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Pirate Borg vs Warhammer Fantasy Roleplay

Compare Pirate Borg and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.

Pirate BorgWarhammer Fantasy Roleplay
GenreFantasy, HorrorFantasy
Play StyleDeadly, Rules-Light, Gonzo, Pirates, Fast-Paced, Random TablesCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting
Core MechanicRoll d20 + ability modifier vs. a Difficulty Rating (DR). Players roll both attack and defense. Five abilities (STR, AGI, PRE, TOU, SPI). Classes include Brute, Rapscallion, Buccaneer, and Swashbuckler. Devil's Luck points provide clutch rerolls. Ship combat uses broadside volleys and boarding actions. Fully compatible with Mörk Borg content.Roll d100 under skill or characteristic. Success Levels measure degree of success by comparing the tens digits of the target and the roll. Advantage accumulates during combat, adding +10 per point to attack tests.
Diced20d100
ComplexityLowMedium
AccessibilityHighLow
RunnabilityHighHigh
LicenseMörk Borg Third Party LicenseNo open license
Cost$$$$$
PublisherLimithron LLC / Free League PublishingCubicle 7
Year20232018
Best ForGroups who want fast, brutal pirate adventures with a doom-metal aesthetic: ship combat, cursed treasure, and a world spiraling toward annihilation.Groups who want dark, gritty fantasy where ordinary people face extraordinary dangers in a richly detailed setting. The career system creates unique character arcs from rat catcher to witch hunter.
HighlightsSimple rules, ship combat is fast-paced, Devil's Luck creates drama, fully Mörk Borg compatible, extensive random tables for pirate adventuresThe career system structures advancement around trades, moving a character through jobs that shape both skills and story. Success Levels measure how far a d100 test beats or misses its target, turning every roll into a degree of result. Advantage accumulates during a fight, rewarding momentum with stacking bonuses to attack tests.
ConsiderationsClass balance varies significantly, core book layout prioritizes style over reference usability, ship combat rules are lighter than expected, random character generation limits player investmentThe rules assume the Old World setting, so moving WFRP elsewhere means reworking its careers and tone. Comparing tens digits for Success Levels on every test adds a math step that can slow combat. Advancement is career-gated, so a character often must finish or leave a career before branching into new skills.