MechaStellar VER11 Design Goals – Momentum & Pacing

Note, Momentum points have been renamed to Morale Points in VER11, we’ll be referring to them as Morale Points in this post.

While making MechaStellar VER11 we wanted to update the gameplay in a lot of ways, especially with how Momentum (now named Morale Points) and Pilot Skills worked. Before we start deep diving on Pilot Skills we wanted to revisit Morale Points (formerly Momentum) and how the overall speed of gameplay has changed.

As mentioned in the previous post, Morale Points (formerly Momentum points) now come from one of two sources

  1. Make a Rally Save when you activate a unit.
    1. Make more Rally Saves if they are [Elite] and/or a [Warship]
  2. At the end of the Round gain Morale Points for each Control Point [CP] you control

#1 replaces Momentum Shifts that have been a staple for several years now.  Instead of gaining Morale Points from specific movements.  In VER11 we experimented with several ideas like moving closer to the enemy, starting or ending in engagement range, simply being in the opponents half of the battlefield, etc.  Here’s a DEVchat on the topic

Momentum shift = End a move action within Melee Sensors (2nd value) of an enemy unit or control point. 

Yeah that’s simple, but if you say end engagement range of an enemy OR A CP, it helps make Bullseye more valuable. 

Oh and I wanted to add, if you lose the move closer to nearest enemy part, then it’s harder to chase an enemy, i.e. GM 4″ vs Dom 8″.  The GM moves 8″ total trying to chase, the Dom moves 16″, you get no Momentum because you can’t end in engagement range. 

Ohhh I see.  But if we leave it as move closer and each move action is a momentum shift, couldn’t the GM gain M+3 from move move accel?  I feel like that’s way too much

Yeah….it’s cool if you’re the last model on the field for a heroic charge, but not if there’s a whole army there

For a lot of reason, we eventually left that mechanic behind and moved to a simple and easy to remember mechanic that rewards your high morale pilots.  Now your unit generates it upon activating, with high Morale characters having the best chance to generate Morale Points for your army.  It also lets you now at the start of your turn exactly how much Morale points you can spend, without having to hope you can earn more later.

That said, it does make Morale Points more rare, while VER10 was notable for being able to spam pilot skills almost every Turn, that’s less true in VER11.  You need to be judicious with how you spend Morale.  That said many skills are cheaper than before.

With slower Momentum generation it means the gameplay is now more focused on capturing CPs.  In VER10, with how easy it was to gain M+2 via a momentum shift on your turn, often times the boost from CPs at the end of the Round might not have even been necessary, with several playtesters reporting they maxxed out at M=10 at the end of the round via CPs 70% of the time.

Now CPs would be the focus, but we also wanted to make getting to the CP and fighting over it a bigger part of gameplay.  That means shortening movement across the board.  Later in VER10, many units moved from Move 4″ to Move 8″ after the Hexastellar update where everything moved to increments of 4″ instead of 2″.  Some units had Move 12″, some had 16″.

With very high moves across the board it meant some long range weapons felt useless, while short range weapons, with a power boost for their poor range, were getting used all the time.  It also meant if you shot someone, a fast character could easily melee you next turn.  Here’s a DEVchat on that topic

Take for instance an enemy that attacked you at range 24″.  With move 8″, you can move 16, you have a melee threat range of 4″, that’s 20 of the 24″ already.  One accelerate action puts you in melee instantly.  Perhaps these moments should be more rare.

While fun, and definitely has the Gundam Vs gameplay feel to it, it wasn’t for everyone.  It also made it trivial to bounce around Control Points all over the board.  We made the design choice to lower movements across the board, and make movement upgrades very expensive.  Not only does this affect capturing CPs, it also greatly reinforces role identify, where Raid and Battler types with their inherent move bonus, don’t feel like weaker roles, because in the past other units could easily purchase Move upgrades.  Now, almost no units purchase move upgrades.  Here’s a DEVchat on the topic

MOVEMENT

Make OYW Move 4″ by default and 8″ for Raid & Battler

Also, let’s consolidate Melee+Battler, Raid +Interceptor, the roles aren’t too different now

A lot of good can come from anchoring basic units at Move 4″, Raid = 8″, Jets 12″ it makes you want that role because only that role can move fast (and capture CPs, or get Tactical Advantage etc.)

