Rogue Trader vs Warhammer Fantasy Roleplay
Compare Rogue Trader and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, and more.
| Rogue Trader | Warhammer Fantasy Roleplay | |
|---|---|---|
| Genre | Sci-Fi | Fantasy |
| Tags | Space Opera, Grimdark, Licensed IP, Ship-Based, Career-Based, Crunchy, Exploration, Domain Management, Corruption, Fear & Stress Mechanics | Career-Based, Corruption, Crunchy, Dark Fantasy, Fear & Stress Mechanics, Gritty, Investigation, Licensed IP, Strong GM Support, Tactical |
| Core Mechanic | Roll d100 equal to or under a characteristic or skill after a difficulty modifier between +60 and -60. Each full 10 points under the target adds a degree of success, and each full 10 points over adds a degree of failure. Fate Points let a character re-roll a failed test, add +10 before rolling, or gain a degree of success. Spent Fate Points return at the start of the next session. | Roll d100 equal to or under a Skill or Characteristic. Success Levels are the target's tens digit minus the roll's tens digit. Difficulty modifies Success Levels and can change the outcome. Advantage lets you reverse the digits for a better result; Disadvantage requires the worse result. Opposed Tests compare Success Levels. |
| Dice | d100 | d100 |
| Complexity | High | High |
| Availability | Free quickstart | Paid |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | Proprietary | All Rights Reserved |
| Third-Party Publishing | No verified route found | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Fantasy Flight Games | Cubicle 7 Entertainment Ltd. |
| Year | 2009 | 2026 |
| Languages | English, French, German, Italian | English |
| Best For | Groups who want a long campaign as the senior crew of a starship, growing a merchant dynasty through trade, exploration, and void battles in the Warhammer 40,000 setting. It suits tables that enjoy detailed d100 rules and want business ventures to drive the adventures. | Groups who want a career-driven grim fantasy campaign where investigation and consequential combat put precarious Old World adventurers under pressure. |
| Highlights | Profit Factor folds the dynasty's wealth, credit, and standing into one shared number that the group tests against to acquire gear, ships, and favours. Endeavours frame profit-seeking ventures as sets of objectives whose Achievement Points raise Profit Factor on completion. Starship combat divides each ship turn among the crew, with one Explorer manoeuvring, another firing, and the rest able to take actions such as emergency repairs or augury scans. | Success Levels express degree of outcome in ordinary and opposed Tests. Career status influences social Tests and income, giving a character's occupation consequences beyond advancement. Between-adventure procedures make long-term projects compete with earning a living. |
| Considerations | Damage beyond a character's Wounds inflicts critical effects from tables organised by hit location and damage type, including permanent maiming and death. Insanity and Corruption Points build toward disorders and mutations, and a character who reaches 100 in either is removed from play. Gear normally comes from Acquisition tests against Profit Factor rather than tracked money, so groups that enjoy counting coins lose that layer. | Critical wounds can cause lasting injuries even when a character survives a fight. Career progression requires filling an advancement tracker before spending XP during downtime. Downtime limits characters to a few undertakings and normally consumes any money they have not secured. |