MechaStellar VER10 – October Combat Roles Update

In the latest roster update for the VER10 draft rules we’ve updated a lot of roles, renamed a couple, and even converted some of the special types (Assault, Heavy Arms, Indomitable) into combat roles as well.  Below the break we’ll cover a brief history of combat roles and then the impetus for change.

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MechaStellar VER10 Preview – Time Efficiencies

I thought it might be worthwhile to share how some of the rules changes from VER9 to VER10 can speed up the game. Trying to keep the game fast and fun to play is an ever-present design goal for us, so here are some things we contemplate when making game changes.

Note: These time estimates are based on our games as well as our friends, many of whom are 40k veterans and used to fast dice.

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MechaStellar VER10 Preview – Victory Points Update

This month’s VER10 Draft update has a very big gameplay change when it comes to scoring Victory Points. In this update a units full Performance cost is now worth Victory points. This means that low Frame units are now worth a lot more VP and it’s easier to seize victory without having to fully wipe out the enemy.

(But don’t let that stop you.)

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MechaStellar VER10 Preview – Weapons

In our previous post we talked about a lot of the feedback we’ve got from playtesters in VER10 and the steps we’re taking to resolve some of the current issues. We also had a novel request to have Barrage affect the dice roll in the same way that Bullseye currently affects the die roll. Our proposed solution was to allow Bullseye to give +2d10 Shots when used, but in order to do that we’d have to rebalance the current weapons to ensure that the majority of weapons were less than 8d10 to take advantage of this request. We’ve finished up the weapon rebalance and wanted to share a few Dev insights when it came to this weapon rebalance.

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