Armored Saber - V1.1


Hello Pilots!

I am happy to announce that Armored Saber V1.1 has been released!!! 

But first, before we get into the meat of things, let's talk about the biggest change: Armored Saber is no longer a one-page rules system. After much consideration and thought, I've decided to expand the concept, and now the game offers three one-page system documents! I understand that some of you might see this a problem, since you might have been drawn to Armored Saber BECAUSE of its one-page status, but I personally believe that the game is now easier to learn, and less reliant on GM split-second thinking and that accursed Quick-Start Guide.

Let's not waste any more time! Here's what's new and different in the biggest update to the game so far:

  • The CORE Rules Sheet and Quick-Start Guide have been removed and split into new pages: The Pilot's Guide to Mecha, The Mechanics Guide to Mods, and The Commander's Guide to Game Mastering.
  • The Pilot's Guide to Mecha now offers the following:
    •  The What You Need to Play section has been added from the Quick-Start Guide.
    • The How to Play section has been added, offering an easy-to-understand explanation on the game's mechanics.
    • The Making a Mecha section has been added, explaining how to read the sheet.
    • The Attributes section, Checks and Contests section, Increasing Attributes section, Actions and Reactions sections, Critical Hits section and Multiple Attack Penalty section from the CORE Rules Sheet have ALL been added.
    • Combat has been changed to Encounters, making the rules broader and more appropriate for social and skill encounters.
    • Combat Order has also been changed to Encounter Order.
    • The Retreating section has been added, offering advice for players on the importance of running away rather than suffering from System Failures.
    • The System Failures section from the CORE Rules sheet has been overhauled, offering rules and advice for not only removing System Failures, but also the potential for narrative and role play opportunities presented with the system.
    • The Deadly Failure Variant Rule section has been added, offering an alternative to the System Failures rules, and making encounters more immediately dangerous at the cost of narrative importance.
  • The Mechanics Guide to Mods now offers the following:
    • The Mods section and Mods list section from the CORE Rules Sheet have been added.
    • The Mods in Checks and Contests section has been slightly changed to Mods in Contests. Now discouraging the use of Mods in Checks and explaining Mods in Contests much more clearly.
    • The Mods Overload section has been added, offering rules for if players add more Mods than their Power Pool allows.
    • The Playing Without Mods section has been added, offering advice for playing without the Mods system.
    • The Alteration Points Variant Rule section has been added, offering a more dynamic and customizable system, as well as allowing for full theatre of the mind Encounters. 
    • The Making Your Own Mods section has been added, offering advice for making your own Mods for the game.
  • The Commander's Guide to Game Mastering now offers the following:
    • The Creating a Universe section, and the Making Enemies section from the Quick-Start Guide have both been added.
    • The Difficulty Class section has been added, offering advice and rules for setting and using DCs in your games.
    • The Card Encounter Variant Rule section has been added and expanded upon.
    • The Encounter Terrain section has been added, offering advice on Encounter terrain and hazards. (This section WILL be receiving new rules and real numbers in later revisions.)
    • The Player Agency section has been added, highlighting the importance of players agency and story creation.
    • The Sample Mecha section from the Quick-Start Guide has been added.
    • The Sample Adventure section has been added, offering a simple adventure to start learning and playing the game, and allows for GMs to add to, change, and build upon for a potential long-term game.
  • The Quick Reference / Character Sheet combo PDF is also included, offering a simple character tracker, and a handy reference page for the various actions and rules from all three main pages on one page, while leaving out their in-depth explanations.

That's it for now! I hope you enjoy this major revision, and I hope you enjoy playing Armored Saber! As always, leave me a comment for any questions or issues!

    Good luck, Pilots!
        Ryan C.

Files

Armored Saber - CORE Rules 1.1.zip 1 MB
Apr 06, 2023

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