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Mecha TTRPG Systems: A Mechanical Overview

Comparative Reference by System


This document presents a mechanical overview of prominent mecha tabletop role-playing games.


Each system is described using the same criteria:

  • Mechanical identity

  • Player quality-of-life considerations

  • GM quality-of-life considerations

  • Typical use cases


The intent is reference and comparison, not recommendation.


Lancer








Tactical, grid-based mecha combat system paired with lighter narrative play outside the cockpit. Mechs are built using modular frames, licenses, and loadouts.


Player QoL

  • Clear separation between pilot and mech mechanics

  • High transparency in combat options

  • Extensive customization without random generation


GM QoL

  • Explicit encounter balance assumptions

  • Well-defined combat roles and ranges

  • Strong digital tooling support for prep and play


Common Use

Tactical combat-focused campaigns with structured encounters.


Beam Saber








Forged in the Dark–based mecha drama system emphasizing missions, stress, and interpersonal tension alongside combat.


Player QoL

  • Characters defined by playbooks and stress economy

  • Mechs abstracted through tags and loadouts

  • Advancement tied to mission fallout and relationships


GM QoL

  • Structured mission and downtime phases

  • Clocks handle escalation and consequences

  • Minimal numerical tracking


Common Use

Character-driven mecha campaigns with emphasis on pressure and consequences.


Mekton Zeta







Crunch-heavy mecha construction and combat system with detailed engineering and scale modeling.


Player QoL

  • Extensive mech design freedom

  • Granular control over performance characteristics

  • Supports highly specific concepts


GM QoL

  • Detailed combat resolution

  • Requires familiarity with construction rules

  • Best suited to tables comfortable with math-heavy systems


Common Use

Simulation-oriented mecha campaigns emphasizing design and customization.


MechWarrior / A Time of War








Role-playing layer for the BattleTech universe, integrating personal-scale action with large-scale mech combat handled by BattleTech rules.


Player QoL

  • Clear distinction between pilot and mech play

  • Strong setting grounding

  • Supports military and mercenary narratives


GM QoL

  • Extensive setting and faction material

  • Integration with BattleTech tactical systems

  • Higher coordination between subsystems


Common Use

Campaigns combining political, military, and mech-scale conflict.


Heavy Gear








Real-robot–style mecha system blending tactical combat with role-playing and military simulation.


Player QoL

  • Gears function as extensions of character skill

  • Emphasis on maneuver, terrain, and combined arms

  • Clear distinction between vehicle and infantry play


GM QoL

  • Detailed combat modeling

  • Supports mixed-scale encounters

  • Strong setting cohesion


Common Use

Military-focused campaigns with combined arms and tactical realism.


Armored Trooper VOTOMS RPG








Mecha system emphasizing mass-produced units, attrition, and pilot vulnerability.


Player QoL

  • Mechs treated as replaceable assets

  • Focus on pilot survival rather than machine optimization

  • Supports gritty, low-heroics play


GM QoL

  • Simple mech replacement model

  • Reinforces attrition and resource pressure

  • Supports high-lethality scenarios


Common Use

Gritty mecha campaigns emphasizing survival and tactical disadvantage.


Comparative Snapshot

System

Rules Weight

Narrative Emphasis

Tactical Detail

GM Prep Load

Lancer

Medium–High

Medium

High

Medium

Beam Saber

Low–Medium

High

Low

Low

Mekton Zeta

High

Low–Medium

High

High

MechWarrior / AToW

High

Medium

High

High

Heavy Gear

Medium–High

Medium

High

Medium–High

Armored Trooper VOTOMS

Medium

Medium

Medium

Medium


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