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Sunday 24 December 2023

Whispers of Dark Heresy

The Imperium of Mankind has stood for over ten millennia and spans a million worlds across the galaxy. At its heart sits the Emperor, the beacon whose light touches the billions and billions of Humanity unquestioned and blesses them all. Some though, feel his benign imperial blessings more than most. For they are the lucky ones. They have been chosen from amongst the teeming masses to serve him through one of his great servants elevated in great service to forward the Emperor’s divine might and ensure the safety of the empire. At the direction of such a patron, these Imperial Citizens will gain privileges far beyond that imagined by their fellows—the chance to travel and see worlds far beyond their own, enjoy wealth and comfort that though modest is more than they could have dreamed of, and witness great events that they might have heard of years later by rumour or newscast. In return, they will be directed to investigate mysteries and murders, experience horror and heresies, expose corruption and callousness by their patron, whether in pursuit of their patron’s agenda, his faction’s agenda, the Emperor’s will, or all three. Their patron can help them, but not too much lest his involvement become too overt, or it can hinder their efforts, and whilst their success in any mission will ensure they retain his favour, failure can lead to death, exile, or worse. In the Forty-First Millennium, everyone is an asset and everyone is expendable, but some can survive long enough to make a difference in the face of an uncaring universe and the machinery of the Imperium of Mankind grinding its way forward into a glorious future.

This is the set-up for Warhammer 40,000 Roleplay: Imperium Maledictum, the latest roleplaying game published by Cubicle 7 Entertainment to be set in Games Workshop’s far future of the Forty-First Millennium. In scale it shares much with Warhammer Fantasy Roleplay, Fourth Edition, but in terms of tone and scope, as well as what characters the players roleplay, it harks back to Dark Heresy, the very first roleplaying game to be set within the Warhammer 40,000 milieu and published in 2008, the very first roleplaying game that Game Workshop had published in two decades. Dark Heresy would, of course, be later published by Fantasy Flight Games and receive a second edition. Although the scale is similar, there are differences. Apart from being derived mechanically from Warhammer Fantasy Roleplay, Fourth Edition and the Player Characters serving a Patron rather than a member of the Inquisition—although that is a possibility for the Patron—the major difference is the change in setting. Each edition of Dark Heresy had its own setting, and so does Imperium Maledictum. This is the Macharian Sector. Conquered and then founded by General Macharius, later Lord Solar and Saint Macharius, his death would result in the Macharian Heresy as his generals squabbled over who should succeed him and whole worlds he had conquered rebelled in his absence. Order would eventually be restored, but the sector would subsequently suffer further catastrophic losses as the Great Rift opened and the Noctis Aeterna spread, cutting off communication, trade, and psychic links with rest of the Galactic West that lay between it and Terra. Only recently has the mysterious Noctis Aeterna begun to recede, the Days of Blinding ended, and links reforged with worlds lost under its pall and beyond the sector itself. As the Imperium re-establishes and solidifies its authority, there remain dangers from within and without. From within, heretics turn to the Dark Gods with their promises and falsehoods and corruption is rife, wasting the Emperor’s resources and wealth, and from without, there is always the danger of raids by Orks or worse, Tyranoids.

Play in Imperium Maledictum does not begin with character creation, but with the selection and creation of a Patron. For the Game Master and her players, this is the most important NPC in the roleplaying game. The Patron, a powerful individual, employs the Player Characters, directs and supports missions he assigns to them, and rewards them for their successes. The Patron comes from one of nine factions—Adeptus Administratum, Adeptus Astra Telepathica, Adeptus Mechanicus, Adeptus Ministorum, Astra Militarum, Imperial Fleet, Infractionists, Inquisition, and Rogue Trader Dynasty—and each has a degree of Influence within the faction and owes a Duty to faction. Two roles are suggested for each Faction, for example, Astropath and Sister of Silence for Adeptus Astra Telepathica, and Criminal Mastermind and Guildmaster for Infractionists. These provide the Boon, which the players and their characters will be aware of, whilst the Game Master will secretly select a Liability for the Patron, one per Boon. The Patron has a Motivation and a Demeanour. Apart from the Liability, the creation of the Patron is a collaborative process between the players and the Game Master, and there are tables upon which can both roll for during the process.

Patron Faction: Imperial Fleet
Influence: +2 with the Imperial Fleet
Duty: Voidship Captain
Duty Boon: Voidship
Boon: Astropathic Communication
Liability: Dealbreaker
Motivation: Unity
Demeanour: Sombre

