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Super Space Knights vs Warhammer Fantasy Roleplay Fourth Edition

Compare Super Space Knights and Warhammer Fantasy Roleplay Fourth Edition side by side. See differences in complexity, dice, genre, and more.

Super Space KnightsWarhammer Fantasy Roleplay Fourth Edition
GenreSci-FiFantasy
TagsCC-Licensed Rules, Combat-Heavy, Corruption, Fiction-First, Grimdark, Mission-Based, Playbook-Driven, Resource Management, Strong GM Support, Tag-BasedCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed IP
Core MechanicWhen a move's fictional trigger occurs, a player rolls 2d6 plus War, Faith, or Logistics. A 10 or higher succeeds, a 7 to 9 succeeds with a complication or price, and a 6 or lower fails with trouble to follow.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.
Dice2d6d100
ComplexityMediumMedium
AvailabilityPaidPaid
Runnability3 of 5 book toolsBook tools not listed
LicenseCreative Commons Attribution 4.0 InternationalNo open license
Third-Party PublishingCommercial publishing allowed — CC BY 4.0Not yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherGabriel CiprésCubicle 7
Year20232018
LanguagesEnglish, SpanishEnglish, French, German, Italian, Spanish
Best ForGroups who want military science-fiction campaigns at company scale, with shared worldbuilding and a corruption spiral that can turn victories into the Order's downfall.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.
HighlightsPlayers define the Order and its galactic context together, making the military empire and its enemies specific to their campaign. Damnation can produce powerful Darkness Taints or corrupt the Order itself, turning ruthless victories into a path toward collapse. Linked rules for companies, individual knights, and spaceships let missions shift scale while retaining the same fictional framework.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.
ConsiderationsPlayers usually control companies of dozens or hundreds of warriors, so individual characters receive less attention than the military unit. The premise centers an authoritarian human empire locked in perpetual war, and play repeatedly pressures companies toward violence and compromise. Conflicts between opponents at different scales resolve quickly in favor of the larger force, removing an underdog roll from those confrontations.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.