MechaStellar VER11 – Design Goal – Phase Shift Armor

Gundam SEED released in VER10, and had been in playtesting since VER 7. Gundam SEED (and Astray) were our most highly requested series, so we were happy to finally release a highly polished product. Look forward to it. In this post we’ll cover the current development for Nanolaminate armor.

SEED will soon be updated to VER11, one of the benefits of this update is opening up more design space on weapons and also for defensive abilities. We used this to update VER10’s Nanolaminate armor from IBO and also for Phase Shift Armor from Gundam SEED. For both of these we are basing it around Saving Throws, which was expanded in VER11 to go from just Armor Saves to also include Mobility Saves (typically machine guns or small missiles), Break Saves (typically bazookas or large heavy weapons like a mace / gundam hammer), and then formalizing Stun and Push / Pull into their own category, whereas previously there were alt. Armor Saves.

With the new Save categories we could better represent Nanolaminate (heavily resistant to all armor Saves and especially AP armor piercing saves) and also Phase Shift (heavily resistant to [K]inetic and E[X]plosive saves but weak to beam [E]nergy saves).

That said we didn’t start there.

Here’s what we’ll call VER10.5, it’s mostly identical to VER10 but it includes the first major step to VER11, the weapon Trigger system. Things like target numbers to hit or def from pilots haven’t been developed yet, and likewise the expanded Save system hasn’t been created yet.

This is more or less using the VER10 system we had for Phase Shift, just a flat defense bonus and higher defense bonus vs Kinetic and Explosive weapons. Not bad, but we were trying to move away from flat bonuses from a design perspective, with Shields (and Cover) being the only item that would keep a flat bonus.

Here’s the Destiny Gundam profile which was used in our VER10.5 playtesting, at this stage we were started to integrate the expanded Save system, but we were still doing the flat bonus to Hit, instead of the TN. You’ll also see on the profile a lot of things have changed such as the Bonus Objective (Operation Angel Down), Phase Shift Armor, the Lumiere system, and no longer needing to burn white space on things like “This trait gives improved attack”.

In this system we were treating Phase Shift as a Barrier, which seemed to represent the system pretty well. Phase Shift is essentially a separate pool of HP that can block Kinetic, Explosives and Melee weapons, even beams too. The exception being those catastrophic beam hits that tear straight through the machine, as represented by AP Saves.

Overall it worked pretty well and fit the fiction. But while playing, especially with Hyper Deuterium Phase Shift which can regenerate Phase Shift each round, the question came up.

Wait why do I need to track two different HP pools? Why not just one.

One of the glowing benefits of new players is that they see things from a completely different angle than the Devs. Thanks to that insight we developed the current VER11 implementation.

For VER11, Phase Shift units have a very high pool of Armor HP. Phase Shift also reduces Saves DMG by 200, making these units impervious to machine guns and small missiles saves. On the other hand, [E] Saves cause significantly more damage.

Since Phase Shift runs on batteries, you also lose HP every round, making every Round a race against the clock, and providing a lot of tactical decision making in whether you want to dodge or just let Phase Shift take the hit.

If you want to start using the Strike Gundam right away, here’s the profile.

If you’d like to check out the other SEED units they are currently available to our Patreon Subscribers here: https://mechastellar.com/srw-drafts/.

Thank you for your support! https://www.patreon.com/cw/MechaStellar

MechaStellar VER11 – Design Goal – IBO Nanolaminate

Iron Blood Orphans is a fan favorite of many players and is an oft requested series we add to MechaStellar. In the next several months we’ll have Mobile Suits from Gundam 00 and IBO making their debut. Look forward to it. In this post we’ll cover the current development for Nanolaminate armor.

MechaStellar VER11 added a lot of design flexibility for us which has been very helpful when we try to redesign abilities like Phase Shift Armor and Nanolaminate Armor to try and better represent how it behaves in the original setting, while also allowing your opponent to still have fun if they bring a lot of [K]inetic or E[X]plosives vs Phase Shift, or a lot of [E]nergy Beams vs Nanolaminate.

IBO’s Graze first debuted in VER10 by player request. Here’s what the profile looks like then.

Nanolaminate gave a huge DEF bonus vs Energy (Beam) attacks. It also provided bonus defense vs attacks outside range 16″, to simulate the world of IBO where you have to get close, even with shooting, to make a dent in the armor.

The downside of course being that if your opponent doesn’t bring an Beam heavy armor, then you have effectively wasted a bunch of points on antibeam coating. We gave an option in VER10 to reduce the units points by 100 if the enemy does not have beam weapons.

