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==Patrons== One of the big pulls for the game, the party can be employed to the service of one of any number of potential patrons, which range from old faves like the [[Inquisition]] and [[Adeptus Mechanicus]], with promises for patrons from various political factions in the sector. This can potentially make for more variety in games, especially if you can easily build your own patrons, adding in things like underhive gang bosses, [[Rogue Trader]]s, and maybe even heretical cults... While it sounds like the custom regiment creation from [[Only War]], it seems that there's some unique stats for each patron. *'''Boons & Liabilities:''' The actual mechanical perks and penalties the patron provides. *'''Influence:''' Essentially represents how all the factions interact with each other and with your Patron. You also have your own influence, which is determined by your faction as well as what friends/foes you make in-game. ===Factions=== Your Patron's faction serves to also give you a choice between two different patrons to work with. Alongside a default perk they give, they also have a set of extra boons that they can provide and a set of liabilities to offset them. *'''[[Adeptus Administratum]]''': Because what better bosses are there than the de-facto rulers of the Imperium short of the [[Roboute Guilliman|big bleu cheese himself]]? Expect to do a lot of investigating and lore-crunching. **''Departmento Munitorum Ordinate'': Your patron's part of the organization who are responsible for allocating resources for the Imperial Guard. Their basic boon lets you find things more easily and get more ammo with some boons that help you require more things. **''Tithe Prefectus'': Of course, all loyal planets must pay the Emperor His due, and your patron is part of the process of getting that due. Their base perk lets you call for a group of investigators to occupy a place for a while, with other boons giving you more contacts. *'''[[Adeptus Astra Telepathica]]''': The premier force for hunting and controlling psykers. **''[[Astropath]]'': Being a powerful psyker, your patron gives you access to your own Astropathic Choir for interplanetary communication. Other boons either make use of their needs as communicators or make use of their abilities as psykers. **''[[Sisters of Silence|Sister of Silence]]'': Whether you're weird enough to be able to withstand a cute blank girl or a blooming blank yourself, you are in service to a high-ranking Silent Sister, usually a Knight-Centura. Their base perk gives you a psyker-proof prison with other perks providing more militant assets. *'''[[Adeptus Mechanicus]]''': Were you not expecting to have some red robot-men as bosses? That said, you're not necessarily [[Skitarii]] or menial techpriests of some sort. **''Forge Lord'': Your patron is one more focused on production and manufacturing. This gives a base perk to give a piece of scarce equipment, with other boons giving intel and contacts. **''Magos Biologis'': Your patron is obsessed with the purity of the human form and seeks to perfect it. Their base perk gives you easier access to augmetics and weapon mods, with other perks for more medical and augmetics access. *'''[[Ecclesiarchy|Adeptus Ministorum]]''': Of course, the Imperial Creed has much sway within the Imperium, with lots of faith-based boons. **''Arch-Confessor'': A crusty old codger with the church. Their basic boon gives you a room that makes Lore (Theology) checks easier, but their perks are a lot more social in nature. **''[[Canoness]]'': Three guesses why [[Musclegirl|you went here]]. As befits a commander of the [[Sisters of Battle|Bolter Bitches]], their basic perk makes you more resistant to corruption while other boons make you more militant, especially since one gives you bolters, some of the most expensive and most powerful guns in the game. *'''[[Astra Militarum]]''': Naturally, the Wall of Guns™ give you the most combat-related boons such as the Martial Training Facility, hirelings with guns, and extra guns. **''Lord-[[Commissar]]'': Though they're technically separate from the typical Militarum structure, they're just as influential if not more so. Their basic perk gives you the ability to cow enemies just by using the Commissar's name, with other boons giving more of a morale bent. **''Senior Officer'': You're the agents of some bigwig in the Guard. Their basic boon lets you call in some extra guardsmen for warm bodies, with other perks being more overtly militant. *'''[[Imperial Navy]]''': Being in charge of the Imperial Battlefleets, you have plenty of access to military assets. **''Port Commander:'' Your patron rules over a voidport, giving you access to that port as a base of operations as well as limited authority within it. The boons present work more on a social bent and allow you to gather some unlikely allies. **''Voidship Captain:'' As someone in charge of their own voidship, you also get to use that ship as a base of operations. Other boons provide something more overtly military. *'''Infractionists''': The hive gangs are a very powerful lot despite looking less so. While they don't have official authority, no other faction has the sorts of deals they provide. **''Criminal Mastermind'': The traditional strongarming crime boss. Their basic perk gives you a once-per-mission ability to call upon a fall guy to go to jail on your behalf in order to throw off some unwanted attention. Other boons provide more passive assets or ways to earn more intel. **''Guildmaster'': Not necessarily a criminal, but they very much can be. Grants a discount on anything you buy as well as some chumminess with some other factions, while other boons let you forge some more contacts. *'''[[Inquisition]]''': What? Thought that you wouldn't be able to recreate the shit that the old DH did? Both Inquisitors have the same perk, which provides you the ability to flash your Rosette in order to cow people into obedience. **''[[Ordo Hereticus]] Inquisitor'': The Witch Hunters. Some of their boons are better suited for hunting down witches and heretics, though sometimes they do require discretion. **''[[Ordo Xenos]] Inquisitor'': The Alien Hunters. They're less inclined to be subtle about their methods and might even dabble in xenotech. *'''[[Rogue Trader]] Dynasty''': While you can't play as an actual Rogue Trader's retinue, you can now act as the armsmen of one. Both patrons come with a free Voidship that you can use as a base, though you have limited authority within it. **''Diplomat'': The social sort of Rogue Trader. This leads to getting boon options that work more on providing forms of communication and allies. **''Trader Militant'': A Rogue Trader with more of a military bent. More of their boons focus more on military assets and gear.
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