Editing
Imperium Maledictum
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Changes from DH== * Character Progression is now universal rather than mixing and matching using Aptitudes or a fixed career table. What you pay for something is the same as what everyone else pays. For example, all talents cost 100 XP for any of them. ** Skill advances now only bump up your bonus by +5, making the cap a lot lower. To offset that, you can also buy specializations, which cost the same as the skill itself but are focused on a more specific area of expertise, similar to how WFRP 4E did it. ***This also spares the pain of anyone focusing on lore of needing to spend all that XP for each and every lore when you can just buy some advances in the Lore skill so you get a decent roll and then buy specializations on the Lores you really want to do well. ** Stat advances boost your stat by 1, but the cost is determined by how high your stat already is. Makes it a lot harder to focus on one particular thing, and that might not always be for the best. * A lot of skills from DH have been collapsed into other skills or rendered into specializations. You also don't exactly need to buy an advance in a skill to roll it, which saves a lot of mandatory XP expenditures. ** Fortitude gives you a Toughness-based skill to resist hazards like poison and extreme trauma. ** Dexterity combines Sleight of Hand with the defusing part of Tech-Use (Now just Tech). ** Discipline is a new Willpower-based skill to resist fear and psychic powers. ** Lore now accounts for all Common, Scholastic and Forbidden Lores via specializations. That last one in particular requires a certain talent to learn them though. ** Presence combines Command, Interrogate and Intimidate into one Willpower-based skill. ** Psyniscience is now a specialization within Awareness. ** Rapport combines Charm and Deceive. ** Reflexes combines Acrobatics and Dodge. * A lot of bonuses are axed thanks to things like range and RoF being gone, but rather than numerical bonuses to tests, you can score extra DOS (here called SLs) ** Advantage and Disadvantage are new concepts. Advantage lets you roll a test and flip the result you roll if it's more advantageous to you (e.g. rolling an 81 and flipping it for an 18) while Disadvantage does forces you to flip the result if that roll's worse for you. ** Critical Hits are revamped due to how weapons now base off DoS. Roll a double below your target number and you Critically succeed. Roll a double above that and you fumble. *** As a result of this, your hit locations are now determined by the ones digit of whatever you roll, with Torso taking a majority of the digits while the rest of your body only has one digit. * Combat is now stuck to Zones like [[Wrath and Glory]] and [[Age of Sigmar Roleplay|Soulbound]]. As a result, weapon ranges are now stuck to range bands (Immediate for melee and pistols, Short (or within your own zone but not engaged) for pistols, Medium (the next zone over) for most basic guns, Long for bigger guns, and Extreme for heavy weapons and rifles). * Superiority is a group resource you can gain by killing key enemies or understanding their foes and surroundings, similar in intent to WFRP's Advantage. This can be spent for advantage and interacts with a new enemy stat called Resolve. If your Superiority is higher than their Resolve, the enemies become desperate and can either give up, run away, or become suicidally brave. That said, any of your guys getting critted will cost you Superiority. * Insanity seems to be axed as a concept, while Corruption persists. That said, if you succumb to your Corruption, you have a chance to suffer either Mutations or Malignancies (which used to be done with Insanity). Your Toughness is your limit to mutations and your Willpower is your limit to malignancies and if you exceed either, you become [[Chaos Spawn|something...else...]] * Fate remains the same as ever, except that you can also burn fate for Superiority and to resist mutations. In addition, everyone starts with the same number of Fate Points short of a talent for an extra point you can only buy at creation. ** If you have the ability to, you can buy Faithful (Imperial Creed) to gain some more overt miraculous powers using Fate, similar to how Book of Martyrs did Faith powers. ===Psychic Powers=== * While you still need to make WP checks, you now have Psychic Mastery as a skill to make those checks easier (plus whatever specializations you pick there). ** Pushing lets you take a Mastery check with advantage, but now you must take 1d10 additional Warp Charge for it. Fumbling makes you auto-trigger Perils. * Warp Charges is now a pool of psychic energy that builds with each power you cast, with failures building it up faster and a hard threshold of your Willpower bonus unless you have talents to boost that. Of course, a high Warp Charge lets you boost the damage Force weapons give. **You