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#Imperium Maledictum
farsight-the-char · 1 year
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This is the best newer 40k official art ever and Cubicle7 understands 40k perfectly.
The sheer Weight of It.
The imprisoning effect of the cubicle without even privacy, A constant police presence. THE sheer EXPANSE of Imperial Cruelty and Wasteful Nature.
This was the image that made me want to buy Imperium Maledictum.
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stickyhunter · 8 months
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Gue'vesa and the T'au Empire—rules for Imperium Maledictum
Want to play a human under the T'au or have a T'au Patron for that matter? Well hey I've got you covered!
Plain text version under the cut
T’au Faction
Gue’vesa
“Once got an ork square in his head with this pulse rifle, that’s how I became Gue’vesa’ui. Technology. It saves us all in the end.” —Shas’gue’vesa’ui Edyth Yorscht
The Gue’vesa are found in regions of the galaxy where words of the Emperor ring the most hollow, and where swathes of guardsmen were sent yet never brought home. To those souls, the T’au Empire, their leaders, and their technology, ensure safety and reliability. Gue’vesa are often descended from lost regiments of the Imperial Guard; deployed far too quickly, to establish beachheads that could never hold, left stranded in hostile territories, saved by the T’au. They may not feel much difference between governance of the Imperium and that of the T’au, yet the heavy thumb of anxiety lingers should the Imperium see their treachery in full.
For the most part, Gue’vesa are absorbed into the Fire Caste of the T’au, human helpers serving as yet more bodies that can be thrown at a problem - for some Gue’vesa it is a continuation of the Imperial Guard duty they once left behind. However, humans may receive a place amongst other castes, should their T’au masters recognise their skill in other fields: those born on forge worlds or trained to repair their vehicles in the Astra Militarum may be given a place in the Earth Caste, Administratum officers and regimental quartermasters find places among the Water Caste, and Imperial Naval crew may serve the Air Caste as envoys and ground crews, as the Kor rarely set foot on any planet.
Few, if any, are granted a duty serving the Aun—Celestial Caste—for such a role carries its own heavy burden of responsibility within the T’au Empire. Gue’vesa serving the Ethereals may have been zealots of a faith that long since failed them, now tasked with preaching the Greater Good that saved them, on orders of the Ethereal Supreme and the Ethereal High Council to all other Gue’vesa.
Despite millenia of holding xenocidal doctrine, the Imperium has its uses even for those who have strayed, for their lives are no less expendable than those of the loyal. Within the Imperium, the Gue’vesa may not interact with the Imperium’s authorities in the same way as others, being distrusted at minimum, though most often outright viewed as traitors, for any influence of or loyalty to Xenos is heretical. By contrast, some few souls may see the Gue’vesa in a more positive light, an indicator that the technology of the T’au can prove useful, or at the very least that uniting forces can thwart a worse threat.
How did you become a Gue’vesa? Were you born from those guardsmen, isolated and running out of supplies, found by the T’au? Did you seek your own freedom from the brutality of the Imperium? Maybe it started with the sight of a swift death held off by a fire warrior rather than an Imperial guardsman. How do you see the Imperium — do you hold it in any particular regard, based on your time with the T’au? What of those who are more removed from the Imperium than you, do you regard them with any more empathy than those under the Emperor's light do? Maybe you see camaraderie among humans and Xenos as a path forward, together as a united force, or it could be that even the thought of it hits you with the same unease that is usually sent your way. Regardless of your origin or thoughts on the Imperium, you trust that despite its galactic dominance, you have a duty to further the Greater Good, a duty that their antiquated faith in a dead god cannot dull.
Gue’vesa Benefits
You gain +5 Fellowship, +5 to either Toughness, Ballistic Skill, or Intelligence
You have 5 Advances to spend on Tech, Ranged, Intuition, Dexterity, Lore, and Discipline.
You gain the Greater Good Talent.
You gain +1 Influence with T’au Empire
You gain +1 Advance in Forbidden Knowledge - Linguistics (T’au) 
You gain a Knife, Survival Gear, an EMP Grenade, and a Pulse Pistol
You gain your choice of a Pulse Rifle, Pulse Blaster, or a Markerlight
Duty
You can choose one of the following duties to quickly create your character. Additionally, you have +1 Influence with the T’au, the Greater Good Talent, a Knife, Survival Gear, an EMP Grenade, and a Pulse Pistol.
