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 BrookM wrote:
A two page preview can be downloaded here: http://www.drivethrurpg.com/product/245436/Wrath--Glory-Preview--Core-Rules

It's.. two random pages that don't offer much.


Not entirely random. There's a reason that their Facebook says that the Plaguebearer excerpt is "useful for those who wanted to add [them] to your sessions of Blessings Unheralded". During Origins, Ross ran just about every game of Blessings Unheralded and made a habit of including two encounters with Plaguebearers in it. Plus, they were also featured in the adventure that Ross ran for the Bell of Lost Souls Twitch stream.
   
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Jesus christ is it just me or is that toxic 7 on plaguebearers really strong and, if I am reading this right, soak 7 against every hit makes them impossible to put down?

I just threw some dice around so this is far from scientific, but testing the tier 3 guardsman and then the marine from the Free RPG module the guardsman got nicked first turn by the toxic sword and went down, then the marine spent 3 rounds to manage all of 1 hit that bypassed soak for 3 wounds, before he was unable to soak any more hits from the sword without going down so he took the hit, failed the test, and went down too.

I wasn't using any... I wanna say Glory is the personal resource and Wrath is the one that comes up on 6s? Anyway I was only using the resources that actually rolled up in the little simulations, I'm sure they would have changed things, but I am wondering if the Toxic trait is supposed to bypass all soak (meaning damage soak, not the actual ability to soak, god that's gonna be confusing...)
Should resilience minus armour (so just toughness) reduce the damage from it or something? I mean a plasguebearer has toxic 7 on his sword and a marine all of 8 wounds.

I dunno, this has probably turned into a very rambly post, I'm just not sure if this is the system working as intended or if I am missing a bunch because I'm trying to fiddle with a third of the actual rules that would be involved.

 Fafnir wrote:
Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that.
 
   
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What really makes the Plaguebearer hard to kill is the Disgustingly Resilient rule. The GM doesn't have to pay Ruin to make Soak rolls for it and ti is immune to Shock. It still can only Soak one wound per Icon or two per Exalted Icon.

Still, its Defense is only 5 and its Resilience is only 9. Every player character should be able to hit the thing. Most are able to inflict a Wound on it, too. The Guardsman might struggle (the lasgun's base Damage Rating is 7+2ED). The Commissiar's power sword (11+1ED), the Pater's Mastercrafted Chainsword and the bolters used by the Space Marine and the Sister of Battle (all DR 10+1 ED), and the Acolyte's chainsword (9+1ED) can do it serious damage.

Remember that if you have spare Exalted Icons left from from a Melee or Ballistic Skill test, you can shift one Exalted Icon to add an extra dice of damage. Three of the player characters benefit from Rapid Fire and gain extra damage dice that way (one for the Guardsman, two for the Sister and the Space Marine). Called Shots are your friend. Spend Glory for extra damage dice or increase the severity of a Critical Hit.

As for its Toxicity, remember that it only takes a successful Medicae Test to end the effect. The DN is X-2, where X is the weapon's Toxic Rating. Dealing with the Plaguesword, the DN would be 5. The Guardsman has a Medicae of 8. I think you can also Soak damage from Toxic weapons. Not 100% sure.

Glory is the group resource. It is generated when a player rolls an Exalted Icon on their Wrath die or chooses to Shift a spare Exalted Icon to the Glory on a successful Test. Wrath is the individual player resource. A player gains Wrath by good role-playing or completing their in-character objectives. Ruin is the GM resource. The GM gains Ruin when player characters fail their Fear or Corruption test or they get an Exalted Icon on their Wrath die. (Also: if players can't think up a narrative complication from rolling a 1 on their Wrath die, they can choose to give the GM a point of Ruin instead.)

This message was edited 2 times. Last update was at 2018/06/29 07:35:11


 
   
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Ok well I was playing most of that correctly then. I didn't know the DN on toxic was X-2, the quickstart I have just said X but I don't think it would help much. Yes in a real group scenario a medicae test should be possible but my main problem is does Toxic bypass all damage reduction from resilience?
Because if so it can walk up to the marine, hit him easy because it's only Defense 3, damage is 11+ 1 dice against total resilience of 11 so a 4+ causes a wound. Then if the marine is wounded he has 5 dice to roll 5 (I thought 7, 5 is better though) successes. If he fails he goes down to 0 wounds. He can soak, and in my little roll through he did soak the first two hits to avoid being poisoned, but once he's low on shock he's kinda easy to kill.