can spend an action to roll Mastery in order to purge the excess charges and then make it just trigger random minor spooky phenomena. Let it build up too much and you need to make an emergency Mastery check in order to rein the power in or else spill out the PERILS. * Alongside the other major disciplines, you can also pick up Minor powers like back in 1E. Even better, You already know Smite as a default power alongside another minor power and a discipline. Taking the Psyker talent again lets you pick other disciplines. ** While discipline powers cost the same as a talent, minor powers are actually a bit cheaper. ===Equipment=== * MONEY'S BACK BABY! Gone are the requisition tests, now you get paid a stipend of local currency (here referred to as Solars, two guesses why) each mission. **While rarity still exists, this only alters how likely you are to find it and how much it might be worth to get. The craftsmanship of an item is instead defined by certain traits - and some of this can be funny like a Master-Crafted Unreliable piece of flak armor (it's got good armor, but the moment you take a crit, it cracks like it's made of brittle gold.) * Weapon categories are now shrunk down. Thanks to how weapons and specialization works, there's now only three for melee (Brawling, One-handed, or Two-handed) and more for ranged (Pistols, Long Guns, Ordnance, and Thrown). The weapon types matter less than you think since you don't need to buy weapons training. * Similar to WFRP 4th Edition, Weapons no longer deal randomized damage. Instead, they deal a static amount of damage + the difference in DoS between your roll to hit and the enemy's roll to dodge (Melee (X) vs Melee (X) for melee, Ranged (X) vs Reflexes (Dodge) for shooting). Note that this does also mean that you'll be comparing DoF if you both fail. * Ammo is...unusual, to say the least. While single-shot weapons are the same, anything that fires semi-auto (now the ''Burst'' trait) and full-auto (now the ''Rapid-Fire (X)'' trait) have seemingly miniscule clips...except not really. Using such weapons as single-shot weapons gives them seemingly infinite ammo, but using the ''Burst'' or ''Rapid-Fire'' guns is what eats up that clip. The former adds +1 DoS to your BS test to shoot, the latter makes it either deal extra damage or gain the ''Spread'' quality to hit multiple targets. This makes bolters in particular extremely powerful thanks to this and their high penetration value. ** Technically, there's an alternate rule that expands clips for those guns to five times their listed size if you want to be tracking every single bolt shell and las-charge you spent. ** All guns have standardized costs for their own ammo, which doesn't sound too bad, but this isn't quite so for something like a bolter, which costs '''5000 Solars''' and thus a magazine of bolt-shells costs about as much as most guns. This also doesn't account for specialized ammo, which adds a multiplier to the clip's cost. * Flamers are no longer auto-hitting death cones, though hitting has a chance of making the enemy catch fire. However, you now have the option to aim at the floor and turn a neighboring zone into a pool of raging fire. One of the best tools for this are the firebombs, as they're just dirt cheap molotovs you can lob around for burning funtimes. * Armor Penetration is a lot less common, though the loss of Toughness as damage reduction and adding DoS to damage kind of offsets that. ** The Rend trait lets certain weapons (chiefly chain and melta weapons) reduce enemy armor on a hit, making them way easier to hurt. *** Shields get to act as a counter to Rend, as you can sacrifice that shield to prevent damage. While it makes sense for a shield to block a chainsword and jam it up enough to make the attack ineffective but now the shield has a massive gash on it, the idea that the shield manages to perfectly block a melta shot without suffering harm is less so short of some really specific cases (Dodging last-minute enough that the shield's now melted slag, throwing a shield as a decoy). * Damage no longer has types, which sadly means that our beloved Critical Hit tables are now trimmed down significantly. This sadly also means that some results might not make sense, like how a flamer can cut a major artery on your leg. ** Critical hits (that is, from rolling doubles to hit) deal a random result on a 1d10, though the fact that this can't be nullified by something like successfully dodging an hit. This can lead to asinine things like losing fingers or breaking your jaw despite suffering no damage from the initial hit. * Force Fields are seriously overhauled. Now instead of a d100 test to hit a key range, you now roll a number of d10s to soak up damage with it overloading if the damage taken exceeds the max damage reduction. [[Category:Warhammer 40,000]][[Category:Roleplaying]]
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information