The Nature of War in the 41st Millennium
"In the grim darkness of the far future, there is only war." That isn't hyperbole; it's the default state of the setting. Combat in Wrath & Glory uses the same test as everything else (a pool of d6s, Icons against a DN; see Core Mechanics), with a few extra steps for damage and injury.
Real World Analogy
Imagine if every action movie, war film and horror story happened at once:
- Aliens (1986): Tyranids swarming through corridors
- Saving Private Ryan: the Astra Militarum holding the line
- The Terminator: Space Marines as unstoppable killing machines
- The Exorcist: daemonic possession and corruption
That's a typical Tuesday in the 41st Millennium.
Who Goes First: No Initiative Roll
Many games open a fight with an initiative roll. Wrath & Glory doesn't. Each round, the players choose which of their characters acts first. Then the sides alternate, one turn at a time: a player character, then an enemy, then another player character. If one side has more combatants, its extra turns run in order at the end of the round.
Seizing the Initiative
Players: spend Glory to Seize the Initiative
GM: spend Ruin to Seize the Initiative for the enemy
Effect: break the alternating order so your side acts out of turn
Why the Order Still Matters
Picking the Right Opener
- First Strike: Let your best shot remove the biggest threat before it acts
- Positioning: Send the fast character to grab cover or a doorway
- Support First: Buffs and Leadership work best before the others act
When the Enemy Seizes It
- Reactive Combat: You're answering their moves instead of making yours
- Ruin Spent: Every Ruin the GM uses here isn't spent elsewhere
- Glory Answers Ruin: Keep a point of Glory to take the initiative back
Your Turn: What Can You Do?
On your turn you get a set budget of actions. Spend it wisely, because the enemy is spending theirs trying to kill you.
Action Economy
Each turn you get:
- Movement: up to your Speed in metres
- 1 Combat Action: an attack, a psychic power, and similar
- 1 Simple Action: e.g. Aim, drawing a weapon, a quick task
- 1 Reflexive Action: a reaction when something triggers it
- Any number of Free Actions: speaking, dropping an item
Full-Round Actions (use your whole turn):
- Charge: rush an enemy and make a melee attack (+1 die)
- Sprint: move much further than normal
- Full Defence: give up attacking to make yourself harder to hit
You can also try to do several things at once with a Multi-Action, at the cost of a higher DN on every test involved. Check the rulebook for the exact penalty.
Movement: Positioning for Survival
Standing in the wrong place doesn't just mean missing an opportunity; it means becoming a corpse. Movement is about controlling sightlines, using cover and forcing enemies into bad positions. How far you go is your Speed, set by species rather than by an attribute.
Standard Movement
- Distance: Up to your Speed
- Restriction: You still get your Combat, Simple and Reflexive Actions
- Tactical Use: Reach cover, then shoot
Sprint (Full-Round)
- Distance: Much further than a normal move
- Restriction: No attack this turn
- Tactical Use: Rapid repositioning or retreat
Charge (Full-Round)
- Move and attack: Close with an enemy and strike in melee
- Benefit: +1 die to the attack
- Risk: You end the turn in the open, next to the enemy
Attack Resolution: Dealing Death
When diplomacy fails and there's nowhere to run, violence becomes the only option. Every attack follows the same sequence: hit the target, roll damage, then compare it to the target's Resilience.
The Attack Sequence
Step 1: Declare target and weapon
Step 2: Build the pool
Melee: Initiative + Weapon Skill
Ranged: Agility + Ballistic Skill
Step 3: DN = the target's Defence (cover adds to it)
Step 4: Roll; Icons at least the DN = a hit
Step 5: Shift spare Exalted Icons for +1 ED each
Step 6: Damage = weapon damage + ED rolls (+ Strength in melee)
Step 7: Subtract Resilience; the rest are Wounds
Step 8: Wrath die 6 on a hit = Critical Hit
Complete Attack Example: Boltgun Fire
Attacker: Sister Beatrice (Agility 4, Ballistic Skill 3) with a boltgun: 10 + 1 ED
Target: A heretic in scavenged armour. For this example, say Defence 2 and Resilience 5.
Step 1: Declare
"Sister Beatrice fires her boltgun at the heretic."
Steps 2–4: Roll to Hit
Pool: Agility 4 + Ballistic Skill 3 = 7 dice (one is the Wrath die)
DN: 2 (the heretic's Defence)
Roll: [2][4][5][6][6][3] + Wrath die [5] = 0+1+1+2+2+0+1 = 7 Icons. A hit.
Step 5: Shift
Take out both 6s and the remaining dice still show 3 Icons, more than DN 2. She shifts both Exalted Icons: +2 ED.
