MechaStellar VER11 – QoL Updates

In the most recent MechaStellar Core rules update we added a number of Quality of Life updates so we thought it would be helpful to explain some of the thought processes behind them.

Long Range and Close Range Attacks

The biggest change was adjusting nomenclature, while we have been using Shooting vs Evade and Melee vs Melee DEF for some time, it does get confusing from time to time when players ask “why can’t I evade in Melee”, and most recently since we’ve expanded melee weapons to include close range weapons like vulcans as well, players could often get confused why they are not using the “shooting” stat with vulcans.

To solve this we formalized Shooting vs Evade into Long Range ATK vs Long Range DEF, with [LR] as the abbreviation, likewise with Melee vs Melee DEF becoming Close Range ATK vs Close Range DEF with [CR] being the abbreviation. This also pairs well with the already existing Long Range Sensors and Close Range Sensors. While we’re going to miss tried and true classics like Shooting vs Evade, this overall a more effective naming system and we hope you enjoy it.

It also come with the bonus that close range types can use a rifle in close range and benefit form their close range sensors, something that wasn’t possible in how the rules were worded previously.

Gameplay Changes

Update Battle Cry, clarified range and made it free if Challenge / Revenge target is closest enemy model.

We thought this would be a fun and thematic if you could battle cry for free after declaring revenge. Classic Kamille!

Updated Lock On so you can also bypass targeting the closest enemy model

A question came up while playing is there anyway to target that unit if I don’t have a bullseye weapon?

A great question! Since we made targeting more restricting in VER11 it makes sense we should have a lever to allow someone to make a special targeting action. So it made sense to allow lock on to also let you target that unit.

Added [Crash] attack to Core rules

We’ve had [Crash] attacks for a while but this time around we finally formalized them into the core rules. Now using a crash attack lets your unit move and smash their way into melee all at once. Very valuable for our upcoming Kaiju update, often slower creatures a crash attack can allow them to plow forward and threaten even further away.

BR Saves = 1000 if target has no shield

Just an observation from some players that Break Saves were effectively weaker than AP saves if target never had a shield to begin with.

Identified a problem with cheap HP squads which often die before the penalty can even get applied.  Updated Mobility / Stun saves to apply the action penalty when target is HP<5000 instead of HP<50% which makes things a lot simpler on the tabletop and more useful against cheap HP grunts

This was identified in our Hashmal playtest, where it became rather annoying trying to apply MB or ST saves to low HP units. The fix was to make it HP<5000s instead of HP<50%

Focus twice per turn can now be done by [Elites] instead of [Ace]

This was an early change to let Elite have better odds at landing a hit vs evasive units, and was essential when testing out Kaiju with their (at the time) lower attack dice.

Alert can be used any unit and provides a blanket +1 DEF to all allied forces The old Alert CIWS bonus will be turned into a Captain’s trait in the future.

Likewise, we wanted a default defense skill that non elite can use and one that benefits Kaiju and Warships with their often lower defense dice.

Added Kaiju to the +1 Rally Save category

Clarified that large units can easily get on top of high ground

You can’t contest a Control Point if the enemy is 2 sizes larger.  Good for letting you run a big kaiju or warship and play king of the hill

Noted for targeting you can ignore units that are 2pts smaller than yours (i.e. Warship or Kaiju)

Can you tell we’ve been testing a lot of Kaiju lately?

https://mechastellar.com/2026/10/09/mechastellar-ver11-preview-pacific-rim-kaiju/

https://mechastellar.com/2026/10/11/mechastellar-ver11-preview-godzilla/

https://mechastellar.com/2026/10/05/mechastellar-ver11-preview-getter-robo-2/

https://mechastellar.com/2026/10/04/mechastellar-ver11-preview-mazinger-mechanical-beasts-2/

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