Yeah but what about Tallgeese or fast units like Justice who aren’t really Raid or Battler types?

We can let them upgrade movement but it will cost a shit ton of points so you need to consider if that’s worth it.  Like if it costs 100 or 200pts for a move upgrade, you might want to invest those points in pilot or mech upgrades instead.

Oh, and thinking more on it, smaller base movements makes transforming MS more special (and the ability more worthwhile) by giving a nice move boost at the expense of melee defense. 

CPs are harder to capture Round 1 unless you are bringing a Raid, Battler, or Aircraft.  This made the game feel more leisurely in a good way, while allowing those 3 specific roles a chance to shine.  Round 1 had each player advancing and popping off shots at max range, then Round 2 to 3 the real fight for CPs begins.  The Bullseye weapons are great for letting you choose your target and also becoming stronger when the target is on the CP. 

Round 3-5, those high speed units can try to avoid combat, and dodge and weave in the oppponents deployment zone to try and capture their home CP.  It made for a lot of fun battles where there were reasons to do something besides attack actions every turn.  Overall, we think you’ll enjoy the new game pace in MechaStellar VER11.

MechaStellar VER11 Design Goals – Saving Throws

While making MechaStellar VER11 we wanted to update the gameplay and make it overall less lethal while still allowing for some lethal spikes in gameplay that are ideally player controlled. One of the biggest steps to making this design goal a reality was the update of the Saving Throw or [Saves] system. Saving Throws have been greatly expanded in MechaStellar VER11, in retrospect it’s a very simple and elegant change but it did take us a while to get here.

In VER3 – 10 Saving Throws were almost universally Armor Saves, saves you rolled against an Armor Penetrating weapon the majority of which were beam weapons and heat weapons.  Depending on the VER sometimes kinetic weapons had PEN albeit much lower, and various melee weapons had PEN.  An Armor Save worked like this:

  • Armor Save
    • Make a number of Armor Saves equal to the number of unblocked Hits your unit took. (Max 5)
    • Roll a d10, if it is equal to or exceeds the weapons Armor Penetration you pass. 
      • VER8-10 If you fail, take 1000 DMG.
      • VER3-7: If you fail, the unit is destroyed. 
        • [Elite] units could spend [M] to avoid death.

MechaStellar has always had the ideal of emulating the persistent lethality present in the universal century of Mobile Suit Gundam, but over the years we’ve adjusted how armor saves worked to make games either more fun, more balanced or both.  VER11 takes this two steps further.

Step 1 = Barrage Weapons

These weapons have very high rate of fire, so we realized we needed to change something.  So for Beam Machine Guns all of them gained a special note saying [AP Saves = 500 DMG], this way if the beam machine gun is pumping out 10 hits (failed saves = 500 DMG) while the rifle only gets 5 hits (failed saves = 1000 DMG), they end up roughly even.  Naturally, weapon balance doesn’t always work that perfectly, but that’s the initial goal we set.

Step 2 = # of Saves = Triggers

Previously the number of Saves would be equal to the number of unblocked hits.  So if you got 5 times, you were making 5 saves. 

While developing the weapon Triggers system, we experimented with some triggers like Pierce, Siege and Finisher generating Saves if you roll the Trigger.  It worked out amazing for beam weapons.

Suddenly you could take 9 hits from a beam rifle, but because of an unlucky roll the attacker only had one Crit Trigger, meaning you only had to roll 1 Armor Save, then take 9 low damage hits.  In the previous system it was 9 Hits and then 5 Armor Saves which was often super overkill for most units that weren’t a Super Robot, and even then it was catastrophic.