Step 6: Roll Damage
ED dice: 1 (weapon) + 2 (shifted) = 3 dice. They show [3][5][6] = 0 + 1 + 2 = +3
Total: 10 + 3 = 13 damage
Step 7: Resilience
13 − 5 = 8 Wounds, far more than a rank-and-file heretic can take. The GM describes the kill.
Step 8: Critical?
The Wrath die showed 5, not 6: no Critical Hit, and no Complication either.
Damage, Resilience and Wounds
Wrath & Glory tracks harm on two lines. Wounds are real injuries: broken bones, torn flesh. Shock is fatigue, fear, bruising and near misses. Whether a hit causes either depends on Resilience.
How a Hit Turns into Harm
Damage = weapon damage + Extra Damage (ED) dice (+ Strength in melee)
Each ED die: 1-3 = +0, 4-5 = +1, 6 = +2
Glory: +1 damage per point spent
Resilience = Toughness + 1 + armour rating
AP (armour penetration) lowers the armour part of Resilience
Damage above Resilience -> that many Wounds
Damage equal to it -> 1 Shock
Damage below it -> no effect
Wounds, Shock and Staying Alive
Wounds: Serious Physical Damage
The Wound Track
Max Wounds = (Tier x 2) + Toughness
Any Wounds: Wounded - +1 DN to all tests
Past Max Wounds: Dying - fall Prone and gain a Memorable Injury
Wounds while Dying: each becomes a Traumatic Injury (a lost eye, a lost limb)
More than Tier + 1 Traumatic Injuries: dead
Shock: Combat Fatigue and Minor Trauma
The Shock Track
Max Shock = Willpower + Tier
Past Max Shock: Exhausted
- Only basic actions
- No Determination rolls
- Any further Shock becomes Wounds instead
Recovery: spend Wrath to recover Shock; rest clears more
Determination: Toughing It Out
When Wounds land, you can roll Determination to turn some of them into Shock: each Icon converts one Wound. A 1 or 6 on the Wrath die does nothing special on this roll. It's the game's way of letting heroes shrug off a hit that would drop a lesser soul, at the cost of wearing them down.
Mortal Wounds
Some attacks, like the psychic power Smite or being On Fire, deal Mortal Wounds. They ignore Resilience entirely and normally can't be reduced with Determination (a few rare abilities and Power Field armour are exceptions). If you see "Mortal Wounds", believe it.
Armour and Protection: Your Last Line of Defence
In the 41st Millennium, armour isn't fashion; it's the difference between going home and becoming a statistic. Armour doesn't roll a save. Its armour rating adds straight onto your Resilience, so every point raises the damage an attack needs before it hurts you.
How Armour Interacts with Weapons
Armour rating: added to Resilience (Toughness + 1 + armour)
AP (armour penetration): weapon trait that lowers the target's
Resilience for that hit - the better the AP, the less armour counts
Invulnerable armour: AP doesn't reduce it
Cover: when shooting through cover, its bonus is added to Resilience
Mortal Wounds: ignore Resilience entirely
Armour by Type
Flak Armour
Real World Analogy: Modern military body armour
Protection: Stops shrapnel and blunts small arms
Weaknesses: Little use against heavy weapons and high AP
Users: Imperial Guardsmen, PDF troopers, gangers who can afford it
Carapace Armour
Real World Analogy: Riot gear plus medieval plate
Protection: Solid defence against most small arms
Weaknesses: Heavy and restrictive
Users: Tempestus Scions, Arbites, Inquisitorial retinues
Power Armour
Real World Analogy: A tank you can wear
Protection: The best most Agents will ever see
Weaknesses: Rare, sacred and nearly impossible to requisition
Users: Space Marines, Sisters of Battle
Exact armour ratings and traits (such as Powered, Bulk, Shield or Power Field) are in the rulebook's wargear chapter.
Weapons: Tools of Destruction
Your weapon is your best friend, your last hope and often the difference between survival and a glorious death for the Emperor. Every weapon has a damage profile written as a number plus Extra Damage dice, such as a boltgun's 10 + 1 ED or a laspistol's 7 + 1 ED, along with AP, range, Salvo and traits.
Reading a Profile
Damage 10 + 1 ED flat 10, plus one ED die (4-5 = +1, 6 = +2)
AP how much of the target's armour it ignores
Range how far it reaches, in metres
Salvo how far a Reload can cut the Multi-Attack penalty
Traits special rules, listed below
Melee Weapons: Up Close and Personal
Combat Knife
Tactical Use: Backup weapon, quiet kills
Real World: Military combat knife
Chainsword
Tactical Use: The Imperium's favourite way to settle arguments
Real World: Chainsaw meets sword
Power Sword
Tactical Use: Elite duelling weapon that carves through armour
Real World: The lightsaber's grim cousin
Remember that melee damage adds your Strength, so the same chainsword hits harder in an Ork's fist.