Shas’gue’vesa (Fire Caste)
Your duty is to engage in ranged combat wielding T’au arms, a responsibility placed upon those trusted with weaponry akin to the Shas’saal—the T’au equivalent of cadets.
Characteristics: +5 Perception, +5 Ballistic Skill
Skill advances: Intuition (2), Reflexes (1), Ranged (2)
Equipment: A Markerlight and a Pulse Rifle
Fio’gue’vesa (Earth Caste)
Your duty is to ensure the running of machines, infrastructure, and the cultivation of food. Rough hands come with a pragmatic view on tasks and years spent maintaining technology.
Characteristics: +5 Intelligence, +5 Toughness
Skill advances: Logic (2), Tech (1), Fortitude (2)
Equipment: A Drone, a Drone Controller, and a Fusion Torch
Kor’gue’vesa (Air Caste)
Your duty is to deploy where the Kor T’au do not, being sent down onto planet surfaces as an envoy or ground crew for the T’au Navy.  
Characteristics: +5 Willpower, +5 Intelligence
Skill advances: Linguistics (2), Tech (1), Ranged (2)
Equipment: Dataslate and a Micro-Bead
Por’gue’vesa (Water Caste)
Your Duty is to flow and bind all living things via diplomacy, establishing trade routes, and accompanying others from the T’au Empire to secure a functioning society.
Characteristics: +5 Fellowship, +5 Willpower
Skill advances: Rapport (1), Linguistics (2), Discipline (2)
Equipment: Dataslate and a Writing Kit
Aun’gue’vesa (Celestial Caste)
Your Duty is to guide the others under the T’au Empire, a sovereignty among the ranks. T’au born Aun produce pheromones, giving them latent control over the other castes—while a Gue’vesa doesn’t have this, your true belief for the T’au Empire and all it stands for carries the same authority.
Characteristics: +5 Fellowship, +5 Intelligence
Skill advances: Linguistics (1), Lore (1), Logic (1), Rapport (2)
Equipment: Laud Hailer and a Micro-Bead
Talent — The Greater Good
Requirement: Can only be taken during character creation. You cannot have the Ignorance Is My Shield Talent.
The T’au Empire welcomes all species who don’t resist their expansion, for it serves the Greater Good. You gain +2 SL to any Test made to influence a member of the T’au Empire or +1 SL on Tests to influence Xenos.
T’au Technology
Gue’vesa are allowed a privilege few others are—access to pulse weapons created by the T’au. These weapons are not only deadly and reliable weapons, but a status of trust from the T’au Empire. Gue’vesa are to use what is given to them wisely and with care, for questions of their discipline and worthiness of service will be raised if they fail to do so.
Pulse Weapons
Examples: Pulse Pistol, Pulse Carbine
These weapons, while similar in some ways to the plasma weapons of the Imperium, are refined to the point of optimal functionality by the T’au. While usually seen in the hands of frontline Fire Warriors, they are often also entrusted to non-T’au auxiliaries, from Kroot to Gue’vesa.
Pulse weapons deal high damage and have the Penetrating Trait.
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Grenades, Missiles, and Explosives
Weapon Trait—Haywire
When you use a weapon with the Haywire Trait to target a Zone within range and make a single Ballistics Skill (Ordnance or Thrown) Test, depending on whether the weapon is a Launcher or a thrown Grenade. There is a major disruption to all technology within the target Zone for the next Round, any Tech Tests suffer a -20 penalty.
All characters in the target Zone must make an opposed Reflexes (Dodge) Test versus the result of your Test. If you win the Opposed Test, the characters that fail become Deafened, any Augments they have Haywire for a number of Rounds equal to the difference in SL. This means that some characters in the target Zone may be affected more than others.
EMP Grenade
EMP Grenades are specifically designed to send out an electromagnetic pulse, disrupting or outright frying circuitry to a point of disuse.
