40K RPG: Wrath & Glory Game Play Example Comic

The Warhammer 40,000 Universe has a new RPG on the way – come see how Wrath & Glory is played!

Ulisses North America has been hard at work on the new Warhammer 40,000 Roleplaying Game Wrath & Glory and they have put out a new comic showing how some of the systems in the game will work:

via Ulisses NA

“We’re thrilled to present the Wrath & Glory Example of Play comic, drawn by Kaiser of Eagle Ordinary.

Now, these are only the first two pages of the new comic – we’re hoping for more! But in those two pages you can learn a lot about how the game is played. For example, we’re seeing the party of characters all playing different members of the Imperium. We have a Guardsmen, a Commissar, an Ad Mech Skitarii Ranger (?), and a Space Marine Scout.

The game system itself is based on a D6 system that requires you to hit a certain number of successes to meet or beat a Difficulty Number:

This answers one big question we had when we first learned about the game at GenCon 50. Which was how exactly that D6 system would work – now we have a pretty good idea. With this D6 system they also seemed to have rolled “critical” successes into the amount of rolls:

We still don’t know the exact stats (we know Willpower is one) or the skills that players will have (other than Survival & Tech). Regardless, the system itself sounds pretty easy to pick-up and learn – which is a good thing!

Also teased in the comic was the idea of damage the players could take:

“Shock Damage or maybe even a Wound” – sounds like there are at least two types of damage you can take. Wounds sound more serious than Shock Damage. On top of that, we also know that the game has some good narrative encouraging concepts included. The idea of “Failing Forward” isn’t new to RPGs and it’s a good concept for GMs to keep in mind when creating a game or designing an adventure.

Personally, I’m really looking forward to this RPG. I can’t wait to play in and tells more stories in the Grim Dark. Plus, I’ll finally get to use my Tyranids in an RPG, as the antagonists of course! I’ve got a whole collection of 40k miniatures to use for the future game I’m going to be playing and I can’t wait to dive in. Now, in the mean time, we’re going to be keeping tabs on this new webcomic…we really want to see more! Like how combat works…because, hey, COMBAT!

D6s? Check. Miniatures? Check. Story Ideas? Double Check. Just give us the rules and off we go!

  • Rajak

    Looking a bit like Shadowrun in the dice area.

    • Jared Swenson

      And that’s not necessarily a bad thing. I’ll take dice pool over D100 any day

      • Eh. I much prefer the D100DOS system Fantasyflight used. It’s so much quicker. Roll two dice and with one look you have a general idea how well you did.
        Shadowrun grinds to a halt everytime someone with a big dicepool or lots of actions does anything.

        • Jared Swenson

          I have never really found the dicepool system to slow gameplay down that much, especially after a while when everyone gets used to reading it. And for us warhammer players, reading pools of dice comes naturally. I simply don’t like the D% system because of the amount of modifiers that in my experience slow things down more than anything, and I don’t like the probability range of the D100. I don’t even like the probability range of the D20.

    • zeno666

      Thats a good thing IMHO 😉

  • Cergorach

    Sorry, but that just isn’t fluffy, the players are clearly not familiar with the 40k setting! They are way to nice in character…

    And the comic’s premise is like a joke, a guardsman, a commisar, and space marine scout walk into a bar… Snow storm… They need a can-opener…

    • georgelabour

      So, a lot like most of the novels featuring an inquistorial entourage then.

      Like oh say, the novel Harlequin which had an Inquisitor, a squat, a 40k equivalent of a mentat from Dune, a callidus assassin who could infiltrate a genestealer nest, and an Imperial Fist.

      Or Xenos which had another mentat, a pariah, a cyberpunk fighter pilot, an inquisitor with smiling issues, amazon swordwoman, judge dred jr, gun slinger, and a Rogue Trader who turned all his crew into golden cyborgs.

      Any of the Ravenor novels.

      The entire forges of mars trilogy.

