In Development: Wrath & Glory for Warhammer 40,000 Roleplay

The time has come once again to step into the grim darkness of the 41st millennium!

Roleplaying game company Ulisses North America have acquired the Warhammer 40,000 Roleplay licence and would like to announce their first product line, Wrath & Glory.

Ross Watson has been tapped to develop this new product line for Ulisses North America. Watson is best known for his role as lead developer for Rogue Trader and Deathwatch, as well as his numerous contributions to other Warhammer 40,000 Roleplay products. He is very experienced with the world and the game in all its incarnations.

Warhammer 40,000 Roleplay: Wrath & Glory is a roleplaying game set in the universe of Games Workshop’s Warhammer 40,000. The setting is a dark, Gothic future where the galaxy-spanning Imperium of Man is beset by horrific threats and endless war. In Wrath & Glory, players join to tell stories of mystery, action, and terror amongst the bloodstained stars. You may take on the roles of characters fighting against the tide of corruption sweeping the galaxy, struggling to keep alive a glimmer of hope as others revel in the consuming flames.

Wrath & Glory launches in 2018 with the Wrath & Glory Core Rulebook. Inside are rules for character creation, task resolution, combat, and other activities your character may employ as they explore the grim darkness of the far future. In Wrath & Glory, your characters glimpse the grime on the cherub’s wings, the hint of regret in the Radical’s eyes, and confront their own worst fears in the Harlequin’s mask.

Ulisses North America will hold a seminar at Gen Con 2017, where Ross Watson will discuss further details about the game and the products that are in development. If you can’t make it to Indianapolis, there will be video of the seminar available afterwards.

In anticipation of this release, Ulisses North America have launched a teaser website that includes a few Frequently Asked Questions, as well as a link to the Gen Con seminar. You can also read the official press release here.

If you want all the details about these new RPG products as soon as they are available, you can sign up for a mailing list specifically for Warhammer 40,000 Roleplay.

In the meantime, if you are eager to revisit previous Warhammer 40,000 Roleplay products such as Rogue Trader, Dark Heresy, and Deathwatch, they will be available soon on DriveThruRPG!

22 thoughts on “In Development: Wrath & Glory for Warhammer 40,000 Roleplay”

  1. Seamus Gale says:

    Really looking forward to this product. I run a game store in Stillwater Oklahoma and many of our customers have the itch with the newest edition of 40k, so hoping the same will apply for the rpg. One of the greatest things I’ve seen other rpg developers do to keep players interested are the living campaigns that Paizo and WotC release for their rpg lines and was wondering if your company has any thoughts on the matter?

  2. viva says:

    mailing list is a bust

    1. Eric Simon says:

      The plugin seems to need occasional resetting during heavy load. Try again.

  3. Joshua Israel says:

    Please do yourselves a great favor and make sure the sections about Xenos characters aren’t written from the same human perspective as the basic rules for human characters. Make the Xenos sections reflect the nature of existence as the Xenos in question.

    Eldar are innately psychic (though most aren’t combat-psykers), and possessed of extremely intense passions, which they keep control of through highly regimented Paths, or harness into sadistic torments or grand operatic performances. Write them that way. For inspiration I suggest John Wick’s RPG “Houses of the Blooded”.

    Tyranids meanwhile, are sorely lacking for any attempts to portray them as having a motivation beyond “be the bad guys for the good guys to shoot at”. To get into the Hive Mind’s head, I recommend Peter Watts’s story “The Things”, which is available free on the Clarke’s World magazine website. That story shows just how horrifyingly alien the idea of individual identity is for a bio-adaptive organisms with a much more fluid definition of “myself”.

    Orks and Tau and Daemons, I don’t know that well, so I have no recommendations for them. But whatever inspiration you draw from, make the aliens feel like they’re fundamentally not human, and you’ll have a game that people talk about for years to come.

    And I will happily contribute more inspirational sources if anyone desires.