EMP grenades make the target Zone go Haywire. If deployed successfully, any vulnerable electronics—dataslates, machinery, even augments—are momentarily disabled. This duration can be extended or shortened depending on the individual electronics, an eye augment may return to use before that of a console for example.
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Weapon Modifications
Markerlight
A Markerlight is a laser used to pinpoint targets, giving its user an exact distance between the Markerlight and the target. Others (including the target) may notice an incredibly small blue dot, revealing the shooter’s presence should they know what this is.
While attached, a Markerlights user can make a Routine Ranged (+20) Test to mark the target for 1 round, any character making a ranged attack against the marked target gets +1 SL to the Ranged Attack Test. Targets can make an Opposed Dodge (Reflexes) Test to try and avoid the Markerlight.
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Exotic*—All these items are Exotic within the Imperium. To obtain new versions of these items you must make contact with T’au Envoys.
Tools
T’au Drone
Much like the Servo-Skulls of the Imperium, T’au Drones (Kor’vesa in the T’au language) fill a similar role with one key difference: unlike Servo-Skulls, made with the minds of loyal adepts forever in service to the Emperor, T’au Drones exclusively make use of artificial intelligence rather than to pick apart the remains of those who’ve passed; a trait that inspires revulsion by Imperial doctrine that deems an use of so-called “abominable intelligence” as a grave heresy.
These disk-shaped drones carry equipment or technologies such as sensors. Drones can even wield T’au weaponry, though Gue’vesa are rarely equipped with weapon drones.
Additional Rules: A Drone hovers at roughly a foot above eye level and unless instructed otherwise keeps near its operator. Each Drone has a specific ability as described below:
Illuminator: The Drone has a plasma-fueled capacitor within itself that it can reveal and diffuse through thick glass. This acts as a glow globe or stablight (see Imperium Maledictum page 148).
Surveillance: The Drone is equipped with a singular video recorder, being used to subtlety record the movements of anyone or anything within the area, transmitting recordings to its operator’s Drone Controller.
Utility: The Drone has a mix of tools to aid in mechanical tasks, which acts as a combi-tool (see Imperium Maledictum page 146) for a character at Immediate range.
The quality of drones can vary the abilities of any implanted devices,or can have other effects such as it hovering erratically or drifting away from the character at times. Greater designs might anticipate their user’s needs, or be able to carry out more complex commands.
Drone Controller
A Drone Controller is an electronic device used to control the T’au Drone. These controllers are usually attached to the pauldrons or helms of T’au armour and battlesuits, but may be modified for handheld use.
Fusion Torch
A Fusion Torch is a T’au tool used with an intense beam created via nuclear fusion, making a short-ranged, high-powered cutting tool that not even the thickest metals can hold out on.
A Fusion Torch can be used in combination with Tech (Engineering) Tests to cut through solid objects such as bulkheads, vault doors, or walkways.
T’au and the Gue’vesa
“There’s much out there the T’au have faced. Many here would fear to face those threats. The Imperium still has much to learn.” —Hans Al'Scoth, Aun’gue’vesa’vres
The T’au Empire sits comfortably within the Ultima Segmentum, yet after a T’au Fortress Station bestowed the name T’olku El'Myam'thun—the Skystrider of the T’olku Sept—fell into a warp storm it was left dazed by stars it hadn’t glimpsed before. Clueless to the true workings of the warp, the station now lies in the Macharian Sector of Segmentum Pacificus far to the West of where it originally set off.
In the Macharian Sector
Having scanned the skies finding the pulsar stars that point thousands of light years to the east toward T’au—home—the T’au on the fortress station understood they were stranded. Bewildered by how they travelled such an extensive distance finding themselves within the Macharian Sector, their task now is to connect with the T’au Empire in some capacity, while also seeing this as a prime opportunity to invite more races into the Greater Good, and establish a T’au force within the western sections of the galaxy.
The Flow of Power
Within the T’au Empire the flow of power is simple: lower ranks answer to higher ones, answer to the highest rank, answer to the Ethereal Court, answer to the Ethereal Supreme. While the Ethereal council, who oversee all castes and aspects of expansion, is the governing body of the T’au; here in the Macharian sector the link to the highest part of the hierarchy, the elevated members of the council and the Aun’o, is severed. The Aun that were aboard the T’au Fortress Station maintain their leadership, unwavered by the uncertainty thrown upon all those onboard after such a leap through the warp.
