MechaStellar Battle Report – Harlock + Gundam Wing VS Big O + Treize + Baxingar

In this battle report we have a 3500pt game using the MechaStellar VER10 rules. When the Space Revolutionary army descends on Earth there’s only one man handsome enough to stop them!

One side we have the Space Revolutionaries including Captain Harlock onboard the Arcadia, and two members of Operation Meter, Duo Maxwell in Gundam Deathscythe Hell and Trowa Barton in Gundam Heavyarms Custom. As for this Super Robot Wars (SRW) story we reasoned that Harlock and his unflinching principles of Freedom clashed with the government of the Earth Sphere alliance, and he enlisted the aid of Operation Meteor.

On the other side we have the Fabulous 7, Treize Kushrenada in the Tallgeese II and Roger Smith in the Big O, two very handsome leads. Then upon realizing how expensive the Arcadia is, we went in search of another fabulous team of pilots to complement them and we wound up with the Baxingar team wearing opulent furs and sporting a playing card aesthetic. In their world they represent the famous Shinsengumi on a backdrop of space, we thought it would be fitting that this group of idealists would be at odds with Harlock.

Forces

Note: The rules may have changed since this post was written so don’t be surprised if some abilities have changed in points or in rules.

Space Revolutionaries (3500pts)

  • Captain Harlock on board the Arcadia (2000pts) – Commander
    • Traits – Legendary Captain & Dreaded Captain
  • Gundam Deathscythe Hell EW (750pts)
  • Gundam Heavyarms Custom EW (750pts)

The Fabulous and Magnificent 7 (3500pts)

  • Tallgeese II with Treize Kushrenada – Commander (650+450pts)
    • +300pts +30VP – 3 Free Skills, 2x Flash and 1x Valor
    • +100pts +10VP – Grand Strategist
    • +50pts +20VP – Performance Upgrade (6)
  • Big O (500+550pts)
    • +100pts O Thunder
    • +200pts +20VP – 2 Free Skills, Valor + Iron Wall
    • +100pts +40VP – 2x Performance Upgrade (7)
    • +100pts +10VP – Guard Mastery (+3d10)
    • +50pts +5VP – Additional pilot trait – Hit on a 3+
  • Baxingar (1000 + 350pts)
    • +100pts +10VP Morale 3++
    • +100pts +10VP – Free Valor Skill
    • +50pts +5 VP – Merciless Melee
    • +50pts +5 VP – Feint Bonus is +2 Crit Range
    • +50pts +5 VP – Army of One

Round 1

Treize Kushrenada in the Tallgeese II is up first. He uses Grand Strategist for Support DEF +12″ x2 on the Dobergun giving it Support DEF 24″, since he’s only the unit on the field for his team, Support DEF applies to himself.

He moves up and uses boost to capture a CP and hit Heavy Arms in Rapid Fire range with the Dobergun. Valor is cancelled out by Flash, and Heavy Arms takes minor damage. But in return Tallgeese gets hit with a Quad Gatling Counter for 1400 DMG.

On Heavy Arms Turns he unleashes the Chest Gatilng for 1800 thanks to a Finisher save and then a Micromissile burst for further damage. At the end of this Turn, Treize uses Trust and gets lucky recovering a big chunk of HP. Heavy Arms does the same.

Tallgeese player: I’m reminded of VER7 when Tallgeese was killed by Overwatch by Heavy Arms at our FLGS. At least this time Tallgeese survived!

Harlock in the Arcadia fires off a barrage at Tallgeese but even with Support ATK, Tallgeese emerges unscathed thanks to Boost + Flash. Fortunately, the Dreaded Captain Trait shaves off more Momentum from the Tallgeese. Harlock then moves towards the side Control Point.

Tallgeese player: I was really worried because I thought I was going to be shot off the board Round 1, but I got super lucky on dice rolls. Well, maybe only this Round.

Meanwhile Deathscythe uses his actions + Boost to get on top the central CP.

But Tallgeese isn’t alone, Baxingar is formed by combining 5 Cosmo Bikes of the Space-Shinsengumi members. It arrives on the table edge ready to blindside the Arcadia. The Baxingar members and Harlock had a falling out recently over provincial space government.

On the other side, Roger Smith, hired by Treize arrives. BIG O – SHOWTIME

End of Round Momentum

  • Space Revolutionaries = 6
  • Team Fabulous = 7

Round 2

Tallgeese is luckily up first! He challenges Heavy Arms, moves into melee and also captures the enemy deployment CP. Valor is cancelled out by Flash, but the Tallgeese manages to strike a minor blow to Heavy Arms. At the end of this Turn, Treize uses Trust recovering a huge chunk of HP, lucky!

