
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.