Seat of Power
The Ethereal Supreme holds authority over the entirety of the T’au Empire, and fills a similar power role to that of the Emperor for the Imperium. This role, however, is passed down from one ruler to their protégé, for example Aun’Wei passing the role of Aun’o to Aun’Va. However here in the Macharian Sector the T’au answer to the highest ranking member of the Ethereal caste onboard the fortress station—Aun'Ui T'olku Vior'Vah, Prelate Farstone of the T'olku Sept. They do not act as a replacement for the Ethereal Supreme and Master of the Undying Spirit who resides within their home sector, but rather as a leader continuing the roles T’au have followed for millenia.
Whispers
Word from voidships far outside of the Macharian Sector have spoken of seeing more T’au Orbitals appearing within the region, maybe other T’au ships entered that same warp storm, being scattered much like those who found themselves here.
Patrons
As a Gue’vesa, your Patron is likely a servant of the T’au Empire, or, in a rare show of fragile trust between the T’au Empire and Imperium, you serve an Imperial Patron. 
T’au Patron
Your Patron is a member of the T’au Empire, seizing their chance in this new territory to establish a beachhead and secure alliances. Unknown to the everyday citizen of the Imperium, the T’au would appear to be just another Xenos threat, yet your Patron hopes with a helpful hand that Imperial systems will slowly come to see the higher truth of the Greater Good. The looming presence of the Imperium is ever in your Patron’s mind, forcing them into political engagements that are beyond complex.
Influence: Your Patron has +2 Influence with the T’au Empire.
Duty: Your Patron is either a Shas’o—A Fire Commander—or a Aun’saal—an Ethereal Lord.
Shas’o (Fire Commander)
Your Patron holds the highest rank within the T’au army, similar to that of a Commander. While many within the fire caste see this as the only way of leaving the T’au military aside from death, others seize it as an opportunity for control. Your Patron not only understands warfare, but has seen it up-close at a scale like few in the Fire Caste let alone the T'au Empire have been unfortunate enough to witness.
Free Boon: T’au Firepower
Your Patron is able to procure T’au weaponry with little interruption. You have Advantage on Availability Tests for T’au technology, T’au technology becomes 2 steps easier to obtain.
Aun’saal (Ethereal Lord)
Your Patron is a high-ranking T’au, a lord in their own right, and not one to mince words. Their word is law, and those words can prove inspirational. Your Patron is studious, knowing words can cut like a sword; and that negotiation is just as powerful as any gun.
Free Boon: Ethereal Caste
Your Patron’s rank within the T’au Empire allows them certain sway over all who are under them. Should it be needed, a message from your Patron can be shown to others who serve the T’au Empire. When you provide this message, you can choose to force anyone who is aware of the T’au to make a Hard (-20) Discipline (Composure) Test or capitulate to following any commands given to them. You may assume that anyone who shares a Faction with your Patron knows of their rank, while it is up to the GM who else is aware of it.
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Anything marked with an * is listed below, all others listed are found within the Imperium Maledictum Core Book.
Boons
Auxilarist
Your Patron can call on a small squad of Kroot Mercenaries that can be found within the Macharian Sector. Once per mission, your Patron can put a number of Kroot Mercenaries (page 349) equal to the number of characters in the party under the party’s command for a day. The Kroot Mercenaries are under the control of the Gamemaster, and have been instructed to aid the party.
T’au Firepower
Your Patron is able to procure T’au weaponry with little interruption. You have Advantage on Availability Tests, T’au technology becomes 2 steps easier to obtain.
Fire Warrior Surplus
Your Patron is willing to equip you with surplus T’au Infantry supplies. You may start play with any one option from the list below. Additionally, you may spend a downtime Endeavour to claim an additional item.
A Pulse Pistol, a Pulse Rifle, or a Longshot Pulse Rifle.
3 EMP Grenades.
Any one piece of Xenos Mesh.