Heavy Arms turns around, uses a move action to get onto the CP while staying in melee and triggers a Momentum shift. He then unleashes the Chest Gatling on Tallgeese, he opts for Valor to try and pull off a Finishing Blow but Tallgeese with Flash manages to avoid taking significant damage. What’s worse is that Tallgeese uses Counter and dishes out 1200 damage thanks to a failed Armor Save.

Heavy Arms uses Close Combat [CC] and manages to kick Tallgeese out of melee, but not far enough to hit the building behind it (or be kicked off the CP).

Big O is up, and boy does he have one heck of a turn. Treize activates Grand Strategist to give him Support ATK and boost Big O. Big O uses Cannon Party for 1800 DMG and Missile Party of 2200 DMG thanks to Finisher. It’s Laser vision causes a failed Armor Save and lastly it uses the Moby Dick Anchors to pull Heavy Arms into melee (and off of the Control Point).

He uses his fists with Sudden Impact but Heavy Arms luckily dodges it. End of Turn Harlock uses Trust to restore Heavy Arms HP.

Harlock is up next, he moves first and then drops two Antiship Depth Charges on the pursuing Baxingar team who burns through their free Flash skills. The space buster does minimal damage to the Baxingar team. Harlock then puts the Arcadia on the Control Point capturing it.

Baxingar is up, Treize uses Support ATK boost again thanks to Grand Strategist, and now at range 24″ is also able to support Baxingar. Baxingar fires off it’s Antiship Missile with Valor and scores only 3000 DMG after Harlock pulls off one heck of an Evade roll. Baxingar closes out with it’s shoulder mounted hyper beam cannons to cause minor damage.

Deathscythe is up next, he uses Boost to gain Fly and bounce between the top of terrain pieces and moves in to intercept Baxingar. He gets into melee engagement range and pops off the Machine Cannons and Vulcans from the high ground, with Finisher it scores 3000 DMG!!!

Harlock Player: If I could sustain these rolls I would have crushed the Earth Sphere alliance. In retrospect I’m lucky Baxingar didn’t use Counter and knock me off after using Vulcans.

The Beam Scythe with high ground advantage scores only 3 hits after Valor vs Flash, but luckily nabs a failed Armor Save and Finisher Save scoring a big chunk of damage.

End of Round Momentum

  • Space Revolutionaries = 7
  • Team Fabulous = 7

Round 3

Baxingar is up first, and challenges Death Scythe. He starts with a close combat attack to smash him off terrain, and he chooses “Tear through the Ranks” which will give +1 Action regardless of if he destroys Deathscythe thanks to his “Merciless Melee” pilot upgrade.

Valor is worthwhile here, and even with Flash Deathscythe gets nailed for 3 hits and 3 failed Saves pushing him off high ground and into a building for 2000 DMG.

It then uses its Hyper Beam Cannons as a free action to shoot at the Arcadia, doing small damage, but Harlock Counters with the Space Buster. Dreaded Captain is a great combo with counter, but the Baxingar team has incredible Morale and so it leads to low results. Lastly, Baxingar fires off it’s Foot Missiles scoring more damage on the Arcadia.

The Harlock player is in a tough spot, if he activates the Arcadia he can’t move closer to any enemies and can’t trigger a Momentum shift (they are critically low on Momentum right now). For Deathscythe, he has to choose to either reengage Baxingar or try to support Heavy Arms.

Duo opts to save Trowa. He goes in for melee with Treize, burning off Momentum with the Fearsome trait, then Valor vs Flash scores 3 Hits on the Beam Scythe and 1 failed Armor Save, but Tallgeese survives.

And Counters. Deathscythe barely survives. But on Treize’s turn, the Tallgeese finishes off Deathscythe, too low on Momentum. He then takes the center control point and high ground.

Trowa declares revenge on Treize. He uses a Move action for a Momentum shift, then disengages, and uses Zeal to unload on Tallgeese with 2x Fire Support Missiles and then moves into rapid fire range with the Quad Gatlings.

Thanks to Flash and Boost Tallgeese survives with 300 HP.

Harlock Player: So close to a Revenge VP boost!

Treize uses Grand Strategist twice for Support ATK to give Big O an edge. Laser Vision followed by Sudden Impact destroys Heavy Arms.

Down to one unit! Albeit an expensive 2000pt unit. Can the Legendary Captain Harlock pull off a victory still? Let’s find out.

