Imperium Maledictum

GreyLord

Legend
So, I was looking at this and saw different options of what to buy and was unsure what was needed.

They have the Core Rulebook, but then they also have the Player's Guide and the GM's Guide.

Do I need all three to play the game? Do I need all three to play inquisitors (like Dark Heresy?). Does the Core Rulebook simply mash the Player's Guide and GM's Guide together into one book? Is there overlap?

For those who have played the game...if you wouldn't mind extrapolating some more items?

How similar to the Dark Heresy system is it? If it is like Dark Heresy, what are your character options (acolyte, Imperial Guard...etc). What type of enemies to they list (do they only list human enemies such as Psykers, do they list the alien xenos such as Eldar or Ork, do they list the Chaos such as Daemons and cultist...etc).

Do I need to buy the Player's Guide or GM's Guide to get those types of foes or players options?
 

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I posted a similar question on another forum recently and was told the CRB is all you really need, but the Macharian Requisition Guide is recommened. Since then one of my groups bought me the CRB and MRG. The Players and GMs Guide are actually the Inquisition PG and Inquisition GMG and are for GMs and players wanting a campaign involving inquisitors. I can't comment how similar it is to Dark Heresy as I don't own either of those guides and I only ever played at a DH2 table briefly. I can confidently say that PC creation and playing in the 40k universe is less restrictive in IM than it is in DH2.

The CRB has all the rules to create a Patron from any of 9 factions: Adeptus Administratum, Adeptus Astra Telepathica, Adeptus Mechanicus, Adeptus Ministorum, Astra Milatarum, Imperial Fleet, Infactionalist and Rogue Trader Dynasty. PCs can be from any of those factions as well. It's possible to play a PC from a different faction than your Patron, but of course under some circumstances that may not work so well - GM discretion as to what's allowed.

The MRG has a chapter titled Services and it provides some rules for Voidship and World travel, as well as hirelings, medical, communication and research services. Not to mention it has a lot of equipment, weapons, vehicles and vehicle rules. So, it's definitely a useful book to have at a table.

I should probably mention I'm a big fan of d100 TTRPGs (own CoC7, BRP, Delta Green, Mytrhas, M-Space) and Imperium Maledictum is one of the best implementations of that dice mechanic I've read.
 
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How similar to the Dark Heresy system is it?
I've only skimmed it...
Starting atts the traditional 2d10+20 each... WS, BS, S, T, Ag, Int, Per, Wil, Fel. Or, start all at 20, and spread 90 points (4-18 per att). If you take rolls in order, you get bonus XP. If you reorder the rolls, take fewer bonus XP. If you reroll one and swap around, no bonus XP, if you point build, no bonus XP.
Origin: pick and no bonus XP, roll, and get bonus XP. Gives two atts +5 and a bit of equipment
Faction: Roll and get bonus XP, or Pick and get no bonus. Origin sets roll column. Gives 2 atts +5 each, 5 skill Advances, 1 talent (or several implants), 1 influence, more gear
Role: roll and gain more bonus XP, or pick but get no bonus XP. 4 talents, 3 skill advances, 2 specializations

Origin, faction, and role advances are restricted to pick from list.

Maxima: each of the 20 skills caps 4 advances (skill ranks) at +5% each (vs DH's 3@+10 each). But you also can have 4 advances in a specilization, also +5 each%. Cost for advances is uniform table, not by archetypes; advances in atts are +1, and the costs vary widely by current att; superhuman (>60) gets frightful expensive, skills are 5 per advance, and increase by advances in skill; specializations cost same as skills. Peak human without augmentations etc is thus 60% (att)+20% (skill)+20% (specialization) Maximum starting looks to be about 60-70 total chance with a skill. Talents are flat rated for XP cost.
Only a few skills are restricted by character gen; there are a few, tho.

The advancement is where it really differs strongly from DH. DH limits strongly your choices, while IM doesn't.

The character archetypes are broader, but still comparable to DH, without the emphasis on being inquisitors' investigators.

It shows clear lineage, but it's not the same game.
 

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