Still, it’s not perfect, and we’d prefer it if grunt units were cheaper than 150pts. Here’s the initial VER11 playtest version of Nanolaminate.

We started off with something similar, keeping the +1 DEF vs ATKs at R:16″+ but instead of the bonus Defense vs Energy, we instead tried an option where you would auto pass Saving Throws vs [E]nergy Beam weapons.

This represented the fiction really well, the nanolamine quickly dissipates beam weapons. However, it is an extremely powerful ability, and if a unit relies on beam weapons and they average 3 saves, then on average you will pass 1 save and the other 2 are auto pass which makes beam weapons worthless.

Fits the fiction well! But not very fun from a gameplay perspective. Balancing this points wise is also difficult since its effectively an always-on skill “Iron Wall” vs [E] attacks. Setting this at 150pts proved to be a bit too cheap for such a strong ability. And as we mentioned earlier, we don’t want grunts to become super expensive.

We wanted an ability that ideally would encompass the anti-beam and the anti-long range using the same mechanic, rather than using two mechanics (pass [E] Saves and +1 DEF vs long range) in the previous iteration. We went through a couple options, and brainstormed for a bit on how this would affect [E] weapons (Beam rifles) as well as melee beam weapons that were lacking the [E] tag.

Then after discussing heat weapons for a bit and realizing that those are also not really present in the IBO setting, we opted to have the ability become anti AP Saves.

With the new design space in VER11 with multiple type of Saving Throws we decided to have Nanolaminate represent and anti-Save DMG ability. In the above example, all Saves are DMG-200, this instantly eliminates machine guns from causing save damage, which is rather appropriate given IBO favor’s rifles over machine guns for their grunts. Likewise, it rewards Cannons (high range and damage but low Save) vs Bazookas (high damage and saves), great since in IBO cannons are much more common.

Last but not least, having it target AP saves hits both beam sabers and heat hawks and mechanically agrees with the setting that has traditional high hardness weapons rather than beam sabers or super heated weapons.

Since MechaStellar is a crossover game, beam rifles and beam sabers are still able to hurt nanolaminate units, both on base damage (100 – 200 DMG, compared to a 400 – 600 DMG) and also on Saves, although they are drastically reduced. A Beam rifle at R:16″ does 0 Save DMG, while in point blank range can deal 300 DMG, likewise for the Beam Saber.

That’s all for now on Nanolaminate. Here’s the profiles for Hashmal and the Pluma updated after this game.

If you’d like to check out the other IBO units they are currently available to our Patreon Subscribers here: https://mechastellar.com/srw-drafts/.

Thank you for your support! https://www.patreon.com/cw/MechaStellar

MechaStellar VER10 Retrospective – Timeline Post

In this post we wanted to share a brief timeline of VER10. In the next post we’ll go more in-depth in some of the mechanics.

VER10 had a lot of iterative development, making small or minor tweaks to the core rules to either fix loopholes, broken combos we didn’t foresee, or just for clarity.  A lot of rules from 2024 survived all the day to 2026, with tweaks of course.  As a retrospective we thought it would be fun to look through each update and count which ones survived all the way till the end.

March 2024 – Begin VER10 DEV Playtest

May 2024 – Begin Closed Playtest

System Debuts

  • Core Mechanic for shooting lets attacker and defender both roll (VER4-9 had only the defender roll Evade vs Shooting)
  • Melee Clash now follows the same mechanic, overall attack gameplay was streamlined and much faster
  • Barrage / Bullseye and Dodge / Guard moved to Elite only abilities
  • All units can move twice by default
  • Rapid fire is now listed on the unit profile
  • Armor Save bonus was removed
  • Older Pilot Skills moved to the Climactic Events section
  • New Pilot Skills mirror their SRW inspirations with simplifies and more straightforward uses (+5 Hits, +5 DEF, etc.)
  • Mech Profiles moved from 6 per page to 4 per page, to improve readability with larger text areas
  • Machine guns and beam pistols got a Support ATK / DEF mechanic which encouraged having squads of units in close proximity
  • Auto-hit weapons of AA Missiles and Vulcans proved to be a big problem with the OG version of Finishing Blow.  This problem would come full circle when testing out small size units 2 years later with a new version of Finishing Blow.
  • Shields – Switched to a defense bonus at the expense of Evade dice.

August 2024 – VER10 Open Playtest

Starting off the roster we have Mobile Suit Gundam UC – One Year War (OYW), Gundam Wing, Mazinger, Getter Robo

The DEV version of VER10 had very low lethality with HITs vs DEF often had 0-1 expected hits with most weapons, and machine gun types averaging 3-4 Hits.  Because of this, the balance between Valor (bonus hits) and Zeal (bonus attack actions) was probably the best the game ever had.

