Wrath & Glory Designer Diary – March 2018

Mixed Groups

Greetings readers, this month’s Wrath & Glory designer diary continues to focus on character generation—specifically, about how the Dark Imperium shapes what kinds of characters adventure together amongst these bloodstained stars.

The galaxy has been rent asunder by a massive warp storm known as the Cicatrix Maledictum—the Great Rift. This raging split in space and time has rent the Imperium of Man in two. On one side lies the Imperium Sanctus, home of Holy Terra, a region of space where the Imperium is mostly able to function as it has endured for the last 10,000 years. On the other side lies the Imperium Nihilus, the Dark Imperium, and it is here that worlds lie under the greatest threat. In the Dark Imperium, the Astronomican that guides ships through the Warp is only glimpsed like a campfire through a shadowy forest. Astropathic messages are unreliable, and passage across the Great Rift from one side to the other is all but impossible.

Entire sectors of space are cut off and isolated from one another. Interstellar travel is unreliable at best, and far more dangerous than before. Systems of worlds close to the Great Rift must fend for themselves against the encroachment of madness, the predations of opportunistic alien species, and the foul schemes of the Ruinous Powers of Chaos.

Thus, the Dark Imperium is a place that is in dire need of heroes. Some are the last survivors of their military forces, others are those who became separated by ill-fortune. Still more arrive from those voidships that somehow manage to reach their destination.

These are desperate times in the Dark Imperium—individuals that would ordinarily return at once to their original organization have little choice but to remain. Attempting to journey beyond the Great Rift is tantamount to throwing one’s life away. Thus, unusual alliances and strange bedfellows are the norm in the Imperium Nihilus, for many worlds have no one else to rely on.

Wrath & Glory, Warhammer 40,000 Roleplay is set in the Dark Imperium, and thus, we have embraced this opportunity to present a setting in which players can take on nearly any of the iconic Warhammer 40,000 roles in their adventures. Each group of players and the game master must first decide their Framework—the context for who the heroes are, what they are doing, and why.

In the Imperium Nihilus, the default context is that the player characters work together because they are all these worlds can call on for aid against dire threats. Thus, a Tactical Space Marine of the White Scars Chapter fights alongside a Sister of Battle from the Order of the Sanctified Shield. An Astra Militarum Commissar watches the back of her Adeptus Mechanicus Skitarius companion. A Ministorum priest helps an Imperial Guardsman overcome the challenges that lie ahead.

This is not an unusual group of heroes for the Dark Imperium, nor is it the only combination possible. Wrath & Glory contains rules to play as many different frameworks. Some examples include: a group of underhive scum, Chaos-tainted cultists, Ork mercenaries, or Eldar wanderers. The character creation rules, as I’ve gone over during the last few months, offer a wide variety of options for players and a great deal of freedom in the types of characters—plus their skills and abilities—that the players want.

Keep an eye right here on our website for more news about Wrath & Glory coming soon!

-Ross Watson, Product Line Manager

10 thoughts on “Wrath & Glory Designer Diary – March 2018”

  1. Giantcavecrab says:

    I was just selling my mate on Wrath and glory last night and he asked ‘But how will it handle mixed groups?’

    Kudos team – Looks interesting!

  2. Arne Jamtgaard says:

    And the scum manages to avoid any paper trail of her presence – excellent!

  3. Alan Hartley-Pantoja says:

    I’m curious. Does the team have to all be from the same side? For example, can a space marine, an ork, a eldar, and a chaos space marine be part of the same group. Like they all have a different belief but a common goal?

    1. Eric Simon says:

      The makeup of your team has to do with the Framework you set for your game. So that’s where you would define what makes sense at your table.

  4. jim bob says:

    Hey there guys, is there anything resembling a release date on this yet? im positively foaming at the mouth for it:D

    1. Eric Simon says:

      The first availability for the main book will be at Gen Con. We’ll have a pre-sale before that. Details coming soon!

  5. Patrick Braunstorfer says:

    That sounds cool and all. But will it also be possible to set a game in the Imperium Sanctus instead?

    1. Eric Simon says:

      Not directly with the setting information we provide in the book. But as with any RPG, you’re certainly welcome to use the system to make up your own stories.

  6. Snoth says:

    Imperial noble hauses my do deall with orks. Weapons (lotas) for the military power (attack rival hause). Single ork or mutant my find his weay in mericinary or ganger grup.

    1. ResidualRose says:

      The inquisition, especially Radicals in the Oreos Xenos, have been known to use “Sanctioned Xenos” in their acolyte cells and warbands, mostly Ork mercs or more minor species. Rogue Traders similar use this grey area to employ orks, Eldar corsairs, and even ally with T’au in rare occasions. The darkest and most foolishly arrogant cut deals with the dezigns of Commoragh, the Necromancer Dynasties, or radical hereteks, much to their eventual folly.

      The Gatheringg Storm did show however, that as long as their enemies are the same, the Imperium is able to work with Xenos and rogue forces against the greater existential threat of Chaos: the Ynnari, Trazyn the Infinite, The Fallen (probably a few Genestealer Cults too, hidden in the various Guard and PDF forces assembled).

      An example of what happens when the Heretics and Imperium work together, would be the Beast Rises series, where the Iron Warriors and loyalist astartes called a truce and fought off Ork Uber-boyz. Granted, the Iron Warriors aren’t exactly Chaos Space Marines, since they usually reject any “gifts” the dark gods wish to bestow upon them, and only use daemonology in the Daemon-engine context, so they also tend to be far more sane and rational then the other traitor forces.

      Idea for a mixed team:
      A Necron Overseer who awakens without his dynastic army teams up with a tech-priest after their tomb/Forge World is attacked by the forces of Slaanesh. They then start using the hive guerilla skills a group of Forge World labourers who have become a militia unit, picking two survivors to come with them (an actual human and a secret Genestealer neophyte).

      Finally, they acquire the services of a Drukhari wych who has been marooned in real space after a small raid on an Agri-hub was cancelled by the unexpected invasion of She Who Thirsts, and also a fallen Sister of Battle who has become a Khornite bezerker after the Bloodied One offered her power to claim vengeance for her Order which was destroyed by the Daemonettes.

      If you’ve got another player for 7, toss in an Ork Mekboy perhaps, who came to the planet to scavenge the destroyed and damaged Manufactorums with the dream of building “da mozt dakka!” So he can attract enough ‘boyz to build a gargant.

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