Ranged Weapons: Death at Distance
Lasgun
Tactical Use: The standard infantry weapon of a trillion soldiers
Real World: An assault rifle that recharges its own clips
Boltgun (10 + 1 ED)
Tactical Use: The iconic Imperial weapon: self-propelled explosive rounds
Real World: A rocket launcher shrunk to rifle size
Plasma Gun
Tactical Use: Anti-armour specialist weapon that can be overcharged
Real World: A portable fragment of a star
Weapon Traits: Special Properties
Traits are where weapons get their personality. The core list includes Agonising, Arc, Assault, Blast, Brutal, Flamer, Force, Heavy, Melta, Parry, Pistol, Rad, Rapid Fire, Reliable, Rending, Silent, Sniper, Spread, Supercharge, Unwieldy, Waaagh! and Warp. A few worth knowing early:
Heavy (X): needs Strength X, or you must Brace first
Blast: hits an area, not just one target
Flamer: sprays fire over an area
Pistol: a sidearm, small enough for close quarters
Supercharge: overcharge it for more damage, at a risk
Parry: a melee weapon that helps you defend
Combat Options: Beyond Basic Attacks
Combat offers more than "I shoot the enemy". These options let you pull off the cinematic actions the setting is known for.
Aim: Precision Over Speed
Mechanics
Action: Simple Action before your attack
Benefit: a bonus to the attack that follows
Best Use: Long-range shots, high-value targets
Tactical Application
Perfect for removing an enemy leader before they act, like the Guard sniper who drops the Ork Nob before the Waaagh! gets going.
All-Out Attack: Fury Over Defence
Mechanics
Requirement: Melee attack
Benefit: +2 dice to the attack
Drawback: -2 Defence until your next turn
Best Use: Finishing a dangerous enemy right now
Tactical Application
When something has to die this turn: the Scout who abandons all caution to stop the sorcerer's ritual.
Called Shot: Precision Targeting
Trading Accuracy for Damage
For each +1 you add to the target's Defence (the DN),
your attack gains +1 ED if it hits.
Example: Through the Visor Slit
Situation: A heretic champion (Defence 3) in heavy armour
Action: Beatrice calls a +2 shot at his visor: DN 5, +2 ED on a hit
Odds: With her 7 dice, 51.7% instead of 86.5% at DN 3. The extra ED help her get past his Resilience.
Failure: The round sparks off his helmet, and he knows she's there.
Multi-Attack: Many Targets at Once
Mechanics
+2 DN for each target after the first; damage is rolled once
Ranged: spend a Reload to cut the penalty by the weapon's Salvo value
Weapons with Salvo "-" can't Multi-Attack
Tactical Application
A heavy stubber sweeping a cultist mob, or a Space Marine cleaving two Orks at once. Against Defence 1 targets, three targets means DN 1 + 4 = 5.
Pinning and Interaction Attacks
Mechanics
Pinning: suppressing fire tested against the targets' Resolve
Interaction attack: a skill such as Intimidation or Deception
against the target's Resolve; success leaves it
Vulnerable or Hindered
Brace: steadies a Heavy weapon you aren't strong enough to swing freely
Tactical Application
Not every useful action does damage. Pin the gunners while your allies move, or roar at the Ork so your Sister's next swing lands.
Environmental Hazards: The Universe Wants You Dead
The environment is often more dangerous than the enemy. From toxic atmospheres to collapsing structures, the galaxy offers countless ways to die. These are GM tools: pick an attribute or skill test, set a DN, and decide what failure costs (usually damage, Shock or time).
Toxic Atmosphere
Effect: Shock or damage each round without a sealed suit or rebreather
Test: Toughness to endure
Example: Chemical weapons, polluted hive air, daemonic miasma
Extreme Temperature
Effect: Fatigue that builds up as Shock
Test: Toughness or Survival to endure
Example: A failing plasma reactor, an ice world's night
Falling Debris
Effect: Damage scaled to the size of the collapse
Test: Agility + Athletics to dive clear
Example: A hab-block collapse, a bombardment's aftermath
Radiation and the Warp
Effect: Lingering harm, and for warp exposure, Corruption
Test: Toughness for radiation; Conviction for the warp
Example: A reactor breach, a warp storm, cursed archeotech
Big Battles: When Wars Collide
Sometimes the Agents find themselves in the middle of a battle involving thousands. Don't roll for every soldier. Make the battle the backdrop and give the players objectives inside it: hold the gate, silence the heavy bolter, rescue the Lord-Militant's aide. The wider battle shifts depending on whether they succeed.
