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Mothership vs Railgun XXVI

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

MothershipRailgun XXVI
GenreScifi, HorrorScifi
Play StyleRules-Light, Deadly, One-Shot Friendly, Survival, Atmospheric, Low-Prep, Cinematic, Fast-PacedTactical, Player-Only Rolls, Deadly, Gritty, Mission-Based, Random Character Creation, Beginner-Friendly
Core MechanicRoll d100 under stat/skill. Stress and panic mechanics escalate tension.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.
Diced100d20
ComplexityLowLow
AccessibilityHighVery High
RunnabilityMediumLow
License3rd Party LicenseMÖRK BORG Third Party License
Cost$Free
PublisherTuesday Knight GamesNathan Freeman
Year20222026
Best ForTerrifying sci-fi horror one-shots and short campaigns. Panic table creates unforgettable moments.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.
HighlightsRules-light, well-regarded module library, panic system creates mechanical tensionEvery 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.
ConsiderationsPanic table can cascade and end sessions abruptly, limited long-campaign support in core rules, stress mechanics can feel repetitive over extended playSocial 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.