Warhammer Fantasy Roleplay vs Werewolf: The Apocalypse
Compare Warhammer Fantasy Roleplay and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.
| Warhammer Fantasy Roleplay | Werewolf: The Apocalypse | |
|---|---|---|
| Genre | Fantasy | Horror, Modern, Fantasy |
| Tags | Career-Based, Combat-Heavy, Corruption, Crunchy, Dark Fantasy, Grimdark, Gritty, Licensed IP, Strong GM Support, Tactical | Atmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy |
| Core Mechanic | Roll d100 equal to or under the relevant Skill or Characteristic. Success Levels compare the tens digits of target and roll, with circumstances modifying the result. Opposed Tests compare the sides' Success Levels. | 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. |
| Dice | d100 | d10 dice pool |
| Complexity | High | High |
| Accessibility | Medium | Medium |
| Runnability | Very High | Very High |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | No verified route found | Commercial publishing allowed — Storytellers Vault |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | $$ |
| Publisher | Cubicle 7 Entertainment Ltd. | Renegade Game Studios |
| Year | 2026 | 2023 |
| Best For | Groups who want a career-driven grim fantasy campaign where social pressure, investigation, travel, and consequential combat make precarious adventurers feel rooted in the Old World. | 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. |
| Highlights | Success Levels make ordinary and opposed Tests express degree of outcome as well as success or failure. Careers connect a character's status, equipment, and advancement to their work and history. Between-adventure procedures give downtime lasting consequences for a character's finances, opportunities, and advancement. | 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. |
| Considerations | Combat links hit locations, critical wounds, Conditions, armour, weapons, and psychology. Career progression uses eligibility, status, trappings, and tracked advances instead of entirely freeform choices. Magic and religion add role-specific procedures on top of the shared Test system. | 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. |