Now games would no longer potentially end early because of one lucky attack that absolutely obliterated a model while you lacked any momentum to protect the unit. There was one major downside.  Triggers = Saves is great, but……what about weapons that didn’t have Armor Penetration?

A while ago we had removed Armor PEN from all regular weapons like rifles, bazookas etc.   Those weapons could never benefit from that, which was a bummer.

Then the Eureka moment

“What if we just made alternate Saves for each weapon type”?

Again simple in hindsight, but never really occurred to us before.  The impetus for this idea came from several competing ideas we were working on.

Suppression Mechanics on Machine Guns

Some wargames try to simulate suppression from machine gun fire by making morale worse or pinning a unit down and stopping their movement, we were trying to do this with machine gun traits already.  Then we realized we could just make a “Mobility Save” where failing it could limit your movement.

(It was originally named Suppression Save, SP, but we didn’t want two S saves, and so Stun (or Stagger) kept ST abbreviation while Suppression became MB mobility Saves.)

Shield Breaks via Siege weapons or Finisher Phase

At this time Shields were extremely cheap in development and no longer modified your defense dice, so having one blow up was easy, involved no sheet changes and was encouraged because of how cheap they were.  Figuring out how to do that was difficult.  At the time, the Siege trigger was blowing up cover so we expanded it to include Shields, but it wound up with some weird sequencing issues.  We also tried to do the same with the [Finisher Phase], which was still pretty rare.  We stuck in a position where shields were cheap and hard to blow up, so everyone wanted one.

To solve this, we had the “Break Save”.  All our regular weapons like cannons and bazookas which had 0 Armor Penetration, now had a reason to use a Save, a BR Break Save, which could blow up Shields on a failed save or cause damage.

Expanded Design Space for Weapons

Thanks to Step 1, we realized these saves didn’t need to do 1000 DMG either.  MB could be 500 DMG, Break Saves could be 500 or possibly higher.  Barrage MB weapons could be 200 DMG. 

We no longer had blank space on the Save column of a weapon profile for non-beam weapons, and best of all, because all weapons now had a reason to invest into improved Saves, it made it much easier to balance weapons.  All the weapons that used to have 0 Armor Penetration used to have very high damage.  Instead of 700 or 800 DMG bazookas they were now 400 or 500 DMG. 

Likewise, our problems with machine guns having no where to invest points into attack dice, we could now put those points into better Barrage Triggers, or high mobility saves.  This game a lot of design room for all kinds of weapon types and was a tremendous win for the DEV Team.

Of course, we couldn’t forget ST Stun Saves or PP Push/Pull Saves.  While these existed in VER9 as special Armor Saves, like 6S or 8P; we could now formalize them as separate saves in MechaStellar VER11.  The mechanics got simpler and easy to use and we were able to shrink down the Push / Pull and Stun Saves special rules from 1 page down to 1/2 a page. 

Overall the Save system was full of numerous wins.  Weapons were easier to balance and less deadly.  Saving throws, especially beam weapons were less deadly, all other weapons gained utility by possibly causing movement penalties, action penalties, forced movement or shield breaks.

With the universal rule that Saves = Trigger Now every weapon follows the same format

  • Roll attack.
  • Count hits.
  • Count triggers.
  • Hits = damage.
  • Triggers = saves.
  • Done.

There were definitely some concerns about lethality especially beam weapons going down. Here’s a DEVchat on that topic

HP is way too high if weapons are only doing like 1 Save per attack. Even worse if Iron Wall can let you take the beam shot…

Yeah, that’s a good point and Iron Wall is a cheap gurantee

To use Guncannon as an example, if the enemy has M=2 (and they almost always will) I would never use beam rifle when I could use cannons, because cannons will actually deal damage, when beam rifle gets even 4 hits through, if on average I pass 2 and Iron wall passes the other 2, I take no damage

So either Iron Wall needs to become M-3 or we need to make beams dangerous again

I guess we could change Iron Wall to maybe do +1 DEF & Pass 1 Save for the rest of the Turn . That also makes it Anti-Zeal

Yeah but then it’s stepping on the toes of Flash again, we’re trying to keep the two very distinct swim lanes now

True, true. What about Focus?

