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Rogue Trader vs Warhammer Fantasy Roleplay Fourth Edition

Compare Rogue Trader and Warhammer Fantasy Roleplay Fourth Edition side by side. See differences in complexity, dice, genre, and more.

Rogue TraderWarhammer Fantasy Roleplay Fourth Edition
GenreSci-FiFantasy
TagsSpace Opera, Grimdark, Licensed IP, Ship-Based, Career-Based, Crunchy, Exploration, Domain Management, Corruption, Fear & Stress MechanicsCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed IP
Core MechanicRoll 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 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.
Diced100d100
ComplexityHighMedium
AvailabilityFree quickstartPaid
Runnability5 of 5 book toolsBook tools not listed
LicenseProprietaryNo open license
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherFantasy Flight GamesCubicle 7
Year20092018
LanguagesEnglish, French, German, ItalianEnglish, French, German, Italian, Spanish
Best ForGroups 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 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.
HighlightsProfit 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.The 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.
ConsiderationsDamage 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.The 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.