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ALIEN RPG vs Railgun XXVI

Compare ALIEN RPG and Railgun XXVI side by side. See differences in complexity, dice, genre, cost, and more.

ALIEN RPGRailgun XXVI
GenreScifi, HorrorScifi
Play StyleHorror, Survival, Deadly, Atmospheric, One-Shot Friendly, Gritty, Licensed IPTactical, Player-Only Rolls, Deadly, Gritty, Mission-Based, Random Character Creation, Beginner-Friendly
Core MechanicRoll 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.Roll d20 and add one of four stats (STR, CRD, AGI, or MND) against a standard difficulty of 12. Every roll is player-facing: players roll to attack and also roll to dodge incoming attacks, so the GM never needs to roll dice. Rolling a natural 20 banks an adrenaline point, which buys an extra action on top of the two each character gets per turn.
Diced6 dice poold20
ComplexityMediumLow
AccessibilityMediumVery High
RunnabilityHighLow
LicenseAll Rights Reserved (20th Century Studios license)MÖRK BORG Third Party License
Cost$$Free
PublisherFree League PublishingNathan Freeman
Year20252026
Best ForSci-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 short, lethal firefights on a grid and a GM who narrates enemies rather than rolling for them. Suits a few-session campaign or a drop-in mission night more than a long character-driven arc.
HighlightsStress and panic system mechanically reinforces horror tension, two distinct play modes (Cinematic and Campaign), Evolved Edition streamlines rules and improves layout, well-supported licensed settingEvery roll is player-facing, including dodges against incoming attacks, so the GM runs enemies without touching the dice. Dropping to 0 HP forces a critical injury roll that permanently reduces a stat, so downed characters degrade instead of bouncing back up. Several weapons chain into a free attack when they drop an enemy, making target order a tactical decision rather than a formality.
ConsiderationsTightly bound to the Alien IP with limited genre flexibility, stress mechanics can feel punishing at high levels, Evolved Edition changes are modest over 1st editionSocial scenes have no dedicated stat or subsystem, so persuasion is settled by player argument rather than mechanics. Play assumes a gridded map with movement and line of sight measured in squares, leaving theater-of-the-mind groups to convert those rules themselves. Out-of-combat scenes lean on ad hoc GM rulings and a single falling-forward technique rather than a dedicated exploration or investigation subsystem.