Wrath Glory Condensed Rules
Following is a series of quick notes and references for the Warhammer 40,000 Wrath and Glory
Role Playing Game.
The main mechanic in WnG is the Skill Test. Difficulty Numbers
Perform it as follows: 1 Routine
1. Choose a Difficulty together and a 3 Standard
relevant skill 5 Hard
a. Some tests are impossible or 7 Very Difficult
routine, do not roll for these 9 Extreme
2. Collect a Number of Dice from an 11 Near Impossible
attribute + skill number. One of the Wrath Points
dies is a special wrath die Each character has these points, more can
a. A character can take half of be gained from fulfilling objectives
their dice to pass a test that’s ● Re-roll failed dice in a test or attack
easy enough. Don’t roll (Not the Wrath die) once
3. Roll the dice. ● Restore 1D3 + 3 Shock
a. 1-3 gains no successes ● Declare a Narrative Detail
b. 4-5 gains 1 success ● Improve a Defiance Roll
c. 6 gains 2 successes or 1 shift Glory Points
4. Resolve the wrath die These are shared by the party. Can have up
a. 1 gains a complication to #Players + 2 maximum.
b. 6 gains glory and 2 successes ● Increase Dice Pool by 1 per glory
or a shift ● Increase Damage by 1 per glory
c. 2-5 as normal die ● Increase Severity of Critical Hit
5. If the character has more successes ● Act out of turn for combat
than the difficulty, they succeed Additional Success Effects
a. If they have any shifts left Gained by rolling more 6s than is necessary
over after they can use them to beat a test. Multiple shifts can be
for additional effects stacked, to gain more
6. If the characters don’t have enough ● Gain Information
successes they fail forward, ● Improve Quality
succeeding with a cost ● Improve Speed
a. Takes more time than ● + 1 Damage (In Combat)
expected ● +1 Glory (once per test)
b. Costs Glory or gains Ruin ● +1 Hinderance or Vulnerability
c. Provides them with Assists
increased difficulty in other Characters can help each other. Choose a
tasks lead character; all other roll tests with no
d. A New obstacle arises wrath die, and if they succeed lead
e. The stakes are raised character gains +1 Dice for each success
Attributes & Skills
ST Strength Raw Physical Power Lift Strength and Close Combat
AG Agility Dexterity and Coordination Shooting, Piloting, Stealth
TN Toughness Endurance Ability to shrug off damage
IN Intelligent Process and Interpret Information Most Non-Combat, Non-Social Skills
WP Willpower Determination Corruption and Fear Resistance, Psychic Powers
FP Fellowship Force of Personality Charisma, Influence
IA Initiative Reflexes and Reaction Speed Combat Defense and Acting First
Combat Traits Ballistics AG Handle Shoot ,
Defense IA - 1 Hit Resistance Skill Maintain Firearms
Resilience TN + 1 + Damage Cunning FP Know a guy,
Armor Resistance Interrogate
Soak TN Transfer Deception FP Lies vs Insight
damage to Feint in Combat
shock Insight FP Oppose Deception
Shock WP + Tier Stress, sanity Determine Motive
Speed By Species Combat Move Intimidation WP Scare, Coerce vs Itself
Wounds TN + Tier How much In Combat vs Resolve
hurt can they Investigation IN Perform Research
endure Assemble Clues
Mental Traits Leadership FP Inspire, Remove
combat effects
Conviction WP Faith in the
emperor Medicae IN Remove combat
effect, stabilize dying
Corruption 0 Chaos
Heal wounds & shock
influence
Persuasion FP Convince vs Itself
Resolve WP - 1 Fear
Insult in Combat
Resistance
Pilot AG Drive a Vehicle
Perception ½ Resist
Awareness Ambushes
Psychic WP Activate Psychic
Social Traits
Powers
Influence FP - 1 Ability to
Scholar IN Have Prior Pertinent
requisition
Knowledge
Wealth Tier +
Stealth AG Hive vs Awareness
Archetype
Make Ambush
Bonus
Survival WP Find food, shelter,
Skills navigate, track
Athletics ST Climb, Swim, Tech IN Utilize, repair,
Acrobatics maintain technology
Awareness IN Notice Details, Weapons IA Armed and unarmed
Perceive Stealth Skill melee combat
Standard Actions:
Combat Psychic Power WP + Psychic – Activate a
Set Up Power
1. Determine Ambushes: If either party is Melee Attack IA + Weapons – Attack an
unaware of the other, the aware group opponent in melee
acts first for a round before combat Juke, Feint, Use appropriate skill
starts. Misdirect Make Interaction Attack
2. Set The scene: Describe surroundings, Run Move a second time
put characters on battle mat.
