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Rogue Trader vs Starfinder

Compare Rogue Trader and Starfinder side by side. See differences in complexity, dice, genre, cost, and more.

Rogue TraderStarfinder
GenreScifiScifi
TagsSpace Opera, Grimdark, Licensed IP, Ship-Based, Career-Based, Crunchy, Exploration, Domain Management, Corruption, Fear & Stress MechanicsTactical, Crunchy, Character Building, Heroic, Ascending AC, Space Opera, Ship-Based, Exploration
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.d20 + modifier vs. DC. Three-action economy per turn. Four degrees of success. Cross-compatible with Pathfinder 2e.
Diced100d20
ComplexityHighHigh
AccessibilityHighVery High
RunnabilityVery HighVery High
LicenseProprietaryORC
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$Free
PublisherFantasy Flight GamesPaizo
Year20092024
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.Sci-fi fans who want Pathfinder 2e's tactical depth with plasma rifles and starships. Great for PF2e veterans looking for cross-compatible space adventure.
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.Free rules on Archives of Nethys, deep tactical combat, cross-compatible with PF2e, distinct class identity
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.Steep learning curve, fewer classes and options than PF2e (still growing), tactical starship combat rules deferred to a future supplement with current rules being narrative only