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IM Cheat-Sheet

This document summarizes rules for combat actions and mechanics in a roleplaying game. It includes: 1) Descriptions of the different types of actions a character can take on their turn such as standard actions, reactions, movements, and free actions. 2) Explanations of specific combat actions like attacking with melee or ranged weapons, defending allies, taking cover, reloading weapons. 3) Details on how to resolve combat checks and determine hits, critical hits, and damage based on attributes, skills, weapon properties, and armor. 4) Rules for tracking character wounds and the effects of becoming wounded, unconscious, or dying in combat.

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David Vízek
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© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
1K views

IM Cheat-Sheet

This document summarizes rules for combat actions and mechanics in a roleplaying game. It includes: 1) Descriptions of the different types of actions a character can take on their turn such as standard actions, reactions, movements, and free actions. 2) Explanations of specific combat actions like attacking with melee or ranged weapons, defending allies, taking cover, reloading weapons. 3) Details on how to resolve combat checks and determine hits, critical hits, and damage based on attributes, skills, weapon properties, and armor. 4) Rules for tracking character wounds and the effects of becoming wounded, unconscious, or dying in combat.

Uploaded by

David Vízek
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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IMPERIUM MALEDICTUM

Actions
Type Only once during… Shove(Action): Athletics Vs Athletics or Reflexes. If
Action Your turn you succeed, the target is shoved a number of m away
Reaction Other’s turn equal to the difference in SL, and you are no longer
engaged with them. If you succeed by 3 or more SL, you
Movement Before or after an Action
can choose to Shove the target into an adjacent Zone.
Free Your turn(more than once)
Defend(Action):
o choose an Ally within immediate range, you
Dodge(Action): Allows you to Dodge(Reaction) unlimited Oppose the Melee tests targeting your ally
times and with advantage and suffer the damage. Successful range
Dodge(Reaction): Allows you to avoid incoming damage attacks target you instead.
from melee and ranged weapons by rolling Reflexes etc. o Defend a zone: Entering the defended zone
Walk(Free): move in your zone requires an (Action) and an Athletics VS
Run(Action): move an extra zone Athletics check, if you succeed the enemy
Move(Move): Depending on Speed cannot enter the zone, if the enemy wins
Fall Prone(Free) you are moved aside
Overwatch(Action): use your (Action) only when a
Speed Move trigger happens. If the trigger does not happen you
Normal 1 adjacent Zone act last ONLY for this round.
Fast
Slow
2 Zones away
In your zone Fight
Initiative: Agility Bonus + Perception Bonus
Climbing, Crawling, Sneaking, Squeezing, Starting Ammo: 2 Magazine of standard ammunition
Swimming(Move): As per Speed but one step slower When Reloading:
Open Door(Free) • Weapons with the Burst or Rapid Fire trait only
Stand Up (Movement) consume ammunition when using said traits
Seize Initiative(Action): Pass this turn to be the 1 st • Weapons without the said traits can shoot only Mag
to act next turn, until someone else does the same. number of times before reloaded with a
Reload(Action)
Melee (Action): Ranged (Action):