3. Perform Round: Sprint Move 2x speed
a. First the players nominate an -2 Defense
actor to act, then the GM. Ranged AG + Ballistics – Attack an
b. In a disagreement, roll Attack opponent at range
initiative. Stealth AG + Stealth – Remain
c. Each actor can only act once undetected
per round unless otherwise Use Object Manipulate, ready or
specified pick up object
4. Keep repeating rounds until combat Reload Expend a Reload
ends Weapon armed again
Turn All-Out Attack +2D in melee attacks
Each character gets per turn: -2 Defense
● 1 Move Action Called Shot Suffer a +2/4/6 DN
● 1 Standard Action penalty to shoot for
● 2 Simple Actions like talking or flipping +1/2/3 Damage Dies
a switch or unholstering a weapon Charge Move again and melee
OR attack at +1D
● 1 Full action Disengage Move ½ speed out of
Overwatch Wait until a later turn Melee combat
Roll IA to interrupt someone Grapple Athletics roll
Full Defense Roll IA, add to Defense Restrain a target
Move Half speed Multi-Attack Attack multiple
Move Actions opponents; +2 DN or
Walking Move up to speed Expend Reload Each
Jumping 3xST distance + Athletics Roll Multi-Action Do multiple actions
Swimming Half speed +2 DN Each action
Tactical Half speed, keep cover bonus Salvo Expend a Reload
Crawling Half speed, use when prone Attack with Salvo bonus
Climbing Half speed or Athletics Roll Suppressive Expend a Reload
Brace Brace Heavy Weapon Fire Make Interaction Attack
Aim +1d to ranged attack or Chance to Pin enemy
remove into melee penalty Improvised Describe Action, Discuss
Action with GM Roll test as
normal
Making an Attack Complications
1. Roll a test with either Weapons or 11-26 Out of Ammo Have to Reload
Ballistic Skill vs target Defense 31-33 Weapon Jam Tech Test DN 2
2. On a success roll any weapon Extra 34-36 Drop Weapon Action to get up
Dice + Any shifts from the previous roll 41-43 Malfunction Tech Test DN 4
3. Count the successes and add Weapon 44-46 Stuck weapon ST test DN 3
Damage (and Strength if it is a Melee 51-53 Dropped Item Action to get up
attack) 54-56 Falling Prone Character Prone
4. Compare Damage vs Resiliency 61-62 Restrained ST test DN 4
a. < Resiliency – no effect, attack 63-64 Blinded Blind for 1 round
bounces off armor 65-66 Inconvenient GM Discretion
b. = Resilience – target suffers 1d3 Target
Shock
Critical Hits
c. > Resiliency – target suffers
If a 6 is rolled on the Wrath Die and success on the
Damage – Resiliency Wounds attack roll on the Critical Hit table
Interaction Attacks Glory can be spent to increase Severity
1. Roll a test using an appropriate skill vs 11-16 Headshot +1d3 Wounds, Staggered
enemy appropriate skill or resolve Severity: +1 Wound
Difficulty, whichever is harder 21-23 Brutal +1d3 Wounds, Hindered
2. On a success, Hinder or jeopardize the Rupture Severity: +1 Wound
target 24-26 Ferocious +1d3 Wounds, Vulnerable
a. Hindered - +1 To Difficulty on Rending Severity +1 Wound
all tests 31-33 Merciless 1 Mortal Wound
b. Vulnerable - -1 Defense Strike Severity +1 Mortal Wound
3. If the attack is a suppressive fire, the 34-36 Savage 1 Mortal Wound, Injury
target makes a Resolve check vs 3 + Attack Severity +1 Mortal Wound
Number of actors shooting at them or
41-43 Vicious 1d3 Mortal Wounds
be Pinned
Counter Severity +1 Mortal Wound
4. If Actor has 3+ shifts, they choose
44-45 Visceral All nearby Agility test or
what happens
Blow Prone; Severity +1 Mortal
Terrain and Cover Wound, Prone, 2 Shock
● Being in Half Cover Gives a +1 Bonus to 46 Murderous 1d3 Wounds and Prone
defense Onslaught Severity +1 Wound
● Being in Full Cover Gives a +2 Bonus to
51-53 Overpoweri 1d6 Shock, Staggered
defense ng Assault Severity +2 Shock
Combat Complications 54-55 Crimson Ash 1d3 Wounds, Burning
If a 1 is rolled on the Wrath dice, a Severity +1 Wound
complication occurs. Either 56 Bone 1d3 Wounds, Restrained
- GM Gains 1 Ruin Shattered Severity +1 Wounds
- propose and agree on a cool complication 61-63 Carnage 1d3 + 3 Mortal Wounds
- Roll a D66 and consult the Complications 64-65 Detonation 1d6 Wounds, Ammo and
table Explosives Detonate for 1d3
66 Amputation Roll D6 – Odds player
chooses limb, Evens GM
Special Attacks Firing into Melee
When firing into a melee, if the wrath die is a 1, hit
Explosives and Area of Effect a random target in the melee.
