On this page we’re going to discuss the different miniatures available GaoGaiGar and the overall Yuusha / Braves series to be used with the MechaStellar Wargame Rules. This post will feature Yuusha and GaoGaiGar gashapon (capsule toys) as well some other small figures that were primarily produced by the toy company Yujin. We have also included the Yuusha Retsuden collection as well.Continue reading “MechaStellar – GaoGaiGar Miniatures and other Yuusha Series”
Category: Super Robot Wars
Next Roster Addition Poll Results
Here’s a quick update for the poll we have on the game-downloads page. We keep an eye on this poll to see what our players would like to see added to the roster next. The last poll saw G Gundam and GaoGaiGar as the top two results for the poll. Since we’ve updated the poll, Aura Battler Dunbine took an early lead but was taken later that month later by Tengen Toppa Gurren Lagann.
Based on the polls now we’ve had a lot of Gundam fans stop by, since the next Gundam AU is currently taking the lion’s share of of votes. In 2nd place is a 70s Super Robot Show (Combattler V, Daitarn 3, etc.), in third place is TTGL and 4th place is Aura Battler Dunbine.
Bringing up the rear are Captain Harlock, 80s Super Robot Show and more units from the Braves series.
MechaStellar FEB23 Update – VER 8.8 Released
For this February’s update we are updating the Core Rules to VER 8.8 with a renewed focus on trimming down Mental Math we’ve updated several Pilot Traits and the Focus action. We’ve also updated the short range weapons (16″) including beam boomerangs, heat rods and the infamous Rocket Punch as well as Machine Guns and Gatling Guns. Lastly, “Finishing Blow” has been added to add some more variety to Melee combats when it comes to assigning ATK and DEF dice.
We’ll have two in-depth posts exploring the weapons update and the focus/pilot traits update, here’s the first one focusing on short range weapons and machineguns. We’ve also updated the VER 8 Example of Play to match the rules update. Below the break you’ll see the summary list of updates for MechaStellar VER 8.8Continue reading “MechaStellar FEB23 Update – VER 8.8 Released”
MechaStellar VER 8.7 Design Goals – Weapons Update
Closing out the VER 8.7 update here’s an indepth look at some of the design decisions that went into the Weapons update. For your convenience I have included the relevant summary line item list for each of those categories from the previous post as well.Continue reading “MechaStellar VER 8.7 Design Goals – Weapons Update”
MechaStellar VER 8.7 Design Goals – Balance Patch
Here’s an indepth look at some of the design decisions that went into the Balance Patch, Unit Profile adjustments and Weapon adjustments. For your convenience I have included the relevant summary line item list for each of those categories from the previous post as well.Continue reading “MechaStellar VER 8.7 Design Goals – Balance Patch”
MechaStellar VER 8.7 Design Goals – Core Rules Updates
Here’s an indepth look at some of the design decisions that went into the VER 8.7 Core Rules Update for MechaStellar.. For your convenience I have included the relevant summary line item list for each of those categories from the previous post as well.Continue reading “MechaStellar VER 8.7 Design Goals – Core Rules Updates”
MechaStellar Battle Report – Amuro, Koji and Ryoma Vs Zeon Aces and Big O
For this battle we set up a SRW style game where universes collide with Amuro, Koji and Ryoma in the Gundam, Mazinger Z and Getter Robo on one side and on the other we have Big O and some of Zeon’s Aces including Char’s Gelgoog, Mikhail’s Kampfer and two of the Black Tri-Stars. (The 3rd Tri-Star was killed by Amuro in a previous battle and this was a follow-up grudge match). Rounding out the roster we have a Zaku I sniper and a Zaku II with a magella top cannon versus Kai’s Guncannon providing long range support for each player.
For the narrative on this battle the player’s decide that Zeon had hired Roger Smith under false pretenses informing him that Getter and Mazinger were possessed robots holding memories of the past and rampaging through the area. The player’s remark that after the battle and Roger discovers the ruse he would most likely switch sides.
For the battlefield we are still using some Greco-Roman style ruins that we used previously in a few Mazinger Z match-ups. Below the break will be the round by round battle report as well as a post-mortem on the mecha tactics employed.Continue reading “MechaStellar Battle Report – Amuro, Koji and Ryoma Vs Zeon Aces and Big O”
Supreme Robot Warfare Playtest Photos
While we were working on the rules for Supreme Robot Warfare, a MechaStellar module that adds more mobility and durability for small scale high powered games we ran a number of test games using a variety of modules. Here are some photos for three games we knocked out in an afternoon.Continue reading “Supreme Robot Warfare Playtest Photos”
MechaStellar December 2022 Unit Roster Update
A lot of our folks will be on travel for December so we’re pushing the roster update out early this month. The major update for this month is the new “Supreme Robot Warfare” module that is intended for smaller games of say 2vs2 or 3vs3 which many of our players have been gravitating towards. Since this is a major update to the core rules we’re updating the VER to 8.6. The Design Goal for this module was to enhance the mobility of Real Robots (MS) and enhance the durability and knockout power of Super Robots (Titans).Continue reading “MechaStellar December 2022 Unit Roster Update”
MechaStellar November Roster Update
We’re pushing out the roster update early for the month of November. We’ve been testing out for a few months now what the gameplay would be like if we were to reduce the cost of Skilled and Ace Pilots down to 50pts per level. Overall, we’re satisfied with how the Mission Packs are running as well as versus games so we’ve decided to implement the change. All Mecha Unit Profiles have been updated to reflect this, a few units were rebalanced to get down to 500pts or 250pts as a result. Getter Robo profiles will be updated at the end of the month along with a continuation of the Narrative campaign and more Mechasaurus units.
With the change to Pilot costs we can also return to simpler Army Momemtum brackets of 500/1000/1500/2000+. The core rules were updated to reflect that. I’ve also improved the Make it Count universal skill. This was meant to be in October’s update but was missed when we released it.
Sandbox Mission Packs and Demo Games mission packs have also been updated to reflect the new costs.
Rules Update Summary
- Cost reduction for Skilled and Ace Pilots
- Army Momentum brackets back to 500/1000/15000/2000+
- Improved Universal Skill – Make it Count
Unit Profile Update Summary
- Adjusted traits that used to give +1 Focus to instead give +1 Accuracy such as Headhunter or Hunting for a Rival
- Fix error for beam carbine/heat attack profiles: units affected Zeon Amphibious units, GM Command Space, Neue Ziel, Mazinger Z, Doublas M2, Glossam X2
- Fixed error on Gebera Tetra, older profile replaced with newer profile