Welcome to the 41st Millennium

What Wrath & Glory is, where it is set, and how its dice and Tiers work at a glance.

The Emperor Protects: What is Warhammer 40k?

Imagine if our world took the darkest path possible through history, then fast-forwarded tens of thousands of years into a future where hope is a luxury few can afford. Welcome to Warhammer 40,000 - a universe where "grimdark" isn't just a word, it's a way of life.

Real World Analogy

Think of Warhammer 40k like a blend of:

  • Medieval feudalism - with noble houses, serfs, and rigid hierarchies
  • World War I trenches - endless, brutal warfare
  • The Spanish Inquisition - religious zealotry and persecution
  • Blade Runner - dystopian technology and urban decay

All wrapped up in power armour and set among the stars!

THE 41ST MILLENNIUM There is only war IMPERIUM OF MAN Over a Million Worlds Split in Two by the Great Rift

What Makes Wrath & Glory Special?

Warhammer 40,000 Roleplay: Wrath & Glory is a tabletop roleplaying game that rolls pools of six-sided dice. Unlike older 40k RPGs that locked you into one organisation - only Inquisitorial agents, only Space Marines, only Guardsmen - it lets one party mix characters from across the setting: Guardsmen and Tech-Priests, Sisters of Battle and Rogue Traders, even an Aeldari Ranger or an Ork Kommando if the group agrees.

To keep that mix believable, the rulebook offers Frameworks: party concepts (a Rogue Trader's crew, an Inquisitor's warband, a squad on a mission) that explain why these particular people work together and steer which Archetypes fit.

flowchart TD A[A Wrath & Glory Party] --> M[Astra Militarum] A --> K[Adeptus Mechanicus] A --> O[Other Factions] M --> B[Imperial Guardsman] M --> D[Imperial Commissar] K --> G[Skitarius] K --> C[Tech-Priest] O --> E[Rogue Trader] O --> F[Space Marine Scout]

Think of it Like an RPG Video Game

If you've played games like Mass Effect or Dragon Age, you'll understand the concept. You're building a diverse team where each character brings unique skills:

The Setting: The Great Rift and the Gilead System

The game is set after the opening of the Great Rift, a tear in reality that split the galaxy in two. The half beyond it, Imperium Nihilus, lost contact with Holy Terra: no reliable astropathic messages, no guaranteed reinforcements, no easy way home.

The rulebook's default setting is the Gilead System, a cluster of Imperial worlds stranded on the dark side of the Rift. Its key worlds give you a campaign's worth of variety on their own:

Cut off and surrounded, Gilead has to defend itself with whatever heroes it has - which is where your characters come in. You can just as well set your game anywhere else in the galaxy; Gilead is simply a ready-made starting point.

A Short Publishing History

This guide follows the Cubicle 7 revised core rulebook with its July 2020 errata. If you own the 2018 printing, expect differences: it used five Tiers, "Build Points" instead of XP, and "Soak" instead of Determination.

The Tier System: From Local Heroes to System-Wide Legends

Wrath & Glory uses a "Tier" system that sets the power level of the whole campaign. The revised core rulebook has four Tiers. Everyone builds their character for the campaign's Tier, starting with 100 XP × Tier, and each Archetype has a minimum Tier you need to play it. The book doesn't give the Tiers names, so the labels below are just descriptions.

Tier 1: Local Heroes

Real World Analogy: Police officers, firefighters, local militia

40k Examples: Imperial Guardsman, Ganger, Ministorum Priest, Inquisitorial Acolyte, Sister Hospitaller

Threats: Cultists, gangs, small bands of raiders - trouble on a single world

Tier 2: Veterans and Specialists

Real World Analogy: Special forces, federal agents, elite soldiers

40k Examples: Sister of Battle, Tempestus Scion, Skitarius, Sanctioned Psyker, Rogue Trader, Space Marine Scout

Threats: Organised xenos raids, entrenched cults, a planetary crisis

Tier 3: Elite Agents

Real World Analogy: International special ops, top government officials

40k Examples: Tactical Space Marine, Imperial Commissar, Tech-Priest, Inquisitor, Crusader

Threats: Chaos Space Marines, daemonic incursions, wars that span several worlds

Tier 4: Legends

Real World Analogy: World leaders, legendary generals

40k Examples: Primaris Intercessor, or any lower-Tier Archetype who has Ascended

Threats: System-wide catastrophes that could doom all of Gilead

Characters can rise through the Tiers by Ascension as a campaign goes on. A fifth Tier appears only in later supplements, not in the core rulebook.

Core Mechanics: Rolling with Wrath

The dice system is simple: you roll a pool of six-sided dice and count Icons. It's like playing Yahtzee, but with more explosions and heresy. The full rules are on the Core Mechanics page; here is the short version.

