MechaStellar VER11 Roadmap

MechaStellar VER10 had a long run and it was a significant departure from VER 5-9 which had the paradigm of you attack with a flat number of shots and your opponent rolls dice to evade.  Instead VER10 set a new paradigm with both the attacker and defender rolling dice to HIT and DEF.  This solved our #1 FAQ of “Why can’t I roll dice to attack?”.  VER11 will continue with that paradigm, reusing a lot of the same rules and thought processes from VER10 while cutting down on the number of things you need to remember on a mech profile and trimming down mental math.  VER11 will have the following major changes.

We will also cover these in depth in their own separate posts.

Removal of Bonus Hits & DEF

MechaStellar VER10 would have you roll your attack dice then apply a modifier, for example 6d10 + 3 HITs, so if you rolled 4 Hits your total would be 7 Hits.  Likewise for Defense.  VER11 is removing these modifiers and it will simply be dice pool vs dice pool, i.e. 6d10 vs 5d10; and whoever rolls best wins.

This had the advantage of being much faster with less mental math.  It also becomes more exciting because the variance on attacks or defense is much, much higher.  Sometimes you’ll have 6-10 hits, othertimes you might have one or none.  Likewise, this is also the biggest disadvantage.

That said, MechaStellar VER11 is significantly less lethal than previous versions.  And Pilot Skills will let you either mitigate that variance or multiply it, leading to some dramatic moments on the tabletop.

Mech Performance has also been flattened from 1-10 to 1-3 to represent three different eras. It’s now significantly easier to field your favorite units like the 08th MS Team even against superior models from Char’s Counterattack and still hold your own or reenact you favorite scenes like Unicorn’s Torrington base or Kondoh’s Revival of Zeon.

Rest assured, that unit roles like Sniper, Battler, etc. which provided bonus Hits or Defense before will still improve your unit.  Likewise, elite pilot bonuses like Barrage / Bullseye etc. have been folded into the Weapon trigger system, as well as passive pilot bonuses.

Weapon Triggers

The biggest change to VER11 is the inclusion of Weapon Triggers and the removal of Rapid Fire.  While working on small size units you would see in Dunbine, Votoms, or Code Geass, our previous paradigm of low damage but massive +HIT bonuses was not working out.  We were looking for alternate ways to make machine gun types weapons effective, without the tidal wave of hits they were causing.

This eventually led to the development of the “Barrage Trait” for machine gun type weapons that gave you a lot of extra dakka on your rolls while preventing weapons from going over the 10d10 attack dice cap.  Barrage was instantly a huge hit at the playtester tables, and eventually spawned the question of “should other weapons have Trait’s too?”

To do so, Rapid Fire, one of the last legacy items from our 40k roots was eliminated and replaced with Battle Field roles like Barrage Bullseye, Siege, AOE, etc.  Which were all big successes.  Eventually we decided that “Rolling a 10 = CRIT” should be removed and instead replaced with the weapon trait.  For example Barrage 10+, Siege 10+, Bullseye 10+.  Then for the sake of weapon balance the “crit numbers” now called “Trigger numbers” would change to be Barrage 8+ or Bullseye 9+ etc.

Weapon Triggers were the longest development items in the 4 months of VER11 dev time (April through July).  There will be multiple Design Goals posts featuring weapon triggers, how we prototyped them, the mechanical dead ends and the final products.  Since that will likely be a weeks worth of posts, those will come at the of the VER11 Design Goals series.

Here are some sample Triggers. Additionally, the number of saves you roll is no longer equal to the number of unblocked hits.  Instead it’s based on the number of Triggers rolled, making the game significantly less lethal when you cannot avoid a hit.

  • Critical weapons still Crit (2 Hits instead of 1).
  • Barrage weapons roll lots of dakka dice without needing to be in Rapid Fire range.
  • Bullseye weapons can target any unit and gain Crits vs targets without cover.
    • Elites no longer ignore the targeting rules
  • Siege weapons blow up cover and generate 2 Saves per Trigger.
    • See more on Saves below
  • Pierce weapons improve their Save i.e. Armor Penetration for each Trigger.
  • Counter weapons are the only weapon that can counterattack by default.
  • There are also Combination Triggers that combine 2 of the above Triggers.

Saves

Armor Saves are no longer the only Save in the game.   Now each weapon has a Save assigned to it, and all weapons can force a Save every time you roll a Trigger.  Since Saves are now tied to Triggers instead of Unblocked Hits, only lucky rolls are lethal.

