fury" for the Imperium
campaign.
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* TheDreadedDreadnought: Every campaign involves some sort of ridiculously huge enemy boss ship, and the player will eventually get one of their own. Played with in that the game is actually based on the tabletop game Dreadnought. Fans of historical steam and iron naval wargaming will find a lot of familiar mechanics in BFGA2.
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** Asteroid fields are practically solid walls to non Ork or Tyranid AI controlled ships. The AI would rather risk standing still, or fly in very easy to predict way around an asteroid field. This lets you easily land timed skills with huge damage like plasma bombs, rad tempest devices or nova cannons, instead of flying through and taking some minor damage from said asteroid field.

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** Asteroid fields are practically solid walls to non Ork or Tyranid AI controlled ships. The AI would rather risk standing still, or fly in a very easy to predict way around an asteroid field. This lets you easily land timed skills with huge damage like plasma bombs, rad tempest devices or nova cannons, instead of flying through and taking some minor damage from said asteroid field.field.
** When Larger AI ships enter a gas cloud, if they are shooting at something, they will usually remain stationary until they are detected. They will make no attempt to move until detected, even if there are 3 nova cannons lined up dead center or a rad tempest device is unleashed upon the gas cloud.
** The AI also doesn't understand environmenetal effects well, and will happily charge through a gas cloud during a plasma storm, or eat a solar eruption wave without seeking cover. They also ignore the giant volatile and VERY explosive jellyfish and stupidly let them wander near, allowing you to blow them up when you feel the time is right.
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** The AI is unable to comprehend boarding overkill, as they will happily waste all their boarding actions on a single, low cost and low crew escort, instead of only sending in the proper two or three needed to completely kill an escort's crew. This lets you simply retake control over your escort with a single transfer crew action, while retaliating with your boarding actions.
** Asteroid fields are practically solid walls to non Ork or Tyranid AI controlled ships. The AI would rather risk standing still, or fly in very easy to predict way around an asteroid field. This lets you easily land timed skills with huge damage like plasma bombs, rad tempest devices or nova cannons, instead of flying through and taking some minor damage from said asteroid field.
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'''Battlefleet Gothic: Armada 2''' is a 2019 space battle RealTimeStrategy developed by Tindalos Interactive, based on Creator/GamesWorkshop's specialist game ''TabletopGame/BattlefleetGothic'' and set in the ''TabletopGame/{{Warhammer 40000}}'' universe. It is the sequel to 2016's ''VideoGame/BattlefleetGothicArmada''.

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'''Battlefleet ''Battlefleet Gothic: Armada 2''' 2'' is a 2019 space battle RealTimeStrategy developed by Tindalos Interactive, based on Creator/GamesWorkshop's specialist game ''TabletopGame/BattlefleetGothic'' and set in the ''TabletopGame/{{Warhammer 40000}}'' universe. It is the sequel to 2016's ''VideoGame/BattlefleetGothicArmada''.
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* ArtificialStupidity: The Ship AI, while still relativley competent, can have a bit of trouble handeling ships that are close together, causing unecessary self ramming damage if your Escorts are near a Grand Cruiser or Battleship whenever the latter two turn.
** The Tyranids in AI hands tend to ram each other, and can result in their escort ships dying literally within the first 10 seconds of battle.
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** Escort Ships are just(relatively) tiny ships that may as well be using feather dusters when it comes to actual damage, but their ability to scout out the enemy and flush out stealthed ships hiding in gas clouds/asteroids to keep tabs on where the enemy is ensures your big ships can ''actually shoot'' at something. Without them, the enemy can run rings around you if they are using a stealth build. Their cheap cost and fast speed also makes them good sacrificial ships to tank damage for your more vulnerable ships, and when reinforcing a battle they can get to the frontlines quicker than lumbering cruisers or battleships.
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* DevouredByTheHorde: The Tyranids, obviously: their strategy is to disable to opponent with spore clouds and boarding actions, then [[RammingAlwaysWorks converge on the battered hulk and finish it off]]. The Necrons can also do this with their fighter squadrons, which deal constant damage as long as they're swarming an enemy ship. They can't do it for very long normally, but their Grand Cruiser is especially good at it.
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I don't know if it was patched or what, but nowadays Tyranids can refill their troop gauges completely basically at will. You will never, ever be able to board the Ancient One to death.