Harlock moves closer to Tallgeese generating a Momentum shift, it’s Space Buster forces Tallgeese to use their last Free Flash. Then as the last unit, Pulsars + Missile Support ATK blows Tallgeese off the building.

Enemy Commander destroyed Round 3.

Harlock then claims the central CP, currently it’s their only CP.

End of Round Momentum

  • Space Revolutionaries = 4
  • Team Fabulous = 7

Round 4

Harlock is lucky enough to go first. Space Buster with Dread Captain luckily drains Momentum then a Rear Arc attack of the Pulsar Cannons annhilates the low HP Baxingar.

Big O moves forward and with Laser Vision and Big O Thunder does a decent chunk of damage to the Arcadia but it’s still not close to 50% HP.

End of Round Momentum

  • Space Revolutionaries = 6
  • Team Fabulous = 5

Round 5

Roger Smith in the Big O is up first, he needs to knock the Arcadia below 50% HP to score some serious VP and win the game. Big O challenges Arcadia for a massive defense boost thanks to “Ye Not Guilty”.

Even with Valor and Finishing Blow, Big O’s piledriver arms were unable to break through Harlocks defenses and bring the Arcadia below 50% HP.

The Arcadia returns fire is also unable to push Big O below 50% HP.

Victory Points

  • Space Revolutionaries = 414VP
    • Tallgeese +180VP
      • Commander +30VP
    • Baxingar + 204VP
  • Team Fabulous = 288VP
    • Deathscythe +149VP
    • HeavyArms +139VP

If they got Arcadia below 50% HP that would have been +151VP enough for a Victory! Close match!!

After Action Report

Team Fabulous

I was initially planning on using Big O to tank hits and have Tallgeese & Baxingar team up move up the flanks to destroy whoever was unlucky to get in there way. When I noticed two of my heavy hitters had a really fun ambush ability I completely changed my strategy. I got really lucky Tallgeese didn’t get blown up in Round 1, but thanks to that my heavy hitters got in super close in Round 2.

I was really impressed with Big O, although I’m kicking myself for not using Final Stage! Baxingar is interesting, I used Army of One with the free skills, but it probably would have been better if I put more free skills on it. I also feel like it’s too much of a glass cannon so I need to be more careful with it in the future. Treize in the Tallgeese was fun with strategist but I’m not sure I rolled a single Crit defense after Round 1 ='(

Space Revolutionaries

I was very worried after I lost both my mobile suits and only had a Warships left. I was counting on Arcadia to blow through Baxingar with it’s paper thin defenses, I knew Big O would be tough to bring down and same with Tallgeese being a dodge tank. Boy did I get lucky though, if they had a little more Momentum and kept Treize alive I certainly would have lost.

Overall I’m happy, ever since the major warship update, warships can now hold their own on the battlefield, and Harlock being the best of the best really showed off at the end.

I do think if we raised the points for our armies a little bit, I could have upgraded Heavyarms and Deathscythe to be a lot more dangerous. Overall really fun game! I hope our favorite Big O player enjoys hahaha.

Forthcoming Rules Update

Thanks to this battle we’re making various updates to the MechaStellar rules

  • Updated Fearsome / Warmonger Trait
  • Updating the defensive profile for Tallgeese
  • Updating weapons on the Arcadia
  • Update to [AA] weapons
  • Updating the range of Ambusher abilities to be 20″ instead of 16″
  • Update Warship Overwatch ability to be Counter focused
  • Update Antiship weapons to give Finisher instead of bonus hits against large targets
  • Lower the [M] cost to disengage by 1 if your unit is larger
  • Bumping up Big O & Giant Robo to be Size 2 to represent their bulk / weight. Rebalancing weapons to compensate.
  • Updated Captain’s Orders and Overwatch to be a simpler and with broader usage

MechaStellar Monthly Roster Update – NOV 2025 – Aura Battler Dunbine

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.

Happy Thanksgiving!

MechaStellar Monthly Roster Update – OCT 2025 – Gundam Seed Astray + Warships

Hello everyone! For this month’s update we have the long requested Gundam Seed Astray with the Red Frame and Blue Frame as well as a pair of their upgraded forms both of which debuted in Super Robot Wars W. We also have all Warships updated to the latest balance patch as well as new units including the Eternal and Kusanagi from Gundam SEED, the Nazca and Laurasia class, and various small craft like tanks, jets and helicopters. One of the nice things about Gundam SEED is that some of these look very generic so you can easily grab some cheap Jets and Helicopters and field them on the tabletop now.

