
As mentioned in our previous post we’ve been testing out various ideas. In this post we’ll look as size modifiers and the recent change to defense dice.
Continue reading “MechaStellar VER10 – October Update to Size and Defense Dice”
As mentioned in our previous post we’ve been testing out various ideas. In this post we’ll look as size modifiers and the recent change to defense dice.
Continue reading “MechaStellar VER10 – October Update to Size and Defense Dice”
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.
Continue reading “MechaStellar VER10 – October Combat Roles Update”
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.
Continue reading “MechaStellar VER10 Preview – Time Efficiencies”
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.)
Continue reading “MechaStellar VER10 Preview – Victory Points Update”
Some of the feedback we’ve gotten on the VER10 open playtest was that the roles no longer felt as distinct as they used to. In this post we’ll look at some of the changes that went into the September roster update to bring some of that distinction back.
Continue reading “MechaStellar VER10 Preview – New Guardian Role”
In our previous post we talked about some of the weapon changes in broad strokes. Let’s look at a few items in-depth now.
Continue reading “MechaStellar VER10 Weapons Part 2”
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.
Continue reading “MechaStellar VER10 Preview – Weapons”
We’re working on VER10 for MechaStellar, based on some playtester feedback shown in our previous post we’re looking to update one of the Pilot bonuses that affect the core mechanic.
Continue reading “VER10 Pilot Bonus Update”We’re still working on VER10, while we were hoping to get an open playtest copy out by the end of July, we’ve compiled some great feedback from some of our playtesters that we wanted to review and integrate first. Below you’ll find a quick summary of that feedback.


In this example we’ll look at Momentum Shifts based on the previous example where the Gundam had just destroyed a Zaku II.
Continue reading “MechaStellar VER10 Preview – Momentum Shifts Example”