o Contested with another Melee or Dodge o Contested if the target is aware of the
check (Free) unless unaware. Attacker and is taking a Dodge(Reaction)or
o If the defender doesn’t have a shield or a has taken Dodge(Action)
melee weapon opposing the attack with o Use unit score to determine hit location,
Melee is done with disadvantage then subtract (only) the armour on that
o If uncontested Attacker rolls with location. As per melee.
advantage o Check the range of your weapon
o If the attacker wins deals damage + SL
o Defender cannot deal damage unless a Ranges
critical is scored
Short In your zone
o Use unit score to determine hit location,
then subtract (only) the armour on that Medium One zone away
location Long Two zones away
o A ranged weapon counts as an improvised
weapon when used for a melee attack o Attacking a target beyond your weapon’s range
imposes disadvantage
Hit Locations o Attack against a target within Immediate
Unit Location range, imposes disadvantage
o A ranged weapon counts as an improvised
1 Head
weapon when used for a melee attack
2 L. Arm • Take Cover (Action): If you need to Move
3 R. Arm (Movement)to reach a Cover
4 L. Leg • Take Cover (Movement): If you already are next to
5 R. Leg Cover
6-0 Body
Cover Armour bonus
• Charge (Action): Must move adjacent next zone, make Light +2 all Locations
Melee-attack(Free) with advantage. Until the end of Medium +4 all Locations
the turn, you have disadvantage on Melee & Reflexes Heavy +6 all Locations
Tests to defend yourself.
• Draw Weapon (Free) • Aim(Action): Extend weapon range by 1, choose Hit
Location. Benefit lost if firing or (Move).
Weapon Properties
BLAST DEFENSIVE
• Single Ordnance/Thrown test to afflict the • Advantage when defending in Melee
entire zone
• All targets can take a Dodge(Reaction) FLAMER
• Damage + SL difference • Attacks have Spread and ignore Cover
• OR inflict 5 damage to all targets who enter the
BURST target zone or start their turn there, until the
• +1 SL to your Ranged Test end of your next turn
• reduce the ammunition by 1.
*Rapid Fire Weapons always have Burst but cannot use
both for the same attack HEAVY (X)
• X Strength bonus required to do not suffer:
RAPID FIRE (X) o Armour: Disadvantage on Agility Tests.
• Gain Spread Trait OR Advantage o Melee weapons: Disadvantage on Weapon
• Damage + X Skill Tests.
• Reduce the ammunition by X o Ranged weapons: Disadvantage on Ballistic
• If not having X ammunition Loaded you cannot use Skill Tests.
RAPID FIRE • Brace(Move): On a Cover to ignore HEAVY