We’ve also made a few more minor balance adjustments based off of Warships (which in turn affect the quasi-warship Meteor units or Big Zam) and a few unit rebalances based off some recent playtests. (Battle reports forthcoming). Last but not least, we consolidated a few more pilot traits we missed in the last past. While there’s less variety than before, we feel confident that the gameplay is going faster, smoother and units in general are benefitting from many of them having either built in ATK 3+ or DEF 3+ and a 2nd ability.

Summary of Unit Updates

  • Warships Rebalanced
  • Big O + Big Duo rebalanced
  • Hy-Gogg + Z’Gok E + Gogg rebalanced
  • Based on feedback Rebalanced machine cannons / gatling vulcans to be 10d10 base attack dice
  • Various points adjustments / rebalances (mostly minor)

Core Rules Updates

  • REV107 – Based on feedback you now rotate your model when making all attacks, not just melee attacks.  If your unit is 2+ Size larger, you are not considered engaged.  Size 2+ Units are tall enough to melee attack an enemy on the High Ground.  The Fly requirement to engage is limited to only Warships / Aircraft.  Rapid Fire can no longer be used on Counter.  Renamed Target Lock to Lock On, because abbreviating it to TL confuses my simple brain when I make battle report notes, sorry 😥
  • REV106 – Updated Reinforcements to allow for units to arrive and activate instead of missing an entire round.  Moved Control Point setup to before Deployment since it’s now standardized in all game modes.  Updated CP setup to be 8” or 16” away from table edge.
  • REV105 – Updated Battle Damage that E[X]plosives cause damage when disabled.  Challenge now requires an Elite unit to issue, to ensure elite units with challenge related abilities get to use them. 
  • REV104 –Updated Warship Captain’s Orders to be simpler with more broad application letting you turn an [M-1] ability into [M-0].  Updated and renamed Warship Overwatch, moved “all weapons fire” to actions section. Updated warships to 90° turning.
  • REV103 – Clarified Push / Pull that you lose [M-1] or take 1000 DMG if a failed save would push you into another units / terrain / off high ground.  Updated examples to match.  Updated VP in Simple Battle.

Wargame Rules Update

  • REV32 – Updated VP in Simple Battle.  Updated Level 2 Pilot traits for Warmonger, Unfaltering Courage, Steel Resolve.  Updated Fierce Reputation.

MechaStellar Battle Report – Gundam Seed vs Shin Mazinger & Getter

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.

Continue reading “MechaStellar Battle Report – Gundam Seed vs Shin Mazinger & Getter”

MechaStellar Design Goals – SEP25 Update – Finisher

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.

MechaStellar Design Goals – SEP25 Update – Starting Momentum

In the previous post we talked about several items in the MechaStellar SEP 2025 roster update. In this post we’ll cover Starting Momentum in-depth.

Momentum is one MechaStellar’s defining features, and has been for quite a few years now.  It’s a game system we’re really proud of, momentum represents the collective skill, luck, morale of your forces will ebb and flow during battle.  In the switch to VER10 Momentum could start at a flat 10, which was greatly in the early drafts, but with some major overhauls to the pilot system, starting Momentum was also much lower.  We’ve been experimenting with several options and finally came up with a winner we’re happy with and play testers are happy with, some are even overjoyed.

We went through a lot of different experiments of starting Momentum, perhaps too many haha.  One we tried to stick with was to quantify, Battle-Tested / Skilled / Ace units, and how much Momentum they would drain.  We eventually settled on -1/2 (round up), -1 and -2 starting Momentum.  This was fine, but we still ran into problems where, let’s say you wanted to run a Gundam SEED Le Creuset team, and you’re starting off with M-6 still (4 Skilled and 1 Ace). 

While it was relatively fair, when comparing teams, we still wound up with very low starting Momentum overall.  This was also in a time period where playtesters discovered some good turn 1 Alpha Strikes, and the need for higher starting Momentum become very apparent.

We eventually solved this by retaining the current comparison method, but now there’s a chance both players will start with M=10 or M=8, where historically it was often M=6 vs M=4.  This comparison method has both players count up their “Elite Units”.  The person with less Elite points, starts with M=10, the other players starts with the difference.

For example let’s say we have Kira and Mwu (2x Ace = 4) vs the Le Creuset Team (4x Skill + Ace = 6), a difference of 2.  Kira and Mwu start with 10, while the Le Creuset team start with the difference (10-2=8).  This gave A LOT more flexibility for people who like running thematic forces with lots of Elite units on both sides.  You can also still field a grunt force vs an elite force and have a huge gap in Momentum.