Either a Backpack, A Respirator, a set of Survival Gear, a Slip/Drop Harness, an Entrenching Tool, a Grapnel & Line, a Fusion Torch, or a Markerlight.
Water Caste Archive
Your Patron has collected strange and extensive knowledge of all who have joined the T’au and even those who have not. They are willing to give you access to this archive, potentially giving you information on your targets and enemies, and giving Advantage on Lore Tests.
Ethereal Caste
Your Patron’s rank within the T’au Empire allows them certain sway over all who are under them. Should it be needed, a message from your Patron can be shown to others who serve the T’au Empire. When you provide this message, you can choose to force anyone who is aware of the T’au to make a Hard (-20) Discipline (Composure) Test or capitulate to following any commands given to them. You may assume that anyone who shares a Faction with your Patron knows of their rank, while it is up to the GM who else is aware of it.
Rogue Travel
Rogue Traders: +1 Patron Influence
Your Patron has forged alliances with a Rogue Trader dynasty, and is able to arrange passage for you aboard one of their vessels. During each mission, you can undertake up to two voyages on the Rogue Traders’ vessel, including Interplanetary (Warp) travel, as well as hiding you from Imperial Authorities whilst aboard. Your accommodation and meals are of Standard Quality for a week, after which your Patron’s agreements do not cover the expense of further accommodation and rations.
Water Caste Envoy
Any one Faction: +1 Patron Influence
Once per adventure, your Patron gives you a direct line to a Por’el—a Water Caste Diplomat—granting you the right to an audience with a member of the Imperial nobility or high-ranking military on any world, with the Por’el joining you on mission, under orders of your patron to facilitate negotiation.
T’au Air Support
Your Patron can always secure you Good Quality Planetary travel on atmospheric craft. Additionally, once during a mission you can call in a focused air strike or close air support of either Imperium or T’au make, which can be resolved as three attacks of either Frag or Krak Missiles with a Ranged skill of 60. At the Gamemaster’s discretion at the exact nature of the air strike may change, for example a flyover from a Barracuda Class Fighter may consist of two attacks by Pulse Blasters and a single drop of an EMP Grenade and a Ranged skill of 60.
Liabilities
Redundant Observer
Your Patron wants to know exactly how you operate, and has entrusted a Drone to acquire that information. Your Patron deploys a Drone equipped with only a Video Recorder to document your exploits. These obsolete observers will occasionally hinder progress in missions by getting in the way, making noise, or otherwise bumbling around.
Background and Influence—T’au
If your Patron has positive Influence with the T’au they have likely worked alongside the T’au towards a common goal. They may have joined forces, organising a pushback on a Tyranid swarm, or perhaps some Gue’vesa aided the escape of your Patron from an oncoming Waaagh! of Orks, maybe the Patron themselves worked closely with the T’au.
If your Patron has negative Influence with the T’au they will likely have interfered with T’au plans, most likely through serving the imperium directly in conflict with the T’au, though may have had a more indirect effect such as preventing T’au technology being spread to the Gue’vesa within the sector, or maybe your Patron had some hand in warning a settlement the T’au originally targeted for the Greater Good.
Questions your players may inquire: Having a Gue’vesa character—or a T’au Patron for that matter—within a group raises more than a few questions. For example: “Why, in the Emperor’s name, would we ally with Xenos?” To which a number of reasons could be given or hidden from the players. Perhaps those further up the chain of command have allied with T’au within the sector to take out a common threat of Tyranids, Orks, or Drukhari. Maybe you are setting up a conflict with the T’au themselves later down the line; knowing your enemy always hits harder. Access to T’au technology may be another tempting reason to ally with them.
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rpgsandbox · 1 year
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10. Monty Python's Cocurricular Mediaeval Reenactment Programme (Exalted Funeral)
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9. Old Gods of Appalachia (Monte Cook Games)
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8. Warhammer 40K Imperium Maledictum (Cubicle 7)
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7. The Walking Dead Universe RPG (Free League)
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6. Shadow of the Weird Wizard (Schwalb Entertainment)
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5. Mothership 1e (Tuesday Knight Games)
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4. Household (Two Little Mice)
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3. 13th Age, 2nd Edition (Pelgrane Press)
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2. Dragonbane / Drakar och Demoner (Free League)
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1. King Arthur Pendragon, 6th Edition (Chaosium)
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skunts-own-truth · 1 year
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C7 just revealed Imperium Maledictum’s cover, and I am absolutely in LOVE! This, right here, is some top tier 40K imagery.
