This is Round 2 of for the MechaStellar gameplay example using the Defend the City / Rampage game mode.
Note: MechaStellar is often a very lethal game so the longest Rounds are 1 & 2 while 3+ are typically much shorter since there are fewer units which you will see in this game as well as other examples.
To return to Round 1 click here.
Round 2

Mazinger Z is up first, he consider moving away from Kingdan but realizes while he can get outside his threat range that Venus A will be the next target, so instead he boldly charges forward and unloads on Kingdan after getting him in Sensors range to make use of Target Lock.
Mazinger will use +2 ACC on each of their attacks while Kingdan will use Dodge (+2 Evade) on all their attacks to make the most of their Reroll up to 3 Evade dice on their Commander ability.
- Freezing Beam scores 5 Hits, Kingdan rolls 3 Armor Saves and fails 1.
- This is a stun attack so that causes a -1 Action penalty.
- Rocket Punch scores 2 Hits for 800 DMG and [M-1] for a failed armor save.
- Drill Missiles scores 7 Hits for 2100 DMG
- Breastfire with a Power Upgrade (DMG+100) and Focus scores 4 Hits which is blocked by [M-4]
- Kingdan’s HP 1200//7000
- EOT [M] Kikaiju 0 Toeizinger 10

Time for Kingdan’s retaliation.
Since he was stunned on his turn he rolls 3d10 [2,8,9] every 5+ regains a lost action so he is back to 1.
- He uses his action for Crash through and trample, with DMG 200 the buildings need a 4+ to survive.
- First buildings [2,5,8] destroyed [M+1]
- Second building [1,7,9] destroyed [M+1]
- He then circles around to strike Mazinger and put some cover between him and Venus A.
As a reminder, you only Blindside when you start your turn behind the enemy’s rear arc. The reason for this is that while the robots may be stationary on the tabletop they are not in our imagination and your opponent would not simply stand there stationary while you tried to circle them.
Kingdan gets into engagement range with Mazinger who uses his Southern Cross Knife to deal 800 DMG in Overwatch. Both foes are low on HP so Kingdan puts everything into attack.
- Koji will not get the [M+2] from Galvanizing Display since they are already at [M:10]
- Kingdan +2 Hits as the attacker and +2 from Merciless Melee. Koji chooses Guard for +2 Blocks for +2 Hits.
- Kingdan rolls 10d10 on ATK and gets 16 Hits
- Koji has +2 Blocks from Guard and [M-10] = 5 Hits for 1200 DMG, leaving Maziner with 200/5800 HP.
- Mazinger gains [M+1] for taking DMG this turn.

- Koji has 5d10 on Counter ATK and uses Improvise to get 4 Hits
- Kingdan has +1 Block on DEF thanks to Merciless Melee, he only has [M-2] and so cannot fully block the attack.
- Since both sides are taking DMG Koji is spared from a Finishing Blow which would have destroyed him.
- Kingdan passes the Armor Save.
- Mazinger 200/5800 HP Kingdan 100/7000 HP
- Koji gains [M+1] from Hot Blooded
- EOT [M] Kikaiju 0 Toeizinger 2

Boss Borot is up next, he gains 2 Focus actions thanks to Unwavering Loyalty, he uses Idiot Savant in the hopes of stealing Garada’s weapons but instead gets the much more common movement boost. No matter, the age of Boss has begun!
- Boss’ melee attack gives [M+1]
- Boss gets ATK+2 Hits while Garada chooses Guard for +1 Block
- Boss puts it all on melee attack with 3 Focus actions and scores 8 Hits.
- Garada puts all 8d10 on DEF and gets 7+1 Block.
- The rending blades ontop his head give +1 Hit, bonus hits from weapons apply to attack and counter attack. He uses for a free hit on Boss Borot, Boss wisely spends [M-1] to avoid a killer finishing blow.
- EOT [M] Kikaiju 0 Toeizinger 2

Garada K7 is up next, already in melee he attacks Boss [M+1]
- He uses Havoc for +1 Hit and +1P ARM PEN
- As the attacker he has +1 Hit (+1 from weapon) while Boss chooses Counter for +1 Hit
- Garada gets 8 Hits on Boss who reduces it by 1 with [M-1]
- The 7 hits deals 2800 DMG and he passes the Armor Saves.
- Boss gains [M+1] for being damaged.
- Boss counterattacks and gets 4+1 Hit and a bonus +1 Hit thanks to improvised weapons.
- The 6 Hits deal 1800 DMG to Garada K7 and a failed Armor Save pushes him back 3″ out of melee which qualifies for a finishing blow of 1000 DMG.
While Garada had hoped to finish off boss then throw his blade horns at Sayaka he will target Boss instead.
- The horns hit Boss 4 times and low on Momentum is destroyed. [M+1]
- Destroying a unit this early is worth double VP.
- He finishes his turn engaged with Sayaka. If he were a dreadful Kaiju with extra Momentum now would be a perfect time to use the Tear through the Ranks skill.
- HP Garada 4200/7000.
- EOT [M] Kikaiju 2 Toeizinger 2

Diana A is up next. She spins around at the start of her turn, since she only has 3 actions she will need one be able to fire in melee and one to fire, she’ll use the third one as a Focus action.
She chooses Scarlett beam in the hopes that the high DMG and ARM PEN will take him out and thanks to Gunnery Expert trait it will lower the Rapid Fire penalty by 1.
- She chooses Precision (+3 ACC) while Garada chooses Dodge (+1 Evade)
- She lands 4 Hits for 1600 DMG and 2 failed Armor Saves for another 2000 DMG.
- Garada HP 600/7000
- Sayaka gains [M+1] due to Hot Blooded
- EOT [M] Kikaiju 2 Toeizinger 3

Double Doublas is up last again.
- He uses Full Throttle + Crash through, with DMG 200 (x2) the buildings need a 4+ to survive.
- The first building is [9.9.10] and survives.
- Doublas doesn’t have enough movement even with full throttle to crash into a second one.
- He then uses a melee attack on the building in front of him [4,6,7] down it goes for [M+1].
- Without any eligible targets his heat ray to attack another building, with DMG 300 they need a 3+ [6,8,10] and so survive.
- EOT [M] Kikaiju 3 Toezinger 3
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