Overall, we kept the same feel of the current Momentum system while overall massively improving the amount of starting Momentum.  This is both good for balance and QoL in our opinion.  Hope you all enjoy!

MechaStellar Design Goals – SEP25 Update – Lethality

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 followup posts.  For the first segment let’s cover Lethality.

Lethality Update

One of MechaStellar’s claim to fame is having a level of lethality that emulates the world of Mobile Suit Gundam, where grunts, and even heroic Aces can meet their untimely demise from a well placed bazooka shoot or a beam vaporizing the cockpit.  And while we’re very proud of that, it also means living on the knifes edge both for gameplay and designing game balance.  But it’s also an incredibly fun challenge, and why we’ve continued to work on this game for the last, gosh, I guess we’re going on 9 years now.

MechaStellar has gone through many versions since then, each with it’s own version of lethality, with earlier versions leaning hard into the “instant-death” effects and the last few versions making failed armor saves (and now Finisher saves) being deadly but not always a guaranteed dead unit.  Some of these we’ve been working on heavily the last two months and others (like Battle Damage) have had intermittent tests since the switch from VER9 to VER10.  Lethality has been adjusted in the current update to MechaStellar VER10 in the following ways.

Armor Saves reduced from Max 5 Saves to Max 3 Saves. 

This is how it was in VER9 as well, but we’ve found beam weapons have had a little too much potential energy loaded in them, and dropping it down to 3 still keeps them lethal while not being overbearing against an HP sponge Super Robot that happened to roll five 1s. 

To balance that out, beam weapons have also been adjusted, in general going down -100 DMG, but going up +1 PEN, so they are more likely to have a deadly vaporizing hit compared to before.  This also has the added benefit of less times where a robot is destroyed from base beam damage without even needing to roll armor saves (which always felt a little odd). 

HP Rebalance

The HP formula has been on the operating table a lot the last 6 months now, although it’s not always apparent since we try to ensure that after we tweak it, most units stay roughly the same, while some outliers are brought in.  With the change to Armor Saves, we also want to make sure that grunts like a Zaku will still die when hit by a beam rifle, so if there’s several hits and 3 armor saves there should be a very sizeable change that Zaku is dead.  (Leo’s, of course are made out of explodium)

Shield Update

Shield bloat was cut down for the forthcoming Battle Damage update.  But another casualty of that, was all the GMs which had cheap shields, now had much more expensive shields.  This is a problem, because we try our best to make sure grunts mechs on both factions are equal points, and we also make the most of their equipment slots.  In order to ‘pay for’ these expensive shields we’d have to either drop GM HP sharply, or keep it the same and raise everyone else’s HP.  And I don’t think the world was ready for 4000 HP Zaku’s just yet.  Fortunately we found a compromise, by looking for another avenue to make Shields cheaper, while dropping GM HP but not as sharply.  We struck a good balance here, and Shield enthusiasts are overall happy.

Battle Damage

Speak of Shield breaks, we are bringing back Battle Damage from VER9 over to VER10 and this time it’s now a part of the Core Rules.  However, we’re able to keep the ‘optional module’ flavor by limiting this only to Elite Units.  Since Battle Damage can be a bit of pain to track, limiting it to Elite units helps A LOT.  Just don’t setup a game with 10 elite GMs and 10 elite different colored GMs. 

Battle Damage is a fun system to let you simulate all the times we see beam rifles shot and explode, arms cut off, thrusters hit, and the rare MAIN KA-MI-RA being disabled.  Right now, the system is still a little too fiddly so we will likely pare it down to just a couple options that are easier to remember in the future based on playtester feedback.  Overall, we’re happy that it works and it provides another avenue to keep your named pilots alive for longer.

Starting Momentum

Speaking of named pilots, the rules for Starting Momentum have changed and now in general you will be starting with much higher amounts of Momentum.  We’ll cover this in detail in another post.

Similarly, Flash and Iron Wall now have super version that all but guarantee you to survive a heavy hit (if you’ve got a surplus of Momentum).  Likewise, Valor is now limited to Round 2+ to prevent Round 1 Alpha Strikes which were becoming a problem again.

Finishing Blow

Last but not least we have Finishing Blow which received a major update.  We’ll cover this in detail in the next post.  The important thing to note, is that the target now rolls Finishing Blow (just like Armor Saves) and the numbers are now reversed being a 1 instead of a 10.

