(MS) Design Goals – Rapid Mech Creation

In the previous post we talked about keeping the rules system including both Mech classes and weapon profiles flexible and robust enough that we could keep the option open import Mechs from other universes if someone wanted to run a Super Robot Wars style game. Along a similar line to that is a core design goal of Rapid Mech Creation.

Continue reading “(MS) Design Goals – Rapid Mech Creation”

(MS) Design Goals – Cross Universe Compatibility

In the previous post we talked about scalability. Wanting the game system to be playable at a small scale of 3vs3, to as large as armies of 30+ Mechs duking it out. Another goal we’ve always maintained was the ability to use Mechs from different universes in the same series but different series as well.

Continue reading “(MS) Design Goals – Cross Universe Compatibility”

MechaStellar: Updated Mech Creation Part Two

Shooting & Evade

Something we learned from Version 3 was it’s actually a lot more fun to give the Defender the ability to roll. Previously it was d20 + Shooting modifier versus the target’s Evade (a static number). We found it was a lot more fun to have the Attacker have a flat value and let the Defender roll to Evade putting them in control of their destiny.

Continue reading “MechaStellar: Updated Mech Creation Part Two”

MechaStellar: Updated Mech Creation Part One

It’s been a year so let’s run through some major changes to Mech Creation. In this post we’re focus on a Mech’s Frame Level and the derived stats that can come from that.

In the past there was a cutoff where certain formulas would change. For example Frame 3+ suits had more expensive Performance and Pilot Skill. Similarly, Frame 4+ units got more bang for their buck when it came to the Reinforced EQ option. We’ve since leveled the field on points cost, and made Reinforce scale with every Frame level instead of a cut off. Below are some changes.

Continue reading “MechaStellar: Updated Mech Creation Part One”

Mechastellar – Battle Report – Assault the Hidden Fortress Zeta

AEUG Setup

NOTE: I took a break from blogging for a bit as my duties at work increased.  These drafts are from the VER 2 rule set, we’ve since had many playtests and made it to VER 5 which is a very different game.  We’ll have more to post in the future.

Before we put the terrain away we decided it would be fun to try out a game using Zeta Gundam units and see the overall mission would change now that we were using higher performing units with better movement and mobility.

On the AEUG Side we have a Hyaku Shiki, Dijeh, and three Nemos pictured above.  For a total of 500 points and 22 Pilot Skill.  On the Titans side we have a larger force including two Ace Pilot Asshimars, 2x Hizack Cannons, a Guntank II, and 5 Marasais for 500 points and 42 Pilot Skill.  As the AEUG player I found the difference in Pilot Skill to use this game pretty daunting.

Continue reading “Mechastellar – Battle Report – Assault the Hidden Fortress Zeta”