
Preface: Based on a number of requests from bilingual players, Momentum Points are being renamed to Morale Points.
One of the goals of VER11 has been reducing overall lethality while preserving the exciting moments that Momentum and Morale creates. One of the bigger changes at the end of VER10 was to give both players higher starting Momentum (Morale Points) to be used on pilot skills. This allows Flash to be used on Defense more often to prevent alpha strikes and help buffer early game mistakes. However, since units can generate Momentum on their turn, starting at M=10 was sometimes a penalty. In VER11 we’ve kept the spirit of that system in place, but instead of one player starting at 10, and the other lower; instead we have one player start at 5 and the other start higher.
- VER10 Starting Momentum = Tally up your Elite level. The player with the lowest starts with M=10, the other player starts 10 minus the difference (i.e. Elite 7 vs Elite 4, difference of 3, the other player starts with M=7).
- VER11 Starting Momentum = The player with the highest Elite Level starts at [M=5]. The other player starts 5 plus the difference in Elite Level to a maximum of [M=10].
- Player 1’s Elite Level is 7, Player 2’s is 4, the difference is 3, Player 1 starts with M=5, Player 2 starts with 5+4 = [M=9]
VER10 had 3 competing Momentum systems.
- One tied to Momentum shifts, where battlefield movement rewarded or punished momentum.
- One tied to Morale which includes Captain’s orders that would allow the whole army to rally or the enemy to rout and a general Morale mechanics like when a pilot dies, or pilot traits that let you gain momentum on your turn or force your opponent to rout when you attack.
- Lastly, capturing Control Points (CPs) rewarded you with Momentum at the end of each Round.
Historically, Momentum Shifts were tied directly to movement. Players gained or lost Momentum based on whether they moved toward or away from enemy units. This system successfully encouraged aggressive play and discouraged castles and kiting, but it also created several unintended interactions.
Because Momentum generation was tied to movement distance rather than battlefield objectives, players occasionally found ways to “farm” Momentum. The most notable example involved Zeal activations where players could spend Momentum, trigger a Momentum Shift, and immediately recover the Momentum they had just spent.
The system was functional, but over time it became clear that players were sometimes interacting with the Momentum economy rather than the battlefield itself. VER11 slims down the Momentum system to just two systems. We’re keeping CPs = Momentum / Morale Point generation, and now we’re going to better integrate every unit’s Morale stat.
As a reminder, we’re switching from “Momentum points” to “Morale Points” so from here on out we will start referring to them as Morale Points.
Control Points continue to provide the backbone of the Morale Point economy.
At the end of each round, players gain Morale Points for every Control Point they control. This ensures that battlefield objectives remain important and prevents games from becoming focused entirely on destroying enemy units. Player’s were committing to fighting on top of CPs to take and hold control of them because each CP could refill your stock of Morale points at the end of each Round. That type of gameplay was exactly what we wanted. Thus keeping CPs as a Morale Point generator was a no-brainer.
For an alternate way to gain Morale Points we experimented with a lot of different avenues. Momentum shifts were well beloved by players because it gave each unit a change to earn Momentum points / Morale points on their turn, which could change the tide of battle. That said, Momentum Shifts were very easy to game. First we rewrote the rules several times so the only time you would get those morale points would be if you started or ended your turn within engagement range of an enemy, this way you were rewarded for closing into melee or being locked in engagement range and gain [M+1]. It worked but it was more, or less the same as VER10 and we were still running into problems with people gaming the system.
So we decided to do something radical. A brand new system the rewarded our high morale pilots, that extremely simple and easy to remember.

The other major change is the expanded role of Morale. Historically, Morale Saves occurred infrequently. Most units could go several games without interacting with the Morale system at all. While Morale was thematically important, it often lacked battlefield relevance.
So with that, we started experimenting more with the Morale stat which was historically underused in VER10. Instead of an automatic [M+1] we considered having your units make a Rally Save, with the target number TN = Morale. So a unit with Morale 7+ rarely gets the Morale points, while a character like Guy Shishio with Morale 3+ is almost always getting it.
The more we tried this the more fun it wound up being. Eventually it morphed into, as soon as you activate a unit, make a Rally Save. So right at the start of your turn you would find out if you would gain Morale points or not, it might give you just enough to use a pilot skills like Zeal or Valor, or maybe it would let you fire in melee. Tension was added right at the start of your turn.
We also had to adjudicate during development how that would work with units in squads, how it worked with warships and also elite pilots. I think you’ll be pleasantly surprised by the simple but powerful bonuses these give to Morale system when you read over the new rules.
Successful Rally Saves generate Morale Points, representing disciplined troops maintaining formation, hot-blooded pilots inspiring their allies, and veteran soldiers keeping the initiative during battle. This change serves several purposes.
- First, it creates a reliable but limited source of Morale point generation.
- Second, it gives Morale a meaningful role throughout the game rather than only during rare Rout situations.
- Third, it allows different units to interact with the Morale Point economy in unique ways.
High-Morale units such as Captains, Elite Pilots, Kaiju, and iconic Super Robots naturally generate more Morale Points than ordinary troops. Rather than requiring special Morale-generation abilities like a specific pilot trait, these units now leverage a statistic already present on their profile. This accomplished a major design goal of VER11, leveraging existing stats instead of having to create specialist rules.

Rally, Rout & Battle Cry!
At the same time, Rout remains the counterpart to Rally.
Failing a Rout Save causes Morale loss, representing battlefield confusion, hesitation, and collapsing morale. Elite casualties and disengagements can therefore create dramatic Morale swings without relying on artificial catch-up mechanics or hidden thresholds.
Late in VER11 testing, during a game with a Super Robot with an extra action and nothing to use it on, we decided to create another combat action “Battle Cry”. For novelty, this action would once per Turn give them a chance to Rally, and as we thought about it we also decided to have it cause a Rout save to the nearest enemy. It was a huge hit, with our Super Robot loving player. It’s also great for certain pilots known for shouting in combat, like Kamille.

Then an epiphany struck. Instead of having a rule like “When an allied elite unit dies, the nearest enemy makes a Rout Save” which is easy to forget (dev’s included lmao); we thought “What if when you destroy an enemy Elite unit, Battle Cry becomes a free action that turn.”
“Woah, that’s a great idea” said one dev. Because now it’s a reward for the attacking player they would be sure not forget it. And even better, that action / event interacts with both players giving both a Rally and Rout Save. It’s one of our favorite last minute tweaks to VER11 so we really hope you enjoy it.
Summary
One lesson learned during development was that Morale Point systems work best when they reward meaningful battlefield actions rather than abstract movement patterns. Earlier versions rewarded moving closer to the enemy. The new system rewards fighting over objectives, committing to engagements, maintaining morale, and controlling territory. The result is a Morale Point economy that remains dynamic and aggressive while being easier to understand, harder to exploit, and more closely tied to the events occurring on the battlefield.
Perhaps most importantly, Morale Points now comes from doing the things a giant robot pilot should be doing:
CPs
- Holding the line.
- Capturing objectives.
Morale
- Charging into battle.
- Keeping your nerve under fire.
- And inspiring your allies to fight on.











