    1. Skub McSkubface says:

      How the hell could you roleplay Tyrannids effectively? I get that they’re not mindless, but a group of five people won’t be able to play a hive mind together in any cohesive way, and to play at a scale that makes sense for the other races the GM would play the overall Hive consciousness. It just seems like the GM would have to set such restrictive parameters to simulate a hive mind overrunning the critters the players are using that it wouldn’t be a really fulfilling roleplay experience. Maybe a session where the players encounter and communicate with a single synapse, like when TNG encountered a single Borg. That would probably be some hyper-mega-uber-deluxe heresy though.

      1. Joshua Israel says:

        “How the hell could you roleplay Tyrannids effectively?”

        Two answers come to mind off the top of my head, as to how it could (theoretically) be written to work. 

        Option one: Don’t imagine them as Termagants or Carnifexes, but rather as Tyranid Warriors. Each PC is a Synapse creature, and the rules model Synapse as a “summoning” skillset. Call forth and control your pets to accomplish your goals. Simple and easy, but it gets complicated with keeping all the players on the same page when their pets are all built for resolving different tasks. ‎

        Option two: Borrow the element from either the FATE engine or the “Doctor Who: Adventures in Time and Space” game, which both encourage players to actively contribute to the narrative beyond the confines of their own characters. Then just give a “Hive Mind bonus” to that function when members of a Synapse-linked brood build upon each other’s narrative contributions using a “yes, and…” improv theater mentality. 

        Now, I’m not in any way connected to the writing staff, so this is all just speculation on my part, but even I admit that it would be far easier to take my option two and use it for a game where all the PCs are Genestealer Cult members, because it takes a hell of a writer to let the reader get inside a truly alien mentality, like the various layers of the Tyranid Hive Mind possess. 

        But I would pay good money for a well-written scene of a Tau character and a GSC Magus having a friendly discussion about the moral value of setting aside the pursuit for individual accomplishment in order to devote one’s labors to the benefit of their conglomeration as a whole.

        That would be a sight to see. ‎

  4. Postwar Vandal says:

    I’m really looking forward to this. 40K is a great RPG setting, perfect for zero-to-hero campaigns with gritty characters, as well as epic campaigns with high-level characters. Although i must admit I’m keeping my fingers crossed that it will be a percentile-based system. That just suits the setting best, with the legacy of Warhammer Fantasy RPG 2nd edition in mind.

  5. Jason Garrett says:

    What a fabulous announcement for my birthday.

    As a Dark Angel & Adeptus Arbite fan i look forward to more news soon.

    FOR THE EMPEROR

  6. Mr. Servo Skull says:

    I wasn’t really a big fan of the old Warhammer RPG games because, while the IP was great, the games themselves seemed overly complex. But I guess everyone has their own preference when it comes to RPG’s. Whatever this new system is, I hope it’s more accessible to players! I really like that it uses D6’s, and I’m curious what that will feel like!

  7. Hugh Salamando Filth says:

    D6 system? Srsly?
    Why not use a proper pool mechanic?
    Or even better, don’t remove it from FFG in the first place.
    Though I’m well aware that Ulisses has nothing to do with that.

    But c’mon… D6 system… That’s for lazy arse players who can’t count to three.
    While the mix of D10 and D100 was not perfect itself atleast…

    Argh, screw it, I’ll buy it anway and I really really hope, Ulisses won’t fkk this up.
    I’m hosting Dark Heresy 1st and 2nd edition since it’s released.
    You better create something good.

  8. Timothy Gatehouse says:

    Disheartening indeed. Why reinvent the wheel? We would gladly have purchased new material if it was compatible with the old. Abstract D6 pools have never been a good way to go, whilst the percentage system was easy to explain to new players and, most importantly, kept the game fast paced.

    I’m a game store owner, and I’m pretty disappointed in the decision.

  9. Mr. Servo Skull says:

    I dunno, the Iron Kingdoms RPG is done with D6’s, and it’s a perfectly fun and easy to pick-up system. Just because it’s different doesn’t mean it’s automatically bad. And if there’s something 40k players have a lot of, it’s D6’s!

