Railgun XXVI vs Troika!
Compare Railgun XXVI and Troika! side by side. See differences in complexity, dice, genre, cost, and more.
| Railgun XXVI | Troika! | |
|---|---|---|
| Genre | Scifi | Fantasy, Scifi |
| Play Style | Tactical, Player-Only Rolls, Deadly, Gritty, Mission-Based, Random Character Creation, Beginner-Friendly | Rules-Light, Weird, Random Character Creation, Low-Prep, Improvisation, Deadly, Random Tables |
| Core Mechanic | 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. | Three stats: Skill, Stamina, Luck. Roll 2d6 under Skill + Advanced Skill to succeed. Initiative uses a random token-draw stack: unpredictable turn order. Luck is a consumable resource that depletes with each test. |
| Dice | d20 | 2d6 |
| Complexity | Low | Very Low |
| Accessibility | Very High | Very High |
| Runnability | Low | Low |
| License | MÖRK BORG Third Party License | Open (Troika! SRD) |
| Cost | Free | $ |
| Publisher | Nathan Freeman | Melsonian Arts Council |
| Year | 2026 | 2019 |
| Best For | 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. | Fast, surreal science-fantasy adventures with minimal rules and random character generation. Ideal for one-shots and improvisational play. |
| Highlights | 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. | Simple rules, creative backgrounds double as setting material, chaotic token-draw initiative creates unpredictable turn order, consumable Luck depletes with each test |
| Considerations | 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. | Initiative stack can leave players unable to act for long stretches, mixed roll-under/roll-over mechanics confuse new players, setting is implied rather than described, minimal tactical depth |