Kill Him Faster vs Mothership
Compare Kill Him Faster and Mothership side by side. See differences in complexity, dice, genre, cost, and more.
| Kill Him Faster | Mothership | |
|---|---|---|
| Genre | Scifi, Historical | Scifi, Horror |
| Play Style | Comedy, Gonzo, Combat-Heavy, Tactical, Cinematic, Mission-Based, Pulp Action, Fast-Paced | Rules-Light, Deadly, One-Shot Friendly, Survival, Atmospheric, Low-Prep, Cinematic, Fast-Paced |
| Core Mechanic | 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. | Roll d100 under stat/skill. Stress and panic mechanics escalate tension. |
| Dice | d4–d12 | d100 |
| Complexity | Medium | Low |
| Accessibility | High | High |
| Runnability | Low | Very High |
| License | Standard commercial | 3rd Party License |
| Cost | $$ | $ |
| Publisher | Korvidae Games | Tuesday Knight Games |
| Year | 2026 | 2022 |
| Best For | 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. | Terrifying sci-fi horror one-shots and short campaigns. Panic table creates unforgettable moments. |
| Highlights | 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. | Rules-light, well-regarded module library, panic system creates mechanical tension |
| Considerations | 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. | Panic table can cascade and end sessions abruptly, limited long-campaign support in core rules, stress mechanics can feel repetitive over extended play |