ALIEN RPG vs Kill Him Faster
Compare ALIEN RPG and Kill Him Faster side by side. See differences in complexity, dice, genre, cost, and more.
| ALIEN RPG | Kill Him Faster | |
|---|---|---|
| Genre | Scifi, Horror | Scifi, Historical |
| Play Style | Horror, Survival, Deadly, Atmospheric, One-Shot Friendly, Gritty, Licensed IP | Comedy, Gonzo, Combat-Heavy, Tactical, Cinematic, Mission-Based, Pulp Action, Fast-Paced |
| Core Mechanic | Roll a d6 dice pool (attribute + skill). Each 6 is a success. Stress adds extra dice — better odds, but stress dice that roll 1 trigger panic. Push rolls to reroll failures but gain stress. Cinematic mode for one-shots, Campaign mode for long-form play. | Two parallel resolution systems. In match combat, every weapon has an associated set of dice and a Kill Roll value — roll under the Kill Roll on any rolled die to kill a nazi (e.g. a combat knife rolls a d4 and kills on a 1–3). For everything else, roll the polyhedral die assigned to one of four stats (Fightin', Hustle, Lookin' Good, Talkin' Nice — d6 through d12) and succeed on a 4 or higher. Each athlete spends Action Points equal to their current Durability per round on attacks or zone shifts, positioning enemies across Melee, Near, Far, and Distant zones tuned to specific weapon ranges. |
| Dice | d6 dice pool | d4–d12 |
| Complexity | Medium | Medium |
| Accessibility | High | High |
| Runnability | High | Low |
| License | All Rights Reserved (20th Century Studios license) | Standard commercial |
| Cost | $$ | $$ |
| Publisher | Free League Publishing | Korvidae Games |
| Year | 2025 | 2026 |
| Best For | Sci-fi horror campaigns and one-shots in the Alien universe, with a stress/panic system that mechanically drives tension. Supports both deadly cinematic one-shots and long-form campaign play. | Groups who want a gonzo, comedic co-op RPG that splits its focus between fast tactical FPS-style firefights and team-management drama — pre-game rap battles, post-game press conferences, trade days, and off-season scandals. Designed for a GM and four players each managing a roster of time-traveling sports stars. |
| Highlights | Stress and panic system mechanically reinforces horror tension, two distinct play modes (Cinematic and Campaign), Evolved Edition streamlines rules and improves layout, well-supported licensed setting | Two distinct resolution systems split match combat (roll low under a weapon's Kill Roll) from non-combat actions (roll a stat die, 4+ succeeds). Zone-based combat (Melee, Near, Far, Distant, Ambush) tunes each weapon to a specific range and is designed to feel like a first-person shooter at the table. Twenty Quirk archetypes, each with three escalating drawback tiers, gained through play and off-season vignettes that double as quirk-granting roleplay scenes. Full league simulation wraps the matches: pre-game rap-battle weigh-ins, post-game journalist interviews, trade days, season championships, and off-season scandals. |
| Considerations | Tightly bound to the Alien IP with limited genre flexibility, stress mechanics can feel punishing at high levels, Evolved Edition changes are modest over 1st edition | Premise is intentionally gonzo — killing Hitler is the central conceit and the rulebook leans into the joke throughout. Built specifically for five (one GM plus four players each managing a roster of four athletes); other group sizes need adjustment. Match combat is co-op against the GM-controlled enemies by default; head-to-head PvP requires the optional scoring system in which both teams play the same scenario in turn. Heavy framing as a futuristic sports league means tables uninterested in the team-management layer (rosters, hype meters, trade days) will lose a substantial portion of the design. |