Reference Archive
Filed intelligence, operational accounts, and the burdens of service are preserved here for the use of the cell.
Quick Sheet
Community Resource
The sections below reference this quick reference cheatsheet made by a community member to help with your sessions.
You can find a download link for the full version here.
Official Source Material
These reference sheets and this app as a whole are intended as aids and are not a replacement for the official Imperium Maledictum rulebooks.
Please support the creators and consult the complete rules through the official publications.
Fate & Advancement
Core guidance for spending or burning Fate and for tracking XP-based advancement.
Fate & Advancement
Core guidance for spending or burning Fate and for tracking XP-based advancement.
Fate
- Spending Fate temporarily reduces Fate by 1 to gain a minor benefit.
- Spent Fate is recovered at the start of each session.
- Burning Fate permanently reduces Fate by 1 to overcome dire circumstances.
- Burned Fate can only be recovered or increased through great service to the Emperor or sacrifice in His name.
Spending Fate Options
- Reroll a failed Test.
- Add +1 SL to a Test after it is rolled.
- At the start of the round, choose when to act in that round, ignoring Initiative.
- Ignore all effects from all Critical Wounds until the beginning of your next turn, including Conditions and injuries.
- Remove one Condition; if you removed Prone, regain 1 Wound.
Burning Fate Options
- Die Another Day: Instead of dying, you are knocked out, removed from immediate danger, and survive the encounter.
- The Emperor Protects: Completely avoid incoming Damage and effects through improbable survival.
- Steel Your Soul: Refuse a rolled mutation and lose no Corruption from it.
- For the Emperor: Choose the rolled result of a Test instead of rolling; in Opposed Tests you win by at least 1 SL, and on a Critical Hit you choose the Hit Location.
Advancement Rules
- Each Advance in a Characteristic raises it by 1.
- Unless stated otherwise, a normal Human Characteristic cannot rise above 60.
- Each Advance in a Skill increases that Skill by 5.
- A Skill can have up to four Advances and a Specialisation can also have up to four Advances.
- Purchasing a new Talent costs 100 XP.
| Advance | Skill Total Increase | XP Cost | Cumulative XP Cost |
|---|---|---|---|
| 1 | +5 | 50 | 50 |
| 2 | +10 | 100 | 150 |
| 3 | +15 | 150 | 300 |
| 4 | +20 | 200 | 500 |
Tests, Superiority & Rules
Quick adjudication guidance for Tests, SL outcomes, assistance, difficulty, and party momentum.
Tests, Superiority & Rules
Quick adjudication guidance for Tests, SL outcomes, assistance, difficulty, and party momentum.
Automatic Success and Failure
- Rolling 96-00 is always a failure.
- Rolling 01-05 is always a success.
Advantage and Disadvantage
- With Advantage, you may reverse the tens and units dice if beneficial.
- With Disadvantage, you must reverse them if it makes the result worse.
- Multiple sources cancel one-for-one.
- After the first remaining source, each additional instance gives +10 with Advantage or -10 with Disadvantage.
Getting Help
- The highest Skill character makes the Test with Advantage.
- The assisting character usually needs at least 1 Advance in the Skill and must be adjacent.
Superiority
- Once per turn, use the party total Superiority as an SL bonus to one Test.
- Before combat, gain up to +3 from Know Thy Foe, Know Thy Battlefield, and Know Thy Players.
- During combat, gain Superiority by defeating enemy Leaders or Elites, or enough Troops in one turn.
- Lose Superiority when a party member first suffers a Critical Wound, a member is defeated, or surprise reinforcements or hazards shift the fight.
| SL | Result | Have you succeeded? |
|---|---|---|
| +5 or more | Astounding Success | Yes, perfectly! |
| +3 to +4 | Impressive Success | Yes, and... |
| +1 to +2 | Success | Yes |
| +0 / -0 | Marginal Success / Failure | Yes, but... / No, but... |
| -1 to -2 | Failure | No |
| -3 to -4 | Impressive Failure | No, and... |
| -5 or less | Astounding Failure | No, not in any way! |
| Difficulty | Modifier | Example Task |
|---|---|---|
| Very Easy | +60 | Waking up to an emergency klaxon |
| Easy | +40 | Fixing a minor jam in a familiar weapon |
| Routine | +20 | Using a cogitator for basic research |
| Challenging | +0 | Shooting a target in a well-lit room |
| Difficult | -10 | Recalling an obscure fact |
| Hard | -20 | Swimming upstream in a sewer |
| Very Hard | -30 | Convincing an Arbites to let this slide |
Combat & Actions
Turn flow, movement, ranges, hit locations, cover values, and the most common conditions at the table.
Combat & Actions
Turn flow, movement, ranges, hit locations, cover values, and the most common conditions at the table.
Turn Structure & Movement
- On your turn, you can Move and take an Action.
- Immediate Range: arm's reach or melee.
- Short Range: current Zone (5-10m); moving within it is a free action.
- Medium Range: adjacent Zone (15-20m); requires a Move.
- Long Range: two Zones away (30m+); usually requires Move plus Action to Run.
- Extreme Range: three or more Zones away.
Cover
- Light Cover: +2 Armour to all locations against ranged attacks.
- Medium Cover: +4 Armour to all locations.
- Heavy Cover: +6 Armour to all locations.
Key Conditions Summary
- Ablaze: Take 1d5 Minor or 1d10 Major Damage at the start of turn, ignoring armour; fail all Stealth Tests.
- Bleeding: Take 1 Minor or 3 Major Damage at the end of turn, ignoring armour.
- Blinded or Deafened: Related sight or hearing Tests only succeed on 01-05.
- Fatigued: Minor causes Disadvantage on all Tests; Major sets difficulty to Very Hard (-30).
- Prone: Must crawl to move unless standing up, and suffers Disadvantage on Melee Tests.
| Units Result | Location |
|---|---|
| 1 | Head |
| 2 | Left Arm |
| 3 | Right Arm |
| 4 | Left Leg |
| 5 | Right Leg |
| 6-0 | Body |
Health, Wounds & Corruption
Reference for wound limits, dying, and common corruption exposure severities.
Health, Wounds & Corruption
Reference for wound limits, dying, and common corruption exposure severities.
Wounds and Dying
- When current Wounds are reduced to Maximum Wounds, Injuries take over.
- At that point you can only Move or Take Action, not both, and must pass a Challenging (+0) Fortitude (Pain) Test or fall Unconscious.
- Any further damage causes Critical Wounds.
- You are Dying if untreated Critical Wounds exceed Toughness Bonus, or through execution or other instant-death effects.
Corruption Exposures
- Minor (1 Corruption): witnessing a Lesser Daemon or contacting Chaos taint.
- Moderate (2 Corruption): facing multiple Daemons or reading profane tomes.
- Major (4 Corruption): encountering a Greater Daemon or making deals with Daemons.