Hello everyone, for this month’s update we have Aura Battler Dunbine. A personal favorite of Yoshiyuki Tomino and one of the many ‘Real Robot’ Mecha series launched by Sunrise in the 1980s. Aura Battler Dunbine is also the first isekai anime, and follows Show Zama and other people from Upper Earth who are transported into the fantasy world of Byston Well. People from Upper Earth are notable for having remarkable Aura Power which allows them to pilot Aura Machines, generally Aura Battlers or Aura Bombers and fight as flying knights. Dunbine is without a doubt one of the best series Tomino has created with a rich world, a multitude of warring factions, excellent character drama and also one of many series that earned him the name of “Kill ’em all” Tomino.
For this month since most of the Dev staff was busy with the holidays it’s only a small update but you’ll see the rest of the Aura Battlers in the December update. Since Dunbine (and later Xabungle) feature a lot of warships we’ll be including those in the Warships PDF.
Additionally, we’ve updated the Core Rules to include Flow Charts in the rules summary section, an upgrade to Boost to deal with the Zeal, and some upgrades to Warship reactions.
In this battle report we have a 2000pt game using the MechaStellar VER10 rules, one side we have the SEED Duo of Kira and Athrun piloting the Freedom and Justice Gundams. On the other side we the iconic Koji Kabuto in the Mazinger Z with the God Scrander as well as the OG Getter Team of Ryoma, Hyato and Musashi in Getter Robo. (We’re using the Armageddon Black version since we’ve customized this 300pt unit into a 1010 point unit.)
In this cross universe game, the SEED Duo are facing off against two of the most iconic Super Robots. Read on below the break to see the results of the battle report.
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.
In a previous post we talked about several items in the MechaStellar SEP 2025 roster update. In this post we’ll cover Finishing Blow, now named Finisher, in-depth.
Finishing Blow has often been a little anemic or too insanely strong dealing enormous amounts of damage. While the second one is perfect for your average episode Super Robot Anime, it’s not always great for game balance but does make for some awesome moments if you pull it off in Round 5. We wanted to capture that feeling and make it more likely, more useful, and more deadly without being too overbearing. Here’s what we came up with.
The last update to Finishing Blow was as follows:
If you have enough hits (i.e. 7+) then roll a d10 for each unblocked hit, every 10 is a Finishing Blow worth 1000 DMG.
There were various effects that lowered the number of hits required like Hot Blooded, and a few effects that made Finishing Blow deal even more damage. Before this, Finishing blow was further limited, requiring “Finisher” type weapons.
It was a good distinction at the time, but we opened it up over time and recently we had machine guns kicking off finishing blows luckily. Nice if you want to replicate the opening scene of Mobile Suit Gundam 0080, but sometimes got a little too common and didn’t quite feel right when Machine Guns were dealing 7000 damage on an exceptionally lucky roll.
For the current iteration of Finishing Blow, now simply titled Finisher. It’s still open to all weapons as long as you’re lucky enough to get 10 unblocked Hits. Or, it’s an automatic chance anytime your weapons has Finisher+X.
What’s more, Hot Blooded (and a few other traits which have been absorbed into the fold) now give Finisher+1 on all weapons. So Ryoma in Getter 1, is dealing Finishing blows with a Getter Gatling or Getter Machine guns.
The Finisher+X system remains the same, giving bonus dice to roll. The major difference now, being that if you wind up with more than 10 Finisher dice, the remaining are automatic successes. So if you had 13 Finisher dice, there are 10 to roll and 3 that are automatic (+3000 DMG).
Speaking of Finisher Dice, we moved these over for the Defender to roll. One is for consistency, that way they are rolling Armor Saves and Finisher Saves so there’s less back and forth. At one point, we were considering putting Armor Saves and Finisher on the same dice roll, but we opted against that.
Lastly, the formula for Finisher now includes the Current Round. This is a mechanic we like a lot and has shown up in a few other places. And it represents how battles become more pitched and deadly as time wears on. With this, as Round 5 comes on for your Super Robot Showdown and you bring out your strongest weapon, the odds of getting lots of unblocked hits and a massive Finishing Blow increases (and an even better chance of cracking 10k damage, piercing the heavens and scoring +100VP).
More importantly, the Round mechanic actually provides an incentive to wait a little before going all out on effects like Valor or limited use abilities / events. Because in later Rounds you have better odds of striking that ultimate blow. Hopefully, this will further adjust playstyles to avoid alpha strikes.
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.
Happy New Year! This battle was our favorite of the year.
Here’s a 1500pt battle report using the MechaStellar VER9.3 Core Rules featuring Amuro and Casval piloting the RX-78-2 Gundam’s with Kai and Hayato in Guncannons for support on one side and Mazinger, Getter Robo (Musashi solo) and Combattler V on the other side.
Below you’ll find a battle report using the MechaStellar VER 9.2 Rules with units that released in the November 2023 Roster Update. For this match we are using 1/144 scale Gundam figures, Revoltech for Gurren Lagann, Enki and Lazengann and the recently released Moderoid Infinite Combining Gurren Dan Lagann. At the end we have a mecha tactics after action report.
On one side we have the GX-9900 from After War Gundam X as well as Gurren Lagann, King Kittan and most of the Gurren Brigade (Dayakkaiser, Kid Knuckle, Mo-Shogun, Sawzorthn, Twinboekun). On the other side we have Gundam Virsago and several Jenice and Septems represented by Zakus and Goufs as well as the Spiral King’s Lazengann and Viral’s original Enki. Total points is 2300 on each side.
This is the 2nd in-depth post looking at the changes made in VER 8.8, you can read the full VER 8.8 summary here and the design goals post on the weapon rebalance here.
With the update to VER 8.7 we upgraded several of the Pilot Traits to have 2 effects, a good number of these ended up giving a +1 Evade bonus. While this was a nice bonus, especially for several units who were middle of the road for Evasion, I personally got a lot of great feedback on these our players and other members of the team regarding that. Mainly that with VER 8.7’s goal of reducing mental math, adding a slew a +1 Evade bonuses runs counterproductive to that goal.
And that’s a great point! So in VER 8.8 we went about trying to scrub as much mental math as we could from the game. No longer will your gameplay halt every time a Skilled or Ace pilot comes up and you have to add in several steps of bonus accuracy and bonus evade, and “what was the target number again??”
For this February’s update we are updating the Core Rules to VER 8.8 with a renewed focus on trimming down Mental Math we’ve updated several Pilot Traits and the Focus action. We’ve also updated the short range weapons (16″) including beam boomerangs, heat rods and the infamous Rocket Punch as well as Machine Guns and Gatling Guns. Lastly, “Finishing Blow” has been added to add some more variety to Melee combats when it comes to assigning ATK and DEF dice.
We’ll have two in-depth posts exploring the weapons update and the focus/pilot traits update, here’s the first one focusing on short range weapons and machineguns. We’ve also updated the VER 8 Example of Play to match the rules update. Below the break you’ll see the summary list of updates for MechaStellar VER 8.8
Mazinger Z is the original piloted Super Robot and set the standard for fierce Mecha vs Kaiju action in the 1970s. Many Mecha iconic attacks first debuted in Mazinger Z including Rocket Punch, energy beams from the eyes, a powerful chest mounted weapon. Mazinger Z is portrayed as an Invincible Super Robot with a myriad of attacks, in this mecha tactics post we’ll look at how best to use the different Mazinger Z units on the tabletop.