
Hi folks, with COVID restrictions easing up we got a lot of playtesting done the last few months. The game was updated to Version 6 and most recently Version 7. Below you’ll find the significant changes.
Continue reading “MechaStellar VER6”
Hi folks, with COVID restrictions easing up we got a lot of playtesting done the last few months. The game was updated to Version 6 and most recently Version 7. Below you’ll find the significant changes.
Continue reading “MechaStellar VER6”
Combat Roles
When we first put together MechaStellar has a fun set of combat rules for our miniature Mechs we put units into a few different categories. Previously we had Versatile, Gunner, Hi-Mobility and a close-combat Brawler.
Continue reading “MechaStellar: Updated Mech Creation Part Three”
Something we learned from Version 3 was it’s actually a lot more fun to give the Defender the ability to roll. Previously it was d20 + Shooting modifier versus the target’s Evade (a static number). We found it was a lot more fun to have the Attacker have a flat value and let the Defender roll to Evade putting them in control of their destiny.
Continue reading “MechaStellar: Updated Mech Creation Part Two”
It’s been a year so let’s run through some major changes to Mech Creation. In this post we’re focus on a Mech’s Frame Level and the derived stats that can come from that.
In the past there was a cutoff where certain formulas would change. For example Frame 3+ suits had more expensive Performance and Pilot Skill. Similarly, Frame 4+ units got more bang for their buck when it came to the Reinforced EQ option. We’ve since leveled the field on points cost, and made Reinforce scale with every Frame level instead of a cut off. Below are some changes.
Continue reading “MechaStellar: Updated Mech Creation Part One”
Hi folks, before we start talking about the updated version of the rules I thought it would be fun to talk about some of the things we had a chance to test over the last year.
Continue reading “MechaStellar: Quick Update”
NOTE: I took a break from blogging for a bit as my duties at work increased. These drafts are from the VER 2 rule set, we’ve since had many playtests and made it to VER 5 which is a very different game. We’ll have more to post in the future.
Before we put the terrain away we decided it would be fun to try out a game using Zeta Gundam units and see the overall mission would change now that we were using higher performing units with better movement and mobility.
On the AEUG Side we have a Hyaku Shiki, Dijeh, and three Nemos pictured above. For a total of 500 points and 22 Pilot Skill. On the Titans side we have a larger force including two Ace Pilot Asshimars, 2x Hizack Cannons, a Guntank II, and 5 Marasais for 500 points and 42 Pilot Skill. As the AEUG player I found the difference in Pilot Skill to use this game pretty daunting.
Continue reading “Mechastellar – Battle Report – Assault the Hidden Fortress Zeta”

NOTE: I took a break from blogging for a bit as my duties at work increased. These drafts are from the VER 2 rule set, we’ve since had many playtests and made it to VER 5 which is a very different game. We’ll have more to post in the future.
This past weekend we busted out some of favorite terrain to give this scenario another try. It involves one force dropping into a forest to assault a hidden mountain base replete with anti-aircraft guns. It also gave us a chance to continue testing Shield rules and see if we wanted to adjust things. Here’s the Battle Report with a round by round summary.
Continue reading “Battlefield Report: Assault the Hidden Base”

We went through a few tests trying out Skill Wagering using a +5 Modifier. If you recall from the last post we were considering having shooting and evade follow similar principles as skill wagering for melee.
When it comes to designing a Mech in MechaStellar there are three pillars to build off of. Frame Level, Performance Level, and Pilot Level. We use these three categories to build just about any suit. We have grunt suits with ace pilots (Low Frame, High Pilot), Prototype Units with inexperienced pilots (High Frame, Low Pilot) and all-rounders like my favorite the GM Custom (Mid Frame, Mid Performance, and Mid-High Pilot Level).
Continue reading “MechaStellar: Pilot Skill – Shooting and Evade”

One very nice benefit to the stay at home order is that we’ve had a lot more time around the house to take care of chores, cook some really healthy meals and work on some hobbies. Following some successful Zeta tests where we were able to try out a new Skill system that was a bit more engaging giving player’s more agency we decided to do another round of testing this time using some newly minted 0083 suits.
Continue reading “MechaStellar: Playtest Report – 0083 Space Skirmish”