SPREAD INEFFECTIVE
• All targets within Immediate range from the • Target armour is doubled
original target MUST take a Dodge(Reaction) and
take ½ damage on fail
• If also using Rapid Fire target within immediate INFLICT(CONDITION)
range from the original target suffer full • If weapon deals damage apply CONDITION
Damage • If damage is not specified Condition is applied
also if attack just hits
CLOSE LOUD
• No Disadvantage when attacking within Immediate • Weapon: Alert everyone within Long Range
range • Armour: Disadvantage on Stealth
PENETRATING (X)
Wounds
MAX WOUNDS = Strength B + Will B + (Toughness B. x 2)
• Ignore X amount of armour
If you suffer more damage than MAX WOUNDS you:
REACH • Until you heal 1 Wounds: Cannot take Action and
Move together.
• Can attack without Engage
• Take a +0 Fortitude(Pain) test, if failed you
• Disadvantage on Melee to defend if Engaged
become Unconscious, repeat every time you suffer
damage.
SHIELD (X)
o Remain Unconscious until you heal a Wound
• Gain X armour from Ranged Attacks
• See page 142 DYING
• If your untreated CRITICAL WOUNDS exceed your
SUBTLE
Toughness bonus you Die
• Disadvantage on Awareness test to detect
• While unconscious attacks within Immediate range
equipment
instantly kill, unless weapon has INEFFECTIVE
• If Armour: Can be ALSO worn under non-SUBTLE HEAL
armour to stack protection
• 6/8 hours sleep: Heal Toughness B.
• Entire day: Heal Toughness B. x 2
SUPERCHARGE (X)
• If an ally has one advance in Medicae roll with
• Damage + X
+20 (+0 mid-fight) and Heal SL + Intelligence B.
• Double Ammo spended
o Once per day or after a Critical Wound
UNSTABLE
• If Fumble on a result of 5+ on the Fumble Table Critical Wounds
(page 355) the weapon self-destructs instead Gain a critical wound when:
• If Fumble ALSO deals full Damage to Arm or if 2- • Damage exceeds MAX WOUNDS
handed a random Arm o Roll 1d10 + the excess Damage over your MAX
*Plasma weapon: If the weapon jams while using WOUNDS, consult the relative critical wound
SUPERCHARGE, it automatically fails its UNSTABLE Test table (page 358)
and detonates. • A critical hit is scored
o If the attacker was hidden the hit is always
RELIABLE a critical hit
• If Fumble: roll 1d10. On 4+ ignore the Fumble. o Compare the Damage on the relative critical
wound table (page 358)
Conditions Blinded
Every inflicted condition is a (Minor) unless stated o Succeed on Tests that rely on sight, by
otherwise or already affected by such condition rolling a 01–05.
o Disadvantage on Melee and Reflexes(Dodge)
Ablaze (Minor): You suffer 1d5 Damage at the Tests.
start of your turn, which ignores armour. o Unless specified Blinded Condition ends in
Ablaze (Major): You suffer 1d10 Damage at the 1d10 rounds.
start of your turn, which ignores armour.
o Automatically fail all Stealth Tests. Deafened
o Removed by dropping Prone + Action to make a o Succeed on Tests that rely on hearing by
successful Challenging (+0) Athletics Test. rolling a 01–05.
Prone o Unless specified a Deafened Condition ends in
o A Prone creature can only move by crawling 1d10 minutes.
unless they use their Move to stand up. o Condition cannot be ended before time unless
o Suffer Disadvantage on Melee Tests. augmetic ears are power cycled
o Incoming Attacks from immediate range have
advantage Fatigued
o Incoming Attacks out of immediate range have o Fatigued (Minor): You have disadvantage on
disadvantage all Tests.
o Fatigued (Major): All Tests you make are Very
Bleeding (Minor): 1 Damage at the end Hard (−30)
of your turn, ignores Armour. o While Fatigued (Major)if fatigued is
inflicted again you have Toughness Bonus
Bleeding (Major): 3 Damage at the end times minutes before being unconscious
of your turn, which ignores Armour. o The condition is removed after 6 hours of
rest
• If you exceed your Wound Maximum you suffer a
Critical Wound Unconscious
• No more damage from Bleeding, but can't recover o Drop anything you are holding, fall prone,
Wounds until the Bleeding has been treated. and become incapacitated.
• Bleeding conditions not gained from a Critical o Anyone within Immediate Range with a weapon
Wound can be treated with a Challenging (+0) that does not have the Ineffective Trait can
Medicae Test, or using a Chirurgeon's Kit (page kill you without needing to make a Test.
145).
Stunned(Minor): Move or Act, not both.
Encumbrance
Stunned(Major): As minor, disadvantage on ALL test • Max Encumbrance = Strength + Toughness Bonus
*A backpack/Sling add 4 to your maximum Encumbrance
Poisoned(Minor):
o Disadvantage on Strength and Toughness checks • 10 items of Encumbrance 0 = Encumbrance 1
o Maximum SL for any test = Toughness Bonus • Worn items reduce their Encumbrance by 1
Poisoned(Major): You become Prone and Incapacitated • Carried or wielded items such as weapons do not
gain this benefit.
Incapacitated • Exceeding Max Encumbrance gives Overburdened