* EasyLevelTrick: For the Imperial Navy, the fight against the Ancient One in the campaign can easily be the hardest level, as you're forced to spend the better part of an hour desperately maneuvering your lumbering, behemoth battlecruisers around the sporefields, fending off countless tyranid ships, ''and'' trying to stay away from the Ancient Psychic Scream radius while you slowly, slowly, ''slowly'' chip away at the Ancient One's absurd amount of body points with your broadside guns... Or you could just bring over Spire with two additional fleets' worth of Astartes ships and board the Ancient One to death. Being so well-armored, the Astartes ships can afford to ignore most other tyranid vessels for the (short) duration of the fight. Being immune to morale damage, they don't have to move away from the Ancient Psychic Scream. All they have to do is keep pounding the beast with their countless boarding and assault abilities. Since tyranid vessels can't become Drifting Hulks, when the Ancient One runs out of troop units it just dies instantly.

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* GameplayAndStoryIntegration: After defeating the Space Marines as part of the Tyranid campaign, a cutscene will play wherein a Mechanicus servitor relays that all space marines in the sector were eventually devoured, as they refused to fall back against the Tyranid onslaught. In game, Space Marine vessels are completely immune to morale damage and as such cannot under any circumstances be made to run (although they can technically make a tactical retreat if the player commands them... [[FridgeBrilliance which they don't in this case, as they're playing the Tyranids!]])

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* GameplayAndStoryIntegration: GameplayAndStoryIntegration:
**
After defeating the Space Marines as part of the Tyranid campaign, a cutscene will play wherein a Mechanicus servitor relays that all space marines in the sector were eventually devoured, as they refused to fall back against the Tyranid onslaught. In game, Space Marine vessels are completely immune to morale damage and as such cannot under any circumstances be made to run (although they can technically make a tactical retreat if the player commands them... [[FridgeBrilliance which they don't in this case, as they're playing the Tyranids!]])Tyranids!]])
** The Blackstone Fortresses are hypothesized in-story to have been created during the War in the Heavens to battle the Necrons. In-game, it's one of the best anti-Necron weapons out there: normally, a shot from the warp cannon will only damage the hull if the target has no shields: even the slightest bit of shielding will nullify all damage, though it will be blown out in process. Since Necron ships have no shields, they'll take hull damage with every single shot.

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* NintendoHard: Battles in this game are extremely heavy on micromanagement. Simply sending your fleet(s) at the enemy and hoping for the best will result in a PyrrhicVictory at best, but more often a TotalPartyKill instead no matter how heavily you outnumber and outgun the opposition. Carefully managing your ships' facings, stances, abilities and morale at all times is absolutely essential to claim victory. Otherwise you won't make it out of the starting sector in the campaign even on the lowest difficulty. Fortunately, single-player allows players to slow our outright pause the action, catch their breath, strategize and issue commands.

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* NintendoHard: Battles in this game are extremely heavy on micromanagement. Simply sending your fleet(s) at the enemy and hoping for the best will result in a PyrrhicVictory at best, but more often a TotalPartyKill instead no matter how heavily you outnumber and outgun the opposition. Carefully managing your ships' facings, stances, abilities and morale at all times is absolutely essential to claim victory. Otherwise you won't make it out of the starting sector in the campaign even on the lowest difficulty. Fortunately, single-player allows players to slow our or outright pause the action, catch their breath, strategize and issue commands.


