Character Examples

Worked characters built to the revised core rules, with their Traits calculated, plus sample warbands.

Understanding Wrath and Glory Character Creation

Creating a Warhammer 40,000 character is like forging a weapon in the fires of necessity—each choice shaped by the brutal realities of a galaxy where hope is heresy and survival demands both courage and cunning. In the 41st millennium, heroes are not born but hammered into existence by circumstances that would break lesser souls.

flowchart TD A[Campaign Tier & Framework] --> B[Archetype:<br/>sets Species, Faction, Keywords] B --> C[Spend XP: 100 × Tier] C --> D[Attributes & Skills] C --> E[Talents] D --> F[Wargear] E --> F F --> G[Work out Traits:<br/>Defence, Resilience, Wounds, Shock] G --> H[Ready for the Gilead System]

The character creation process flows like the Warp itself—dangerous currents that can elevate mortals to heroic heights or damn them to eternal torment. The full step-by-step walkthrough is in Character Creation; this page shows finished results.

Power Tier System and Campaign Scale

The revised Wrath and Glory core rulebook uses four Tiers of power, like ascending through the ranks of the Imperial war machine. The GM picks the campaign's Tier; every character starts with 100 XP per Tier, and each archetype has a minimum Tier. The book doesn't give the Tiers official names, so the labels below are just descriptions.

Power Tier Progression

Tier 1 (100 XP)

Gangers, Guardsmen, Acolytes, Ministorum Priests and Ork Boyz fighting local threats in the underhive or on the front line

Tier 2 (200 XP)

Sisters of Battle, Sanctioned Psykers, Skitarii, Rogue Traders and Space Marine Scouts

Tier 3 (300 XP)

Tactical Space Marines, Commissars, Tech-Priests, Inquisitors and Aeldari Warlocks

Tier 4 (400 XP)

Primaris Intercessors and seasoned heroes whose choices shape the fate of a whole system

Beyond Tier 4

The core rulebook stops at Tier 4. Later supplements add higher-Tier options, but every example on this page stays within Tiers 1–4.

Individual Character Examples

Every character below uses a core archetype, the seven Attributes, skills from the core list of 18, and Traits worked out with the errata formulas: Defence = Initiative − 1; Resilience = Toughness + 1 + armour rating; Max Wounds = (Tier × 2) + Toughness; Max Shock = Willpower + Tier. Resilience is shown before armour, so add the Armour Rating of whatever they're wearing from the wargear chapter.

Sister Seraphina - Human Adepta Sororitas

Tier: 2 | Archetype: Sister of Battle (Tier 2)

Attributes: Strength 3, Toughness 3, Agility 3, Initiative 3, Willpower 4, Intellect 2, Fellowship 2

Skills: Ballistic Skill 3, Weapon Skill 2, Scholar 2, Intimidation 1

Traits: Defence 2, Resilience 4 + armour, Max Wounds 7, Max Shock 6, Conviction 4, Resolve 3, Speed 6

Keywords: Imperium, Adeptus Ministorum, Adepta Sororitas, [Order]

Equipment: Sororitas power armour, boltgun, chainsword, rosarius

Faith: Unshakeable devotion to the Emperor, which the rules express through Faith talents and the archetype's Purity of Faith ability

Role in Warband: The divine flame—burning with righteous fury that purifies heretics and inspires allies. Her faith becomes a weapon more potent than any bolter round, turning desperate battles into glorious victories through the Emperor's grace.

Sister Seraphina Human Adepta Sororitas Sister of Battle Tier 2 Faith & Fury

Tech-Priest Vox-Terminus - Human Adeptus Mechanicus

Tier: 3 | Archetype: Tech-Priest (Tier 3)

Attributes: Strength 3, Toughness 4, Agility 2, Initiative 2, Willpower 3, Intellect 5, Fellowship 1

Skills: Tech 4, Scholar 3, Medicae 2, Awareness 2, Weapon Skill 1

Traits: Defence 1, Resilience 5 + armour, Max Wounds 10, Max Shock 6, Conviction 3, Resolve 2, Speed 6

Keywords: Imperium, Adeptus Mechanicus, Cult Mechanicus, [Forge World]

Equipment: Mechanicus implants, laspistol, Omnissian axe, servo-skull

Augmetics: Multiple cybernetic enhancements replacing weak flesh

Role in Warband: The living interface—bridging the gap between flesh and steel through sacred communion with machine spirits. Their augmetic enhancements and technical expertise make them invaluable when ancient technology must be awakened or hostile machines pacified.