o Can’t Move or take Actions condition
o Can’t defend yourself. • Twice exceeding Max Encumbrance gives Restrained
o Melee attacks against you automatically score condition
a Critical Hit
Fate
Overburdened SPEND FATE
o Disadvantage on all Agility tests • Recover Spent fate at the start of the session
o Speed is reduced by one step • Reroll fail
• Gain Advantage
Restrained (Minor): Unable to move normally. • Choose when to act ignoring initiative order
o No Move(Move) • Ignore extra effects of Critical Wound until
o Disadvantage on ANY test implying movement next turn
• Remove 1 Condition
Restrained (Major): You become Incapacitated. o If prone condition is removed gain 1 Wound
BURN FATE
Frightened (Minor): target has Advantage on Awareness • Recover only after a great feat of faith
and Intuition Tests. However, has Disadvantage on all • You are removed from combat ALIVE but KNOCKED
Tests relating to confronting the source of fear. OUT, keep suffered Critical Wounds
Frightened (Major): The target run from the source of • Ignore one Attack
your fear in the most direct route possible
• Ignore mutation but keep corruption
• Choose result of a test (even if already
failed). On attacks choose also Hit Location
• Gain 1 superiority,2 if superiority was 0
MANIFESTING PSYCHIC POWERS
1. Choose a Power DENY THE WITCH
2. Make a Psychic Mastery check • Free Action for whenever a Psyker is trying to
a. Appling the difficulty specified by the use a Power within Short Range
power • Make a Psychic Mastery test and subtract the SL
3. If successful gain X amount of warp charges = to the one of the enemy Psyker
the warp rating specified by the power • Trying to deny the same Power multiple times
a. Minimum 1 warp charge carries a -1 SL for each time you are trying to
b. If critical success: reduce warp charges deny it
gained by your Will modifier WARP THRESHOLD
i. Criticals do not inflict critical • WARP THRESHOLD = Will Power Bonus
wounds • Overstepping the threshold triggers PERILS OF
c. If Fumble: Double warp charges gained THE WARP
4. Warp powers cannot be Dodged unless stated
• Passing a +20 intuition test Reveals that the
otherwise.
warp is taking over you
5. Successful use of Psychic power does not go
• Threshold can be increased with the Talent
unnoticed
Sanctioned Psyker*
SUSTAIN POWERS
*WARP THRESHOLD = Will Power Bonus times 2
• You can sustain as many powers as you like as a
PERILS OF THE WARP
(Free) action after the end of the power
• Roll on page 165,add + 10 for each warp charge
• But cannot have fewer warp charges than the sum
over your WARP THRESHOLD
of all the sustained powers
• warp charges are reset to 0
• If Peril of the Warp is triggered all sustained
• All sustained powers end
powers will cease.
PURGATION
PUSH
• Make a + 0 Discipline(Psychic)test
• Make Psychic Mastery with advantage
• Remove SL+ Will Bonus warp charges
• Immediately gain 1d10 warp charges
• Roll on page 164,add + 10 for each disposed warp
• Immediately trigger PERILS OF THE WARP on a
charge
Fumble
OVERT • Effect lasts in the Zone for 10 minutes
• Powers tagged as OVERT are obvious and reveal • If Zone is already affected apply Lingering
who is wielding them and their psychic nature effect permanently.
TERRAIN TRAITS
Hazards Poorly Lit
You suffer the following damage when you enter the • Can Hide
Hazard or start your turn there: • Awareness (Sight) Tests to see in the Zone are made
at Disadvantage.
Type Damage • Ranged Tests to target anyone in the Zone are made
Minor 5 at Disadvantage.
Major 10
Deadly 15
Warp Touched
• Psychic Power Tests are made with
Dark Advantage.
• You can Hide and have advantage on Hide tests • Psychic Powers generate additional Warp
• Awareness (Sight) Tests only succeed on a 01–05. Charge equal to the SL, regardless of if they
• Ranged Tests to target anyone in the Zone succeed or fail.
only succeed on a 01–05. • This Zone is a source of Minor Exposure.
• You have Disadvantage on Dexterity, Melee, When you end your turn in the Zone, you
Reflexes, and Tech Tests, or any Tests that must make an Routine (+20) Fortitude Test
would be affected by the absence of light. (at the GM’s discretion) or gain 1 Corruption.
• Could be affected by a psychic phenomena (page 164)
Lightly/ Heavily Obscured
LIGHTLY Barrier
• You can Hide and have advantage on Hide tests Locked Doors or other obstructions:
• You disadvantage on Awareness and Ranged Checks • Must use an Action and make a Test to pass-through
• Same applies when trying to target someone in a • If you succeed on the Test, you get past the
Lightly Obscured Zone Barrier and make it to the Zone you were trying to
reach.
HEAVILY • Your turn immediately ends
• People outside the zone cannot see anything or
target anyone inside said zone.
• Anyone Inside the zone is BLINDED

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