While lethality is down overall, it’s still very possible for your [Elite] and [Ace] pilots to still be very deadly.  We’ll cover Pilot skills in depth in the future, and the most basic skill allows you to turn 1 die into a 10, meaning you can always add +1 Trigger and thus +1 Save to the target.  Rest assured, if the dice are aligned Amuro can still one shot a Zaku with a beam rifle, and a beam saber is often no question. 

On the other hand, we’ve had battles of 3 man squads of Zakus and GMs go 2-3 rounds of melee without wiping each other out.  It’s led to some really fun moments on the tabletop with “WAIT HE SURVIVED”, “NO WAY, THE LONE SURVIVOR JUST KILLED 2 GUYS”.  We hope you get to enjoy moments like these as well with the new and improved MechaStellar VER11 Save system.

MechaStellar VER11 Design Goals – Bombard & Siege Trigger Evolution

In making VER11 we had a lot of new and interesting design challenges to improve the game.  Our overall goal to take VER10 and make it faster, more fun and easier to teach.  Weapon Triggers definitely fulfill the more fun part and so far its been fun to teach new playtesters that “yes you can blow up cover with your first attack then fire on the exposed target with your next attack”.  Bombard and Siege went through a lot of revisions, one eventually being removed while the other was heavily modified until it reached it’s final form which we’ll discuss in this post.

At the start of VER11 development Bombard and Siege had the following abilities:

  • Bombard
    • If the target has no Cover, each Trigger is a Critical Hit. 
    • Bombard was priced cheaper than Crit, a CRIT 9+ weapon is the equivalent of a Bombard 8+ weapon.
    • Typically used on Cannon types and some missiles
  • Siege
    • Each Trigger rolled blows up 1 level of Cover, i.e. reducing Level 3 to Level 2 Cover or Level 1 to Level 0.
    • If you attack Cover directly the weapon trigger becomes Siege, if it was already siege, improve your Trigger TN by 2, i.e. Siege 9+ to 7+
    • Typically given to Bazookas, some missiles and some melee weapons

We went through several variations of each trait, trying to preserve the combined arms combination where Siege weapons benefit bombard weapons.  Siege was a tricky beast, we were experimenting with Siege also destroying or weakening Shields / Armor as well as Cover.  Triggers could blow up Cover, or lower a targets shield or armor level by 1.  Whether it was permanent or temporary was still up in there.  Here’s one DEV conversation

I think I figured out how to fix sequencing on Siege

and make the rules text shorter

so each Siege trigger lowers Cover or Shield bonus by 1.  Cover is permanently lowered, Shield is for the rest of the round (synergy by activating bazooka unit first).  The iron wall skill reactivates the shield bonus

To permanently break shields, we’ll have to rely on Finisher weapons

so finisher needs to be common either on common weapons like a beam saber

or maybe on everyone’s generic close combat [cc] attack

At the time of this discussion, Finisher weapons were updated to cause a “Battle Damage” save which could blow up a shield first and foremost, and if target had no shield then it might cause system shock like severe damage to a (weapon), leg (propulsion) or head (main camera).  This eventually morphed into “Break Saves [BR6+]” and “System Shock” Saves which we’ll discuss later.  Likewise, we’ll talk about the Finisher Trigger in the next post.

While we made headway with the shield breaking philosophy moving into Break Saves, Siege continued to be a difficult Trigger to work with, if we wanted to have Siege affect a targets Shields, Armor, or Defense in addition to blowing up cover. Sequencing in particular for the attack action (dice rolls -> triggers -> skills -> bonuses like Cover and Shields -> Defender skills) and Siege was quite messy since the Trigger would occur before the Defender could use Skills, so having a Skill that would prevent your shield from blowing up got messy in the sequencing.

