Combat

How fights run in Wrath & Glory, from alternating turns and attacks to damage, Resilience, Wounds and Shock.

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.

flowchart TD A[Combat begins] --> B[Players choose which Agent acts first] B --> C[That character takes a turn] C --> D[An enemy takes a turn] D --> E{Anyone left to act this round?} E -->|Yes| C E -->|No| F{Combat over?} F -->|No| B F -->|Yes| G[Victory, retreat or death]

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.

Speed by Species (metres per turn) Human 6 m Ork 6 m Adeptus Astartes 7 m Primaris Astartes 7 m Aeldari 8 m 0 2 m 4 m 6 m 8 m

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
Tactical Movement Options Low wall: cover Pillar Your Agent Enemy Move to cover, then shoot Charge: +1 die but no cover at the end Cover adds +1 Defence (under half hidden) or +2 (over half hidden)

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
flowchart TD A[Total damage] --> B{Compare to Resilience minus AP} B -->|Higher| C[Wounds = the difference] B -->|Equal| D[1 Shock] B -->|Lower| E[No effect] C --> F[Determination can turn Wounds into Shock] F --> G{Past Max Wounds?} G -->|Yes| H[Dying] G -->|No| I[Wounded: +1 DN to all tests]

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:

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

  1. The Sniper's Gambit: Aim plus Called Shots
  2. The Berserker Rush: Charge plus All-Out Attack
  3. The Suppression Screen: Pinning plus movement
  4. The Glory Spike: Save Glory for one huge hit

5: Design a Hazard Fight

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

  1. No initiative roll: players pick the opener, sides alternate; Glory or Ruin seizes the initiative
  2. To hit: Weapon Skill (Initiative) or Ballistic Skill (Agility) against the target's Defence
  3. Damage: weapon damage + ED (+ Strength in melee), plus shifted Icons and Glory
  4. Resilience: above it = Wounds, equal = 1 Shock, below = nothing; AP cuts the armour part
  5. Staying up: Determination turns Wounds into Shock; past Max Wounds you're Dying
  6. 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.