The Basic Roll

Dice Pool: Attribute + Skill (plus any bonus dice)
Each die: 1-3 = nothing, 4-5 = 1 Icon, 6 = Exalted Icon (counts as 2)
Difficulty Number (DN): the Icons you need - DN 3 is a typical test
Wrath Die: one die in every pool is a different colour
  - a 6 is a Wrath Critical: an Exalted Icon, +1 Glory for the party
  - a 1 is a Complication: something goes wrong, success or not
Shifting: spare Exalted Icons you don't need can buy extra effects

Example: Shooting a Cultist

Situation: Sister Beatrice fires her bolt pistol at a heretic

Dice Pool: 5 dice (Agility 3 + Ballistic Skill 2), one of them the Wrath die

Difficulty: DN 3 (the heretic's Defence)

Roll Result: [2] [4] [5] [6] and the Wrath die shows [6]

Counting: 0 + 1 + 1 + 2 + 2 = 6 Icons - a clear success

Wrath Critical: the 6 on the Wrath die adds 1 Glory to the party pool and makes this a Critical Hit

Shifting: she only needs 3 Icons, so she shifts the plain 6 (still leaving 4 Icons) for +1 Extra Damage die. The cultist is very dead, and probably the wall behind him too.

Why This System Works

Unlike systems where you roll one die and hope, Wrath & Glory lets you feel powerful by rolling handfuls of dice. It's like the difference between:

Three resources ride alongside the dice: each player's Wrath points (rerolls and small narrative edits), the party's shared Glory pool (bonus dice and damage), and the GM's Ruin.

The Factions: Know Your Allies and Enemies

The 40k universe is like a massive game of chess, if chess pieces could pray to dark gods and shoot laser beams. Here are the major players:

graph LR A[Imperium of Man] -->|Fights| B[Chaos] A -->|Fights| C[Orks] A -->|Fights| D[Tyranids] A -->|Fights| E[Necrons] A -->|Sometimes Fights| F[T'au Empire] A -->|Uneasy Allies or Foes| G[Aeldari] B -->|Corrupts| H[Traitor Space Marines] B -->|Spawns| I[Daemons] C -->|WAAAGH!| J[More Orks]

The core rulebook lets you play humans of the Imperium, Adeptus Astartes, Aeldari and Orks, with Chaos characters offered as an option for groups that want them.

Imperium of Man: The Crumbling Empire

Real World Analogy: The Roman Empire at its peak, but lasting 10,000 years and ruling a million worlds instead of the Mediterranean.

Key Features:

Chaos: The Enemy Within

Real World Analogy: Every corrupt politician, every war profiteer, every person who chooses personal gain over the greater good - but with literal daemons.

Chaos isn't just an enemy you fight with guns; it's a corruption that can turn your best friend into your worst nightmare. In the game it is tracked as Corruption, which builds up as characters are exposed to the Warp.

Creating Your First Character: The Short Version

Character creation is like building a LEGO minifigure, but each piece comes with a detailed backstory and psychological trauma. The Character Creation page walks through it in full; in outline:

  1. Tier and Framework: the group agrees the campaign's Tier and what kind of party it is
  2. Archetype: your role (Imperial Guardsman, Tech-Priest, Ork Boy...), which also sets your Species and your faction
  3. Spend XP: 100 × Tier XP on Attributes, Skills and Talents
  4. Keywords: tags like IMPERIUM or ADEPTA SORORITAS, plus bracketed choices such as [ORDER] or [REGIMENT]
  5. Background, Wargear and Traits: your faction's story options, your starting gear, and derived numbers such as Defence and Wounds

Example Character: Sister Beatrice

Tier: 2

Species: Human

Archetype: Sister of Battle (a Tier 2 Archetype)

Keywords: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, [ORDER] - she chooses the Order of the Sanctified Shield, based on the shrine world of Enoch

Story: The sole survivor of a convent overrun by daemons, sworn to hunt down the creature that killed her sisters

The Result: A battle-scarred Sister of Battle whose faith burns brighter than her flamer, driven by holy vengeance but haunted by survivor's guilt.

Practical Applications: When to Use Wrath & Glory

Perfect For:

Campaign Themes That Work Well:

Try It at the Table

1. Faction Relations Map

Sketch a relationship diagram showing how different 40k factions interact. Use the Imperium as your central point and map out:

2. Pitch Three Characters

For a Tier 2 game, pick three Archetypes from Tier 1 or 2 and give each a one-line concept:

  1. A combat specialist
  2. A social character
  3. A technical expert

3. Roll Some Pools

Roll these pools (one die is the Wrath die) and count Icons: 4-5 = 1, 6 = 2.

Note any Exalted Icons you could shift, and what a 1 or a 6 on the Wrath die would mean.

4. Campaign Pitch

Write a one-paragraph pitch for a Wrath & Glory campaign. Include:

Key Takeaways

The Three Pillars of Wrath & Glory

  1. Grimdark Setting: The galaxy is split by the Great Rift, and Gilead is on the wrong side of it - but heroes still try to make a difference
  2. Flexible Character Options: Mixed parties held together by Frameworks and Keywords
  3. Scalable Threats: Four Tiers take stories from a single hive to the fate of a whole system

Next up: Character Creation, where you'll spend your XP, pick an Archetype and work out the numbers on your sheet.