So Amuro would use either Flash or Iron Wall depending on who he’s fighting, so we could have Flash or Iron Wall skills prevent your Shield from being reduced or broken

Yeah, but right now defender doesn’t choose skills until after attacker has resolved attack and triggers which means Siege triggers can reduce the Shield to 0 before the defender even chooses skills

right..well, we could have the skill restore the shield bonus, like if you used Iron Wall this turn, restore your Shield bonus

it feels like we’re just making this more complicated than it needs to be

Likewise, we run into problems if we give Siege a passive bonus like +1d10 ATK if target has no shield. Does that activate if the target started with a shield, but then your triggers blow up the shield, at that points do you add the extra die. All that spawned this DEV conversation.

I don’t like Siege being deadspace if target has no shield or cover

Run through several ideas, best thematic one is that Siege provides system shock saves (Battle Damage) if target has no shield or cover bonus. 

However, for sequencing the cleanest way to do this is to make sure this trigger only happens if you start the attack and target has no Cover / Shield bonus.  Basically attack 1 needs to annihilate that shield bonus, while attack 2 can cause battle damage.

Our VER11 Design Goal was to make things fast and fun without being overly complicated. Obviously these weren’t working so we tried a few more ideas. We also briefly considered Siege Triggers creating a “DEF penalty” like so

  • If target has Level 0 Cover each additional Trigger is -1 DEF bonus on this ATK only
    • DEF Bonus includes Shields / Barriers / Armor etc and is Min. +0 DEF.
    • i.e. Level 3 Cover, 5 Triggers, Level 0 Cover and target has DEF-2 (Min 0)
  • Problem of course being, -DEF is the same as +HIT, so it’s mathematically about the same as CRIT but with a limit that DEF can’t go below 0.  This idea went belly up as well.

We considered Siege Trigger = +100 DMG if target has no shield bonus.  But that stepped on the toes of Finisher, and also became a self-feeding ability since Siege also weakened shields.  Not to mention the sequencing issues of does this apply during an attack when the shield is destroyed or not?

Eventually we moved on to just allow for Siege and Bombard weapons to have deadspace, times when the triggers won’t happen, but give them an always on passive instead.  And so we got:

  • Bombard (Passive): If target has a Shield gain +1d10 attack
  • Siege (Passive): If target has no Shield gain +1d10 attack

Shields were much cheaper at this point of development, because Break Saves could wipe them out.  And so we added these passives that way if your opponent had an all shield army, you were incentivized to bring Bombard weapons.   This was okay for a bit but felt kind of gamey.  While we were going through another pass on the rules to trim things that felt excessive, complicated or redundant, we eventually we got rid of Bombard, since Bullseye was taking over the no-cover Trait. 

So then what do we do with Siege?

Siege was a fan favorite ability, and we held onto this Trigger until the final week.  It was so popular that we even included  a gameplay example in the core rules to reenact a favorite tactic of Justice Gundam which was to throw it’s beam boomerang and try to destroy a piece of cover.  If they lucked out on the die roll and sliced through that building, they then used its cannons against the exposed target (Bombard weapons gave a Crit vs targets without Cover).  The player who discovered that combo still thinks they are a genius =)

That said, Siege did eventually change.  Not because of that combo, no in fact we loved it and everyone loved the “Trigger = Blow up that many levels of Cover”.  The problem became that, if there was no Cover then Siege did nothing.  And late in development 50% of Combo triggers were Siege + another ability.  So having 1/2 of your combo trigger be useless if the target had no cover felt rather underwhelming. 

One of the goals of the recent combat redesign has been making every weapon trigger feel both intuitive and exciting.

Siege triggers destroyed Cover was awesome! It produced some spectacular moments where a lucky roll could flatten an entire defensive position, but it also had a few downsides:

  • The trigger was only useful when Cover was present.
  • Occasionally you would roll 0 Triggers and not interact with Cover at all.
  • Siege didn’t combine well with other trigger abilities.
  • It limited the design space for Super Robot finisher weapons.

