
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/.
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