r/ImperiumMaledictum

Adjacent characters in 2 different zones

If two characters are adjacent, but in two different zones, are they in immediate range ? And if they take 1 step back, do they instantly go from immediate to medium range ? The zone system is pretty unique but sittuations like these create a bit of confusion that the books dont explain well

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u/Renard_Fou — 1 day ago
▲ 0 r/ImperiumMaledictum+1 crossposts

Dust of The Emperor

Greetings! I have a decent vibey understanding of the Imperium, mostly from games starting at DoW 1 and recently reading Xenos of Eisenhorn.

I’m endeavoring to game master for Imperium Maledictum, and I’d ask the community to help pitch in by teaching me any random everyday-level-lore. I know that Worlds in the Imperium can be wildly diverse, but I’m looking for things to help while I world build.

Bring to me whatever insignificant dust you might have, that His Light bear down on my players harmoniously.

The Emperor Protect.

Edit: maybe my thematic writing was cringey, but honestly I’m disappointed. I asked a 40k lore community to share interesting, non-specific lore facts to help a newcomer to the community learn. There wasn’t a specific question I could ask because there would be thousands.

Suggestions to go search for information are just obtusely missing the point. Rule #4 doesn’t specify a criteria for effort, but I think my engagement suffices. I am already reading books, playing canon-games, and obviously am on reddit. I’m here to engage in a hobby we all share and I hope that the Moderators agree this is a place we can discuss insignificant lore as well as the big important plots too.

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u/TheWakaMouse — 2 days ago

Mechanicus ships

I’m starting a campaign next week and their patron is Mechanicus. What ship could they offer to go through a system and what kind of ship could they get to take them around the sector?

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u/Tall_Spray_3696 — 3 days ago

New IM GM Questions: Arms of the Alien

Thanks to all who've been providing advice in my journey.

My players have gone through Session 0 and have now selected an Inquisitorial Patron, Ordo Xenos. I allowed them to pick Boons from the Inq books. Among those they chose was Arms of the Alien.

I'm trying to think of some realistic approaches for how to handle this. I'm well aware that simply having these weapons could be seen as heretical, and I do plan on this causing issues with other Inquisitors, and possibly AdMech contacts as well.

While I don't believe simply having Xenos weapons puts someone in the category of Radical, it certainly would lean in that direction. But I'm more concerned about the practical dimensions of this Boon.

  • How do the players get replacement ammo?
  • Besides Inquisitors and Mechanicus, who are the groups most likely to object to it being in the party's hands?
  • Weapons like Pulse Rifles are highly analogous to Imperial weaponry in terms of function, but Shuriken and Splinter weaponry operates using a psychic link to the user. They literally don't have triggers! So how would I represent this in-game for any non-psyker classes? Or should I avoid this entirely?
  • Speaking of Pulse Rifles: Is it me or are they linearly superior to almost everything else that's available via this Boon? Penetrating 6 with better range options, better average damage than all save a few Kroot guns? Their only downside is a slightly lower rate of fire on the Rifle and no Rapid Fire on the Carbine (though that gun also gets Close, which is pretty fun because it appears to be a one-handed long gun?!). Combine this with the fact that these guns would have the lowest barrier to entry for human users (save maybe the Graviton weapons), I can't think of any reason besides RP ones to pick anything but the Tau option.

PS: Some of the content in this supplement is WILDLY unbalanced. Giving the party access to Grey Knights, even as a once-in-a-campaign boon, feels crazy to me. I can barely conceive of giving them "Chapter Ties". (Though the "Once in a Campaign" restriction is the only sensible thing about it.) Arms of the Alien is almost an auto-pick boon and basically removes questions and gear questing for the entire ranged weapons portion of the early and mid game.

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u/Thraxmonger — 3 days ago

Battle Maps for IM ?

Just bought the core book, starter set and Voll adventures to run for my friends but there's genuinely no battle map content even though the book reffers to battling MULTIPLE times ? How do you guys do it ?