The new direction is to separate the battlefield role from the trigger effect.

Siege Passive

  • Reduce the target’s Cover Level by 1.

Instead of hoping to roll enough triggers to demolish terrain, Siege weapons now always accomplish their primary purpose—they weaken enemy fortifications.  This makes Siege more reliable while reducing swingy outcomes where one lucky attack completely erased multiple terrain features.  With Cover removal moved to a passive ability, Siege triggers are free to become something universally useful.  The current direction is:

Trigger

  • Generate +1 additional Save.

This creates a clear distinction between the defensive-breaking roles.

  • Critical = More Hits
  • Pierce = Harder Saves
  • Siege = More Saves

Rather than punching through armor like Pierce, Siege represents overwhelming structural damage—more systems failing, more secondary explosions, and more catastrophic impacts.

This also opens the door to much more interesting combination triggers. Previously, many Super Robot finisher attacks defaulted to Breaker, because it was the only melee combination that consistently felt rewarding.  With Siege becoming a universally useful trigger, there is now room for another powerful melee archetype, Overkill.

Breaker

Critical + Pierce

Each Trigger becomes:

  • +1 Hit
  • +1 Save TN

This represents concentrated penetration—drills, lances and radiation attacks designed to punch through or lethally bypass heavy armor.

Overkill

Critical + Siege

Each Trigger becomes:

  • +1 Hit
  • +1 Save

Rather than piercing, these attacks simply overwhelm the target through sheer destructive force.

This is a much better thematic fit for weapons such as giant hammers, rocket punches, pile bunkers, and other crushing finishers.

MechaStellar VER11 Design Goals – Barrage Trigger Evolution

In making MechaStellar VER11 we had a lot of new and interesting design challenges to improve the game.  Our overall goal to take VER10 and make it faster, more fun and easier to teach.  Weapon Triggers definitely fulfill the more fun part and so far its been fun to teach new playtesters that “yes you do get to roll another bucket of dice” and see their smiles in response.  Since Barrage was the genesis of weapon triggers, and also the one that experienced the most changes we wanted to write about it first.

For Reference here’s how the Barrage discussion started

Enfilading fire = We could make Barrage an anti-squad weapon.  But then it would only be useful against squads and not useful every game.

Sustained fire option = We could have barrage convert failed failed hits into hits, low power, not too exciting, and doesn’t keep parity with other weapons

Triple Crit option = Maybe Barrage triggers could be worth 3 Hits instead of Crit which is 2 Hits.  Fun and definitely a hail of gunfire.

Dakkadakka option = threshold hits generate extra dice.  Very fun, but we now we have an issue of weird mental math with dice overflow.  Like start adding dice to your pool, but then if it goes over 10d10 then it’s extra hits.  It’s not too strong but it’s not smooth at all.

SuperDakka option = What about an option where you reroll the trigger dice.  And keep reroll trigger dice until you stop rolling triggers?  This was max. fun, but then one playtester demonstrated how annoying it can be when you “pick up, and drop a die” and magically it keeps landing on the same number. 

Indeed, even Buzzsaws will have the Barrage trait

From there we settled on the following:

  • Barrage 8+
    • Every 8+ is an exploding hit, after counting Hits & Triggers.  Reroll all your Trigger dice for bonus Hits.  This reroll is considered a separate roll and does not count against the 10d10 dice cap.

Now we had to sanity check this in a couple games to see how powerful this is compared to Crit weapons.  As mentioned in a previous post, we decided against all weapons have CRIT on 10s and instead CRIT would only be for certain Triggers like CRIT or BULLSEYE.  

So rolling a 10 on Barrage was just a regular hit (that you got to roll again).  Barrage has been the most fun ability, but statistically it’s slightly weaker overall than Crit, but it does have a higher chance of getting at least 1+ (albeit lower DMG) hits through.

The DEV Discussion looked like this:

We need to explain how to pick up dice in quick dice section.  First remove the 1s and 2s.  Then pick up all hits that are not threshold, i.e. Barrage 8+, pick up 3-7 as hits, and count your hits.  Then pick up the threshold and count (don’t forget crits) and reroll them, then final count.