Commissar Mordian - Human Astra Militarum

Tier: 3 | Archetype: Imperial Commissar (Tier 3)

Attributes: Strength 3, Toughness 3, Agility 3, Initiative 3, Willpower 4, Intellect 3, Fellowship 3

Skills: Intimidation 3, Leadership 3, Ballistic Skill 3, Weapon Skill 2, Insight 1

Traits: Defence 2, Resilience 4 + armour, Max Wounds 9, Max Shock 7, Conviction 4, Resolve 3, Speed 6

Keywords: Imperium, Astra Militarum, Officio Prefectus, [Regiment]

Equipment: Carapace armour, bolt pistol, chainsword, Commissar's cap

Authority: Power of life and death over Imperial Guard soldiers

Role in Warband: The iron discipline—maintaining morale and loyalty through fear and respect in equal measure. When lesser souls falter before xenos horrors, their unwavering resolve becomes the backbone that holds battle lines together.

Brother-Sergeant Khaius - Adeptus Astartes

Tier: 4 | Archetype: Tactical Space Marine (Tier 3), played in a Tier 4 campaign

Attributes: Strength 5, Toughness 5, Agility 4, Initiative 4, Willpower 4, Intellect 3, Fellowship 3

Skills: Ballistic Skill 4, Weapon Skill 4, Leadership 3, Awareness 2, Athletics 2

Traits: Defence 3, Resilience 6 + armour, Max Wounds 13, Max Shock 8, Conviction 4, Resolve 3, Speed 7

Keywords: Imperium, Adeptus Astartes, [Chapter]

Equipment: Astartes power armour, boltgun, chainsword, frag and krak grenades

Transhuman: Genetically enhanced beyond mortal limitations

Role in Warband: The Emperor's sword—a living weapon crafted from gene-seed and forged in battle. Their transhuman physiology and long years of warfare make them capable of achieving what entire regiments cannot.

Interrogator Vex - Human Inquisition

Tier: 2 | Archetype: Inquisitorial Acolyte (Tier 1)

Attributes: Strength 2, Toughness 3, Agility 3, Initiative 3, Willpower 3, Intellect 4, Fellowship 3

Skills: Investigation 3, Insight 3, Cunning 2, Scholar 2, Ballistic Skill 2

Traits: Defence 2, Resilience 4 + armour, Max Wounds 7, Max Shock 5, Conviction 3, Resolve 2, Speed 6

Keywords: Imperium, Inquisition, [Ordo]

Equipment: Mesh armour, autopistol, mono-knife, warrant from their Inquisitor

Authority: Speaks with the Inquisitor's voice in their absence

Role in Warband: The hidden blade—moving through shadows to root out corruption before it can spread. Their investigative skills and Inquisitorial authority open doors that remain closed to others while identifying threats before they manifest.

Gunnery Sergeant Rex - Human Astra Militarum

Tier: 1 | Archetype: Imperial Guardsman (Tier 1)

Attributes: Strength 3, Toughness 3, Agility 3, Initiative 3, Willpower 2, Intellect 2, Fellowship 2

Skills: Ballistic Skill 3, Athletics 2, Pilot 2, Tech 1

Traits: Defence 2, Resilience 4 + armour, Max Wounds 5, Max Shock 3, Conviction 2, Resolve 1, Speed 6

Keywords: Imperium, Astra Militarum, [Regiment]

Equipment: Flak armour, lasgun, laspistol, void suit

Void-born: Raised aboard a transport ship; his regiment fights boarding actions and void-station sieges

Role in Warband: The void walker—bringing boarding-action experience to ground operations. His shipboard upbringing makes him invaluable for operations in space or hostile environments.

Scribe Oswin Harl - Human Inquisition

Tier: 1 | Archetype: Inquisitorial Sage (Tier 1)

Attributes: Strength 1, Toughness 2, Agility 2, Initiative 2, Willpower 3, Intellect 4, Fellowship 2

Skills: Scholar 3, Investigation 2, Insight 1, Awareness 1

Traits: Defence 1, Resilience 3 + armour, Max Wounds 4, Max Shock 4, Conviction 3, Resolve 2, Speed 6

Keywords: Imperium, Inquisition, [Ordo]

Equipment: Laspistol, data-slate, Administratum robes, seal of office

Bureaucracy: A former Administratum scribe, seconded to the Inquisition for his grasp of Imperial records

Role in Warband: The record keeper—wielding information and bureaucratic knowledge as weapons against ignorance and chaos. His administrative access and scholarly training provide crucial intelligence and logistical support.

Balanced Warband Groups

A Wrath and Glory warband operates like a precision instrument of the Emperor's will—each member forged for specific purposes while the whole becomes greater than its parts. The rules call a party concept like these a Framework. Some roles below (Navigator, Arbitrator, Librarian, Apothecary, Techmarine, Navy officer) have no core archetype; with your GM, build them on the closest one.