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* NotAsYouKnowThem: The composition of Abaddon's Chosen is slightly different than the ones in canon: Skyrak Slaughterborn and Devram Korda, the Lord Corruptor and Lord Purgator respectively, are in their canon roles. Lord Ravager Urkrathos is replaced by the (still Khorne-worshipping) Threxos Hellbreed, but Ygethmor, the Tzeentch-worshipping Lord Deceiver is bizarrely replaced by Zagthean the Broken who in-canon worships ''Slaanesh'' and was repurposed into a devotee of Tzeench.
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* GameplayAndStoryIntegration: After defeating the Space Marines as part of the Tyranid campaign, a cutscene will play wherein a Mechanicus servitor relays that all space marines in the sector were eventually devoured, as they refused to fall back against the Tyranid onslaught. In game, Space Marine vessels are completely immune to morale damage and as such cannot under any circumstances be made to run (although they can technically make a tactical retreat if the player commands them... [[FridgeBrilliance which they don't in this case, as they're playing the Tyranids!]])
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* HateSink: It's ''40,000'', so [[BlackAndGreyMorality all the characters have at one or two moments of 'villainy']] to at least some degree, but even so there are a few characters who are clearly written for the express purpose of being hated: Threxos Hellbreed is a cowardly GloryHound who despite serving Khorne seems more interested in throwing his weight around as a member of Abaddon's Chosen and forcing others to do his dirty work for him than going out, getting his hands bloody and collecting skulls. The Imperium meanwhile has Inquisitor Darkhammer, who insults and threatens Spire every chance he gets and basically acts like a petty dick for no clear reason but to flex his authority. It's telling that in both cases, they end up under the guns of their own side in the Chaos and Imperium storylines respectively.
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** Chaos fleets are a more aggressive yet more fragile counterpart to the Imperial Navy, using antiquated and badly maintained ships. Although they have poorer armor and firepower, they are on average faster, have strong and precise weaponry at long range and have access to more launch bays to send many small crafts. Thus Chaos Fleets tend to prefer long range battles, maneuvering around the battlefield to keep their distance and pelter away at the enemy.

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** Chaos fleets are a more aggressive yet more fragile counterpart to the Imperial Navy, using antiquated and badly maintained ships. Although they have poorer armor and firepower, they are on average faster, have strong and precise weaponry at long range and have access to more launch bays of squads of bombers to send many small crafts. pick off isolated targets. Thus Chaos Fleets tend to prefer long range battles, maneuvering around the battlefield to keep their distance and pelter chew away at the enemy.

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* FriendlyFireproof: Zigzagged. Standard ship weapons can't hurt allied ships. Torpedoes, Nova Cannons and generally everything with a blast radius, however, don't differentiate between friend or foe, and these attacks ''hurt''. A lot. Allied ships can also crash into each other, with all the damage that entails, although they usually try their best to avoid it.

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* FriendlyFireproof: Zigzagged. Standard ship weapons can't hurt allied ships. Torpedoes, Nova Cannons and generally everything with a blast radius, however, don't differentiate between friend or foe, and these attacks ''hurt''. A lot. Allied ships can also crash into each other, with all the damage that entails, although they usually try their best to avoid it.it at standard speed. At full speed, they'll barrel ahead in a straight line with no regard to what's in their way, environmental hazards, ships or otherwise.



* MoraleMechanic: The game implements one, morale occupying a bar just like health. Skillful commanders will watch for their ship's morale, as one that has lost its morale will have its efficiency reduced, mutiny, and [[ScrewThisImOuttaHere start fleeing to the edge of the battle map, whereupon they disengage]]. If all of a fleet's surviving vessels are undergoing mutinies like this, the battle automatically ends.

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* MoraleMechanic: The game implements one, morale occupying a bar just like health. Skillful commanders will watch for their ship's morale, as one that has lost its morale will have its efficiency reduced, mutiny, and [[ScrewThisImOuttaHere start fleeing to the edge of the battle map, whereupon they disengage]]. If all of a fleet's surviving vessels are undergoing mutinies like this, the battle automatically ends. In keeping with lore, certain factions are resistant or outright immune to morale loss: Astartes, for example, famously 'know no fear' and thus lack morale bars entirely, while Tyranid morale bars can't drop to zero as long as there is a single synapse ship (read: flagship) in play. Destroy all Tyranid synapse ships, and the fleet will rapidly degenerate and rout.



* NintendoHard: Battles in this game are extremely heavy on micromanagement. Simply sending your fleet(s) at the enemy and hoping for the best will result in a PyrrhicVictory at best, but more often a TotalPartyKill instead no matter how heavily you outnumber and outgun the opposition. Carefully managing your ships' facings, stances, abilities and morale at all times is absolutely essential to claim victory. Otherwise you won't make it out of the starting sector in the campaign even on the lowest difficulty.

