MechaStellar Design Blog

MechaStellar Design Goals – SEP25 Update – Finisher

In a previous post we talked about several items in the MechaStellar SEP 2025 roster update. In this post we’ll cover Finishing Blow, now named Finisher, in-depth.

Finishing Blow has often been a little anemic or too insanely strong dealing enormous amounts of damage.   While the second one is perfect for your average episode Super Robot Anime, it’s not always great for game balance but does make for some awesome moments if you pull it off in Round 5.  We wanted to capture that feeling and make it more likely, more useful, and more deadly without being too overbearing.  Here’s what we came up with.

The last update to Finishing Blow was as follows:

If you have enough hits (i.e. 7+) then roll a d10 for each unblocked hit, every 10 is a Finishing Blow worth 1000 DMG.

There were various effects that lowered the number of hits required like Hot Blooded, and a few effects that made Finishing Blow deal even more damage.   Before this, Finishing blow was further limited, requiring “Finisher” type weapons. 

It was a good distinction at the time, but we opened it up over time and recently we had machine guns kicking off finishing blows luckily.  Nice if you want to replicate the opening scene of Mobile Suit Gundam 0080, but sometimes got a little too common and didn’t quite feel right when Machine Guns were dealing 7000 damage on an exceptionally lucky roll.

For the current iteration of Finishing Blow, now simply titled Finisher.  It’s still open to all weapons as long as you’re lucky enough to get 10 unblocked Hits.  Or, it’s an automatic chance anytime your weapons has Finisher+X. 

What’s more, Hot Blooded (and a few other traits which have been absorbed into the fold) now give Finisher+1 on all weapons.  So Ryoma in Getter 1, is dealing Finishing blows with a Getter Gatling or Getter Machine guns. 

The Finisher+X system remains the same, giving bonus dice to roll.  The major difference now, being that if you wind up with more than 10 Finisher dice, the remaining are automatic successes.  So if you had 13 Finisher dice, there are 10 to roll and 3 that are automatic (+3000 DMG). 

Speaking of Finisher Dice, we moved these over for the Defender to roll.  One is for consistency, that way they are rolling Armor Saves and Finisher Saves so there’s less back and forth.  At one point, we were considering putting Armor Saves and Finisher on the same dice roll, but we opted against that. 

Lastly, the formula for Finisher now includes the Current Round.  This is a mechanic we like a lot and has shown up in a few other places.  And it represents how battles become more pitched and deadly as time wears on.  With this, as Round 5 comes on for your Super Robot Showdown and you bring out your strongest weapon, the odds of getting lots of unblocked hits and a massive Finishing Blow increases (and an even better chance of cracking 10k damage, piercing the heavens and scoring +100VP). 

More importantly, the Round mechanic actually provides an incentive to wait a little before going all out on effects like Valor or limited use abilities / events.  Because in later Rounds you have better odds of striking that ultimate blow.  Hopefully, this will further adjust playstyles to avoid alpha strikes.

MechaStellar Design Goals – SEP25 Update – Starting Momentum

In the previous post we talked about several items in the MechaStellar SEP 2025 roster update. In this post we’ll cover Starting Momentum in-depth.

Momentum is one MechaStellar’s defining features, and has been for quite a few years now.  It’s a game system we’re really proud of, momentum represents the collective skill, luck, morale of your forces will ebb and flow during battle.  In the switch to VER10 Momentum could start at a flat 10, which was greatly in the early drafts, but with some major overhauls to the pilot system, starting Momentum was also much lower.  We’ve been experimenting with several options and finally came up with a winner we’re happy with and play testers are happy with, some are even overjoyed.

We went through a lot of different experiments of starting Momentum, perhaps too many haha.  One we tried to stick with was to quantify, Battle-Tested / Skilled / Ace units, and how much Momentum they would drain.  We eventually settled on -1/2 (round up), -1 and -2 starting Momentum.  This was fine, but we still ran into problems where, let’s say you wanted to run a Gundam SEED Le Creuset team, and you’re starting off with M-6 still (4 Skilled and 1 Ace). 

While it was relatively fair, when comparing teams, we still wound up with very low starting Momentum overall.  This was also in a time period where playtesters discovered some good turn 1 Alpha Strikes, and the need for higher starting Momentum become very apparent.

We eventually solved this by retaining the current comparison method, but now there’s a chance both players will start with M=10 or M=8, where historically it was often M=6 vs M=4.  This comparison method has both players count up their “Elite Units”.  The person with less Elite points, starts with M=10, the other players starts with the difference.

For example let’s say we have Kira and Mwu (2x Ace = 4) vs the Le Creuset Team (4x Skill + Ace = 6), a difference of 2.  Kira and Mwu start with 10, while the Le Creuset team start with the difference (10-2=8).  This gave A LOT more flexibility for people who like running thematic forces with lots of Elite units on both sides.  You can also still field a grunt force vs an elite force and have a huge gap in Momentum.

Overall, we kept the same feel of the current Momentum system while overall massively improving the amount of starting Momentum.  This is both good for balance and QoL in our opinion.  Hope you all enjoy!

MechaStellar Design Goals – SEP25 Update – Lethality

The latest update has quite a bit of changes both to the Core Rules, Wargaming supplement and the Unit Profile sheets.  In this post we’ll cover a brief overview.   Which we’ve broken into three segments.  Some of these we will cover more in depth in followup posts.  For the first segment let’s cover Lethality.

