MechaStellar – June Update

No update for this month since our family is in the middle of an overseas PCS move. I haven’t had a chance to compile the feedback we’ve gotten from players into any revisions but I’m hoping to do a large update in July, barring that August. For those of you eager to play GP03 or Neue Ziel the points will likely be between 1000-1200; we’re still ironing out the equipment choices and what is “reasonable” on a single unit.

In better news, we’ve made good progress on the Warship rules and plan to get them out by the end of August. This will give a lot of targets for the GP03 Dendrobium and Neue Ziel to shoot down.

Release pushed to Saturday

Good morning folks, the Mission Pack update for Federation and Zeon as well as the update to the unit profile sheets has taken up a lot of time this week and I would to spend today correcting some formatting errors before we push out a release. Mission Packs and unit updates will be released tomorrow (Saturday) instead.

With the holiday’s approaching releases will be shifting to every 2 weeks, although I may be able to push out a bonus update here and there. Thanks for your patience.

MechaStellar: Unit Roster Update 19AUG21

For this week’s update we are releasing the first batch of aquatic units starting with the Z’Gok and Hy-Gogg.  We’ll also be releasing units from a Mobile Suit Gundam sidestory including the Act Zaku as well as Gundam Units 4 and 5 of the RX78 series.  As always if you have any specific requests for Mechs to include in the game please leave a comment below.

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MechaStellar -Basic Mechanics

Zaku maintenance

In Mechastellar I want it to be fast and easy to design your own suit.  The ruleset can be used for Campaigns / RPGs or skirmish type tabletop Wargaming.  For a Campaign it’s ideal to make enemy creation easy on the GM, the same can be said for Wargaming when developing your forces.  Everyone suit with the same basic rules; then we customize them with their Combat Roles and Suit Types and then weaponry and equipment.  Below you’ll find the basic rules.

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MechaStellar Suit Types


After toying around with the Mechastellar ruleset for a while I went from a very basic system to a slightly more nuanced one.  To start we had d20 ATK Vs Defense and all actions occurring at the same time with casualties being distributed by the defender, very similar to Twilight Imperium if you’ve ever had the pleasure of playing that 8 hour long, but very fun board game.

A problem remained on how to differentiate your Mechs or Mobile Suits.  Certainly there was level to start, but what differentiated a Level 3 suit from another level 3 suit.  This is where I applied a rough categorization.  A level 3 Mech has the following stats:

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MechaStellar an Introduction



MechaStellar started over a year ago.  I recall being bored with tinkering on a wealth of fantasy games and looking for something different.  I started toying around with the idea of a quick and fast Mecha game.  I had built a prototype in the past, around 2006 or so, but it was old clunky and the framework never quite worked as well as I liked.

So I started toying around with a system that would be sleek, fast and simple.  Something quick and familiar, d20 for a base.  Attack and defense, lasers flying everywhere.  I used attack and counterattack from the fantasy game I was working on and was surprised with how well it took.  I grabbed some old Mechwarrior figures and went out to the patio table to give it a try.  A heavy red mech and his buzzsaw clunker mech friends against two squadrons of fighters and a missile mech chickenwalker.

It worked!!

It worked extraordinarily well.  I was excited, it was quick and smooth; actions happened, fighters were shot down and mechs exploded.  3 turns later the battlefield was a smouldering ruin and a clear victor emerged.

It was fun with how simple it was back then. Then with any game there was scope creep.  I’ll post the rules from 2016 in the next post.  Here’s the bare bones operations of the initial day.

d20 Attack + LVL  VS  Defense

Mechs = Defense  10 + LEVEL. Mechs can use a melee weapon.  d4 x100 DMG.  Happens after shooting.  HP = 200 x Level.  One weapon slot / level.

Fighters = 15 + Level.  Fighters get a free move every round.  HP = 100 x Level.  One weapon slot / level.  1 Boost / level.  Boost to auto-dodge a Hit.

Fighter Phase, then a Mech phase.  Simultaneous action in each phase for each player.  Exception, melee happened after ranged combat.

That’s it, pretty simple right?