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Beam Saber

V1.2
Pilots and their massive war machines fight for what they believe in a war without end
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scifi
MechaPlaybook-DrivenFiction-FirstNarrativeFaction PlayMission-BasedCharacter-DrivenCollaborative
Languages: English
Diced6 dice pool
System FamilyFitD
Cost$$
LicenseForged in the Dark
PublisherAustin Ramsay Games
Year2022
Complexity Medium
Accessibility Medium
Runnability Medium

Core Mechanic

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.

Best For

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

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

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.