MechaStellar Monthly Roster Update – SEP 2025 – METEOR + Balance Patch

Hello everyone, for this month’s update we are adding in the METEOR units from Gundam SEED. We also have a huge balance patch affecting various units, pilot traits, and the entire weapons arsenal. There are also various revisions to the core rules to to clarify various questions that have come up, as well streamlining movement and allowing for stronger versions of Flash and Iron Wall to allow for more survivability of units.

Unfortunately the balance patch is quite large so as of today only the rules and unit profiles for Gundam are complete. The roster update for Super Robots and Warships is planned for next week. Keep reading for a quick summary of changes. We’ll do in-depth posts next week as well to go over changes.

Summary

  • Core Rules Revision
    • REV102 – Updated Facing rules. Updated IDF in space.  Updated Iron Wall again. Updated Critical Strike.  Clarified various items based on playtester feedback.
    • REV101 – Updated gameplay tools for Hexastellar / MechaGrid gameplay.  Updated wording on Challenge again.  Updated IDF in Space.  Allowed for Super Flash / Super Iron Wall at M-6.    Updated AOE and Push/Pull.
    • REV101 – Removed from Barrage and Target Lock the clause for getting +1 Hit instead of +1 Shot.  Rebalanced machine guns to be base 10d10 attack, so barrage and target lock still becomes +1 Hit for those weapons per pg2.  Updated Battle Damage to correspond with removing Shield profile bloat.  Solo unit Support ATK /DEF is now limited to the traits range.  Armor Saves are limited to 3 dice.
    • REV100 – Closed loophole on challenge where challenge traits had no use if you went 2nd and player 1 only had a single unit.  Clarified disengage. Updated and renamed Melee Elite bonuses, free Disengage is only one on melee elite option now.  Updated Finisher formula.  Valor is now Round 2+
    • REV99 – Converted Battle Damage from VER9 to VER10
    • REV98 – Big update to Starting Momentum & Shifts (M+2 to move closer)
    • REV97 – removed type restrictions (MS/Super Robot) on Flash & Iron Wall.  Improved Iron Wall and reset it to [M-3].  Finisher is now rolled by the Defender, it activates on a 1 instead of a 10. Added a clause about going over the 10 dice Finisher limit.   Updated Accelerate to coincide with the Hexastellar Movement update. Updated Push/Pull weapons which no longer deal DMG on failed Armor Saves unless you hit another object.
  • Wargaming Rules
    • Updated all Pilot Traits and consolidated
  • Unit Profiles
    • Added Meteor (Freedom) and Meteor (Justice)
    • Major improvement to G Gundam Units, improves to Wing units
    • Rebalanced all weapons and thus all units

MechaStellar Battle Report – Freedom & Justice vs GP02 Physalis & The O

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 have Anavel Gato, The Nightmare of Solomon, piloting the stolen GP02 using the MLRS (Multi-Launch Rocket System) configuration as well as Paptimus Scirocco in The O. In this cross universe game, the SEED Duo are facing off against two of Universal Century Gundam’s biggest villains. Read on below the break to see the results of the battle report.

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MechaStellar Monthly Roster Update – JUL2025 – Gundam SEED Stargazer

Hello everyone, for this month’s MechaStellar update we have another batch of SEED units to debut. This time we have suits from Mobile Suit Gundam SEED Stargazer including the eponymous Stargazer, the fan favorite Strike Noir as well as the overtuned Blu Duel and Verde Buster who unfortunately were the first on-screen phase shift Gundams to be destroyed by ordinary grunts. Speaking of, we also have the Kerberos Bucue to add as well.

In addition to Stargazer we have also added in the Providence, another Funnel DRAGOON using Mobile Suit as well as his arch Nemesis Mwu La Flaga piloting the Perfect Strike. The Providence has proven to be a very powerful unit on the tabletop in testing, and we really enjoy the Challenge focused traits to have him face down with either Mwu or Kira. The Perfect Strike comes in at 900 points to give you flexibility to add in more pilot upgrades on either Mwu, or perhaps Kira and Athrun if you’re running them as a team.

Last but not least, a lot of the AU units have received some preliminary updates in preparation for next month’s update. The goal is to eventually have all units have their Sensors and Movement values in multiples of 4, we’ll talk more about this in a follow-up Design Goals post. We’re targeting to complete this in next month’s update.

Thanks for reading and hope you enjoy the treasure trove of SEED units we’ve put out the last couple months. If you’d like to request a specific SEED variant please let us know in the comments below.