MechaStellar Monthly Roster Update – June 2025 – Archangel, Freedom, Justice & Balance Patch

Hello everyone! Sorry for the delay but this month’s update ended up being a really huge one. While we initially planned on this being the release month for the updated Warship rebalance, we also combined it with other balance patches affecting HP, Defense, Movement and Weapons stats (Range & Rapid Fire). Since we’re one week late we also put in some extra time and released some more units from Gundam SEED including the much beloved Freedom and Justice.

Warship Update

Warships got a massive overhaul. Warships now are massive force multiplier providing large support ATK / DEF bubbles, many warships can also fire several guns per Turn. We’ve spent the last several months playtesting warships to dial in the balance since the initial version from 3 months ago was far too powerful. After a few months of tweaks and feedback we think they’re in a great place.

Victory Points Update

We’ve redone the VP formulas for all units, your warships are now giant VP pinatas and main character units are now worth a lot more as well. This should give you a lot more options while playing when deciding on who to attack to try and eke out a victory.

Game types (i.e. Simple Battle) and Upgrades have also had their VPs redone to match the new formula. For upgrades this will be easier in that a +100pt Trait is now worth +10VP instead of +6 VP.

Core Rules Updates

Based on feedback we’ve been working on Finishing Blow over time. We’ve adjusted the core rules to make it easier to strike a Finishing Blow now by giving the players the option to roll for Armor Saves and/or Finishing Blow. We’ve also updated some traits, including Hot Blooded, to make Finishing Blows easier to land.

We’ve also made Iron Wall cheaper at [M-2] and weakened the Ace bonus to +2 on Armor Saves.

Melee Elite bonuses on Swift Strike and Decisive Strike have been tweaked to give abilities more suitable for their names.

Lastly, Challenge has been rewritten to allow for the player who goes 2nd to declare a Challenge if the first person declines too. The [M-0] Counter ability has gone away, but Challenge now generates VP easier.

Weapon Rebalance

The weighting for Rapid Fire has increased so many weapons were rebalanced to lower their Rapid Fire value and instead improve a different value. Similarly, Range 40″+ and RF Range 24″+ weapons also have increased weighting which resulted in many weapons (and thus units) going up in points to account for their long range lethality.

Missiles were rebalanced with a focus on providing Support ATK / DEF. This applies to Warship missiles as well. NOTE: You can no longer Support ATK / DEF yourself with E[X]plosives. That ability has been moved to the Missile Massacre upgrade.

Balance Patch

Wing (500pts) & G Gundam (750pts) have received massive upgrades in order to put them in parity with OYW and Zeta units. Previously we focused too much on making them cost effective. Likewise for Super Robots, several have been upgraded, and a few more will likely follow suit in the future. Super Robots also were rebalanced in order to make some of them more durable and harder to hit.

HP formulas were redone affecting all Frame 2+ units, the big winners will be your Frame 3+ units. Good news for Gundam players!

Lastly, we are temporarily doing a “-1 Hit” across the board for all units. This is to try and dial down the lethality in some games, if it ends up being unnecessary we’ll remove it later.

Unit Roster Update

Added Gundam SEED Archangel

Added Freedom, Justice, Calamity, Forbidden, Raider, Zaku Warrior and Gouf Ignited.

Thanks for your patience and enjoy the new rules, new balance and new units! You can find them here.

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