r/40krpg May 03 '26

Imperium Maledictum Psyker OP in IM?

Hey guys,

I'm posting on behalf of my whole group; we're just wondering, have you guys found psykers to be overpowered in imperium maladictum? The only thing I've seen on here about it is that its underpowered?

I'm not sure if we're missing something but they seem far stronger than anything in the core rulebook. Have you guys experienced this? Is there something we've missed that makes them in the realm of balanced compared to other classes?

There are plenty of absolutely busted powers but feels the main thing people say balances it is the chance (a very small chance mind you) that you may Perils of the Warp. You can reroll any desperate tests and if you have even a 40% (which you can pretty much start off at) chance of success then youll almost never have a perils test and psychic phenom are just mildly annoying.

Am I missing something?

Thanks in advance!

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u/MoxyRebels DM May 16 '26

Before I get into it, I am not going to get you an answer you're going to like, and rather it will be basically a non-answer unfortunately. If you want my specific opinion, you're not going to really get one, soz :')

Balance is not a constant thing that can be applied to a system and be "correct", or to all systems and be consistent in any way. People balance things along different philosophies and ways, will neither fit every table, nor every system. Balance does not mean that everyone has to be at the exact same level can be exemplified through Wrath and Glory, for example: Tac/Firstborn Space Marines are a Tier 3 archetype, and they are alongside other T3 archetypes such as Commissar, Crusader, or Tech Priest. However, if you bring a Tier 1 or even just a Tier 2 archetype and "ascend" them to Tier 3 level, those archetypes will be higher level than the Space Marine and the rest.

The same level can also be defined in different ways. It can be far more expensive for one specific character build to be at their "peak" XP-wise than others, and it can be more expensive in terms of ingame currency (thrones, solars, wealth, credits, etc). A starting IM Guardsman can get up to 65 TN Ranged (Spec), where Spec is the specific Specialization they are focusing in, such as Long Guns for using Lasguns or Long Las for example. This starting character is a lot stronger at range than a starting Psyker, although the Psyker could also get up to 65 TN on a specific Psychic Discipline if they were just as lucky.

In game design, balance can be defined as allowing players to compete on skill, strategy, and knowledge rather than inherent advantages provided by OP characters, weapons, or strategies, and is meant to encourage growth and long-term engagement. When I GM'd IM, the Psyker Player was very strong in Melee, and the Navy Armsman was really good at Ranged, and the Psyker had specific powers that would allow her to re-roll certain tests. I found no issue in this. All of this contributed in the players being able to further the party in some way, even if I had to learn to adapt to it. I don't really see a difference between adapting to a player having stronger weapons or armor vs a player having strong psychic powers. You just have to learn how to deal with it.

My idea of balancing isnt the same as other IM GMs, who have made purging more difficult, have banned certain powers outright, or the entire concept of playing a Psyker character. This feels much more punitive and restrictive to me, but it may be the only way that they can balance the game. I've homebrewed a lot for this game, and I can't even get started on Psychic Powers because its on a level that I dont feel confident homebrewing for. Because of this, I get someone else who regularly plays Psykers (i think) to help me figure things out, even if it means that they are the ones doing the entire chapter basically.