If you've ever been on your way out of work and someone stops you to do one more thing, you might understand how your crew of Grey Knights feels at the start of Warhammer 40,000: Chaos Gate – Daemonhunters. The "one more thing" they asked you to do probably wasn't to fight off a daemonic plague threatening an entire sector of space, but you know, details. Fresh off of a pitched battle against cultists of the blood god, Khorne, these dutiful servants of the Imperium have been rerouted by the Inquisition to shoot, psi-blast, and chainsword their way through turn-based missions and a dynamic strategic layer. It has the feel of 40K meets XCOM, and that is entirely my kind of campaign.
The problem with this unplanned detour is that their previous campaign did a number on their ship and their chapter, so you'll be commanding a weakened force of the Emperor's finest aboard a vessel held together by tape, scrap, and hope. Repairing the very Warhammerly-named Baleful Edict is the main strategic progression system. Fixing up the engines allows you to travel around the sector faster, while getting the hospital back to full function will reduce the amount of time injured characters will need to heal.
And just because we're dealing with Grey Knights here doesn't mean those medical facilities won't get put through their paces. The developers want your squads to feel powerful, but not invincible, with serious injuries and even death being on the table. Getting a squadmate taken out the first time will still allow a comrade to pick them back up, but any further damage might mean their gene seed needs to be sent back to home base while somber music plays. There will also be an option for the truly masochistic where getting downed the first
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