On this page we have a brief summary of our design goals for various mecha units and the game rules around them.
Mobile Suit Gundam

Most units are from Mobile Suit Gundam. When designing them we used three principles:
- When a new model rolls out it tends to improve on a previous iteration such as an improvement in performance, armor reinforcement, speed, or equipment loadout.
- Early Zeon units start with an edge in “Performance” level. Early Federation units begin with an edge in “Frame” Level. High frame units (3+) have cutting edge technology which also boost their combat stats as if they were a higher performance unit.
- Performance is generally split into three time periods denoted as Tiers.
- Tier 1 is Performance 0-4 is the One Year War (OYW)
- Tier 2 is Performance 5-7 is the Zeta Gundam era
- Tier 3 is Performance 8-10 is the Char’s Counter Attack era (CCA) and beyond.
- We use these performance bands when designing other series as well
- i.e. Tier 1 Getter Robo (0-4), Tier 2 Getter Robo G (5-7), Tier 3 Shin Getter Robo (8-10).
Mazinger Z

- The Toei Mazinger will strive to incorporate as many of the weapons as it displayed in TV show along with several action to use them while also being a durable unit.
- Shin Mazinger is a more simplified Mazinger using only the weapons seen in its OVA, it has higher HP, Melee and Evade but less Actions.
- The God Scrander is a significant upgrade, as a Tier 2 unit it is excellent for striking multiple units and has enough Power to do strafing attacks. Big Bang Punch allows it to punch way outside its weight class making it the most dangerous Firepower unit in Melee (for 1 Turn).
Getter Robo

- Getter Robo is intended to be a Super Robot very adept at killing lots of enemies to reflect how it tears through mechasaurus in the manga.
- Getter is unique in that it is currently the only unit in the game that can activate several times in on Round, it is however, one of the least durable super robots which aligns well with its manga portrayal.
The Braves (Yuusha) Series (GaoGaiGar & Exkizer)

- GaoGaiGar is intended to have high HP, good defenses and will improve even further when it gets below 50% HP. It has good overall Melee & Shooting with two powerful aces up its sleeve with the Heaven & Hell attack as well as the Goldion Hammer.
- King J-Der is intended to be a heavy hitter with ranged combat sporting enormous HP, strong defensive capabilities, and immense firepower. J-Ark will be a unique gimmick for it.
- King Exkizer & Dino Geist are good all-rounder units we tried to incorporate most of their iconic weapons while also ensuring they had a good HP pool for a solo hero / villain unit.
- Exkizer the first of the Braves is also the first to debut the new combining system along with ChoRyujin’s symmetrical docking. This system allows you to combine later in the game to a more powerful form while also replenishing your HP. The timing of which adds a lot of tactical depth.
The Big O

- Big O is our first and iconic Super Heavy Unit. High HP, great defense and a large variety of weapons let him pose a threat to several ranges but he is strongest in Melee.
- Big Duo is a fast (for a Super Heavy) bomber unit with some surprise melee options while Big Fau excels at shooting and short range attacks.
Neon Genesis Evangelion

- Evangelion units are defined by their Sync Ratio which provides a powerful bonus but a remarkable weakness where they can lose actions from severe damage to simulate the pilot feedback loop from the show. Eva Unit 01 excels at melee, Unit 00 at range, and Unit 02 is an all rounder.
- The Angels are defined by their AT Fields, an incredibly powerful barrier to go along with their relatively small HP pools for a Kaiju. The iconic Sachiel and Zeruel are meant to be exceptionally hard to bring down.
Escaflowne

- Our first fantasy mecha added to the Roster. These units are meant to be masters of melee, with the eponymous Escaflowne having several tricks regarding its transformation, Hitomi’s visions, and Van’s connection to the machine itself.
G Gundam

- Unique for being a Gundam series using the Super Robot type rather than the MS Type. From the start our goal was to include all the Gundam Fighters in the show at 500pts to allow you to setup a tournament and the Gundam Fight rules were developed to make 1v1 and 2v2 games more exciting.
- Some units focus on powerful machines, while others have exceptional pilots. Nether Gundam is the odd man out, if you haven’t you should really read the backstory on how he made it to the finals. At a low cost he’s a great mass-production unit.
Gundam Wing

- The units from Gundam Wing will be some of the most durable units for a MS Type. While slower and less agile than other Gundam’s they make up for it with outstanding HP & weaponry.
- The Tallgeese on the other hand is meant to be an underdog unit having to rely on speed and tactics to take down a Gundam pilot.
Gundam X

- The satellite cannon is tricky given how astronomically powerful it is in the show. To counterbalance this, its usage will be limited to Round 5 when the moon is out.
- The X Divider variant will be a hit and run variant along with the Airmaster while the Leopard will have a similar style as Heavy Arms but with a different loadout and more mobility.
Pacific Rim

- A favorite movie among the design team, we wanted to ensure that the Jaegers and Kaiju are slow but incredibly durable units with points costs to make them easy to team up just like in the movie.
- We’ve also included several cameo Jaegers who sport some powerful ranged weapons but are still intended to go to toe-to-toe with a Kaiju.