I was adding all those nice extra damage dice when trying to hurt the plaugebearer from rapid fire, extra glory, brutal, ect. But damn 7 soak used against every attack is hard to bypass.

I suppose I am just till not sure if this is the system working as intended, because it seems to me like it's a complete coin toss right now whether it's me not really using all the rules and using them correctly, or if marines have just been toned right the hell down to fit into the game. Guardsman I kinda expect to die to a plauge sword easily, but I worry when I see that one's base damage has a 50/50 chance of bypassing power armour.

This message was edited 1 time. Last update was at 2018/06/29 08:52:22


 Fafnir wrote:
Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that.
 
   
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I’m not sure how you’re calculating the damage for the Plaugebearer and the party members. After getting a successful attack in, you make a damage roll. In the case of the Plaugebearer, you’d be rolling at least one dice of damage. This means that a Plaugebearer should only be getting results of 11 (no Icons), 12 (one Icon), or 13 (an Exalted Icon). You then compare that to the Space Marine’s Resilience of 11. The Space Marine shouldn’t be taking more than two or three Wounds - one or two from the Pleaguesword’s own DR, plus one from Toxic - at the end of the first combat turn.

If the Plaige didn’t get any Icons on its roll, the Space Marine takes 1d3 Shock and doesn’t have to test for Toxicity. If the Plaugebearer rolled an Icon, Space Marine takes a Toughness test against a DN of 7. If the Plaugebearer rolled an Exalted Icon, the Space Marine takes two Wounds and rolls a Toughness year against a DN of 7. After receiving the Wounds from the Plaugebeaer’s attack, the Space Marine can try to Soak. Soaking cost the Space Marine one Shock for the attempt, plus an additional point of Shock for every Wound successfully Soaked. At the end of the turn, the Space Marine would take damage from Toxic. Not sure how much damage that would be. Speculation: If damage is always DR vs Resilience.. Then the Toxicity of the Plaugesword is 7 and the Space Marine’s unmodified Resilience is 6. That means they take a single Wound from Toxicity at the end of each turn.

Try having the Space Marine take the Full Defense action before the Plaugebearer attacks. He halves his base speed and takes an Agility Test (use that Wrath die!). Every Icon adds +1 to his Defense. I assume Exalted Icons add +2? Starter booklet only mentions Icons. The Space Marine has an Agility of 5. After the Plaugebearer’s turn, the Space Marine can also Disengage without suffering a retaliatory opportunity attack from the Plaugebearer. And gives him space to use his bolter.

Quick note on Toxicity. If you're injured by a weapon - like a Plaguesword - with the Toxic keyword, you're making a Toughness test against DN X. If you're making a Medicae test to stop the effect of a Toxic weapon, it's a Medicae test of DN X-2. In both cases, X is the Toxicity of the weapon.

But, yeah. They’re Daemons and they’re supposed to be scary. That is why just one Plaugebearer backed up by Poxwalkers or the Big Bad from Blessings Unheralded is supposed to be a challenge for a full party. Heck, an encounter with two Plaugebearers made the Bell of Lost Souls team cut and run during the livestream.

This message was edited 2 times. Last update was at 2018/06/29 12:44:32


 
   
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BlueGrassGamer wrote:
I’m not sure how you’re calculating the damage for the Plaigebeaer and the party members. After getting a successful attack in, you make a damage roll. In the case of the Plaigebearer, you’d be rolling at least one dice of damage. This means that a Plaugebearer should only be getting results of 11 (no Icons), 12 (one Icon), or 13 (an Exalted Icon). You then compare that to the Space Marine’s Resilience. If the Plaige didn’t get any Icons on it’d roll, the Space Marine takes 1d3 Shock and doesn’t have to test for Toxicty. If the Plaugebearer rolled an Icon, Space Marine takes a Toughness test against a DN of 7. If the Plaugebearer rolled an Exalted Icon, the Space Marine takes two Wounds and rolls a Toughness year against a DN of 7. After receiving the Wounds from the Plaugebeaer’s attack, the Space Marine can try to Soak. Soaking cost the Space Marine one Shock for the attempt, plus an additional point of Shock for every Wound successfully Soaked. At the end of the turn, the Space Marine would take damage from Toxic. Not sure how much damage that would be. Speculation: if it is just 7, the Space Marine’s Resilience is an unmodified 6. That means they take a single Wound at the end of each turn. A Space Marine shouldn’t be taking more than two or three Wounds - one or two from the Pleaguesword’s own DR, plus one from Toxic - at the end of the first combat turn when in Melee against the Plaugebearer.
Ok thank you yes, that's what I was getting at, if Toxic damage is still absorbed* by Resiliance** (minus armour) then this whole thing makes much more sense.