A Player Character in Imperium Maledictum is defined by his characteristics, Origin, Faction, and Role. The nine characteristics are Weapon Skill, Ballistic Skill, Strength, Toughness, Agility, Intelligence, Perception, Willpower, and Fellowship. The Origin is the Player Character’s homeworld, such as a Forge World or a Hive World, and it which provides bonuses to some of the characteristics and an item of equipment. The faction is the organisation which trained the Player Character and to which he belongs to. It provides bonuses to the Player Character’s characteristics, skills and skill specialisations, a Talent, Influence with the Faction, and equipment. These can either from the generic list or a Duty , which provides a complete package. For example, the Duty option for the Adeptus Administratum consist of Clerk, Officio Medicae, and Scrivener. A Player Character has a Role, of which there are six in
Imperium Maledictum. These are the Interlocuter, typically investigators and diplomats; Mystic, Psykers who use Warp powers; Savant, scholars who conduct and retain knowledge; Penumbra, spies, thieves, and assassins who specialise in stealth; Warrior, skilled fighters; and Zealot, ultra loyalists who often put their loyalty before their lives. To create a character, a player rolls for his characteristics on 2d10+20 each, and then for Origin, Faction, and Role. At each stage—as per Warhammer Fantasy Roleplay, Fourth Edition—the player can make choices or keep the results of each roll. If he does the latter, he earns extra Experience Points to spend on improving his character. That is, except for Role, which the Game Master—as the Patron—can select and the Player Character earn more Experience Points or choose himself and gain none. In addition, a player can roll for, or choose, a name, appearance, and connections, and then through answering a few questions develop some background, a Divination, and some goals for the character.

Name: Gaius
Origin: Hive World
Faction: Adeptus Ministorum (Missionary)
Role: Zealot
Divination: Mercy is a sign of weakness
XP: 200

CHARACTERISTICS
Weapon Skill 31 (3) Ballistic Skill 37 (3) Strength 36 (3) Toughness 31 (3) Agility 39 (3)
Intelligence 27 (2) Perception 31 (3) Willpower 39 (3) Fellowship 27 (2)

SKILLS
Discipline 49 (Fear 54), Lore 37, Melee 36 (One-Handed 41), Presence 44, Rapport 37

TALENTS
Faithful (Imperial Cult), Flagellant, Martyrdom

EQUIPMENT
Ugly Filtration Plugs, Autopistol, Chainsword, Laud Hailer, Robes, Holy Icon, Backpack, 200 Solars

APPEARANCE
23, old eyes, orange hair, pox marks

Mechanically,
Imperium Maledictum is a percentile system for both characteristics and skills. Notably, there is a relatively limited number of skills, which are quite broad in what they cover, and then three specialisations per skill. There is a limit of how many advances that a Player Character can have assigned to a skill or a specialisation—four or a total of twenty points each—and an advance is worth a flat five-point increase. So, in comparison to Warhammer Fantasy Roleplay, Fourth Edition, there is a certain streamlining to skills, specialisations, and advances in Imperium Maledictum. The core roll is of the percentile dice versus a characteristic or a skill or a specialisation. Success Levels determine how well a Player Character or opponent did and are determined by deducting the tens digit of the dice result from the tens digit of the characteristic, skill, or specialisation being tested. The situation or a Talent can alter the number of Success Levels generated. Advantage in a situation enables a player to swap the tens and unit dice around if it benefits his character, whilst Disadvantage forces the player to swap the tens and unit dice around if it penalises his character. Rolling the same numbers on the dice indicates a Critical result if successful or a Fumble if a failure, especially in combat.

Throughout the game, players will keep track of two important factors. One is Influence, ranging from ‘+5’ and ‘Honoured’ to ‘-5’ and ‘Hunted’, for each Faction. It can be derived from a Player Character’s own or Personal Level or it can from a Patron, although there may be consequences for bringing the Patron’s Influence to bear on a situation depending upon the circumstances. Influence not only represents standing with a Faction, but when Social Tests are made, indicates the number of extra Success Levels to be added to the roll, and these can, of course, be positive or negative, depending on the Influence value. Influence can be gained or lost through play. The other factor is Superiority, a group resource, which the Player Characters can gain via good play and preparing for situations and in combat by good rolls, and is then spent to add Success Levels. However, it can also be lost for the reverse. Superiority is also measured against the Resolve factor of an NPC and if greater can make the NPC desperate or even run away.

Combat in
Imperium Maledictum uses the same core mechanics, typically fought out over two or three zones. As you would expect, the rules cover movement, the environment, actions, and more, with options or miniature or grid-based combat if the playing group prefers. A Player Character has a single action and a single movement per round. If an attack is successful, the number on the units die indicates the location of the strike. Critical wounds are gained when either a Critical roll is made on an attack or when the damage suffered exceeds the defendant’s total number of Wounds. There is a set of Critical Hit tables for each body part at the back of the Imperium Maledictum book. The rules also cover vehicles and vehicle combat.

A Player Character also begins play with three points of Fate. This can be spent or burnt. It can be spent to reroll a failed Test, to gain Advantage on a Test, add a Success Level to a test after it is rolled, to gain the Initiative in combat, and to ignore the effects of a Critical Wound or remove a Condition. It can be burnt to avoid dying (‘Die Another Day’), completely avoid one source of incoming damage (‘The Emperor protects’), to not develop a rolled mutation (‘Steel Your Soul’), choose the results of a test (‘For the Emperor’), and to gain Superiority (‘Turn the Tide’), especially when the Player Characters have none. It is also possible for a Player Character to gain Corruption, ranging from one points and Minor Corruption to four points and Major Exposure. This can include witnessing a Lesser Daemon or having contact with a Chaos Mutant or being exposed to the site of a Chaos Ritual or making a deal with a daemon. It can be resisted by a Fortitude Test or a Discipline Test, depending on the source of the Corruption, reducing the Corruption suffered by one point per Success Level rolled. If the amount of Corruption becomes too much, a Player Character can succumb to the Corruption and suffer from mutations or malignancies—and there is a table of both results.

