This is a short battle report using the MechaStellar rules for a 2v2 Tag Team match of the Shuffle Alliance, on one side we have Gundam Maxter and Dragon, on the other we have Bolt Gundam and Gundam Rose.
They were using an older version of the Gundam Fight rules and so did not play with the double starting HP variant.
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.
Here’s an indepth look at some of the design decisions that went into the MechaStellar VER 8.7 Unit Profile Sheets Update. For your convenience I have included the relevant summary line item list for each of those categories from the main update post as well.
Closing out the VER 8.7 update here’s an indepth look at some of the design decisions that went into the Weapons update. For your convenience I have included the relevant summary line item list for each of those categories from the previous post as well.
Here’s an indepth look at some of the design decisions that went into the Balance Patch, Unit Profile adjustments and Weapon adjustments. For your convenience I have included the relevant summary line item list for each of those categories from the previous post as well.
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.
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.
In this series of posts we are doing a Gameplay Example for MechaStellar. Click on the following links to see posts for Round 1, Round 2, and Round 3. You can look at the Mecha Unit Profiles for the Federation and Zeon on the downloads page.
Below the break we will cover the 4th and 5th rounds of a 5 round game of MechaStellar. We will go turn by turn each round and include some insights into Gundam Tactics.
In this series of posts we are going to do a Tabletop Gundam Gameplay Example for MechaStellar usings units from the 08th MS Team. You can look at the Mecha Unit Profiles for the Federation and Zeon on the downloads page. Click here to for Game Setup and Round 1.
Below the break we will cover the 2nd round of a 5 round game of MechaStellar. We will go turn by turn each round and include some insights into the Gundam Tactics.
In this series of posts we are going to do a Gameplay Example for MechaStellar using units from Mobile Suit Gundam. We are using some fan favorites from the 08th MS Team including Shiro Amada, Karen Joshua, and Terry Sanders Jr, who will be referred to as Shiro, Karen and Sanders for short.
On the Zeon side we have an assortment of Zaku IIs, Zaku Cannons & Doms all being led by an amphibious Acguy. You can look at the Mecha Unit Profiles for the Federation and Zeon on the downloads page. The Gundam models used for this example are from the Gundam 1/400 collection. You can use larger size figures such as Gundam 1/144 scale, here’s an example battle report of what figures of those scale look like on the tabletop.
Below the break we will cover the game setup, deployment, and the 1st round of a 5 round game of MechaStellar. We will go by turn by turn each round and include some insights into the Gundam Tactics.