MechaStellar Design Goals – Support Weapons

Support Weapons were a big update at the very start of VER10, they were one of the last big design changes before VER10 moved from closed playtest to open playtest.  Support Weapons replaced the previous “Overwatch” trait on weapons like Machine Guns and Beam Pistols with Machine Guns gaining Support Attack to represent firing on the enemy while Pistols got Support DEF to represent them being a last ditch sidearm when the enemy closes in.

Time has certainly flown since then, and with many revisions as well, we are currently at REV 121 of the Core Rules.  This last update had some major changes to Support Weapons and also added in a related Squad system which we’ll tackle in the next Design Goals post.

Support Weapons were a fun mechanic and allowed for your grunts units like Zakus and Leos to support one another, allowing for your cheapest and most common units to get a few bonus hits for themselves and allies.  Occasionally we would get feedback that it’s not the same as the Support ATK/DEF system present in Super Robot Wars, but that system if implemented in MechaStellar would be remarkably too powerful, essentially allowing for two units to completely unload on an enemy (or allow two units to defend against one). 

Recently, and by recent I mean in the last year, we have gotten feedback pretty consistently that Support ATK / DEF while fun and helpful, is also slowing the game down pretty dramatically.  The reason for this comes down to measuring.  For those who do virtual tabletops it might be no problem since you can instantly measure with an electronic tool, but on physical tabletops having to measure (and often pre-measure) to make sure your units are within each other Support ATK / DEF range was causing turns to take very long times.

This was a very big impact on large model count games (10-30 modes).  Since large model count games was what MechaStellar was originally built for, we are very sympathetic to the woes of those players.  So we decided to revise Support ATK / DEF.

The new model is more closer to Armored Core style gameplay, where you utilize your various weapons against a single target.  Firing off a shoulder missile pod to corner your target before firing your Kurosawa rifle, using a pulse gun to keep the enemy at bay while strafing around.  Of course we also see this in Gundam, especially for units with lots of weapons like a Full Armor Gundam.  So the updated Support ATK / DEF system is meant to evoke that feel.

The new Support ATK / DEF system lets you set your Support Weapons into Support Mode and give yourself that support bonus.  This also coincides with changes to Zeal, which limits the number of attacks on a single target to two attacks (any combination of Shooting or Melee).  This limit actually harkens back to VER3, the simplest system which gave every unit one shooting and one melee attack (a big departure from the action point system of the previous VER2).  VER10 building off this simplicity but gives you more flexibility so you can do two shooting attacks, or two melee attacks, or Zeal to make 2 Attacks against several targets. 

That said, we removed Support ATK/DEF from many weapons and upgraded them.  Instead we wanted Support ATK/DEF to be more rare, like a shoulder mounted minigun, or to be reserved for missiles.

While Support ATK / DEF is in a different niche, we needed a new mechanic to let your grunts function great on the tabletop.  The Tactician trait was updated to let you give a Support Bonus to another unit.  And next we have the Squad system we’ll cover in the next post.

October Roster Update – 1 Week Delay

Hello faithful readers!

I hate to say it but we’re going to break our long streak of monthly updates and have one delayed. Most of the past month has been rules tweaks based on feedback, some rebalancing of Unit Roles, and rebalancing some units in the current roster, plus the eternal purgatory of layout editing. (My favorite 🙂

We’d prefer to push this release back one week, and focus on converting some more units from VER9 into VER10, that way our Zeta Gundam fans and Super Robot fans have some more units to play with.

So we’ll see you one week from now.

New VER9 Drafts – Braves / Yuusha

Two more of the Braves series have been added to the VER9 drafts page: https://mechastellar.com/ver9-drafts/

We have the 2nd series Fighbird and the 3rd series Da Garn. You can read a quick synopsis of either show here: https://mechastellar.com/2023/05/29/where-to-start-the-braves-yuusha-series/

Additionally, profiles for Gundam and a few other series had a quick revision uploaded. There was an error on Sniper types which had their accuracy 2pts higher than it should have been which has now been corrected.