  • Armor Penetration (AP) = Standard Pass the Save or take 1000 DMG
  • Stun Save (ST) = They remove actions or deal 500 DMG
  • Push / Pull (PP) = These Move the target or deal 500 DMG.
  • Break Saves (BR) = This weakens the targets Shield / Armor or deals 500 DMG.
  • Mobility Saves (MB) = The target loses a Move action or takes 500 DMG.

Morale

Momentum have been renamed to Morale Points.  You now gain Morale by making a Rally save at the start of your turn or from Control Points you captured at the end of the round.  Morale Point gains are more rare but Pilot Skills are now cheaper.

Pilot Skills & Elite Units

Pilot Skills have been revamped, with Flash and Iron Wall having clear identities.  Many Skills are now cheaper, while Valor is now integrated into the Finisher system.  Boost / Power / Havoc are now tied into skill usage for Flash / Valor / Zeal. 

Elite Units now have built in passives like improved TN to HIT, DEF or Morale.  Captains play just like regular pilots while Captains orders and Pilot Traits are now upgrade options.

MechaStellar VER11 Design Goals Schedule

  1. VER11 Core Mechanic
    1. Removal of bonus HITs and DEF
    2. Dice pool warfare
    3. How Mech roles & Pilots now provide bonuses
  2. Elite Units
    1. Passive bonuses from Elite Units instead of “remember this trait” making it easier to run a SRW game
    2. Traits and Captain’s orders moving to upgrade options
  3. Pilot Skills
    1. Revamped and cheaper pilot skills
    2. Boost / Power / Havoc and the Finisher Phase
    3. Multiple posts on the evolution of pilot skills
  4. Morale
    1. Changing the pace of Momentum regeneration
    2. Taking the 3 separate momentum generation systems and unifying them
    3. Adjusting roles and mech stats to play into Momentum generation and CP captures
    4. Additional actions
  5. Weapons and the genesis of Triggers
    1. Multiple posts covering different triggers and their evolutions
  6. Expanding Saving Throws beyond Armor Saves
    1. Adjusting lethality of the game

The desired end state for MechaStellar VER11 is to make this version the most fun but also the easier version to teach to you and your friends. As you’re reading through the design goals posts, if you see an opportunity to make the game more fun, simpler or easier to teach, please don’t hesitate to comment and let us know. Thank you all for your support and loyalty over the years.

MechaStellar Monthly Roster Update – DEC 2025 – Aura Battler Dunbine Part 2!

Merry Christmas and Happy Holidays everyone! For this month’s MechaStellar update we are rounding out the Aura Battler Dunbine roster with a complete set of the Aura Battlers from the TV show as well as the Zelana, Wing Calibur Fou, and the 4 legendary Aura Battleships.

You can find the updated units under “Warships” on the gamedownloads page which currently holds Harlock, Yamato, Dunbine as well as Warships from Gundam (and support units like Saberfish and Magella Tanks). https://mechastellar.com/game-downloads/

Aura Battler Dunbine is an outstanding show with some outstanding insectoid mecha designs. It has recently seen a major merchandise revamp with a huge portion of its roster both heroes and grunts getting figures for the Robot Spirits (Robot Damashii) line. The figures are incredible, please check them out. There are also older gashapon available for those who prefer small size minis.

Summary

  • Added 20 units from Aura Battle Dunbine to the MechaStellar roster
  • Significantly rebalanced how size affects all units, especially small units like Aura Battlers, Jets and Tanks
  • Rebalanced all small units. Yamato’s Cosmo Falcon / Tiger received an upgrade
  • Rebalanced all Warships

Look forward to Char’s Counter Attack next month! Happy New Year!!

MechaStellar Design Goals – SEP25 Update – Balance Update

The latest update has quite a bit of changes both to the Core Rules, Wargaming supplement and the Unit Profile sheets.  In this post we’ll cover a brief overview.   Which we’ve broken into three segments.  Some of these we will cover more in depth in follow-up posts.  For this segment let’s cover Balance Updates.

(Also, Super Robots have been updated on the game downloads page)

Points Update

We’ll start off with the upgrade options for available for your units.  A few new ones were added, a few were updated, and VP in general was streamlined where +50pts now equals +5VP, with the exception being Performance the biggest driver of VP increases.  

