Wrath & Glory

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The new 40K RPG, to be published by Ulisses Spiele. Little has been confirmed other than that it will use "dice pools of d6s" and that it will take place during the "present day" of 40k (I.E. after the appearance of the Great Rift and the conclusion of the Indominus Crusade).

What We Know

  • The Core Rulebook will contain rules for Humans, Space Marines, Eldar, and Orks. There may be future expansions with other alien races such as the Tau or Dark Eldar.
  • There will be "Adventure Path" style releases. The first release will follow a group of Imperials in Imperium Nihlus, the second following Ulthwe Eldar.
  • The game uses a d6 dice pool system. Rolls of 1-3 are failures, 4-5 are successes, 6 is a double success, and if more successes than needed are rolled a 6 can be shifted from the total successes for extra bonuses to the roll effect (such as a boost to damage rolls in combat or allowing a task to be completed faster). One special die in the pool, the "Wrath" die, has a chance of giving a complication (thinked a threat die in FFG's Star Wars or a mixed success in an Apocalypse engine game- for example, if you succeed a roll then something about the success creates an unexpected negative effect in the scene) on a 1 or a glory point (which appears to be some sort of meta resource, possibly like Fate Points in the old system). "Failing forward" means that even if a roll is failed, no one failed roll will be enough to lead to a TPK situation; it will still have negative consequences, however.
  • After choosing a species and character Archetype, characters pick Keywords, suggesting allegiance ("Imperial Guard", "Inquisition", "Ganger", etc.). In addition to fluffing a character out, they have crunch effects like making it easier to get rare gear or aiding in getting help from another faction.
  • The game has a player "Tiers" system, from I-V, which reflect a combination of a given character's combat ability, authority, and wargear access, among other things. A Tier I character would be a Guardsman, Eldar Corsair, or Ork Boy (grunts, essentially), while things like Space Marines, Eldar Warlocks, and Commissars would be Tier III. Any given campaign will have an agreed-upon Tier set for it, which will dictate limits on Archetypes, dice pool limits, and the overall challenge level of the campaign. This ensures that a given campaign won't pit characters against anything too easy or too hard for their expected power level- an individual Genestealer that would be the "main villain" of a Tier I game session would only qualify as a basic mook in a Tier III game, for example.
    • Characters of lower tiers can join higher tiered games through Ascension, wherein they pick up a new keyword, some form of memorable injury or a number of corruption points, some better starting equipment that would allow them to stay competitive (like plasma weapons), and a boost to attributes, skills, and talents that would bring that character up to the equivalent of a starting character for that tier.

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