Shooting an explosive, choose a tile and roll to Special Ammunition
hit vs DN 3. Ignore Cover. Once used for 1 attack, it is used up
6 1 2 Reloads
5 T 3 A character starts with 3 reloads, which can be
4 used for any weapon. Reloads are used for Salvo,
Attacker Suppression and Complications.
In case of a miss, roll on the scatter table, and roll Once out of reloads, a weapon cannot fire.
another d6 for how many tiles it scatters (Unless Armor Piercing
it’s a fire weapon) Weapons with an AP value remove that value from
Characters targeted by the blast can choose to the armor the opponent has,
immediately take the Full Defense move if the Unless it is invulnerable
blast isn’t Very Large or Huge. Rapid Fire
Assault - Weapon can fire while taking Run action At half range, get Bonus Die based on rating
Brutal Weapon - Add +1 to each Extra Damage Pistol – can be fired with Weapons in Melee
Dice
Parry - +1 To Defense in Melee
Combat Effects
These are caused in combat, and can be healed by the character with a TN or WP test DN 3 or
can be helped by a different character with Medicae for TN checks and Leadership for WP ones.
Name Caused By Effect Type
Bleeding Critical Suffer 1 Mortal Wound at end of turn TN
Blinded Flashes DN +4 to all Sight based tasks TN
Burning Fire D3 Mortal Wounds + WP DN 3 Test or Pinned until end of turn TN
Exhausted Shock at 0 Can only either take a move action or standard action WP
Fear Seeing the Roll Resolve vs Fear DN. If failed, +1 DN to interact with source WP
Unbelievable of Fear
Frenzied Drugs, Rage Can choose to resist with WP Test DN 3. Has to try to get to WP
close combat. Must charge if able. Immune to fear and pinned.
Hindered Interaction DN Increases by number of shifts or number in parenthesis for WP
Attack everything until end of round TN
Pinned Suppression, Have to get to cover or hunker down as move action. Cannot WP
Fire charge or leave cover. +2 DN to shooting
Prone Falling Cannot walk, and Defense reduced by 2. If falling from a Stand
distance, take 1d3 Wounds.