BlueGrassGamer wrote:
Also: try having the Space Marine take the Full Defense action before the Plaugebearer attacks. He halves his base speed and takes an Agility Test (use that Wrath die!). Every Icon adds +1 to his Defense. I assume Exalted Icons add +2? Starter booklet only mentions Icons. The Space Marine has an Agility of 5.

After the Plaugebearer’s turn, the Space Marine can also Disengage without suffering a retaliatory opportunity attack from the Plaugebearer. And gives him space to use his bolter.
Well that just sounds complicated, hopefully it'll be a bit less so when actually playing. The couple of sessions of Blessings Unheralded I ran went fairly smoothly considering it was a bunch of people learning the rules.

BlueGrassGamer wrote:
But, yeah. They’re Daemons and they’re supposed to be scary. That is why just one Plaugebearer backed up by Poxwalkers or the Big Bad from Blessings Unheralded is supposed to be a challenge for a full party. Heck, an encounter with two Plaugebearers made the Bell of Lost Souls team cut and run during the livestream.
Yeah see, for a group of acolytes, priests, guardsmen, and maybe even a commissar or SoB that's cool, very Dark Heresy where you're just a mook in a very big, very scary universe and you're up against a real daemon. It feels really weird once you put a marine in the mix though.


*God I am so used to the word 'soak' meaning just passive armour, I keep defaulting to it when I mean Resilience
** Is Resilience without armour (like in this case) just referred to as Toughness or what? It seems dumb to say 'Resilience minus armour' but that's kinda how it's written on the sheet.



I am still sure I'll get this almost as soon as it's out, and have already been working on a several session adventure to try it out with some folks and see what we think, but I'm feeling more cautious than optimistic at this point.
On that note anyone else got any plans on what they're gonna run/play once it's released? I wanna put some players through their paces as a newly minted Inquisitor and warband, off on a seemingly simple job to check out the apparent reappearance of a fellow Inquisitor written off as MIA decades ago, and if possible make contact.

 Fafnir wrote:
Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that.
 
   
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So you're going from:

 jonolikespie wrote:
The combat in this quick start booklet promises to be "a savage, ultraviolent display of carnage and woe" but I ran the numbers and upon hitting 0 wounds with no outside interference you have an 80.06% of stabilizing before you bleed out, and significantly more if you spend a Glory Wrath. The innate soak in the Resilience stat and then a rollable soak on top of that makes this all actually sound really pillowfisted.


to:

 jonolikespie wrote:
BlueGrassGamer wrote:
But, yeah. They’re Daemons and they’re supposed to be scary. That is why just one Plaugebearer backed up by Poxwalkers or the Big Bad from Blessings Unheralded is supposed to be a challenge for a full party. Heck, an encounter with two Plaugebearers made the Bell of Lost Souls team cut and run during the livestream.
Yeah see, for a group of acolytes, priests, guardsmen, and maybe even a commissar or SoB that's cool, very Dark Heresy where you're just a mook in a very big, very scary universe and you're up against a real daemon. It feels really weird once you put a marine in the mix though.


What a difference a Plaguebearer or two makes, huh?


 jonolikespie wrote:
** Is Resilience without armour (like in this case) just referred to as Toughness or what? It seems dumb to say 'Resilience minus armour' but that's kinda how it's written on the sheet.


It's Resilience. A character's Resilience has two values. One includes the character's armor, and the other value that does not include the character's armor. A Space Marine wearing his armor has a Resilience of 11 while wearing his armor, a Resilience of 6 when not wearing it.

This message was edited 1 time. Last update was at 2018/06/29 13:17:23


 
   
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Clearly a couple of Plaguebearers make a huge difference.

