MechaStellar Design Blog

VER9.4 Playtests – Dodge / Guard / Counter

Below you’ll find some recent playtest photos for testing out VER9.4 which will be updating how pilots work, taking a lot of their Momentum driven abilities and turning them into passive abilities instead.

Now, when a mobile suit is the target of a shooting attack they can choose to Dodge (+1 Evade) or to Guard (+1 Block). When they are in Melee they can choose to Counter (+1 Hit) or Guard (+1 Block).

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Roster Update – January 2024 – HP Upgrades

Here are the updated unit rosters early this month. All Frame 2+ unit received an HP boost.  Some units were adjusted to keep their old HP and instead improve Sensors, Move or their weapons.  The Dom series, a staple grunt for Zeon has had its cost reduced. Lastly, rebalanced GP02 Physalis.

You can find them on the game-downloads page here: https://mechastellar.com/game-downloads/

Be sure to check out the DRAFT VER9.4 Rules here: https://mechastellar.com/ver9-drafts/

MechaStellar VER 9.4 Design Goals – Evade and Guard

While it may not be apparent nowadays the three primary inspirations for MechaStellar were the MS Era tabletop game by IronHands, The Official Gundam 1/400 Tactical Collection rules, and of course Warhammer 40k.  Many of the early mechanics in VER1 and VER2 had some direct similarities but in the years since then the game has changed and developed in a lot of different ways.

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Playtests – Captain Harlock The Arcadia of my Youth

I had the downstairs 8ft table setup for a 2v2 2000pt each 40k game not too long ago. While the table was cleared off and setup for gaming I thought it would be a great time to get in some test games with Captain Harlock’s ship, The Arcadia, on a grand table befitting such a grand ship. Below the great are photos from various tests.

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Battle Report – Combattler V & GX Versus Gundam Virsago and Shin Mazinger

Here’s a 2v2 battle report using the MechaStellar VER9.3 Rules featuring two of our newer units, the GX from Gundam X and Combattler V against Gundam Virsago and Mazinger witht he God Scrander. We are using the SRW Optional Module which doubles HP, provides bonuses for Real Robots and Super Robots and most importantly provides secondary objectives for bonus Victory Points (VP).

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[MS] Battle Report – GaoGaiGar vs the Zonderized Federation Lunar Base

This is one of the many test games we did for GaoGaiGar in the last several months. For this series of games the setting is a SRW style Earth with multiple factions. This is a sequel to this GGG battle report.

The narrative was that the GGG organization failed to capture the Zonder machine lifeform which escaped into space and began to transform an Anaheim Electronics lab into a Zonder metal plant. The Lab housed several older Gundam and GM Types for testing as well as several newer prototypes which were zonderized and used to fight the GGG + J-Ark Team.

Below the break you’ll find a write-up for the battle report as well as an after action report and MechaStellar designer commentary.

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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.

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MechaStellar – Bonus Roster Update – Great Mazinger

We are ahead of schedule and so for this month in addition to Combattler V and Voltes V we’re adding another fan favorite series to the roster, Great Mazinger (1974) the sequel to Toei’s Mazinger Z (1972). We’re also including a Core Rules revision which streamlines some of the Stellar Warfare rules in preparation for the upcoming Captain Harlock release.

You can find them here: https://mechastellar.com/game-downloads/

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MechaStellar VER9.3 Design Goals

Whenever we make a chance to the core rules (specifically anything before the advanced tactics section) we do a version update. For VER 9.3 the change was relatively small in the text but fairly large on the tabletop. We changed how [CC] weapons work, converting them over to the Push/Pull weapon profile established in a previous update and what’s more we allowed them to knock your foe out of melee before they can counterattack.

Now that’s a big change!

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