TTRPG Wiki

Compare tabletop RPG systems to find your next game

Loot and Scoot Incorporated vs Railgun XXVI

Compare Loot and Scoot Incorporated and Railgun XXVI side by side. See differences in complexity, dice, genre, and more.

Loot and Scoot IncorporatedRailgun XXVI
GenreSci-Fi, Horror, Post-ApocalypticSci-Fi
TagsBeginner-Friendly, Comedy, Deadly, Dungeon Crawl, Inventory Management, Mission-Based, Resource Management, TacticalTactical, Player-Only Rolls, Deadly, Gritty, Mission-Based, Random Character Creation, Beginner-Friendly
Core MechanicWhen an action is uncertain, roll 1d6: a 5–6 fully succeeds, a 2–4 succeeds with a minor complication, and a 1 fails with a major complication. Advantage or disadvantage adds dice and keeps the highest or lowest result.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.
Diced6d20
ComplexityMediumLow
AvailabilityPaidFree core rules
Runnability3 of 5 book tools2 of 5 book tools
LicenseProprietaryMÖRK BORG Third Party License
Third-Party PublishingNot yet researchedNot yet researched
PublisherUltimate Hyper GamesNathan Freeman
Year20252026
LanguagesEnglishEnglish
Best ForGroups that want cooperative extraction missions built around real-time pressure, hazardous grid movement, and campaign bookkeeping.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.
Highlights
  • Timed Mode uses a real countdown for salvage shifts, then converts the final escape into a 30-turn countdown.
  • Encumbrance ties each recovered item's size and carrying method to movement, forcing the crew to balance profit against escape speed.
  • Death triggers automated cloning that consumes organic material and CloneChips, keeping lethal hazards in play without ending the campaign.
  • Every 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.
Considerations
  • The salvage phase is designed around mapped grid movement, and Timed Mode requires active timer management.
  • Characters begin without mechanical build choices or an advancement track, so equipment and optional cloning mishaps carry most long-term differentiation.
  • Campaign play centers on debt and hauling logistics, making economic bookkeeping part of every cycle.
  • Social 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.