      Etc. 😛

      • Flashlights4Gunz

        There’s a reason everyone focuses on the Inquisition (including FFG).
        You need an excuse to pull together oddball groups and in 40k that’s how high in the power structure you have to go without it all feeling wacky and losing the tone

        • ZeeLobby

          Yeah. An Inquisitor or rogue trader captain is like a must.

          • euansmith

            Probably as a patron, though, rather than a PC, I guess.

          • ZeeLobby

            Eh, they can be in there, I mean not all of them are lead only. Lead from the front is kind of a 40K thing.

          • euansmith

            I guess it depends what Tier the GM is running.

          • ZeeLobby

            Regardless I don’t think this current composition is any clear tier. It’s kind of all over the place.

          • euansmith

            From what I understand, everyone gets bumped up to the same Tier, making that one VERY experienced or lucky guardsman. 😉

          • Or chaos, you can get away with anything with chaos

        • georgelabour

          I dunno. Wolf’s honor had a minor inquisitor, a navigator, a blood claw, 13th company rune priest, and others stacked together.

          Then there’s the deathwatch which seems almost tailor made for a rag tag bunch of blokes from different cultures to come together in a grim dark sitcom style gorefest.

          the Novel commisar showed us how a multi regimental team could be pulled together for an adventure. And then there’s the gaunt’s ghost novels which often feature a few outsiders tossed into the ‘core’ mix.

          And again forges of mars had just about every stratd of Imperial society rubbing shoulders. It even had Xenos characters ‘allied’ to them for the latter 2/3 of the final novel.

          Then there’s things like Chartist captains, unaligned traders working on the fringes Firefly style, and of course Rogue Traders.

          Oh, and of course local planetary PDF, and security forces working together with Arbites, and guard for whatever reason. Like, investigating the theft of the governors 455th son’s 132nd birthday cake.

          Turns out it contained an ancient amulte holding a daemon of tzeentch who is being warped into a being of nurgle thanks to the cursed batter another cult planned to feed to the nobility. And now our group of mismatched investigators must save the day or all hope is lost….

          for that one planet.

          • euansmith

            One down; 999,999 to go.

    • ZeeLobby

      Eh. It could def be a better make up. These all seem like characters who randomly stumbled into each other on a battlefield rather than what a team would actually be made of.

      • Jared Jeanquart

        I could see the context as there being an entire guard detatchment and these goons are the “away team” doing protagonist stuff. Commissar, standout guardsman, and techpriest, with the space Marines scout being the out-of-place dude who wound up stranded.

        • ZeeLobby

          Yeah. It could just be me nerding out, but they probably wouldn’t send a commissar somewhere where he wasn’t bolstering the lines. Why a basic guardsmen and not a captain/lieutenant/something. I could see a tech priest accompanying a commander of the imperial army, but whose in charge here? If the commissar is a lord commissar he’d def have at least a squad of guardsmen. The scout I could see being on his own mission and running into the rest. A full-fledged Space Marine would probably make more sense.

          • Savayan

            Just off the top of my head, Caiphas Cain ended up off on his own all the damn time, and he wasn’t actively trying to be a hero. It doesn’t take much though to make that team work: Commissar grabs their best guardsman for a behind the lines mission, the techpriest is a mission specialist and the Scout is the one that can get them where they need to be.

          • ZeeLobby

            Guardsmen usually though. And scouts are usually specifically tasked with legion things. Etc. Ciaphas Cain did get into some crazy situations, but most didn’t fit an RPG group all that well. If they’re alone it’d at least be a staff member or sergent, etc. I dunno. This screams more of like a 40K mmo than what an RPG group would actually put together.

          • Jared Jeanquart

            I agree. Ciaphas Cain is a good example.

            Nonetheless, IM personally going to use these rules to replicate Dark Heresy’s premise as closely as possible.

            The commissar could be a noob. Starting-out, Commissars are really just puffed up leutennants with fencing lessons and a willingness to execute people. There’s a reason why so many of them wind up fracked by friendly fire.