Actually maybe we should remove crits.

Definitely remove crits

Okay so if Focus moves back to +1 Hit and Hit on a 3+, then we need to make barrrage always hit on a 3+ otherwise we have a massive sequencing pitfall where players might scoop dice before focusing then forget how many 3+ they had.

At the time we were developing Barrage, some of the pilot skills were getting Overhauled.  Focus would no longer be the “Hit on 3+” skill because now elite pilots were already hitting on 4+ or 3+.  Later, one of the in development pilot skills would let you hit on a 2+.  With all that in mind, we realized we would have sequencing issues with barrage. 

If you wait for the reroll to declare skills, do you then have to go back in time and count those dice with the better Hit Target Number?  What if you declare it before the reroll, but then it didn’t matter because all your reroll dice were Hits anyways. 

  • From that discussion we decided that:
    • Barrage (Passive): This weapon always hits on a 3+. 
    • [Anti Squad] Elite Pilots get +1 Hit per Model, Ace Pilots also get +2 Hits per model in enemy unit.

Eventually, the “Anti-squad” effect got moved into an upgrade ability. 

We were also considering a combined arms ability where Barrage causes a Suppression effect if the target is <50% HP they must make a Morale Save or lose a Move Action.  This would combo with Bullseye which Crits against crippled targets that have only one move action.  Ultimately, this train of thought let to “Mobility Saves [MB6+]” which we’ll discuss in the Saving Throw post.

Since Trigger and Skills were in parallel development paths, we had to keep updating Barrage as well.  When the “Hit on a 2+ Skill” went through testing, Barrage instead turned into

  • Barrage (Passive): The Hit on a 2+ Skill is [M-0] for Barrage weapons, however,  you may not use the Zeal skill.

Eventually that skill was removed entirely (who knows, it may reappear one day), so Barrage just reverted back to

  • Every 8+ is an exploding hit, after counting Hits & Triggers.  Reroll all your Trigger dice for bonus Hits.  This reroll is considered a separate roll and does not count against the 10d10 dice cap.
But it did end here….

But it doesn’t end there.  In the last week of VER11 development we came to a breakthrough.  The other Triggers had hit roughly even parity, but Barrage still lagged a bit behind, a fun trigger but mathematically slightly weaker than all the others.  While we were doing the very last round of testing, one DEV asked:

Is there any reason why we only reroll the triggers?  What if we rerolled all Hits instead?

The reasoning was that we didn’t allow for rerolls to spawn Triggers.  The reason was, back then, before we developed the Save system, we didn’t want any more triggers or saving throws because that could cause an insane tidal wave of damage.  If they reroll all those dice, players might mistakenly assume they could hit and trigger again.

However, since the Save system also finished its parallel developed, the number of saves was drastically reduced per attack action, and Barrage weapons all had 1/2 DMG saves we realized there was no longer a reason to prevent additional Triggers or Saves.  And we so we come to final barrage.

  • Barrage
    • After counting up Hits & Triggers, remove all Misses then reroll the remaining dice one additional time adding any new Hits or Triggers to the original total.

First Count your Triggers (especially for Barrage) – Place a different color die showing the number of Triggers. This marker reminds you how many saves it will cause later.  Pictured above the unit hits on a 5+ and will Barrage on 8+.  They placed a different color d10 showing the number of triggers [3].  The player then removes any misses like the [1&2] then sifts through the Hits [6] and Triggers [8,8,9]. 

Barrage – At this point the player says to their opponent “OK, 4 Hits and 3 Triggers”.  Then the attacker  picks up successful (TN 5+) dice [6,8,8,8] and rerolls them into [5,5,10,10] = +4 Hits and +2 Triggers.  “Ok, 8 Hits and 5 Triggers, your turn for Defense”. 

Next post we’ll talk about the evolution of Siege & Bombard.