It is also possible to play a Psyker, such as a Sanctioned Psyker of the Adeptus Astra Telepathica, and who have taken the Mystic Role during character creation. A Psyker can have minor psychic powers like ‘Call Vermin’ or ‘Jinx’ and study disciplines such as Divination or Pyromancy. To use a power his character possesses, a player rolls a Psychic Mastery Test, modified by the difficulty of the power, and if successful, applies the effect. The Psyker also gains Warp Charge for using the power, and as long as the total Warp Charge does not exceed the Psyker’s Warp Threshold—equal to the Willpower bonus—he has everything under control. To bleed off Warp Charge, the Psyker’s player must successfully roll a Purgation test, although is only required to do so in stressful situations, like combat. This also requires a roll on the ‘Psychic Phenomena’ table and gives results such as ‘Rot and Decaying’ destroying any foodstuffs in the area or unleashing a ‘Banshee Howl’. If total Warp Charge does exceed the Psyker’s Warp Threshold, a successful Psychic Mastery Test will still keep it under control, but if failed, the power of the Warp contained within the Psyker’s body is bled off catastrophically, requiring a roll on the ‘Perils of the Warp’ table, with results such as ‘Gibbering Wreck’ which causes the Psyker to scream as the insights of the Warp twists his mind, stuns him, and exposes him to Moderate Corruption or ‘Daemonic Emergence’ in which a daemon forces its way out of the Warp. Once a character has the Psyker Talent, he immediately gains a Minor Psychic Power and access to a Discipline, and can later spend Experience Points to purchase further Minor Psychic Powers and Powers within a Discipline. Purchasing the Psyker Talent grants access to another Discipline.

Imperium Maledictum has an extensive equipment list, which includes classic Warhammer 40,000 weapons like the boltgun and the power sword. Services and transport are also covered, as is augmetics, the replacement of missing body parts. There is guidance too, on what the Player Characters can do during between missions, which might be endeavours, like combat training, commissioning a new piece of gear, engaging in religious worship, and more. For the Game Master, there is a very good overview of the Imperium and how the Macharian Sector is tied to the Imperium, and in more detail, Macharian Sector and its history. The various factions and their motivations in the sector are discussed, there are descriptions of each of the major planets—nearly forty of them—and their notable features, personalities, particular cults, and so on. There is also a good bestiary, which provides details of various NPCs such as a Manfactorum Labourer of the Adeptus Mechanicus or a Voidsman of the Imperial Fleet, with advice on how to use them as well as their stats. Enemies include a range of cultists, rogue psykers, daemons, and more.

The advice for the Game Master includes game set-up and Session Zero, getting the tone right for the players, how to create and run investigations, and general advice on handling various aspects of the rules, like encounters and giving out rewards for the Player Characters. There is a map of the Marcharius Sector inside the front and back cover. What there is not in
Imperium Maledictum is a beginning scenario and that is its biggest omission. There is plenty of background from which the Game Master can create her own scenarios, but there is no starting point to get the group playing straight away.

In terms of play style, the Player Characters do have limited, but powerful agency and motivation. Theirs is the agency to conduct investigations on behalf of their Patron, but also at his suffrage. If they fail, they embarrass their Patron at the very least, at the very worst they could be discarded and replaced by their Patron just as easily as he plucked them from their ordinary obscurity to serve him. They are also at the mercy of their Patron’s enemies, likely as equally powerful, if not more, so they have to be careful of Imperial factional politics in the Marcharius sector in a way they never had to be before. Consequently, potentially running foul of the system presents almost as much danger as the cultists, rogue psykers, Chaos daemons, and other threats they might face as the obvious dangers to the Imperium. This balance between the ordinary and the outrĂ© is one that really did call for a scenario to see how it works and to showcase how an investigation is handled in
Imperium Maledictum.

Physically,
Imperium Maledictum is very well presented with great art as you would expect from a volume with access to Games Workshop’s vast library of artwork. The book is also decently written and the rules are easy to grasp and understand.

Warhammer 40,000 Roleplay: Imperium Maledictum looks both backwards and forwards. Backwards to Dark Heresy and the first Warhammer 40,000 roleplaying game published in 2008 with its emphasis upon investigations into dark cults, Chaos, corruption, and mysteries in the Forty-First Millennium on a par in terms of power level with Warhammer Fantasy Roleplay, but forwards because Cubicle 7 Entertainment uses its own setting and also a streamlined version of the same mechanics as Warhammer Fantasy Roleplay, Fourth Edition, but designed for slicker, faster play. The result is that Warhammer 40,000 Roleplay: Imperium Maledictum is a solid introduction to roleplaying in the Imperium of Mankind and facing its perils.

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