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* NintendoHard: Battles in this game are extremely heavy on micromanagement. Simply sending your fleet(s) at the enemy and hoping for the best will result in a PyrrhicVictory at best, but more often a TotalPartyKill instead no matter how heavily you outnumber and outgun the opposition. Carefully managing your ships' facings, stances, abilities and morale at all times is absolutely essential to claim victory. Otherwise you won't make it out of the starting sector in the campaign even on the lowest difficulty. Fortunately, single-player allows players to slow our outright pause the action, catch their breath, strategize and issue commands.



* NoSell: All (once-)human factions can take the Supercharged Voidshields upgrade that makes their flagship's shields invincible for 10 seconds. It also confers immunity to most special abilities that don't pierce shields, with the exception of the shield-killing Disruptor Bomb.

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* NoSell: NoSell:
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All (once-)human factions can take the Supercharged Voidshields upgrade that makes their flagship's shields invincible for 10 seconds. It also confers immunity to most special abilities that don't pierce shields, with the exception of the shield-killing Disruptor Bomb.
** Aeldari and Necrons are completely immune to Solar Eruptions.
** Space Marines lack Morale bars, making them impervious to Morale-damaging effects like Chaos's torpedo upgrade or the Ancient One's psychic scream.



* ObviouslyEvil: Lord Admiral Drang, simply by the oily way he talks to Spire, makes little effort to conceal that he's no longer on the Imperium's side. True enough, he ends up stabbing Spire in the back by sending him into a trap.

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* ObviouslyEvil: On the Imperial side we have Lord Admiral Drang, simply by the oily way he talks to Spire, makes little effort to conceal that he's no longer on the Imperium's side. True enough, he ends up stabbing Spire in the back by sending him into a trap. On the Ynnari side we have the Dark Eldar, who are every bit as depraved as they've ever been despite working with the (sort of) heroic Yvraine, and on the Chaos side we have...[[AlwaysChaoticEvil well, literally everyone.]]
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* ZergRush: The M.O. of the Tyranids. Most of their 'escort ships' are cheap in price and point count, allowing them to field huge numbers of them, and incredibly squishy even by escort ship standards. Their only attack is to ram the opponent, and they usually can only get one successful strike off before they die. The issue is, that when these escorts die, they leave behind deadly spore clouds that slowly damage enemy ships and slow their movement to a crawl. Once the initial Zerg Rush passes, the board is filled with these clouds, and the bigger, nastier Tyranids move in to finish off the crippled enemies.

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* ZergRush: The M.O. of the Tyranids. Most of their 'escort ships' are cheap in price and point count, allowing them to field huge numbers of them, and incredibly squishy even by escort ship standards. Their only attack is to ram the opponent, and they usually can only get one successful strike off before they die. The issue is, that when these escorts die, they leave behind deadly spore clouds that slowly damage enemy ships and slow their movement to a crawl. Once the initial Zerg Rush passes, the board is filled with these clouds, and the bigger, nastier Tyranids move in to finish off the crippled enemies.enemies.
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Set in the Segmentum Obscurus - the region of Imperial space that surrounds 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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Set in the Segmentum Obscurus Aegis Ocularis - the region collection of fortified Imperial space that surrounds 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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* EveryCarIsAPinto: All of the playable spaceships tend to explode when their health bar is depleted, leaving behind a scorched hulk. It may be explained for the Imperium's ship because they use plasma drives, which can explode if their containment system is too damaged.

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* EveryCarIsAPinto: All of the playable spaceships tend to explode when their health bar is depleted, leaving behind a scorched hulk. It may be explained for the Imperium's ship because they use plasma drives, which can explode if their containment system is too damaged. And the Orks because they're, well, Orks.
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* EveryCarIsAPinto: All of the playable spaceships tend to explode when their health bar is depleted, leaving behind a scorched hulk. It may be explained for the Imperium's ship because they use plasma drives, which can explode if their containment system is too damaged.
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* EasyLevelTrick: For the Imperial Navy, the fight against the Ancient One in the campaign can easily be the hardest level, as you're forced to spend the better part of an hour desperately maneuvering your lumbering, behemoth battlecruisers around the sporefields, fending off countless tyranid ships, ''and'' trying to stay away from the Ancient Psychic Scream radius while you slowly, slowly, ''slowly'' chip away at the Ancient One's absurd amount of body points with your broadside guns... Or you could just bring over Spire with two additional fleets' worth of Astartes ships and board the Ancient One to death. Being so well-armored, the Astartes ships can afford to ignore most other tyranid vessels for the (short) duration of the fight. Being immune to morale damage, they don't have to move away from the Ancient Psychic Scream. All they have to do is keep pounding the beast with their countless boarding and assault abilities. Since tyranid vessels can't become Drifting Hulks, when the Ancient One runs out of troop units it just dies instantly.
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** Chaos ships are a dark parody of Imperial vessels, angular and spiky ships that have long since been retired from Imperial service, retained by the servants of the Dark Powers. Thousand Suns ships are [[BrightIsNotGood blue and gold and illuminated in arcane glows]], World Eaters ships are covered in skulls and dried gore, Death Guard ships are coated in rot and buzzing with flies, and Emperor's Children ships are decorated with garish Slaaneshi imagery.