As VER10 hit the open playtest stage and certain game elements became modified, the expected number of hits started creeping up.  About a year later, we noticed that Zeal was often the preferred skill for most high end units, beating out Valor.

SEP2024

  • Space Battleship Yamato Released
  • Combattler V, Voltes V and Shin Mazinger updated to VER10
  • Core Rules Updates –
  • Counter became universal on all units [Lasted most of VER10]
  • Finishing Blow became universal on all units.  [Lasted all of VER10]
  • Sensors now gave a boost to Defense as well as Offense [Lasted all of VER10]
  • Support Attack for E[X]plosives got stronger [Lasted all of VER10]
  • Momentum shifts went from M<3 to M<5 [Lasted all of VER10]
  • Zeal text was updated to avoid the gamey’ness of using zeal to them trigger a momentum shift [Lasted all of VER10]
  • Various points and VP adjustments. 
  • VP would later skyrocket near the end of VER10.  At the start the RX78-2 was 8VP (most units were 3-12VP), at the end it was 280VP (most units are 50-500VP)

October 2024

  • Updates to Combat Roles [Revised many times]
  • Added Unstoppable, Assault and Heavy Arms roles [Throwback to VER6, lasted all of VER10]
  • Updated size [Revised many times]
  • Updated HP Math [Revised many times]
  • Updated points for Shields [Revised many times]
  • Updated Indirect Fire
  • All units got +1 defense die [Lasted all of VER10]
  • Allowed the Power stat to be used to fuel weapons [Lasted all of VER10]

NOV 2024

  • Garmillas Fleet from Yamato added
  • Most of AEUG, Titans units updated to VER10
  • Dual Sensors added for Firepower and Sniper Types [Lasted all of VER10]

DEC2024

  • G Gundam Added
  • Updated the Wargames Supplement which included many unit upgrade rules
  • Core Rules Updates
  • Battle-Tested level added to Elite pilots for well trained but often nameless pilots [Lasted all of VER10]
  • Updates to Morale
  • Updates to Commanders orders

JAN2025

  • GoLion (Voltron), GoShogun, Brygar and Baxingar added to the roster
  • Converted Gundam X and G Gundam to VER10
  • MechaStellar VER10 Gameplay Example added featuring Zeta Gundam + Guncannon vs Gouf Custom and Gundam GX-9900 [This example is now painfully out of date.  Please forgive us ='( ]
  • Added rules if you break the 10d10 dice cap [Lasted all of VER10]
  • Updated Target Lock to be bonus dice
  • Updated Crash
  • Updated Boost
  • Updated starting Momentum
  • Units with multiple pilots like Combiners and Warships, now have pilot traits always active instead of the previous “choose 2” gimmick.
  • Size HP bonus revised again
  • Captain’s Orders updated
  • Warships can now use Focus & Iron Wall [Lasted all of VER10]
  • Moved “Improvise” from Pilot Skill to “Events”
  • Removed reroll from most weapons
  • Removed VP penalties from Simple Battle
  • Updated various upgrade traits

FEB2025

  • Updated Turn A Gundam to VER10
  • Gundam Build Fighters rules updated to VER10

MAR2025

  • Converted many G Gundam fighters to VER10
  • Updated Finishing Blow to be roll d10s for potential 1000 DMG
  • Added Retaliate as a Counterattack option for VER9 feel
  • Updated Climactic Events and Battlefield Hazards module

APR 2025

  • Gundam SEED added to the roster
  • Zeal became limited by the current Round to prevent alpha strikes [Lasted all of VER10]
  • Revised AOE weapons again

MAY2025

  • More Gundam SEED units
  • Converted Secondary Objectives to VER10

JUN2025

  • More Gundam SEED units
  • Warships got a massive force multiplier update
  • Updated VP again
  • Updated HP again
  • Updated Finishing Blow again

JUL2025

  • Gundam SEED Stargazer added

SEP2025

  • Updated Battle Damage to VER10
  • Updated Starting Momentum [Lasted until the end of VER10]
  • Updated Finishing Blow again
  • Armor Saves back to 3 dice
  • Massive balance patch to HP, Move, Sensors to move everything to a base of 4, i.e. Move 4″/8″/12″ etc. and complete updating of points, weapons, etc.