The Inquisitorial Strike Team

Tier 3-4 operatives investigating heretical threats

  • Inquisitor Vex - Human Ordo Hereticus (Investigation and command authority)
  • Brother-Sergeant Thalius - Adeptus Astartes Deathwatch (Heavy combat specialist)
  • Interrogator Kane - Human Inquisition (Intelligence and interrogation)
  • Tech-Adept Zeta-9 - Adeptus Mechanicus (Technical support and augury)
  • Confessor Matthias - Human Adeptus Ministorum (Spiritual guidance and faith)

Operating with absolute authority across Imperial space, they move like a surgical blade cutting out corruption before it can metastasize, each member bringing irreplaceable expertise to humanity's war against chaos.

The Astra Militarum Recon Unit

Tier 1-2 Imperial Guard conducting dangerous reconnaissance

  • Lieutenant Stone - Human Officer (Unit commander and tactician)
  • Sergeant Krueger - Human Non-commissioned Officer (Field leadership)
  • Corporal "Vox" - Human Vox-operator (Communications specialist)
  • Private "Doc" Thessian - Human Medicae (Field medic and support)
  • Trooper "Eyes" Meridian - Human Scout (Reconnaissance and stealth)
  • Heavy Weapons Specialist Korvain - Human Gunner (Fire support)

Like a pack of wolves stalking through enemy territory, they gather intelligence and strike hard before vanishing, their coordination and Imperial Guard training making them deadlier than their individual capabilities suggest.

The Rogue Trader Dynasty

Tier 2-4 explorers and merchants beyond Imperial borders

  • Captain-Militant Draconis - Human Rogue Trader (Dynasty leader and negotiator)
  • Void-Master Krin - Human Imperial Navy (Ship operations and pilot)
  • Arch-Militant Korrath - Human Mercenary (Security and combat operations)
  • Explorator Magos Vex - Adeptus Mechanicus (Technology and exploration)
  • Navigator Cassia - Navis Nobilite (Warp navigation and foresight)
  • Missionary Ezekiel - Human Adeptus Ministorum (Imperial doctrine and morale)

Operating beyond the Imperium's borders with ancient charters and sweeping authority, they represent humanity's expansion into the unknown while balancing profit, duty, and survival in the galaxy's darkest corners.

The Planetary Defense Force

Tier 1-2 local defenders facing overwhelming odds

  • PDF Colonel Mordian - Human Officer (Local military commander)
  • Arbitrator Lex - Human Adeptus Arbites (Law enforcement and investigation)
  • Techno-Adept Servus - Human Adeptus Mechanicus (Equipment maintenance)
  • Sister Hospitaller Mercy - Human Adepta Sororitas (Medical and spiritual care)
  • Scribe Primary Documentation - Human Administratum (Logistics and records)
  • Gang Leader "Scar" - Human Scum (Local knowledge and underworld contacts)

Standing as the last line of defense for their homeworld, they represent the ordinary heroes who hold the line when Space Marines are light-years away and the enemy is already inside the gates.

The Space Marine Kill-Team

Tier 3-4 transhuman warriors on critical missions

  • Watch-Sergeant Corvane - Adeptus Astartes Deathwatch (Team leader and tactician)
  • Brother Devastator Khaius - Adeptus Astartes (Heavy weapons specialist)
  • Brother Librarian Vex - Adeptus Astartes Psyker (Psychic warfare and knowledge)
  • Brother Apothecary Matthias - Adeptus Astartes (Medical and gene-seed recovery)
  • Brother Techmarine Ferrox - Adeptus Astartes/Mechanicus (Technology and vehicles)

Representing the pinnacle of human genetic engineering and military training, they are humanity's answer to threats that would destroy entire worlds, each warrior worth a company of lesser soldiers.

Corruption and Faith Mechanics

In the grim darkness of the far future, the soul is a battlefield where faith and corruption wage eternal war. Characters must balance their humanity against the necessary evils required for survival, while maintaining the faith that keeps them from damnation.

flowchart TD A[Exposure to Chaos] --> B[Corruption test:<br/>Conviction vs DN] B -->|Icons ≥ DN| C[Resisted] B -->|Short of DN| D[Gain Corruption equal<br/>to the shortfall] D --> E[Corruption builds up] E --> F[Mutation tests] F --> G[Mutations from<br/>the rulebook's tables]

Balancing Soul and Survival

Sources of Corruption

Witnessing horrors: Chaos rituals, daemonic manifestations, extreme violence

Using forbidden knowledge: Chaos artifacts, xenos technology, forbidden texts

Desperate actions: Betraying allies, torturing innocents, making dark pacts

The Warp: Psychic backlash, daemonic contact, spending Glory selfishly under the optional Chaotic Glory rule