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thelearnedsoldiertoo · 9 months
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Sergeant Caite Shay
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I am absolutely DELIGHTED with the finished product by @cadhla182 of my 40k Imperium Maledictum(aka Dank Heresy 3e) Inquisition Acolyte, former Astra Militarum Sergeant and Felinid cutiepie Caite Shay!
As is probably apparent, she's the unit sniper and off-sneeki breeki, and has been quasi-democratically appointed by her fellow Acolytes as the squad leader, something I will admit I did not expect when making her!
I love her so much Cadhla thank you for this! :D
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valtari-krieg · 5 months
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Yasta Gwyn - Imperium Maledictum Psyker
My group will soon be starting a game of Imperium Maledictum, and I'll be playing Telepathy/Divination psyker Yasta Gwyn.
I've started writing her backstory, so I'll put the first part of it under the cut.
The 9th child of Admiral Nonus Gwyn of the Askellon Sector, Yasta Gwyn was born under a veil of ill-omen. Conceived aboard her father’s flagship, the Indomitus Noctis, during a nightmare warp voyage plagued by storms and predators of the Immaterium, Yasta’s mother Deanna struggled to carry her pregnancy safely to term and ultimately lost her life whilst labouring to deliver the pale, sickly infant. 
Knowing that a ship of the line was no place to raise a noble child, Admiral Gwyn entrusted his youngest daughter to one of the Sisters Hospitaller serving within his fleet, Sister Alleyn. She was ordered to deliver Yasta to the Gwyn family estate on the Askellan Capital world of Juno and to remain there in custody of the child until a nurse could be arranged to take over her care.
The voyage from the fleet back to Juno was not easy, requiring the good grace of a passing merchant vessel and promises secured from the Admiral to arrange, and the passage was by no means a direct one. Nearly eighteen months passed on the meandering merchant’s ship’s route, and by the time Alleyn finally made landfall with the now-toddler Yasta, she arrived to find the Gwyn estate in shambles and the servants and other children of the Admiral nowhere to be seen.
With nowhere else to turn, Alleyn returned to the nearest Order Hospitaller Sanctum with the babe in arm, to seek guidance and advice from the Sister Superior. It didn’t take long for her to find what had happened - while she had been in transit, a little under a year after departing from the Indomitus Noctis, a tragedy had befallen the Admiral and he’d lost his life to a sudden brainstorm that his medicae had been unable to treat.
Though he had siblings of his own, those that had survived the Admiral were scattered throughout the galaxy on warfronts and serving in sector fleets all their own, and were not able to take charge of his orphans nor his House. So in the tradition of all waifs of the Imperial war machine, Yasta’s siblings had been scattered to various Schola Progenia based on their respective ages, sexes and abilities. And so, the Sister Superior ordered, would be the fate of Yasta Gwyn too.
Delivered to the care of the Schola Progenium orphanarium, Yasta’s early years were otherwise ordinary. With her intellect being fairly middling and her physical prowess rather lacking due to her slight, willowy frame, she showed no aptitude for any of the militant tracks. Eventually her pleasant if somewhat mischievous demeanour led her tutors to guide her down the path toward the Orders Famulous, where her personable nature might provide some use in the Noble Houses of the Imperium. 
Within the Novitiate Path of the Orders Famulous, Yasta started to thrive. She seemed to have almost a preternatural ability to anticipate the needs and desires of those around her, often falling into the role of diplomat amongst her sisters, soothing minor spats and arguments amongst the temperamental teenage girls. Her powers of observation were unparalleled, and she was the favourite amongst the dorms for her ability to anticipate when the Senior Novitiates or Dorm Mistresses were about to spring a surprise inspection, helping her friends to hide their contraband and escape punishment. 