OCT2025

  • Gundam SEED Astray added
  • Rebalanced Warships & Large Units
  • Updated many pilot traits to have a base of Hit on a 3+ or DEF on a 3+ [Lasted all of VER10]

NOV2025

  • Added Aura Battler Dunbine
  • Added a flow chart for rules summary

DEC2025

  • Added more units for Dunbine
  • Rebalanced all small size units and also warships

FEB2026

  • Added in the long awaited Char’s Counterattack (Jegan and Gearas) to the Roster
  • Added Dancouga to the Roster
  • Added a Squad System
  • Retooled Support Weapons
  • Returned Counter to be Elite only
  • Armor Saves back to 5 dice
  • Updated Finishing Blow again [Lasted almost until the end of VER10]
  • Added in “Elite Levels”
  • Changed what counts as “Elite Upgrades” and thus affects Elite levels
  • Added a speed upgrade
  • Massive change to HP and VP
  • Allowed for certain weapons to go above the 10d10 attack dice cap [Eventual deathknell for VER10]

MAR – JUN 2026

  • Added Dangaioh and Zeorymer to the roster
  • Added Nu Gundam and Sazabi
  • Issues identified by an all-star player involving small units, trait stacking, counter + finishing blow dominating the battlefield
  • Extensive playtesting of small size units and finding the limits of the current VER10 design space with regards to number of attacks and Finishing Blow.

MechaStellar VER10 Playtest Request

We’re working on VER10 with a planned release around November or December. Our number one question has always been why are dice rolls for Shooting and Melee so different so the goal for this update is to have Shooting and Melee use the same attack mechanic. Likewise for Evade and Melee Defense.

So when you shoot you will roll d10s, every 5+ is a Hit and every 10 is a Crit. The defender then rolls Evade and every 5+ is a successful Defense. Melee is also getting updated to be faster. The current Shooting / Melee / Evade stats are being updated to provide bonuses, for example, you might have a Shooting bonus of +4 Hits, a Melee of +5 Hits and an Evade of +2 DEF.

There are some other updates going on as well, including an update to the Mech Profiles so that will take a lot of time to update.

In the meantime we’re going to get some playtest rules ready for Version 10.

Leave a comment below, shoot us an email or contact us on social media with your favorite series (from the current roster) and two favorite units so we can work on getting those updated with the new layout.

Example 1 Favorite series Gundam 0080. Favorite units: Alex and Kampfer.

Example 2 Favorite series Great Mazinger. Favorite units Great Mazinger and the Great General of Darkness.

Playtests – 5 Shot Weapons

We ran a large number of playtests with five shot weapons to evaluate if we could include this suggested change without breaking game balance. You can read more about it in this previous post here.

In this series we had some asymmetric warfare with two 500pt units (Eva-01 and Big O) vs 1000pts of Zeon grunts (Zaku II, Dom and Gelgoog) with a few skileld pilots mixed in.

The extra shot made the game very dangerous for the two 500pt units. Big O was eventually take down by bazookas and great positioning in most games, while Eva 01 usually survived but once Berserk had a hard time chewing through most of Zeon’s forces.

In this series we had a cross era game with the same force from Zeon vs the Titans from Zeta Gundam fielding the Hizack,Marasai and Asshimar.

For some highlights, in the top left photo a Skilled Asshimar pilot with Barrage made 8 shot within Sensors range and landed 6 out of 8 critical hits, annihilating the Dom before it got to take a turn.

In the bottom photos we have an Asshimar jet forward while transformed as a UFO causing some havoc then transforming and punching a Gelgoog next Round before ultimately being cut in half. On the bottom right is a Hizack who managed to survive 2 rounds while surrounded.

This playtest series used units from Mazinger Z as well as a streamlined version of the Defend the City rules to spice things up. These are the Go Nagai Robot Collection figures.

With base 5 shots on most weapons things got very deadly with all the firepower units on the field. The Doublas M2 in particular were pushing out high volumes of shots as well as Venus A in return. Most of these games ended up being bloodbaths.

The highlight was when Boss Borot stole a weapon, which was Garada K7s horns and then proceeded to destroy him with them.

This game series with our Mobile Suit in Action (MSIA) figures had Mudrock and a basic Guncannon vs Char’s Zaku and a skilled Dom pilot.

The 5 shots were nice with Indirect Fire, but the enemy team had a high enough movement that they could get within shooting range rather quickly. Over a few games Mudrock folded pretty quickly after pressure was applied by Char’s Zaku, the extra shot with bazookas is extremely powerful.

Closing Thoughts

While all of these games using base 5 shot weapons were fun, we can’t deny that they have become remarkably more lethal with more games being over by Round 2 or Round 3 which is a bit premature. For about 2/3 of these games we also played with a draft revision with a nice bump up in HP but that still was not enough to slow the destruction going on in each game.

While it was a good suggestion I think if we want to implement this suggestion we would have to rework a number of weapon profiles to be considerably lower damage and/or further increase HP on unit. Something to think about.

