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Railgun XXVI vs Troika!

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

Railgun XXVITroika!
GenreScifiFantasy, Scifi
Play StyleTactical, Player-Only Rolls, Deadly, Gritty, Mission-Based, Random Character Creation, Beginner-FriendlyRules-Light, Weird, Random Character Creation, Low-Prep, Improvisation, Deadly, Random Tables
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.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.
Diced202d6
ComplexityLowVery Low
AccessibilityVery HighVery High
RunnabilityLowLow
LicenseMÖRK BORG Third Party LicenseOpen (Troika! SRD)
CostFree$
PublisherNathan FreemanMelsonian Arts Council
Year20262019
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.Fast, surreal science-fantasy adventures with minimal rules and random character generation. Ideal for one-shots and improvisational play.
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.Simple rules, creative backgrounds double as setting material, chaotic token-draw initiative creates unpredictable turn order, consumable Luck depletes with each test
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.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