Are you sure that's how Resilience works though, I'm looking at the sheet now and it says:
Resilience 11 | (Armour value) 6
A marine also has a Toughness of 5. They nowhere in the quickstart rules explain the math behind it but I took this to mean the marine is Toughness 5 + Armour 6 = Resilience 11.
The wording of Toxic then just says if you fail take X wounds so I initially assumed you just took X. It makes more sense if Toughness is always subtracted from any (or any non mortal?) wounds so that a Toxic (7) weapon doesn't basically 1 hit even marines. Or at least that's how I'm interpreting the quickstart rules.
So with that interpretation I figure "Toughness" is for all intents and purposes the same thing as "Resilience without armour".

 Fafnir wrote:
Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that.
 
   
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 jonolikespie wrote:
Are you sure that's how Resilience works though.


Maybe? I'm not able to double check at the moment, I don't have the Starter Booklet to hand.

 jonolikespie wrote:
I took this to mean the marine is Toughness 5 + Armour 6 = Resilience 11.
So with that interpretation I figure "Toughness" is for all intents and purposes the same thing as "Resilience without armour".


This seems right to me. I'd have to check the Starter Booklet again, or maybe we'll get a clearer answer when the Core Book comes out.

 jonolikespie wrote:
The wording of Toxic then just says if you fail take X wounds so I initially assumed you just took X. It makes more sense if Toughness is always subtracted from any (or any non mortal?) wounds so that a Toxic (7) weapon doesn't basically 1 hit even marines. Or at least that's how I'm interpreting the quickstart rules..


My reading of the Starter Booklet is this: if you're hit by a Toxic [X] weapon, you make a Toughness test with a DN of X. If you fail, you take damage at the end of every turn. It's not exactly clear what the damage value is. I assume it is X. The Starter Booklet says that damage is determined by checking the Damage Rating against Resilience and/or Toughness. Any excess Damage Rating is then converted into Wounds. To me, that means a Space Marine (Toughness 5) who is hit and wounded by a Plaugesword (Toxic 7) and proceeds to fail his Toughness test would take 2 Wounds at the end of each turn. Wounds can be Soaked, however, so he should still be up for a bit. Until he runs out of Shock, anyway.
   
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Guys, there is a quickstart rules pack in DriveThru!

LINK

Mod edit - fixed link

This message was edited 1 time. Last update was at 2018/07/14 20:34:30


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 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
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That link should get you the discount price of 0. Look for the link on the page it takes you to just under the line that says "And for July, get it for free:"

This message was edited 1 time. Last update was at 2018/07/02 16:24:18


 
   
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Thanks for the link! I'm glad they changed their mind on that albeit only for July at the moment.

We Munch for Macragge! FOR THE EMPRUH! Cheesesticks and Humus!
 
   
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New design diary: https://www.ulisses-us.com/wrath-glory-designer-diary-june-2018/

The Campaign Model
When I was offered the opportunity to craft the Wrath & Glory game line, I jumped at the chance. One of the reasons I was so excited about the prospect was that I could approach Wrath & Glory in a brand-new way. This idea started with the concept of a single, comprehensive core rulebook that would give players the basic rules they would need to play a wide variety of experiences in Warhammer 40,000. From there, I wanted to branch out using a specific, targeted model for the game line that I called “campaigns.”

The idea of a campaign was to provide Wrath & Glory players with a focused, in-depth experience that encompassed different aspects of the Warhammer 40,000 universe. Unlike a game line such as, say, Rogue Trader, we would not present dozens of books about a singular place, time, and core activity in the 41st Millennium. Instead, we would use about four books to cover one such experience, covering roughly 4-6 months worth of regular sessions. A discrete, finite campaign that would have a linked set of adventures, detailed setting material, and additional rules and player character options—all of which would be tightly themed to the material. And then we would do that again. And more, and more, allowing us to present several widely different roleplaying experiences in the grim darkness of the far future!

Here’s some of my reasons why I believed in this approach:

Commitment: I’ve found that many gamers find it easier to commit to a campaign if there is a set timeframe. Starting up a new campaign can be easier if you say “This is what we’ll play for the next four-six months,” as opposed to “This is what we’ll play for the next two years.” A clear expectation of how many sessions are going to happen helps people decide whether—and if!—they can join in.

Freshness: Even a genre as broad as “space fantasy” can grow stale if the experiences are too similar to one another. Changing up the themes, tropes, and context of the campaign you play every so often (as my good friend Aaron Allston was very fond of doing!) can keep the game feeling fresh and new.

