Game Mechanics Documentation
This section documents the Imperium Maledictum game rules as implemented in the application.
Core Mechanics
Character Creation
- Character Creation - Step-by-step character generation
- Archetype and background selection
- Attribute generation and modifiers
Characteristics
- Characteristics - The nine core attributes
- Weapon Skill (WS)
- Ballistic Skill (BS)
- Strength (STR)
- Toughness (TGH)
- Agility (AG)
- Intelligence (INT)
- Perception (PER)
- Willpower (WIL)
- Fellowship (FEL)
Skills System
- Skills Overview - How skills work
- Skill List - All 20 skills with specializations
- Skill Tests - Test mechanics and difficulty
- Specializations - Advanced skill options
Talents
- Talents System - Talent mechanics and requirements
- Talent Categories - Combat, Social, Knowledge, etc.
- Talent Trees - Progression paths
Combat
- Combat Rules - Initiative, actions, and resolution
- Weapons & Armor - Equipment in combat
- Damage & Wounds - Injury mechanics
- Critical Effects - Critical hit tables
Equipment
- Equipment Rules - Availability and rarity
- Encumbrance - Carrying capacity
- Weapon Traits - Special weapon properties
- Augmetics - Cybernetic enhancements
Psychic Powers
- Psychic Rules - Using warp powers
- Perils of the Warp - Psychic phenomena
- Psychic Disciplines - Power categories
Resources
- Fate Points - Narrative currency
- Influence - Social and economic power
- Superiority - Tactical advantages
Between Missions
- Downtime Activities - Between session actions
- Endeavours - Long-term projects
- Requisitions - Acquiring equipment
Implementation Notes
- Rule interpretations for digital format
- Automated calculations
- House rule support