Poisoned Toxins Pass a TN test or take damage (varies by poison) at end of turn TN
Restrained Trap, Grapple Have no movement action (also cannot aim/brace) Free
Staggered Tripping Move reduced to half speed and cannot run or sprint TN
Terror Horrifying Roll Resolve vs Fear DN. If failed, +2 DN to interact with source WP
Creature of Fear, cannot move closer to source of fear
Vulnerable Interaction DN Decreases Increases by number of shifts or number in WP
Attack parenthesis for everything until end of round TN
Memorable Injury
Taking Damage 1-2 Battle Scar Fearsome Scar
Shock is a measure of determination 3 Focused Severe Burns
Wounds are a measure of physical limits of Burn
the body. 4 Broken Jaw Missing Fingers
Shock and Wounds are removed in Combat. 5 Twitch Bad Knee
They never go below 0. 6 Torn Ear Nagging Wound
● A character dropping to 0 Shock is Maiming Injury
Exhausted. 1 Hand Injury, roll again
● A character dropping to 0 Wounds is ● 1-3 Left Hand Damaged
unconscious. ● 4-6 Right Hand
Lightly Wounded Cannot hold gear in hand
A character who has taken any damage but If both hands injured +6 DN to all
is above half wounds takes a +1 DN Penalty hand-based tests
to all tests. 2 Arm Injury, roll again
Heavily Wounded ● 1-3 Left Arm
A character who has taken more than half ● 4-6 Right Arm
their wounds in damage takes a +2 DN Cannot hold gear in hand
Penalty to all tests If both arms injured +6 DN to all
Soaking Wounds hand-based tests
A character with more than 0 Shock can 3 Foot Injury, roll again
take a TN roll. This costs a point of shock. ● 1-3 Left Foot
The roll removes number of successes from ● 4-6 Right Foot
the wounds taken. Losing both feet character cannot
walk or run, only crawl
Mortal Wounds
4 Leg Injury, roll again
Cannot be soaked
● 1-3 Left Leg
Unconsciousness and Defiance ● 4-6 Right Leg
A character at 0 Wounds is Prone, but can Losing both legs character cannot
be dragged. walk or run, only crawl
● Roll 1d6 at the beginning of turn 5 Torso Injury
● Can be boosted with Wrath for +1 ● 1-2 Lungs
o 1 Counts as 2 failures ● 3-4 Intestine
o 2-3 Count as 1 failure ● 5 Liver
o 4-5 Stabilized – no more rolls ● 6 Heart
o 6 Fully Conscious - +1 Wound + 2 DN to Toughness tests (Inc. Soak)
● 1 Failure: Roll on Memorable Injury 6 Eye Injury, roll again
● 2 Failures: Roll on Maiming ● 1-3 Left Eye
● 3 Failures: Character dies. ● 4-6 Right Eye
Annihilation Losing both eyes character is blind
A character who takes 2xWounds damage in and +6 DN to all sight tests
one attack is immediately destroyed.
Mobs
GM Notes Enemies can be united into Mobs. Enemies
Ruin in a Mob must have the same stats.
Ruin is a resource analogous to Wrath and 1. Threats in a Mob have 1 wound
Glory for the GM to use. Gain it like so: 2. Mobs can Mob up together as a free
● Player fails Corruption Test action
● Player fails Fear Test 3. Mobs cannot be >5 meters from
● GM Rolls 6 on Wrath Die each other
● Player rolls 1 and Complication gives 4. Mobs can split up as a free action –
Ruin one of the splinters takes their move
Use it like so: but the rest wait.
● Re-roll failed dice in a test or attack 5. Mobs can attack multiple targets as
(Not the Wrath die) once a single action. Roll once per
● Restore 1D3 + 3 Shock weapon-target combo. For each
● Soak Wounds individual attacking the same target
● Activate a Ruin Ability with the same weapon, gain +1
● Act first in a combat attack die
● Act out of turn for combat 6. When attacking a mob, for every 3
successes over the Defense an extra
Adversity
target is struck (Dies used as shifts
Enemy threats are divided into 4 categories
don’t count as successes)
1. Troops, cannot get critical hits, no
7. When damaging a mob, roll once
Ruin
and apply damage to every
2. Elites, can inflict critical hits, no Ruin
8. When using an interaction attack,
3. Adversaries, can inflict critical hits,
add +2 DN for every individual in a
has personal Ruin
Mob affected
4. Monsters, can inflict critical hits, has
9. Shock allocated to a mob is counted
personal Ruin, Immune to Fear,
communally. Every time shock
Terror, Pinned
reaches 0, remove a single model
Campaign Movement & Time and reset the shock
When traveling:
Environment Hazards
Fast 12 km/h +2Difficulty to Suffocation – d3 Shock per minute or round
Awareness Electricity –Attack character with 7-17 +
+4 Difficulty to 1-3ED; Agonizing + Take a TN 3-7 test or
Stealth restrained 1 round and prone
Medium 6km/h No Effects Extreme Heat/Cold – Cause exhaustion
Slow 3km/h +2D to Awareness Falling – 1d3 M. W. + 1W per 10 meters
and Stealth Radiation – 1D3 M.W. + 1D6 Shock +
Regroup staggered
Having spent 1 hour of downtime relaxing, Respite
heroes recover all their shock. 1d3 + 3 Having Spent 6 hours relaxing, characters
Wounds can be recovered with a DN 3 regain all lost shock and wounds, and their
Medicae test once per medic wrath resets to 2