    But, I got to admit, if it’s 1d6 trying to replace a d100, I’m worried! If it’s 2d6’s replacing 1d10, I think that’s great because it introduces a bell curve to the randomness, (which I think is way better than the random chaos of a single die roll) I’m going to stay cautiously optimistic about a new D6 system. : )

  10. Olaf Wilsing says:

    Interesting,
    though expectations will be very high, especially from over the ocean, as Ulisses has published some of the largest and complex systems in the RPG arena.
    Setting the scene in the Dark Imperium gives opportunities as much as problems. Playing Orks, Eldar & Ta’u should be not too complicated as they are to a certain level comparable. Tyranids and Daemons are off the board. Travel will be extremely tricky as the Astronomicon is not present on the east side of the galaxy, also the pressing threat from both the anomaly and two hive fleets and nowhere to run might prove interesting. And is also the only excuse to pack Craftworld Ael’dari, Humans, Ta’u and maybe Orks in the same party of merry adventurers. I hope for a rather free character development, solid choices of races, a background thats provides explanations of why. And btw d6’s are not bad WEG Star Wars was nifty (d6’s) and Shadowrun still is (1st through 5th Edition only d6’s). Balancing is my major concern, or that they split the game into: Eldar/Humans/Ta’u and so forth in that case i can stick to our DH second, with small House rules and rely on the RT rules for most Aliens. works fine and succesfull 😉 (adapting Eldar to DH2 as characters is not realy complicated, as all the other playable species)
    but we will see. As said expectations are very high.

  11. Vinicius Alvim says:

    I hope the system is easy enough to use in other 40k timelines. The new 8th edition lore is holding near-zero interest to me…

    From what I see, the system will support a wide range of characters?

    That should be interesting! ^^

  12. Mr. Servo Skull says:

    What?! . . . What’s not interesting about trivializing all the veteran space marines? . . . Oh. . . I see. . . 😉

    Well, at least the new models are cool. But I’m thinking I might stick to the classic 40k timeline as well unless something really catches my eye in the new lore. I mean, the Primarchs returning as an actual force to reckon with could make for some interesting story possibilities. But making the supermuhan heroes of humanity obsolete by rolling out a new model really did take away some of the majesty and appeal of the lore for me. :/

  13. John L. Lewis says:

    Always loved the setting but hated the rule set from FFG; percentiles just scream outdated. From a mechanics perspective I hope Ross and the crew look toward some of real innovative games that have come out in the past few years, especially things from indie publishers for rule inspiration.

    If I had one request for this game it would be to make it completely “player facing” like the Cypher System, Through the Breach, or any of the games based on Apocalypse World! These games tend to keep players more immersed and allow the GM much more time to focus on crafting story and feel instead of looking at tables, charts, and rolling dice.

    Good luck! I’m looking forward to the game’s release next year!

    1. Joshua Israel says:

      The Apocalypse World engine is also one of the easiest to scale character capabilities in; just look at what The Divine / The Wronged / The Flake are respectively capable of in armed combat in “Monster Of The Week”. It would truly be glorious for the capabilities of Space Marines / Dire Avengers / Guardsmen to be scaled so cleanly without needlessly adding layers of complexity to the bell curve.

      However, the tricky part of writing a game with a player-facing ethos is getting the GM to understand how to keep the game moving without ever having to touch the dice him/herself. Which took me a while to wrap my head around, when I was first asked to run a game of MonsterHearts.

      But I’m definitely hoping that this game will feature rules that encourage players to add to the narrative beyond simply the actions of their own characters; so that everyone at the table can actively contribute their love for the setting material, and build a fully realized M41 galaxy without needing the GM to burn out by spending day and night looking things up on the wikis.

      And that the game will give every faction a clearly defined point of view, rather than defaulting to “kill for the Emperor equals good; everything else equals bad”. Because the 1980s are long behind us, and it’s been decades since even D&D admitted that a fantastical world should involve far more than just wandering murder sprees.

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