Example: The Defence of Hive Secundus
Imperial Forces:
- Three battered PDF regiments
- One Space Marine squad, elite but outnumbered
- Fortified but surrounded defensive lines
Chaos Forces:
- Cultist mobs by the hundred
- Two squads of Chaos Space Marines as shock troops
- A Daemon Prince, an overwhelming individual threat
Agents' Objectives:
- Commissar: Hold the wavering PDF line (Leadership tests each round)
- Tech-Priest: Keep the void shield generator running
- Space Marine: Lead the counter-attack on the breach
- Psyker: Disrupt the sorcerers channelling the Daemon Prince
Try It at the Table
1: Run a Round
Scenario A: Ambush
Setup: 3 Guardsmen vs 5 cultists in ruins
Special Conditions: The cultists Seize the Initiative with Ruin; heavy cover everywhere
Focus: Alternating turns, cover and Defence
Scenario B: Boarding Action
Setup: 2 Space Marines vs 8 Ork pirates in ship corridors
Special Conditions: Confined spaces, breaching charges
Focus: Multi-Attack and Salvo, extra enemy turns at the end of the round
Scenario C: Last Stand
Setup: 1 Sister of Battle vs a daemon swarm
Special Conditions: Overwhelming numbers, Mortal Wounds
Focus: Determination, Shock, Dying and when to spend Glory
2: Does It Hurt?
Work out the result of each hit:
- 13 damage against Resilience 8
- 9 damage against Resilience 9
- 11 damage against Resilience 12
- 12 damage, AP −2, against Resilience 11 (including at least 2 points of ordinary, non-Invulnerable armour)
Answers
- 13 − 8 = 5 Wounds
- Equal: 1 Shock
- Below Resilience: no effect
- Resilience 11 − 2 = 9; 12 − 9 = 3 Wounds
3: Build a Guardsman's Tracks
A Tier 2 Guardsman veteran has Toughness 4 and Willpower 3. What are his Max Wounds and Max Shock? How many Traumatic Injuries can he survive?
Answer
Max Wounds (2 × 2) + 4 = 8. Max Shock 3 + 2 = 5. He dies with more than Tier + 1 = 3 Traumatic Injuries, so he can survive 3.
4: Plan the Fight
- The Sniper's Gambit: Aim plus Called Shots
- The Berserker Rush: Charge plus All-Out Attack
- The Suppression Screen: Pinning plus movement
- The Glory Spike: Save Glory for one huge hit
5: Design a Hazard Fight
- A fight on a collapsing bridge over a lava flow
- A battle in zero gravity aboard a derelict ship
- A firefight during a toxic gas leak in a manufactorum
- A skirmish in a raging lightning storm
Combat Tactics by Enemy Type
Fighting Chaos Cultists
What They Bring
- Strengths: Numbers, fanaticism, unpredictability
- Weaknesses: Poor training, weak equipment, low Resolve
Recommended Tactics
- Multi-Attack: Low Defence makes the +2 DN per target affordable
- Target Leaders: Kill the cult leader to break the rest
- Area Weapons: Grenades and Pinning
- Avoid Being Swarmed: Fight from a doorway or corridor
Fighting Orks
What They Bring
- Strengths: Toughness, Strength in melee, sheer aggression
- Weaknesses: Poor shooting, predictable tactics
Recommended Tactics
- Kite and Shoot: Stay at range; their Strength bonus only counts in melee
- Called Shots: Trade DN for ED to get past high Resilience
- Avoid Charges: Don't let them reach you with +1 die
- Spend Glory Late: +1 damage per point finishes a Nob
Fighting Tyranids
What They Bring
- Strengths: Speed, numbers, perfect coordination
- Weaknesses: Dependence on synapse creatures and the Hive Mind
Recommended Tactics
- Chokepoints: Force them into kill zones
- Area Weapons: Flamers, grenades, explosives
- Target Synapse: Kill the leaders to disrupt the swarm
- Fall Back Fighting: Trade space for time
Key Takeaways
Combat in Six Lines
- No initiative roll: players pick the opener, sides alternate; Glory or Ruin seizes the initiative
- To hit: Weapon Skill (Initiative) or Ballistic Skill (Agility) against the target's Defence
- Damage: weapon damage + ED (+ Strength in melee), plus shifted Icons and Glory
- Resilience: above it = Wounds, equal = 1 Shock, below = nothing; AP cuts the armour part
- Staying up: Determination turns Wounds into Shock; past Max Wounds you're Dying
- Cover and positioning: +1 or +2 Defence can matter more than a better gun
Combat in Wrath & Glory is fast, deadly and unforgiving. Learn these systems and your characters might live long enough to become the heroes the Imperium desperately needs. Next, the warp itself: Psychic Powers.