Armour Astir: Advent vs Beam Saber
Compare Armour Astir: Advent and Beam Saber side by side. See differences in complexity, dice, genre, and more.
| Armour Astir: Advent | Beam Saber | |
|---|---|---|
| Genre | Fantasy | Sci-Fi |
| Tags | Mecha, Playbook-Driven, Fiction-First, Character-Driven, Narrative, Anime, Ship-Based, Collaborative, Mission-Based | Mecha, Playbook-Driven, Fiction-First, Narrative, Faction Play, Mission-Based, Character-Driven, Collaborative |
| Core Mechanic | Roll 2d6 + trait (6 stats from -3 to +3): 6- is a miss, 7-9 is a partial success, 10+ is a full success. Advantage and disadvantage add or remove a die (up to 4d6 total), keeping the best or worst two. Confidence upgrades 1s to 6s; desperation downgrades 6s to 1s. Channeler playbooks pilot Astirs using the CHANNEL trait for magic-related moves, while support playbooks contribute through B-Plots and Carrier upgrades. | Forged in the Dark: roll a d6 dice pool based on action rating and take the highest: 6 is a full success, 4–5 is a partial success, 1–3 is a bad outcome. Position (controlled/risky/desperate) sets consequences. Pilots and vehicles have separate action sets and stress tracks. Vehicles have Quirks: narrative traits that grant bonus dice when invoked. Progress clocks track complex obstacles. Missions follow a structured cycle of planning, engagement roll, action, and downtime. |
| Dice | 2d6 | d6 dice pool |
| Complexity | Medium | Medium |
| Availability | Free core rules | Free quickstart |
| Runnability | 3 of 5 book tools | 4 of 5 book tools |
| License | All Rights Reserved | Forged in the Dark |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Briar Sovereign | Austin Ramsay Games |
| Year | 2024 | 2022 |
| Languages | English | English |
| Best For | Groups who want PbtA-style mecha action framed as rebellion against oppressive authority, with equal emphasis on dramatic relationships and cockpit combat. | Groups who want a mecha war drama where the pilot relationships, beliefs, and moral compromises matter as much as the vehicle combat: think Gundam meets Band of Brothers. |
| Highlights | Splits playbooks into Channeler (mech pilot) and Support roles so non-pilots are mechanically distinct rather than sidelined. Conflict Turns provide a structured large-scale warfare system layered on top of individual scenes. Four optional campaign settings provide ready-made factions, mission hooks, and example Astirs as starting points. Confidence/desperation mechanic adds dramatic stakes beyond standard PbtA outcomes. | Dual pilot/vehicle layer gives each character two distinct mechanical identities. Vehicle Quirks reward narrative creativity with mechanical bonuses. Faction system with supply points, trust, and entanglements models the politics of war. 10 pilot playbooks and 8 squad playbooks provide extensive starting variety. Includes a full default setting with factions, regions, and 24 vehicle models. |
| Considerations | Groups must collaboratively define their Authority, Cause, and Carrier before play begins, though four optional settings are included as starting points. Channeler and support playbook split means the party must coordinate roles during character creation. Rules for Astir construction and Conflict Turns add mechanical weight beyond typical PbtA games. | 438-page rulebook is dense for a FitD game and takes time to absorb. Vehicle and pilot systems are deeply intertwined, requiring players to track two character sheets. Setting-agnostic in theory but the default setting material is substantial and may overshadow custom worlds. |