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GunCraze vs Werewolf: The Apocalypse

Compare GunCraze and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.

GunCrazeWerewolf: The Apocalypse
GenrePost-Apocalyptic, ModernHorror, Modern, Fantasy
TagsTactical, Crunchy, Classless, Skill-Based, Deadly, Gritty, MiniaturesAtmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicStatistic Test: roll 1d10, add the relevant Attribute or Skill rank plus modifiers, and meet or beat a target number; contested actions are Opposed Rolls where the higher total wins and ties favor the defender. A natural 9 or 10 on a combat test banks a Craze! Point, and up to three Craze! Points can be spent after a roll to add +1d6 each. Attacks roll a d10 for hit location and deal damage in d6s against per-location hit points.Build a d10 dice pool, usually from an Attribute plus a Skill. Each 6 or higher is a success, and meeting the Storyteller-set Difficulty wins. Pairs of 10s add successes. Rage dice replace regular dice up to current Rage and can cause Brutal outcomes.
Diced10, d6d10 dice pool
ComplexityHighHigh
AccessibilityMediumMedium
RunnabilityVery HighVery High
LicenseProprietary (GunCraze OGL v1.1)All Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherAction Tactics Roleplay Gaming LLCRenegade Game Studios
Year20252023
Best ForGroups who want crunchy, grid-based tactical gunfights with genuine lethality in a post-apocalyptic setting and don't mind learning a dense rulebook before the first session.Groups who want long-form modern horror about shapeshifter packs defending communities from ecological and spiritual threats, with violent power constrained by moral and social consequences.
HighlightsA natural 9 or 10 on a combat roll banks a Craze! Point, and up to three can be spent afterward for +1d6 each or to dive for cover mid-attack, but never to boost damage, keeping firefights swingy without softening lethality. Damage tracks per body location, so a destroyed limb is disabled and spills further hits into the torso past armor, turning partial wounds into mounting handicaps rather than one shared health bar. Characters are built from specializations, tiered talent trees, ranked skills, and jobs rather than classes, letting any blend of gunplay, melee, and noncombat skill live in one survivor.Rage dice make supernatural power volatile because Brutal results can redirect failed actions into destruction or magnify successful violence. Choosing a Garou form changes a character's capabilities, creating tactical and narrative options. Caerns give the pack an improvable spiritual home whose traits connect campaign advancement to territory and community.
ConsiderationsSocial conflict resolves through single skill tests, with no structured subsystem for extended negotiation, interrogation, or social maneuvering. The rules cover realistic firearms, melee, and cybernetics only, with no rules for magic, psychic powers, or other fantastical abilities. Installing cybernetics requires both Surgery and Engineering (Robotics) skill ranks plus high target-number tests, gating the augmentation catalog behind dedicated character investment.After a turn without a kill, Crinos requires Willpower each turn or frenzy follows, making the war form difficult to sustain outside violent scenes. Harano and Hauglosk can remove a Garou from play when despair or absolutism fills either track, making moral decline a campaign-level consequence. The game centers mature environmental and spiritual horror, including graphic violence and themes of exploitation and extremism that require deliberate table boundaries.