          • Reven

            I, Lord Commissar Smith have decided to better understand the minds of my charges to investigate the mine in which most of them worked. However due to the harsh conditions I was forced to request assistance of the Raven Guard. The Raven Guard decided to send this scout with me for so far his deployments have lacked proper arctic conditions. There were rumors that the door cogitator was temperamental and thus i brought along this techpriest. Before we set off I realized that I may need someone to send messages, and on our way out I grabbed the first guardsman I saw that was currently in full dress. I never require more then one guardsman to send a, proper, message.

          • ZeeLobby

            Yeah. Lord Commissar is the only way. Even then that’s really one of the only stories to really justify this disparate of a group. And man. Being that regular guardsmen just pales in comparison to being a Lord Commissar in the group. Really would have been better going with the young Inquisitor + retinue, rogue trader and crew, any one of the many RPG backgrounds that’s already rich with content in 40K.

          • Mike Salamandrin

            Two of them are scouts, why could they not one or both be sent behind enemy lines to retrieve the commisar for reasons and the guardsman is her last soldier?

          • ZeeLobby

            Two scouts? I mean the SM scout would simply take command and dominate the group. I mean that’s why you pick groups where each would have equal say or power level. The problem is that 40K characters outside of retinues span too many tiers of power. I mean it’s why inquisitors and their retinues exist in the fluff, to allow RPG-like groups to form. Not sure if they’re trying to distance themselves from the rich RPG setting created by FFG or what, but throwing a random group like this together seems odd.

          • Mike Salamandrin

            Your thinking in terms of the tabletop war game; it’s combat centric. Space Marines dominate because in a pure combat game because in the fluff they are designed that way. But like a barbarian or fighter in D&D, how do you think a scout recruited from a death world will fair at a dinner party? Interacting with officials needed to procure supplies? Interact with tech when all the chapter taught him was how to maintain his gun and use a light switch?

          • euansmith

            “Each of you has been carefully chosen for your very specific skill set…”

            “Awl oi knows is ‘ow tu die fur thur Hemperor, Sah!”

            “Indeed, Guardsman, and we will get to your role in this plan later.”

          • Mike Salamandrin

            FYI I’m counting the ranger as a ” scout”

          • euansmith

            “So, the finally regains consciousness Space Marine Scout and spits acid on your shackles, releasing you all. Now, all you have to do is ESCAPE THE SLAVE PITS OF COMMORRAGH!

    • Mike Salamandrin

      Your forgetting all the members are on the bottom of massive bureaucracies that are untrusting of each other, yet frugal; either of the two scouts could be sent to procure a “thing” for the chapter/omnissia by their superiors, had to have permission from the other three’s organization to proceed, got saddled with them to help/watch them, yet said superiors have reasons not to “invest vital manpower” to it. Twist and conflicts happen and they’re wisked away on a magical, whimsically nihilistic adventure.

      • euansmith

        I presume that, like in Paranoia, the various, monolithic bureaucracies of 40k are also riven by internal power struggles and by the activities of Secret Societies and Cabals that operate across departmental lines.

  • Aurion Shidhe

    The dice mechanic is easy enough. At least it’s not another RPG with custom dice. I’m getting my fill of those.

    • Kabal1te

      I will second that. Custom dice are a money oriented mechanic that serves usually no other purpose that regular dice couldn’t pull off.

      • Savayan

        Custom dice let you modify the odds of a d6 roll a bit more extensively than ”six counts twice’ in an intuitive manner. And you can always make a chart to map your custom dice to standard ones.

      • Xodis

        Completely false. FFG’s series of customized dice even come with a chart to use regular dice. Its a giant pain to try and convert it everytime and makes the dice worth it 10/10 times. Plus there are online rollers that are free that FFG doesnt even try to attack.