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u/Renard_Fou — 4 days ago

Kill Team + Imperium Maledictum

Just got my friends into warhammer. We have started to play kill team and we are jumping from DND to Imperium Maledictum. I am going to have our kill team battles be cannon and take place in an alternate subsector. What could these different kill teams be fighting over in an alternate subsector? As well which cannon subsector would be best to place these battles. Not sure yet but I will tie them into the game and make them have impact on the story.

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u/Tall_Spray_3696 — 4 days ago

Chemical burn needs suggestions please

Party is at the final stop the temple, we didn’t have enough time to finish it last session. I would like to turn it into a mini dungeon crawl type adventure to wrap up Chemical Burn. I know I need to add rooms & levels, I need suggestions as to what other things that would be cool to find in the Amarenthi Temple to extend the session. Thanks in advance.

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u/Guilty_Advantage_413 — 6 days ago

New IM GM questions: bridging core and Inquisition content

Thanks to all who have provided feedback on my journey so far (I've had a few threads on this topic).

So I have had a Session Zero (with throwaway characters) that gave the party a glimpse into Foundry VTT and IM mechanics. My group are RPG vets so it went pretty well. I think they have bought in.

I made Session Zero in such a way that resulted in their main campaign characters getting generated before their Patron got chosen. It's a good party composition, and they chose Inquisition as a Patron faction. I did not provide Inquisition Guide character creation options, as I wanted them to openly consider the core roles (and the story did not guarantee an Inquisition Patron). But I am allowing them to choose Boons and other benefits from the Inq books.

My question is: story-wise, and mechanics-wise, how do you bridge Core characters and Inquisition options for advancement? Talents and gear are easy, and if a new character needs to get rolled, I will obviously allow them to choose roles etc from the Inq books. Any other tips from GMs who have bridged characters between books?

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u/Thraxmonger — 6 days ago

New GM advice

Hey everyone new GM here looking for advice. Im not new to TTRPGs and have over 20 years experience in 40k but never meshed them together till now.

So im running a group of 4 people through blazeing seraph and i was wondering if there was any advice on things i can do or things i need to be aware of going in

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u/Redsarge1 — 10 days ago

Advice on advancing?

What are the best times to advance characteristics vs skills vs skill specializations? Does the strategy change are you get later on a campaign? What is the early game strat?

Is it best to keep advancing what I am already good at? Is it cheaper to advance a lower stat or is that a waste?

Because I rolled random on everything and my random backgrounds automatically gave me advances in some stats that I was low in at base.

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u/Lunarthrope — 10 days ago

Do you still roll stats for loyal companions?

See above. It says start character creation rules as normal but start at 30 for characteristics, then apply the appropriate origin, faction, and role. Do you still roll the attributes, just 2d10+30 rather than 2d10+20, or does every stat start at base 30 and only increase with advancements/augmetics?

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u/aveCrabPeople — 9 days ago

Hard rules for which difficulty modifiers

IM has three ways to modify the difficulty of a Test

  • Difficulty levels
  • Advantage/Disadvantage
  • SL modifications

The book does not present any hard rules when to use one versus another. So I ask you what are your rules of thumb?

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u/SlySophist — 12 days ago

Does Warp Charge dissipate normally? Or must it be purgated?

I looked through the rulebook to see how long it takes for a psyker's warp charge to reset to zero after combat, and couldn't a mechanic for it.

Does warp charge just keep accumulating until the Psyker makes a Purgation roll to get rid of it? Or does it slowly fade if the psyker has some downtime?

A day or rest restores Wounds equal to Toughness bonus. Would it be reasonable for a day of rest to dispel Warp Charge equal to Willpower bonus?

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u/trudge — 14 days ago

Upgrading skills

So I know there's a table that speaks on xp costs for upgrading skills and talents, and I'm just confused on the pricing. They have a cumulative total next to them, so does that mean you pay that much when it's like, the 5th upgrade, or do you only pay that much if you upgrade 5 times in one go? I don't know if I'm wording this well at all

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u/Tusken_Gamer — 14 days ago