MechaStellar Battle Report – Amuro and Casval’s Gundam vs Classic Super Robots

Happy New Year! This battle was our favorite of the year.

Here’s a 1500pt battle report using the MechaStellar VER9.3 Core Rules featuring Amuro and Casval piloting the RX-78-2 Gundam’s with Kai and Hayato in Guncannons for support on one side and Mazinger, Getter Robo (Musashi solo) and Combattler V on the other side.

Continue reading “MechaStellar Battle Report – Amuro and Casval’s Gundam vs Classic Super Robots”

VER9 November Drafts Updated

Just a quick update since I’m on travel. The draft profiles for UC Gundam have been updated on the VER9 Drafts page. I noticed a few units had too large of an HP gain like GP02 and the Full Armor Gundams, the revised HP formula will still greatly improve grunt HP while keeping the heavy hitters closer to their previous HP totals.

Additionally there have been some tweaks to Beam Rifles, Beam Cannons, and melee weapons including the Beam Saber and Heat Hawk to better work with the new Shields paradigm and make the standard GM shield more useful against these weapons.

Also here’s a quick draft for updated Secondary objectives:

Destruction

Top Gun:  +2 VP anytime your Skilled or Ace Pilot destroys an enemy Skilled or Ace Pilot or if they destroy the enemy Commander.

Strongest Prototype: +5 VP anytime your Frame 4+ unit destroys a Frame 4+ Unit.

Rout the Enemy: +1 VP for every unit destroyed (Max 5 per Round).

Surprise Assault: +1 VP when you destroy a unit in the first Round of battle. 
                              +3 VP when you destroy a unit with Tactical Advantage.

Undefeated: +2 VP every time your Commander destroys a unit.  Gain a bonus +2 VP every time your Commander destroys a unit with a Melee Counterattack.  

Survival

Bonds on the Battlefield: +X VP equal to the total Pilot Level of 3 surviving units.

Last Bastion: +3 VP if your Commander survives. Gain a bonus +3 VP if 50%+ of your units (round up) were destroyed as well.

Minimize Losses: +5 VP if 50%+ of your units (round up) survive the battle.  Gain a bonus +1 VP each time you spend at least 1 Momentum to save a unit.

Flawless Insertion: +10 VP but lose 1 VP for each of your units destroyed in Round 1

Invincible: +1 VP each time your unit take 0 DMG from a Shooting or Melee attack.

Control the Battlespace

Repel the Enemy: +1 VP anytime an enemy model leaves your half of the battlefield or is destroyed on your half of the battlefield.

Dominate the battlefield: At the end of each round gain +3 VP if you have units in 3 quadrants, +4 VP for 4 quadrants.  Do not count units within 8” of the center.

Behind Enemy Lines: At the end of each round gain +2 VP if you have 1 unit within 16” of the enemy table edge and +3 VP for 2+ units.

Scorched Earth: +5 VP when you use a melee action on a Control Point destroying it.

Swelling Momentum: +2 VP at the end of each round if you have more Momentum.

MechaStellar Playtest Photos – Magellan Class Battleship #2

Magellan class Battleship Salamis Class Cruiser GM Sniper Custom Guncannon GM

Below is a collection of photos of when we were testing the Earth Federations Magellan class Battleship as well as the updated Stellar Warship rules for MechaStellar VER 8 focusing on the Captain’s Orders section. Below is a very brief battlereport as well. You can find the first Magellan battle here and the third one here.

Musai Cruiser Zaku II Rick Dom Gelgoog

We begin with a Magellan with a Skilled Captain and two Salamis cruisers in its strike group each carrying a Guncannon and two GMs while a brand new GM Sniper Custom is aboard the Magellan. They are striking at the Zeon fortress A Baoa Qu and this sector is fielding two Musai cruisers (one with a skilled Captain), a Gelgoog, three Doms, a Zaku Commander and 5x Zaku IIs.

Continue reading “MechaStellar Playtest Photos – Magellan Class Battleship #2”