A Planned Climax: Many campaigns can die out thanks to lack of direction or loss of momentum and interest. If you plan your campaign with an end point in mind, you can include several engaging and memorable story arcs—with the overall arc coming to a satisfying conclusion in the end.

Building a Community: Several gaming groups include GMs and players that participate in events held at gaming stores, conventions, and other gamer gatherings (including websites like Meetup). Using a finite campaign can be a great way to reach out to these groups of players and be appealing to new folks entering the hobby.

Shared Experiences: One thing I love about roleplaying is that players always enjoy sharing stories about their adventures. Often, something that is timeless to the hobby we all love is the idea that you can ask your friends this: “How did you deal with the challenge of X, Y, or Z?” This is usually followed by a reply of: “Well, we did it THIS way!” Detailed campaigns promote shared experiences, and although it is a relatively small thing, I find enjoyment in the idea that we can build on our great gaming memories by discussing them with others who understand just what we mean when we say things like: “Did you jump in the daemon’s mouth?”

-Ross Watson, Product Line Manager



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So there won't be rules expansions.

But campaign books will contain more expanded rules specific to that campaign?



This message was edited 2 times. Last update was at 2018/07/04 20:43:52


*witty comment regarding table top gaming* 
   
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Oh dear god that sounds worryingly too close to 'D&D Adventure league; now in 40k flavour.'

 Fafnir wrote:
Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that.
 
   
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 jonolikespie wrote:
Oh dear god that sounds worryingly too close to 'D&D Adventure league; now in 40k flavour.'


...um, real quick. 1.) Adventurers League is the organized play society/group for Dungeons and Dragons. It isn't a product line. 2.) Just about every role-playing game publisher releases pre-published adventures and campaign books. This includes Dark Heresy (The Haarlock Legacy) and Warhammer Fantasy Role-play (The Enemy Within). 3.) There is often overlap between a role-playing game publisher's organized play society and the release of a new adventure or campaign book. As an example: the first season of Adventurers League was called Tyranny of Dragons, and over lapped with the first two adventures - The Rise of Tiamat and Hoard of the Dragon Queen - released for Fifth Edition D&D.
   
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Yes, I am aware of what the Adventure League is, and what I read from that blog post sounded like it wasn't as extreme as the 'have a character, wonder down to a new FLGS, and slot into an entirely on the rails adventure with strangers' way the Adventure League works.
But it does feel a bit... like it's built to sit down and go with strangers, through preset adventures, and will lack things like just a mechanicum splatbook or inquisition focused players guide.

 Fafnir wrote:
Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that.
 
   
Made in us
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 jonolikespie wrote:
Yes, I am aware of what the Adventure League is, and what I read from that blog post sounded like it wasn't as extreme as the 'have a character, wonder down to a new FLGS, and slot into an entirely on the rails adventure with strangers' way the Adventure League works.
But it does feel a bit... like it's built to sit down and go with strangers, through preset adventures, and will lack things like just a mechanicum splatbook or inquisition focused players guide.


...So, it's the same? But different? All the Ulisses NA announcement does say that, going forward, they're choosing to publish campaign books as a means of expanding the product line. The campaign books will likely focus on one area of space (Imperium Nihilus,for example), provides player options specific to that area of space (backgrounds, archetypes, etc), and then the linked adventures. And it isn't all that unexpected, really. We already knew that was how Ulisses NA was going to flesh out the Aeldari and the Orks.
   
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 jonolikespie wrote:
Yes, I am aware of what the Adventure League is, and what I read from that blog post sounded like it wasn't as extreme as the 'have a character, wonder down to a new FLGS, and slot into an entirely on the rails adventure with strangers' way the Adventure League works.
But it does feel a bit... like it's built to sit down and go with strangers, through preset adventures, and will lack things like just a mechanicum splatbook or inquisition focused players guide.


Yeah, this is increasingly a non-starter with me. I enjoy collecting rpg books, and if this is a one off, like it looked like Dark Hersey was going to be, it's not worth it. It's like buying Collectors Eds of 40k, they're worthless once the next edition is out.

This message was edited 1 time. Last update was at 2018/07/05 04:53:59



Fate is in heaven, armor is on the chest, accomplishment is in the feet. - Nagao Kagetora
 
   
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 BaronIveagh wrote:
Yeah, this is increasingly a non-starter with me. I enjoy collecting rpg books, and if this is a one off, like it looked like Dark Hersey was going to be, it's not worth it. It's like buying Collectors Eds of 40k, they're worthless once the next edition is out.


