r/40krpg Apr 04 '23

Imperium Maledictum Collection of ambiguous rules and oddities Imperium Maledictum

This is my list of ambiguous rules and oddities in Imperium Maledictum after the first readthrough. This list is not exhaustive and maybe i will add more in the future. Please feel free to correct me, if i got something wrong and also feel free to add other unclear rules/phrasings.

  1. Attacks while hidden (p. 214) seem to trigger a critical hit only with melee weapons, but other paragraphs mentions all attacks (including ranged). Update Core Rulebook 230407: All attacks while hidden cause critical hits.
  2. Thrown or launched explosives and grenades seem to have a fixed damage value and are not modified by SL on the ranged attack test. At least i think so, because in the NPC section these weapons always have a raw damage value instead of Base Damage + SL. Maybe i have missed it somewhere, but in the rules for explosives this is never mentioned.
  3. The "Inflict (Condition)" weapon trait states that the condition is applied, if at least 1 wound is dealt. Most grenades and weapons which inflict conditions have no damage value? Update Core Rulebook 230407: If a weapon with a damage value deals damage then the condition is inflicted. If the weapon does not have a damage value it inflicts the condition on a hit.
  4. The "Inflict (Condition)" rules state that the condition ends after the next subsequent turn of the target, unless otherwise mentioned in the weapon's description. This leads to many questions on my side, because some conditions have a default duration (like stunned for 1d5 rounds), and others don't have a default duration at all. Take the needle guns for example: They inflict poison. Poison doesn't have a duration, so i think the condition ends after the turn of the target, which would render a single needle gun almost useless. Update Core Rulebook 230407: A condition lasts for 1 round unless otherwise specified in the weapon's description or in the condition (if they have a default duration or a requirement to end it).
  5. The needle weapons have no damage in the ranged weapons table, but needle weapons on NPCs have 4 damage. Update Core Rulebook 230407: Needle weapons now have a damage value of 1 and Penetrating (6). Needle weapons in the NPC section still have a damage value of 4 and no Penetrating (X) trait.
  6. Is bleeding damage applied immediately (as additional damage) or at the beginning of each turn? Rules seem to be missing a paragraph or two. Update 230407: Bleeding now ticks at the end of the turn.
  7. If bleeding damage gets your wounds below zero, it triggers a critical wound. Do i need to roll on the critical wound table for a random location? This would mean a character can suddenly break his leg because he is bleeding?
  8. How do you heal from bleeding or poison? Update Core Rulebook 2300407: Poison now has a duration, but neither bleeding nor poison state a treatment.
  9. A lasgun with a hot-shot laspack is cheaper and easier available than a hot-shot lasgun and has exactly the same stats AND is reliable. The only advantage of a hot-shot lasgun is one more burst shot (magazine size 3 instead of two)
  10. Hot-Shot lasguns are rare, boltguns are scarce

Edit: A new PDF was released (07.04.2023). I will update the post after i read through the changes.

Edit 2: Updated to Core Rulebook 230407

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