Where Faith Shows Up

Faith talents: Shield of Faith, The Emperor Protects, Litany of Hatred and others in the core rulebook

Conviction: The Trait (equal to Willpower) you roll to resist Corruption

Sacred rituals: Prayer, pilgrimage and holy communion as roleplay that keeps a character anchored

Inspiring others: Leading by example, converting heretics, maintaining morale

Wrath and Glory Dice System

The dice pool system reflects the harsh realities of the 41st millennium—where success often comes at great cost and failure can mean not just death, but damnation. Your pool is Attribute + Skill; each 4 or 5 is an Icon, each 6 is an Exalted Icon worth two, and you need Icons at least equal to the Difficulty Number (DN). The chart shows the exact chance of success for pools of 1 to 10 dice.

Dice Pool Results

Icons (4-5) - Basic Success

Competent execution of trained actions, standard military efficiency, routine Imperial operations. The backbone of Imperial civilization.

Exalted Icons (6) - Exceptional Success

Worth two Icons. Any you don't need to reach the DN can be shifted for extra effects: more information, more speed, +1 ED on an attack, or +1 Glory (once per test).

Wrath Die 1 - Complication

Only the Wrath die (one die in every pool) causes this. Success with consequences, equipment failure, unexpected trouble. It happens whether or not the test succeeds. For a psyker, a 1 on any Wrath die means Perils of the Warp instead.

Wrath Die 6 - Wrath Critical

Counts as an Exalted Icon, adds 1 to the party's Glory pool, and turns a successful attack into a Critical Hit. Moments of pure heroism, the stuff of Imperial propaganda and saints' legends.

Threats and Adversaries

The galaxy burns with countless threats, each requiring different tactics and preparations. Understanding your enemy is the first step toward victory—or at least honorable death in the Emperor's service.

Major Threat Classifications

Chaos Forces

Cultists: Corrupted humans spreading heretical worship

Chaos Space Marines: Fallen Astartes serving the Dark Gods

Daemons: Warp entities made manifest in reality

Tactics: Faith protects, purge the unclean, trust no one completely

Xenos Menaces

Orks: Savage greenskins living for war and violence

Tyranids: Biomechanical swarms consuming all life

Aeldari: Ancient aliens pursuing incomprehensible agendas

Tactics: Know thy enemy, adapt or die, the alien is not to be trusted

Internal Threats

Heretics: Imperial citizens turned against the throne

Mutants: Gene-twisted abominations requiring purification

Criminals: Those who profit from the Imperium's suffering

Tactics: Vigilance eternal, question everything, purge the corrupt

Sector Operations and Campaign Themes

Wrath and Glory campaigns unfold across the vast scale of Imperial space, where single decisions can affect billions of lives and the fate of entire star systems hangs in the balance of a moment's choice.

Common Campaign Types

Inquisitorial Investigation

Rooting out corruption within the Imperium's own ranks, following clues from hive world undercities to noble spires, uncovering conspiracies that threaten entire sectors.

Focus: Investigation, social intrigue, gradual revelation of horror

Military Campaign

Large-scale warfare against xenos invasions or rebellious worlds, where the party's missions decide battles that determine the fate of systems.

Focus: Tactical combat, logistics, leadership under pressure

Exploration and Trade

Rogue Trader expeditions beyond the Imperium's borders, discovering new worlds while balancing profit, duty, and survival in uncharted space.

Focus: Discovery, negotiation, resource management

Survival Horror

Desperate struggles against overwhelming odds, where ordinary citizens must become heroes or die trying to protect what little remains of civilization.

Focus: Resource scarcity, moral choices, gradual empowerment

Wrath and Glory Character Creation Tips

Embrace the Grimdark

Warhammer 40,000 is a setting where hope is scarce and victory comes at terrible cost. Create characters with built-in flaws, tragic backgrounds, and conflicting loyalties that reflect this harsh reality.

Balance Faith and Pragmatism

Characters need enough faith to resist corruption but enough flexibility to make the hard choices survival demands. Pure zealots and complete cynics both face unique challenges.

Consider Your Tier Carefully

Higher tier characters are more powerful but face proportionally greater threats and responsibilities. A Tier 1 character's personal struggles can be as compelling as a Tier 4 character's system-shaking decisions.

Understand Your Faction

Each Imperial organization has distinct culture, methods, and goals. A Space Marine thinks differently from an Administratum scribe, and these differences should influence character decisions and interactions.

Plan for Corruption

Corruption is a constant threat in the 41st millennium. Consider how your character will respond to moral compromises and what lines they will or won't cross to achieve their goals.

Create Meaningful Connections

Relationships with other characters, NPCs, and Imperial institutions provide motivation and emotional stakes. Even in grimdark, personal connections drive the most compelling stories.