How do you figure Wrath & Glory is going to be a "one off"? Especially given that it's a mainstay 40K RPG at present. We already know that Ulisses NA is publishing everything from a Core Book, to pre-published adventures (Blessings Unheralded, Dark Tides, and Escape Da Rok), to campaign books that cover new areas of space and/or flesh out the three playable non-Imperial factions, to accessories like dice and cards. And if/when a new edition comes, it will most likely be in response to player feedback and/or need to parse down the rules.
   
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Uk

BlueGrassGamer wrote:
 BaronIveagh wrote:
Yeah, this is increasingly a non-starter with me. I enjoy collecting rpg books, and if this is a one off, like it looked like Dark Hersey was going to be, it's not worth it. It's like buying Collectors Eds of 40k, they're worthless once the next edition is out.


How do you figure Wrath & Glory is going to be a "one off"? Especially given that it's a mainstay 40K RPG at present. We already know that Ulisses NA is publishing everything from a Core Book, to pre-published adventures (Blessings Unheralded, Dark Tides, and Escape Da Rok), to campaign books that cover new areas of space and/or flesh out the three playable non-Imperial factions, to accessories like dice and cards. And if/when a new edition comes, it will most likely be in response to player feedback and/or need to parse down the rules.


I don't think there will be published adventures and campaign books. There will be campaign books which contain rules and a published adventure. Dark Tides is a small example of what these books are, though future books are bigger (source is Erics comments on the Ulisses page)

I don't mind the approach. As long as there are enough new rules in each book, and they aren't 'too' specific to the adventure, then it should be fine. Most the DH expansions still had short adventures in them anyway, not a million miles different.


Automatically Appended Next Post:
 Grinshanks wrote:
BlueGrassGamer wrote:
 BaronIveagh wrote:
Yeah, this is increasingly a non-starter with me. I enjoy collecting rpg books, and if this is a one off, like it looked like Dark Hersey was going to be, it's not worth it. It's like buying Collectors Eds of 40k, they're worthless once the next edition is out.


How do you figure Wrath & Glory is going to be a "one off"? Especially given that it's a mainstay 40K RPG at present. We already know that Ulisses NA is publishing everything from a Core Book, to pre-published adventures (Blessings Unheralded, Dark Tides, and Escape Da Rok), to campaign books that cover new areas of space and/or flesh out the three playable non-Imperial factions, to accessories like dice and cards. And if/when a new edition comes, it will most likely be in response to player feedback and/or need to parse down the rules.


I don't think there will be published adventures and campaign books. There will be campaign books which contain rules and a published adventure. Dark Tides is a small example of what these books are, though future books are bigger (source is Erics comments on the Ulisses page)

I don't mind the approach. As long as there are enough new rules in each book, and they aren't 'too' specific to the adventure, then it should be fine. Most the DH expansions still had short adventures in them anyway, not a million miles different.


Though I do realise now that this means that as the only rules found exclusive to cards are campaign decks, and all future expansions will be in campaign format only, then it looks like the cards are integral to the future expansions and not optional for using said expansion without houserules.

This message was edited 1 time. Last update was at 2018/07/05 09:44:34


*witty comment regarding table top gaming* 
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

Is Wrath and Glory going to be translated or is it to remain English only ?

   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Is there a release date yet? I can't seem to find one.

https://www.ulisses-us.com/wrathandglory/

 
   
Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

They'll be selling copies at GenCon, so August or September would be a good bet.
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

The campaign book that details Ork space will have all the rules pertaining to orks.

The campaign book that details Tau space will have all the Tau rules, etc..

No players Handbook 2 nonsense. 1 core rulebook.

   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

More cover art:

Spoiler:

This message was edited 1 time. Last update was at 2018/07/16 18:32:52




Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in gb
Mighty Vampire Count






UK

Thats a very nice image

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in au
Hacking Proxy Mk.1





Australia

It's interesting, the characters are well done, and good use of colour....
But wow it's DeviantArt quality as soon as your eye moves past the three central focal points.

 Fafnir wrote:
Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that.
 
   
Made in us
Willing Inquisitorial Excruciator





Well, it is a link to a pic on DeviantArt...

Anyway, it looks pretty good!

Insidious Intriguer 
   
Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

They're hitting an excellent 40K feel for me with the cover art we've seen thus far.
   
 
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