MechaStellar VER 9.4 Design Goals – Evade and Guard

While it may not be apparent nowadays the three primary inspirations for MechaStellar were the MS Era tabletop game by IronHands, The Official Gundam 1/400 Tactical Collection rules, and of course Warhammer 40k.  Many of the early mechanics in VER1 and VER2 had some direct similarities but in the years since then the game has changed and developed in a lot of different ways.

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MechaStellar VER9.3 Design Goals

Whenever we make a chance to the core rules (specifically anything before the advanced tactics section) we do a version update. For VER 9.3 the change was relatively small in the text but fairly large on the tabletop. We changed how [CC] weapons work, converting them over to the Push/Pull weapon profile established in a previous update and what’s more we allowed them to knock your foe out of melee before they can counterattack.

Now that’s a big change!

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Design Goals – Shields VER9.2

In this post we’ll discuss the change to Shields, Beam Sabers, Heat Hawks and Beam Rifles from the previous November draft. From our last post we talked a lot about trying to improve survivability for units without Shields as well as an improvement to Shields as well by changing their default ability from being strong against Machine Guns to being stronger against a variety of weapon types.

Unfortunately we made quite an oversight.

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MechaStellar NOV23 – Shields & Evade Overhaul

For me personally some of the most fun is when you have a favorite unit who is rolling really well and managing to evade a lot of attacks. From VER5 to VER7 Evade was in general pretty high, especially for the high mobility units, VER8 did a good job of flattening the shooting / evade range for most units so when you are playing with OYW units it was very rare you ran into a situation where a shooty unit didn’t have a reasonable chance to hit even a unit with high evade.

The most recent balance patch in October gave a nice improvement to the Battler, Interceptor and Firepower role, unfortunately it appears to have tipped the scales a bit too much onto the shooting side, especially compounded with the new Target Lock rules. In this post we’ll look at some options we considered before moving forward.

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MechaStellar NOV23 – HP Overhaul

I noticed in the October update that a lot of G Gundam units don’t have a good reason to invest in Armor beyond level 3, so I was working on a HP tweak for Armor 4+ units.  While working on that tweak I noticed a loophole on a Dom Variant where it could be built better and cheaper as a Frame 3 unit instead of a Frame 2 unit. 

This isn’t the first time something like this has happened, many of the points hikes in the last couple years have originated in someone on the team finding an edge case where you could build one unit cheaper and better as a higher frame unit.

When looking at this unit we went over a few ideas on how to fix it.

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October – Melee and Close Range Weapons Overhaul

We’ve received a lot of feedback regarding GaoGaiGar and to a lesser extent Getter Dragon specifically regarding weapons that give 3 Hits on a Critical Hit.  The chief complaint being that these units can often stack many hits to the point where it’s almost impossible to resist them in melee.  As a result we’ve had to look over these units and this weapon type and consider solutions.

For those who exclusively play Gundam units the bottom line up front is that Beam Sabers and Heat Hawks are dropping down to 300 DMG per hit, Heat whips and Dragon Fangs are now a melee attack option.  Units with high crit abilities such as Sandrock or Minaret Gundam are having their weapons reworked.  For the Super Robot fans read on below the break.

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MechaStellar VER 9 Planned for May2023 Release

Evolution of Giant Robots by Kazuhiko Miyake
Evolution of Giant Robots by Kazuhiko Miyake

The King of Braves GaoGaiGar will release during the end of month May roster update. We will also be releasing MechaStellar VER 9 Core Combat Rules in May. VER 9 is the Super Robot update and like the last several updates to VER 8 is intended to cut down on mental math.

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MechaStellar VER 8.8 Design Goals – Finishing Blow

Finishing Blow started off as a Melee experiment when we were working on solutions for what to do with units who were able to break past 20d10 Melee dice. At the time we were coming off with different ideas for what to do with those extra dice and what could be a good universal option that would applicable to a Real Robot as well as a Super Robot.

We eventually settled on “Glory” as our solution for units with high dice pools, thanks to a suggestion from one of our players but we kept Finishing Blow in a design notebook for use later. While we were prepping for the G Gundam release and working on VER 8.8, in particular the Focus action we decided to consider looking over the Finishing Blow system again.

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