The archetypes of Warhammer 40K.
The Warhammer 40K role-playing game has no classes. It has archetypes and roles: a Space Marine, a Guard trooper, a tech-priest, a sanctioned psyker or an investigator working for an inquisitor. What you pick sets the tone of the game as much as your abilities.
Here is how that choice works across the two current lines, the six roles of Imperium Maledictum, the most iconic archetypes of Wrath & Glory, the weight of your faction, how progression works, and which to take for a first character.
What an archetype actually decides.
The two games approach it differently. In Wrath & Glory, an archetype is a complete package: species, faction, trade and power tier all in one. Taking a Space Marine or an underhive dweller does not cost the same in points, which is what lets them sit at the same table.
In Imperium Maledictum the choice comes in two steps: a faction, saying who you answer to, then a role, saying what you can do. Everyone stays human and the group works for a single patron. Either way, origin, gear and skills do the rest, and two characters of the same archetype play very differently.

The six roles of Imperium Maledictum.
Veteran, bodyguard, line soldier. They hold the door while the others work, and usually come back in the worst shape.
They secure permits, turn a witness, buy a silence. In an empire of paperwork, talking opens more doors than a rifle does.
Archivist, physician, tech-adept, xenos specialist. They make sense of the clues nobody else could have read.
Spy, thief, smuggler. They get in where no permit exists and bring back what the mission would never have obtained otherwise.
Sanctioned psyker or tolerated seer. Their power is real, and every use draws the attention of things better left asleep.
Preacher, flagellant, true believer. They rally the others and charge where caution would advise stepping back.
The archetypes of Wrath & Glory.
Altered until no longer human, worth a squad on their own. The game prices them high so they do not drain the table of interest.
A rifle, a greatcoat and limited confidence in the future. The archetype that makes the galaxy most frightening, having nothing to hold it off.
They repair, augment and bargain with machine spirits. No crew gets far without someone who can restart a generator.
Tolerated because useful, watched because dangerous. Their powers solve impossible situations and create equally large problems.
They hold morale, preach at the right moment and remind everyone who they fight for. Underrated until the first rout that never happens.
Smuggler, cutpurse, informant. They open the doors the Imperium would rather keep shut, for a price.

The faction, as important as the role.
In this setting, nobody works for themselves. You serve the Inquisition, the Administratum, the Mechanicus, a fleet, a merchant house, sometimes something less respectable. That allegiance sets your backing, your gear, the doors that open in front of you and above all what will be expected of you in return.
It also holds the group together. A shared patron explains why a tech-priest, a former soldier and an underhive informant travel together, and hands the game master an endless source of missions. It is the first thing to settle, before anyone picks a role.
Progressing, without levels.
Neither game uses levels. Characters earn experience at the end of sessions and spend it directly on whatever they want to improve: a characteristic, a skill, a talent, a psychic power. Progression follows what the character actually did, not a table written in advance.
Wrath & Glory adds the option of moving up a power tier, which changes the scale of the missions the group is handed. Imperium Maledictum leans instead on influence and the backing earned from a patron. Either way, the gear you obtain and the reputation you build weigh as much as the numbers on the sheet.
Choosing your character.
A trade, a debt, a loyalty. The archetype comes after, and the character will last far longer.
One solves problems by force, the other by talking. Neither asks you to learn an extra chapter of rules.
A table of Space Marines and a table of clerks do not tell the same story. Settle this together, before the sheets.
Three warriors do less than a warrior, a savant and a penumbra. Missions here mostly ask you to investigate.
They hand out the missions and call in the debts. A group bound by one employer holds together effortlessly.
It opens a game inside the game, with its own risks and rules. Excellent once the basics are in place, rarely the right first pick.
Playing your archetype online.
Every archetype brings its own things to track: skills, talents, requisitioned gear, faction backing and corruption creeping upward. On a paper sheet, half of it is crossed out by the third session.
Tomeus brings the sheets, the dice roller, the backdrop and the music into one window. Everyone keeps their character up to date, the game master sees the whole table, and your players join from home with nothing to install.
Frequently asked questions.
Archetype or role, what is the difference?
It depends on the line. Wrath & Glory speaks of archetypes, complete packages bundling species, faction and trade with a point cost. Imperium Maledictum separates the faction, saying who you work for, from the role, saying what you can do. Both answer the same opening question.
Which character should a beginner take?
A warrior to learn combat without extra rules, an interlocutor for negotiation and investigation, a savant to make sense of what the group uncovers. The psyker and the Space Marine are fascinating, but they ask you to carry a character who tilts the table or opens a game inside the game.
Can a Space Marine share a table with ordinary humans?
Yes, that is exactly what the power tiers of Wrath & Glory allow: the Space Marine costs far more at creation, which rebalances the group. Imperium Maledictum does not offer that, every character there stays human, and that is what gives the line its particular atmosphere.