The most commonly picked upgrades for Playtesters were one of the ‘Free Skill’ upgrades such as Superior Instincts (Flash), Overzealous (Zeal), Fearless (Valor) and Persist (Iron Wall).  And there’s a reason for that, at the time 50pts for a [M-3] free skill was a steal, especially so when Momentum was always critically low for aggressive players. 

We confirmed this on the Dev team where a very cheap 250pt unit and a partner unit with a wealth of upgrades including free skills ended up hammering a 1000pt Freedom and Justice over and over again.  (Battle Report forthcoming).  The free skills were the driving victory factor here, after bumping up the point cost the gameplay became more fair.  We tries several adjustments in this test series  but eventually settled on +100pts per level which we find to be a bit more fair, while also making other options more viable for their points cost.

As a silver lining, we’ve removed the type restrictions on Flash / Iron Wall.  We’ve also raised the cap by 50pts on Unit Upgrades (although the Free Skill upgrades are exempt from that).

Elite Bonuses

These have been reworked a bit mostly on the melee side, since one option was proving to be much better than the other.  Now both have an equivalent with Bullseye/Barrage, and a bonus effect like making it harder to counter or easier to disengage.  Similarly, the upgradable bonuses you can give your pilots, have been split on the Melee side similar to Bullseye and Barrage.

Speaking of Barrage, we’re also rolling back changes for ‘Auto-Hit’ effects.  Barrage no longer gives auto-hits on +Hit weapons, instead it’s limited to giving auto-hits only if you go over 10dice of attack.  AOE weapons were proving to be too potent, blasting through cover with enough auto-hit effects to wipe out virtually any unit.  Now Heero Yuy has to try a little before vaporizing the target.  Fortunately, all machine gun types weapons were rebalanced and for the most part are all stock 10d10 on attack, so barrage remains the best (and most thematic) choice.

Weapons Update

As mentioned above there were big changes to AOE weapons and machine gun type weapons.  We also did a big overhaul of high damage weapons.  We noticed that some of the melee weapons were remarkably high damage and it only took a couple hits to cleave through heroic type units.  We’ve since adjusted how much damages boosts are worth and you’ll see a lot more reasonable damage numbers on melee weapons, bazookas and cannons.

Similarly, beam weapons are now generally -100 DMG but +1 PEN across the board to further differentiate their feel from conventional kinetic weapons.  Weapons with a [Free Attack] special clause went up again in points costs, and so were rebalanced to be weaker at their same price, or significantly higher in points which affects units like the Gouf series for instance. 

Lastly, but certainly not least the points weighting for attack dice has increased again with this primarily affecting DMG 300+ or PEN 5+ weapons.  Many of these weapons either went down in dice to around 6-7d10, or they went up in points costs as you’ll notice in the unit profiles.

Unit Update

Doing a complete overhaul of all weapons and shields necessitated a rebalance of all units.  So you’ll see a lot of points adjustments, or some units stayed the same points costs but had to be adjusted elsewhere such as lowering their HP or sensors.  HP went through another overhaul, some reoccurring feedback we’ve gotten is that the heroic type Frame 4+ units like Gundam’s, often feel too fragile compared to a grunt suit.  We’ve adjusted the HP formulas (and VP formulas) such that higher Frame units have consistently higher HP while also trying to maintain the lethality where the average grunt can still and will be destroyed by a well placed beam rifle shot.

On top of that, a lot of our more rare units got a lot of care and attention on their rebalance.  G Gundam as a whole has moved up to 1000pts each, representing how they are the finest machines their country put out.  Likewise, the Wing units has a good boost to better represent their grunt killing prowess.

Super Robots also received considerable glow ups, as the Gundam sheets have been overall increasing in costs it’s time to make some of the iconic Super Robots significantly more expensive, and thus more powerful as well.  Some classic favorites will retain their cheap 250pt version, while others are getting bumped up to 750-1000pt options.  Do note, that even a cheap unit with a bouquet of unit upgrades can still menace significantly more expensive units if you play them right.  That’s one of the fun options we’re happy to keep designing around in MechaStellar.

MechaStellar Monthly Roster Update – May 2025 – Gundam SEED

Hello everyone, for this month’s update we have more units from Gundam SEED including grunt units for both sides. Next month we’re targeting to include some Gundam SEED Destiny units such as the Zaku Warrior. We’ve also updated the wargaming rules supplement to now include Secondary Objectives updated to VER10 and a few more battlefield setup photos.

