MechaStellar VER 8.7 Design Goals – Stellar Warfare

Here’s an indepth look at some of the design decisions that went into the MechaStellar VER 8.7 Stellar Warefare Update. For your convenience I have included the relevant summary line item list for each of those categories from the previous post as well.

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MechaStellar VER 8.7 Design Goals – Core Rules Updates

Here’s an indepth look at some of the design decisions that went into the VER 8.7 Core Rules Update for MechaStellar.. For your convenience I have included the relevant summary line item list for each of those categories from the previous post as well.

Continue reading “MechaStellar VER 8.7 Design Goals – Core Rules Updates”

MechaStellar December 2022 Unit Roster Update

A lot of our folks will be on travel for December so we’re pushing the roster update out early this month. The major update for this month is the new “Supreme Robot Warfare” module that is intended for smaller games of say 2vs2 or 3vs3 which many of our players have been gravitating towards. Since this is a major update to the core rules we’re updating the VER to 8.6. The Design Goal for this module was to enhance the mobility of Real Robots (MS) and enhance the durability and knockout power of Super Robots (Titans).

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MechaStellar VER 8.3 Released – Stellar Warship Update

For August’s update we putting the Stellar back into MechaStellar. Our Stellar Warship rules for VER 8 have been in testing for a close to a year now, and we are now satisfied with where they are at to start releasing them this month. This month we release the Musai and Salamis from Mobile Suit Gundam. In the future we’ll release additional Stellar Warships from Gundam as well as other Mecha series such as the J-Ark from GaoGaiGar. Below we’ll talk about our Design Goals and the mecha tactics to employ.

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[MS] Unit Upgrades for Matchmaking

The upgrade system was created as a way to take favorite units and upgrade them to compete with higher performance units. We’ve also included several options you can purchase to help you match points with your opponent without using additional units.

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[MS] Design Goals VER 8 – Death Rays

One thing we’ve been able to play around with recently have been Death Rays, the catch-all weapon profile for any Area of Effect type of attack that typically is in a line. Since we’ve been drafting up profiles for Super Robot style shows like Getter Robo we’ve been able to use them more often. For a game like MechaStellar we always try to thread the needle by keeping a profile general enough that it can be used by either a Super Robot or a Real Robot show, with the latest iteration of the Death Ray type weapon we get closer to that goal.

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