      • Aurion Shidhe

        Mmmm…I agree with you to a point. I can understand some of the mechanics behind the custom dice. FFG’s dice mechanics aren’t bad. They’ve built some solid storytelling into those mechanics. Money grab or no, you can tell that they want those dice to help with the story.

        But I just get tired of the constant parsing of symbols to get the best outcome. Sometimes the players will take one or two minutes after rolling their dice to go over the charts and “buy” the best possible outcome with their advantages, triumphs, etc. THAT drives me nuts.

    • Xodis

      Luckily most of the games with customized dice have charts for normal dice already…good luck with that though. I tried that for awhile and reading/learning the customized is way easier and worth the price than having to convert it everytime.

    • zeno666

      I can only agree with that. Just let me use “normal” dice.

  • Allerka

    “Failing forward” is pretty much how my old Deathwatch campaign wound up running most of the time. No matter how easy I made it, they still basically stumbled their way through everything, arguing the whole time, heh.

    • euansmith

      It took me years of being a bad DM to learn that the question shouldn’t have been “Do the party discover the clue/secret door/path/contact in order to continue the mission?”; it should have been, “Do the party discover the clue/secret door/path/contact in order to continue the mission before the guards/goblins/robots/police come round on patrol and complicate matters?”

  • quaade

    From the comic it seems that one major problem have been rectified

    Namely that the characters seems competent. One of my major problem with the FFG RPGs are that a starter character is basically incompetent.

    Unless the person is from a Garden World, the 40K universe is like Dark Sun. By virtue of being alive, you’ve allready proven that you’re competent.

    • Michael R

      There’s more than just Agriworlds that are decent to live on.

      Must citizens live in a stable environment

      • quaade

        Even Agriworlds creates sturdy humans. “You have to farm, all the time!”

        I said Garden Worlds, which are different.

        • Reven

          My favorite Agri-world quote “Harvest of megacre aleph-stroke-237 is now complete at 41.5 gigatonnes. Survivors are directed to assemble for relocation and harvest of megacre aleph-stroke-238”

          • quaade

            Exactly, it may be people who have never seen the end of a lasgun that hurts and whose idea of diplomacy is “do what I say or I’ll hit you with a shovel!”

            However, they’re sturdy and strong enough to pop your head like a ripe melon. They know how to make emergency repairs and knowing the sheer indefference of the Imoerium, they’ve probably also learned how to pilfer their food without being noticed.

    • Mike Salamandrin

      True! One of things that seemed off to me was why would an Inquisitor trust first level dopes for anything? Yes they’re disposable, but trust an investigation to a wall-eyed sniper, an inept thief, spacy tech adept whom can’t drive, and the neck-stump that just de-limbed the whole party with a failed spell? They have justification as being possible Inquisitional informants, but why would you send Huggybear in to take down Hannibal Lector’s secret xenomorph smuggling operation?

      • quaade

        Agreed and eloquemtly put. I was remember our first session, After the random generation I was a Hive Worlder and from a part of the Hive where you only survived by being capable. My Fel was around 45 and my BS was around 35. In a system where the average roll is 50.In short, I would spend more time failing than succeeding.

        This showed heavily in the last scene against the bad guy, which was a shootout, it was fast, it was kinetic and it took over an hour in dice rolls since none of us could hit the bottom of a lake if we stood on it.

        • euansmith

          Having played the old Warhammer Fantasy RPG, I’ve long left the system needed a tweak so that you hit someone with equal skill 50% of the time.

  • Hamish

    Oh man that comic was cringey. Just give me a rulebook and I’ll figure it out for myself…

  • Xodis

    Reminds me of World of Darkness and their system, only with 6’s instead of 10’s.
    Ill probably pick it up to at least steal ideas from, for the GENESYS 40K Homebrew, but until I see it fully I cant say that it interests me.

    • Xodis

      Major Problem I dont like, additional feats like More information, quality, etc… are added “in addition to” a success…so it removes part of the narrative where the character can fail and still achieve something such as gaining more information.