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** Chaos ships are a dark parody of Imperial vessels, angular and spiky ships that have long since been retired from Imperial service, retained by the servants of the Dark Powers. Thousand Suns ships are [[BrightIsNotGood blue and gold and illuminated in arcane glows]], World Eaters ships are covered in skulls and dried gore, Death Guard ships are coated in rot rot, moving tentacles and buzzing with flies, and Emperor's Children ships are decorated with garish Slaaneshi imagery.
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Set in the Segmentum Obscurus - the region of Imperial space that surrounds the [[{{Mordor}} Eye of Terror]] - over three-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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Set in the Segmentum Obscurus - the region of Imperial space that surrounds the [[{{Mordor}} Eye of Terror]] - over three-hundred 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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* ArcWords: "As it should be" for the Necron campaign.



* AlwaysAccurateAttack: Lances have 100% accuracy no matter the distance. It makes them ideal for extreme-range sniping, coupled with the most reliable damage output available, but at the cost of lower per-shot damage compared to macro-weapons and similar ballistic weaponry.
** Ork Zap Kannons also have 100% accuracy with an impressive long range, this is to compensate for their ships slow speed, and their other weapons that have greater damage with miserable accuracy.

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* AlwaysAccurateAttack: AlwaysAccurateAttack:
**
Lances have 100% accuracy no matter the distance. It makes them ideal for extreme-range sniping, coupled with the most reliable damage output available, but at the cost of lower per-shot damage compared to macro-weapons and similar ballistic weaponry.
** Ork Zap Kannons also have 100% accuracy with an impressive long range, this range. This is to compensate for their ships slow speed, and their other weapons that have greater damage with miserable accuracy.


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* ArcWords: "As it should be" for the Necron campaign.

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* EarlyGameHell: Barring the prologue that serves as a dedicated tutorial, every single campaign begins by [[DieOrFly dropping you smack into the middle of a battle of the scale you'll be seeing throughout the game.]] You will then be charged with learning the ins and outs what is more than likely an entirely new faction with all their quirks and weaknesses in the middle of a pitched fight. Chaos, for instance, is an EscortMission where you must get at least five (out of ten) transport ships from A to B...through two Ultramarine line ships and seven or eight escorts. You have two line ships with no special offensive abilities like a launch bay, and four escort ships. Get this initial hurdle out of the way, and the game becomes far more lenient: you can start customizing and adding to your fleet, capturing sectors and reaping planetary benefits, and moving at your own pace.



* 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 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 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]].



* YearOutsideHourInside: The effects of time in the Warp are bizzare and unpredictable. Admiral Spire, from the first game, returns from warp travel to real-space, but discovers that centuries have passed since the Gothic War.

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* YearOutsideHourInside: The effects of time in the Warp are bizzare and unpredictable. Admiral Spire, from the first game, returns from warp travel to real-space, but discovers that centuries have passed since the Gothic War.War.
* ZergRush: The M.O. of the Tyranids. Most of their 'escort ships' are cheap in price and point count, allowing them to field huge numbers of them, and incredibly squishy even by escort ship standards. Their only attack is to ram the opponent, and they usually can only get one successful strike off before they die. The issue is, that when these escorts die, they leave behind deadly spore clouds that slowly damage enemy ships and slow their movement to a crawl. Once the initial Zerg Rush passes, the board is filled with these clouds, and the bigger, nastier Tyranids move in to finish off the crippled enemies.

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