Evaluating suggested weapon upgrades

We had a suggestion last month about raising the number of shots on weapons. Here’s a draft of what weapons would look like if we moved everything up to base 5 shots or higher.

  • Machine gun R24 Shots 8 RF+4H DMG200
  • Beam machine gun 24 Shots 6 RF+4H P4 DMG200
  • Beam Pistol 16 Shots 5 RF+1H P5 DMG300
  • Beam Cannon 48 Shots 5 RF-2 P5 DMG400
  • Beam Sniper 48 Shots 5 RF-2 P6 DMG300
  • Beam rifle 32 Shots 5 RF+1 P6 DMG300
  • Beam carbine 24 5 RF+3 P5 DMG300
  • Railgun 48 Shots 5 RF-2 P3 DMG400
  • Artillery 48 Shots 5 RF-2 P1 DMG500
  • Bazooka 32 Shots 5 P3 DMG 700
  • Missile pod 32 Shots 6 RF+3H P2 DMG300
  • Missile Salvo 48 Shots 5 RF+1H P3 DMG400
  • Fire support 48 Shots 10 RF-4 P2 DMG300
  • Micromissiles 40 Shots 10 RF+6H P2 DMG100
  • Needle Missiles 16 Shots 10H RF+10 P2 DMG100
  • Grenades 16 Shots 5 RF+3H P3 DMG300

There are a lot of things to like about having that bonus shot. It makes playing long range games a lot more viable and makes rapid fire not as huge an increase in overall shots. The downside is that the lethality of the base game gets high enough that a lot of things are being immediately one shot, including higher point units like the Hyaku Shiki. So there are three options to fix this.

  1. Return Critical Hits down to 1s on shooting and 10s on Melee
  2. Rebalance HP and give each unit additional HP
  3. Do nothing and keep weapons balanced the way they are

For #1 this would definitely solve the lethality issue in most cases. The downside of removing this is that it makes cross era play more difficult. To use Hyaku Shiki as an example again, it has an extremely large Evade value (higher with an Ace pilot) where 1s and 2s are essential for a grunt unit to threaten it.

For #2 this isn’t super hard to do but it doesn’t solve the problem for all weapons, for instance a bazooka is still likely to accidentally one shot some units with a base of 5 shots.

For #3, well, things are working well as they are but I know there are still some issue where long range fighting runs into some issues when shooting at units with shields and decent evade.

As someone who likes crits, and how those can influence the narrative, I’m leaning towards #3 or #2 myself.

VER9.4 Playtests – Dodge / Guard / Counter

Below you’ll find some recent playtest photos for testing out VER9.4 which will be updating how pilots work, taking a lot of their Momentum driven abilities and turning them into passive abilities instead.

Now, when a mobile suit is the target of a shooting attack they can choose to Dodge (+1 Evade) or to Guard (+1 Block). When they are in Melee they can choose to Counter (+1 Hit) or Guard (+1 Block).

Continue reading “VER9.4 Playtests – Dodge / Guard / Counter” →

Playtests – Captain Harlock The Arcadia of my Youth

I had the downstairs 8ft table setup for a 2v2 2000pt each 40k game not too long ago. While the table was cleared off and setup for gaming I thought it would be a great time to get in some test games with Captain Harlock’s ship, The Arcadia, on a grand table befitting such a grand ship. Below the great are photos from various tests.

Continue reading “Playtests – Captain Harlock The Arcadia of my Youth” →

[MS] Battle Report – GaoGaiGar vs the Zonderized Federation Lunar Base

This is one of the many test games we did for GaoGaiGar in the last several months. For this series of games the setting is a SRW style Earth with multiple factions. This is a sequel to this GGG battle report.

The narrative was that the GGG organization failed to capture the Zonder machine lifeform which escaped into space and began to transform an Anaheim Electronics lab into a Zonder metal plant. The Lab housed several older Gundam and GM Types for testing as well as several newer prototypes which were zonderized and used to fight the GGG + J-Ark Team.

Below the break you’ll find a write-up for the battle report as well as an after action report and MechaStellar designer commentary.

Continue reading “[MS] Battle Report – GaoGaiGar vs the Zonderized Federation Lunar Base” →

Battle Report – Federation vs Zeon Grunts 1000pts

This is a battle report using the MechaStellar Rules for a series of games we did testing out changes to HP, Evade and Shields. This is the first series where we focused on grunt units without any Ace Pilots bringing as many cheap and useful units as we could.

Check below the break for a really fun battle!

Continue reading “Battle Report – Federation vs Zeon Grunts 1000pts” →