But it was on the eve of Yasta’s graduation to a Sister proper when that ill star shone down on her once more. The onset of puberty had resulted in a tendency to night terrors for the young woman, dark dreams of claws and teeth, of hideous laughter in the void and terrifying visions of fate for those around her. In an effort to combat these, she’d taken to filling her free time outside lessons and meals with prayer, often sitting up late into the night to transcribe passages from her prayer books onto small parchments that she would carefully sew into the hems of her robes. 
It was during one of these late transcriptions the night before she turned eighteen that Yasta fell asleep, quill in hand. And as she slumbered, she continued to write, her neatly printed Imperial prayer script scrawling off into scratched and frantic ramblings that foretold the gruesome death of the Schola’s Sister Superior in a welter of blood and bile. 
The next morning the Schola awoke to news of a tragedy - the Sister Superior had died in her sleep due to an ulcer rupturing, leading her to bleed to death in her bed. 
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tombsandtendrils · 2 months
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I've been debating starting up this blog for some time, but it's something that I think could be a really fun journey.
Been running dark heresy games since 08. Rogue Trader, Only War, all of them. Just got my copies of Imperium Maledictum and am hoping to run that system soon. Through running the countless one shots and many long campaigns, I've met some incredible people and lifelong friends. I'm hoping that tumblr can only add to that experience. I'm new on this platform, so please bear with me as I learn. I'm excited to share, provoke inspiration, and shitpost with you all!
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anewbiegm · 1 year
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Imperium Maledictum
We’ve just wrapped up our first foray into the new Warhammer 40K RPG from Cubicle 7. 
A little short notice, so I cobbled together and old Dark Heresy adventure I had run in the dim, dark, and distant past. Little more than a dungeon crawl, set in the 40K universe.
I.M. definitely feels different than it’s Black Industries/Fantasy Flight Games ancestors, but I don’t think that’s a bad thing. There is still a familiar framework; you can see where it’s come from, but it’s quite a distance from where it started.
Character creation is fast, simple, and easy. Yet it still offers a large enough variety to satisfy most groups. Yes there are some options you would expect to be in a Core Rulebook for 40K that are lacking - I’m looking at you Adeptus Arbites - but it still has plenty of choice.
I like the more pulpy feel of the ruleset, although I will cling onto the Firing Into Melee rules until someone pries them from my cold, dead, hands, the group was quite evenly split on whether to include them. 
I like using abstract Zones rather than explicit distances, something I have been a fan of since my first foray into them in a Modiphius 2d20 game. 
Ammunition is both a quantifiable, and an abstraction which is interesting - you abstract it for automatic gunfire, not having to worry about whether your autogun has 23 or 19 rounds left. But for lower fire rate weapons where each individual shot matters, it is still a finite number.
Damage is lower than it’s Warhammer Fantasy 4th Ed. counterpart, and I’m not 100% sure how I feel about that. WFRP 4th Ed. could have some really swingy, and terrifying damage rolls, but it always felt quite impactful. You do much more consistent damage in I.M. but it felt less thrilling - at least from my GMing perspective.
A reduced Skill list, and automatically gaining certain Talents regardless of whether or not you qualified for them, seems to be a good choice. All of the players felt that it made their characters more competent than they would have been as starting characters in other 40K/WFRP lines.
All-in-all, the group and I are looking forward to playing some of it, when we can squeeze it in.
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Imperium Maledictum - Lamplighter by Sam Manley
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farsight-the-char · 7 months
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Cubicle7 renewed their licence agreement with GW, and confirmed it will be "long into the future" for their new agreement.
Good.
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It is the 41st Millennium. For more than a hundred centuries The Emperor has sat immobile on the Golden Throne of Earth.
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been waiting 40k years for this to drop. since it was the 23rd thought it might go up after adeptacon stream. then different time zones. tried till 0500est. guess it dropped around 0900est.
so excited to have pdf until the physical copy drops and in the meantime convincing every game group of past, present, and future this is the next system to try.
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ensignjoel · 4 months
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skunts-own-truth · 1 year
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Big news!!
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alphamecha-mkii · 2 months
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Imperium Maledictum - Macharia Glorificus by Felix Tisch
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aeondeug · 2 months
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dad said if he guesses how i die correctly then i get bonus xp on my new character
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