Devlogs
Beam Saber Version 0.51 is live!
This update has been prepared to celebrate the successful conclusion of the Kickstarter! I'm launching it now rather than later, so that backers new to the game won't get confused or frustrated by an immediate rules update.
Here's the changelog:
- Specified that the
Frontline's ability "Forged In The Fire" only applies in
combat.
-
Clarified that Cut Loose
gives you a new Belief with the pilot who joins you.
-
Clarified the wording of a
few Entanglements that had 3 options for the players to choose from.
-
Clarified how the Enhance
Downtime Activity works.
-
Clarified how Entanglements
are rolled.
-
Added details to How To Prepare A Mission section: Objective is what
must be accomplished for the mission to succeed, Secondary
Objectives would benefit the employer if accomplished but are not
necessary for success, and breaking ROE would harm the Employer but
does not cause the mission to fail.
-
Survey has replaced Engineer
in the Recon ability "Everyone Steals" to bring it more in
line with the feel of the playbook.
-
Clarified that when taking
Dire Actions due to spending all Quirks, Stress can still be spent
as normal.
-
Moved the End of Session
questions to after Engtanglements but before Downtime Activities.
-
Clarified
that when using the Empath ability "Carry That Weight" on
a 0d result, you roll
again with 1d.
-
Added
the faction specific rewards to the Creating A Faction section for
ease of reference.
-
Added a note to the Session
Zero section to discuss whether the game is about the Pilots or
about the Squad.
-
Added
directions
to
the Drives section about what to do if fulfilling a Drive means it
makes sense for a Pilot to leave the game, and that choosing a Drive
is indicating to the GM that it is a goal the Player is interested
in struggling
to accomplish.
-
Clarified
that Acquire Asset can be performed as a Flashback.
-
Rearranged the Reward process
for greater clarity. Clarified what happens if the Mission fails,
and that Mission success is not required to tick Drive clocks.
-
Clarified how getting XP from
Rivals works in the Player Advancement section, and also added a
reminder to check for Rival XP to the End of Session section.
-
Added
new alternate rules for a Slimmer Downtime Activity
for those who find normal downtime rules too
intense.
-
The
Collect Downtime Activity can now Crit, which provides 9 Supply
Points.
-
Clarified that the Mech Cav's
Efficiencies Upgrade sets the maximum number of Quirks a Vehicle can
have to 9.
-
Clarified that only one Pilot
or Cohort can assist on a Downtime Activity.
-
Clarified that the person who
spends a Downtime Activity on Fix is the owner of the Vehicle being
repaired.
-
Moved the Vehicle Load
section to before the Quirk section since Load comes before Quriks
in the Vehicle Creation process.
-
Clarified that when a Pilot
has multiple abilities that trigger with Stress or Quirks, each
ability must be paid for separately.
-
Clarified what Factions and
Squads are in the "For Those Familiar With Blades In The Dark"
section.
-
Increased the cost of
acquiring a new Vehicle to double the Vehicle's Load +1 per Tier of
the Squad, all paid in Materiel. This was done because it was
pointed out that in prior versions it was cheaper to replace a
Vehicle, rather than Fix it, in many circumstances.
-
Clarified how the
Technician's "Jury Rig" ability works.
-
Changed Motor Pool to halving
the Materiel cost for new Vehicles, instead of removing the cost
entirely.
Files
Beam Saber Reference Sheets V0.51.pdf 6 MB
Beam Saber PILOT CREATION V0.51.pdf 88 kB
Beam Saber SQUAD CREATION V0.51.pdf 81 kB
Beam Saber VEHICLE CREATION V0.51.pdf 68 kB
Beam Saber Region Sheet V0.51.pdf 24 kB
Beam Saber Squad Sheets V0.51.pdf 1 MB
Beam Saber Pilot Sheets V 0.51.pdf 2.2 MB
Beam Saber V0.51.pdf 6.2 MB
Beam Saber Quick Start Guide V0.51.pdf 428 kB