You can find the updated rules and profiles on the MechaStellar Game-Downloads page.

We’ve been hard at work at a massive Warship update as well as some weapon rebalances that lower the lethality a bit in Rapid Fire range. Unfortunately, both of these tasks have now stretched out for 3 months now and we’re still not done yet. We are shooting to finalize these in the end of June update. Stay tuned!

Update Summary

  • Added 16 units to Gundam SEED
  • By request added in the Juaggu to UC Gundam and a few more amphibious pals
  • Updated the Wargaming Rules Supplement
    • Closed loopholes identified by all-star players
    • Added more photos for battlefield setup
    • Updated secondary objectives to VER10

MechaStellar VER10 – Stress Test – Warships

Stellar Warships have come a long way since VER8. They’ve gone through several different styles of gameplay until eventually have their turns plays out the same as any of mecha unit in the game. VER10 continues to streamline Warships by having their profiles mirror those of the Kaiju with very high HP but poor evasion and the special Havoc stat that lets them blow apart cover.

Continue reading “MechaStellar VER10 – Stress Test – Warships”

MechaStellar Battle Report Defend the City Game 2 featuring Gundam & Pacific Rim

Note: This was a battle report from MechaStellar VER7 there are a number of updates to gameplay and victory points since that time. For instance in this version only a single armor save was rolled but failing it was instant death.

The 2nd game that day we were able to accommodate another player who was joyfully able to play as Epyon as well as a Kaiju from Pacific Rim.  Wing and Heavy Arms returned as Attackers while Gipsy, Big Zam, Gundam and Guncannon returned as Defenders along with Deathscythe.  You’ll find the Battle Report below the break.

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MechaStellar Battle Report Defend the City Game 1 featuring Gundam & Pacific Rim

Note: This was a battle report from MechaStellar VER7 there are a number of updates to gameplay and victory points since that time. For instance in this version only a single armor save was rolled but failing it was instant death.

This is probably my favorite game we had of Defend the City. We had a tag team match with two players on each side. Defend the City is a game mode where the Defenders are trying to preserve the city while the Attackers attempt to destroy it.

The Attacker side had units from Gundam Wing (Wing & Heavy Arms) plus units from Gundam SEED (Freedom & Justice). In the 2v2 game each player picked a Commander trait, Wing had Vigilant Leader and Justice had Three Times as Fast.

The Defender side focused on Mobile Suit Gundam with an unlikely alliance between the Federation and Zeon. They had Big Zam, Zaku IIs, Gelgoogs, Amuro in the Gundam plus two Guncannons along with Gipsy Danger from Pacific Rim. In the 2v2 game each player picked a Commander trait, Big Zam had Resourceful while Amuro had Unyielding.

The players were using the Battle Damage and Climactic Events modules.

Below the break you’ll find the battle report. We were having a lot of fun with everyone at the table and the audience and so only remembered to take a few photos per Round.

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Collecting Super Robot Figures and Miniatures

On this page we’re going to discuss the different miniatures available for Classic Super Robots of the 70s and the 80s to be used with the MechaStellar Wargame Rules. This post will feature Super Robots Wars (SRW) Gashapon trading figures made by Banpresto and also Yujin. After that we’ll look at larger size figures such as Super Minipla and Gokin such as the Soul of Chogokin series. 

Note that Mazinger and Getter Robo are extremely popular Super Robot series with lots of merchandise so we have posts specifically about those franchises you can read about here and here.

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MechaStellar Battle Report – AU Gundam vs Getter Gainax

This MechaStellar Battle Report involves a 3vs3 match using the Supreme Robot Warfare (SRW) module. On one side we have three AU Gundam’s including Shining, Wing and the GX Divider piloted by Domon Kasshu, Heero Yuy and Garrod Ran. On the other side we have Armageddon Getter Robo, Eva Unit 01 and Gurren Lagann piloted by Ryoma, Shinji, Kamina & Simon.

Narrative

For this SRW game we reasoned that the Gundam Pilots were being forced to fight against their will, possibly Relena, Rain and Tiffa were being held hostage by the Romfeller Foundation or New UNE. Meanwhile, NERV has become the last bastion for the resistance following the 7th Space War, they have a rag tag team of robots and pilots to resist the New UNEs far superior resources.

Below the break we’ll have a Round by Round battle report with plenty of photos of tabletop mecha action.

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