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Railgun XXVI vs Starfinder

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

Railgun XXVIStarfinder
GenreScifiScifi
Play StyleTactical, Player-Only Rolls, Deadly, Gritty, Mission-Based, Random Character Creation, Beginner-FriendlyTactical, Crunchy, Character Building, Heroic, Ascending AC, Space Opera, Ship-Based, Exploration
Core MechanicRoll 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.d20 + modifier vs. DC. Three-action economy per turn. Four degrees of success. Cross-compatible with Pathfinder 2e.
Diced20d20
ComplexityLowHigh
AccessibilityVery HighVery High
RunnabilityLowVery High
LicenseMÖRK BORG Third Party LicenseORC
CostFreeFree (ORC)
PublisherNathan FreemanPaizo
Year20262024
Best ForGroups 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.Sci-fi fans who want Pathfinder 2e's tactical depth with plasma rifles and starships. Great for PF2e veterans looking for cross-compatible space adventure.
HighlightsEvery 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.Free rules on Archives of Nethys, deep tactical combat, cross-compatible with PF2e, distinct class identity
ConsiderationsSocial 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.Steep learning curve, fewer classes and options than PF2e (still growing), tactical starship combat rules deferred to a future supplement with current rules being narrative only