      • Eric Buchanan

        Did you read the “Fail Forward” part? That would seem to be a similiar mechanic to what you are proposing.

        • Xodis

          Not really. Fail Forward has always been described as something like “You fail to unlock the door, but you notice an alternative way in that is going to suck up a lot of time” or something to that effect. Fail Forward keeps the game moving forward while still failing a check, that can be done in any RPG system as simple as D&D.

          It also completely eliminates passing while still failing or hindering your quest. Say the character unlocks the door but accidentally triggers an alarm, or upon opening the door fails to do so in a quiet way and ends up alerting nearby sentries who hear a loud BANG when it slams open.

      • Mike Salamandrin

        Think of a situation where the team needs to infiltrate a orbital station and manually restart a maguffin to prevent the station from crashing planet-side. If you fail to much and the station does crash, you can still discover or face who did it before escaping; maybe the gang gets ambushed by warp-automata left by the here-tek whom planned it. Using “further knowledge” on a door like above would mean noticing clues like scrap-code in it’s system. It’s balanced by having to taking time examining the device with the need to “do quickly” while on the clock.

        • Mike Salamandrin

          .. honestly, it seems more natural the person unlocking the door might noice something odd, than have the whole party taking turns listening, sensing motive, looking at, prodding for traps, detecting magic…

        • Xodis

          I think you misunderstand me.
          Im completely for additional addons like the ones you mentioned and the ones described in the comic. What I am against is how they ultimately depend on the character succeeding on the check. A character can possibly dig out those pieces of information regardless if he succeeds on his check or not.
          Its a major point in the GENESYS/Star Wars systems created by FFG. Even a failure can be successful in a way, and even a success can be bad for you. It adds a whole new element to outcomes.

          • Savayan

            They may address this themselves once we can see the full rules, but it seems to be like an easy house rule fix is to allow players to freely spend Icons on Extra Effects either in the case of failure or even in lieu of actually succeeding.

          • Xodis

            How would one go about succeeding yet still causing problems though? Thats the problem with a binary system that is Pass/Fail, it leaves no wiggle room for alternative endings.

            Like Hacking the door only to set off an alarm? Sure the DM could have set it as a “trap” but that would require a whole different roll to search/disarm. Its the problem with Pass/Fail systems like this. I do agree that its possible they have already considered this though.

          • Mike Salamandrin

            Well, we haven’t seen the full rules and skills. There could still be a ”search for traps” skill certain classes excell in, and what is shown is a critical success bonus for a player while unlocking the door to notice the trap.

          • Xodis

            So multiple rolls to accomplish what could be done with a singular roll?

  • Ronin

    So hyped. I cannot wait…

  • Mike Salamandrin

    How about “trapped behind enemy lines” narratives? I remember one of the Cain novels have the commisar and his blank vet-guardsman buddy have their escape pod land behind enemy lines on a Ork infested imperial world, and they joined PDF commandos, civilian fighters, and a sexy techpreist in liberating the planet.

    • Mike Salamandrin

      ⬆️above narrative possibility: on a war-torn world a space marine scout is sent behind enemy lines to retrieve vital info from a skitarii ranger stranded after a crushing battle, picking up a commisar and a guard vet on the way. Enemy air superiority prevents air extraction, so the group has to move over land and survive by scavenging supplies.

      • Well it’s a pen&paper system. The beautiful thing about those is that anything goes as long as GM and players are into it.
        Be it an Inquisitors’ warband, the entourage of a Rogue Trader, a Deathwatch Killteam, a Hive Gang (for the Necromunda vibes), part of the crew of a voidship or just some regular imperial soldiers.
        Heck you could play a “fantasy” setting on a medeival planet where the most advanced piece of tech are the gunpowder rifles of the King and open up into space travel after a merchant vessel arrives to pick up the tithe.

  • Any word yet on the AOS RPG due out this year? I’m considering switching over to that from Warhammer Quest once it’s out but I haven’t seen any news of it since summer