Rogue Trader vs Star Wars Roleplaying Game
Compare Rogue Trader and Star Wars Roleplaying Game side by side. See differences in complexity, dice, genre, and more.
| Rogue Trader | Star Wars Roleplaying Game | |
|---|---|---|
| Genre | Scifi | Scifi |
| Tags | Space Opera, Grimdark, Licensed IP, Ship-Based, Career-Based, Crunchy, Exploration, Domain Management, Corruption, Fear & Stress Mechanics | Career-Based, Narrative, Space Opera, Licensed IP, Faction Play, Combat-Heavy, Character Building |
| 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. | Assemble a pool of custom narrative dice: positive (Boost, Ability, Proficiency) from skills and equipment, negative (Setback, Difficulty, Challenge) from task difficulty. Roll and cancel opposing symbols on three independent axes (Success vs. Failure, Advantage vs. Threat, Triumph vs. Despair), so every check produces both an outcome and narrative texture. Each corebook adds its own character-pressure layer: Edge of the Empire tracks Obligation (debts and burdens that randomly trigger at session start), Age of Rebellion tracks Duty (Rebel mission focus that earns Contribution Rank toward Alliance promotions), and Force and Destiny tracks Morality (a 0–100 light-vs-dark scale that fuels a dedicated Force die powering abilities like Move, Sense, and Influence). |
| Dice | d100 | Custom dice |
| Complexity | High | Medium |
| Availability | Free quickstart | Free quickstart |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | Proprietary | All Rights Reserved |
| Third-Party Publishing | No verified route found | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Fantasy Flight Games | Fantasy Flight Games |
| Year | 2009 | 2013 |
| 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 narrative-rich Star Wars campaign where every roll generates story texture beyond pass/fail, and who can pick the corebook (or mix multiple) matching their preferred campaign focus: outer-rim scoundrels, Rebel operatives, or hunted Force users. |
| 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. | Three corebooks fully cross-compatible: Edge of the Empire (fringe criminals and scoundrels), Age of Rebellion (Rebel Alliance soldiers and pilots), and Force and Destiny (Force-sensitive characters) play at the same table with characters from any book, six careers per book each with three specialization talent trees, narrative dice produce three independent axes of result on every roll so success-with-complications and failure-with-silver-lining are common outcomes, detailed starship combat and ship-modification rules throughout all three books with Force and Destiny extending the system with lightsaber construction and Force power talent trees |
| 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. | Requires proprietary narrative dice or the Star Wars Dice app: standard polyhedral dice need conversion charts and slow play significantly, no free core rules available (Beginner Games exist for each corebook but require purchase), interpreting multi-symbol dice results adds a learning curve compared to standard d20-style resolution, most groups buy only the corebook matching their campaign focus rather than all three |