Lethality Update

One of MechaStellar’s claim to fame is having a level of lethality that emulates the world of Mobile Suit Gundam, where grunts, and even heroic Aces can meet their untimely demise from a well placed bazooka shoot or a beam vaporizing the cockpit.  And while we’re very proud of that, it also means living on the knifes edge both for gameplay and designing game balance.  But it’s also an incredibly fun challenge, and why we’ve continued to work on this game for the last, gosh, I guess we’re going on 9 years now.

MechaStellar has gone through many versions since then, each with it’s own version of lethality, with earlier versions leaning hard into the “instant-death” effects and the last few versions making failed armor saves (and now Finisher saves) being deadly but not always a guaranteed dead unit.  Some of these we’ve been working on heavily the last two months and others (like Battle Damage) have had intermittent tests since the switch from VER9 to VER10.  Lethality has been adjusted in the current update to MechaStellar VER10 in the following ways.

Armor Saves reduced from Max 5 Saves to Max 3 Saves. 

This is how it was in VER9 as well, but we’ve found beam weapons have had a little too much potential energy loaded in them, and dropping it down to 3 still keeps them lethal while not being overbearing against an HP sponge Super Robot that happened to roll five 1s. 

To balance that out, beam weapons have also been adjusted, in general going down -100 DMG, but going up +1 PEN, so they are more likely to have a deadly vaporizing hit compared to before.  This also has the added benefit of less times where a robot is destroyed from base beam damage without even needing to roll armor saves (which always felt a little odd). 

HP Rebalance

The HP formula has been on the operating table a lot the last 6 months now, although it’s not always apparent since we try to ensure that after we tweak it, most units stay roughly the same, while some outliers are brought in.  With the change to Armor Saves, we also want to make sure that grunts like a Zaku will still die when hit by a beam rifle, so if there’s several hits and 3 armor saves there should be a very sizeable change that Zaku is dead.  (Leo’s, of course are made out of explodium)

Shield Update

Shield bloat was cut down for the forthcoming Battle Damage update.  But another casualty of that, was all the GMs which had cheap shields, now had much more expensive shields.  This is a problem, because we try our best to make sure grunts mechs on both factions are equal points, and we also make the most of their equipment slots.  In order to ‘pay for’ these expensive shields we’d have to either drop GM HP sharply, or keep it the same and raise everyone else’s HP.  And I don’t think the world was ready for 4000 HP Zaku’s just yet.  Fortunately we found a compromise, by looking for another avenue to make Shields cheaper, while dropping GM HP but not as sharply.  We struck a good balance here, and Shield enthusiasts are overall happy.

Battle Damage

Speak of Shield breaks, we are bringing back Battle Damage from VER9 over to VER10 and this time it’s now a part of the Core Rules.  However, we’re able to keep the ‘optional module’ flavor by limiting this only to Elite Units.  Since Battle Damage can be a bit of pain to track, limiting it to Elite units helps A LOT.  Just don’t setup a game with 10 elite GMs and 10 elite different colored GMs. 

Battle Damage is a fun system to let you simulate all the times we see beam rifles shot and explode, arms cut off, thrusters hit, and the rare MAIN KA-MI-RA being disabled.  Right now, the system is still a little too fiddly so we will likely pare it down to just a couple options that are easier to remember in the future based on playtester feedback.  Overall, we’re happy that it works and it provides another avenue to keep your named pilots alive for longer.

Starting Momentum

Speaking of named pilots, the rules for Starting Momentum have changed and now in general you will be starting with much higher amounts of Momentum.  We’ll cover this in detail in another post.

Similarly, Flash and Iron Wall now have super version that all but guarantee you to survive a heavy hit (if you’ve got a surplus of Momentum).  Likewise, Valor is now limited to Round 2+ to prevent Round 1 Alpha Strikes which were becoming a problem again.

Finishing Blow

Last but not least we have Finishing Blow which received a major update.  We’ll cover this in detail in the next post.  The important thing to note, is that the target now rolls Finishing Blow (just like Armor Saves) and the numbers are now reversed being a 1 instead of a 10.

MechaStellar Monthly Roster Update – SEP 2025 – METEOR + Balance Patch

Hello everyone, for this month’s update we are adding in the METEOR units from Gundam SEED. We also have a huge balance patch affecting various units, pilot traits, and the entire weapons arsenal. There are also various revisions to the core rules to to clarify various questions that have come up, as well streamlining movement and allowing for stronger versions of Flash and Iron Wall to allow for more survivability of units.

Unfortunately the balance patch is quite large so as of today only the rules and unit profiles for Gundam are complete. The roster update for Super Robots and Warships is planned for next week. Keep reading for a quick summary of changes. We’ll do in-depth posts next week as well to go over changes.

Summary

  • Core Rules Revision
    • REV102 – Updated Facing rules. Updated IDF in space.  Updated Iron Wall again. Updated Critical Strike.  Clarified various items based on playtester feedback.
    • REV101 – Updated gameplay tools for Hexastellar / MechaGrid gameplay.  Updated wording on Challenge again.  Updated IDF in Space.  Allowed for Super Flash / Super Iron Wall at M-6.    Updated AOE and Push/Pull.
    • REV101 – Removed from Barrage and Target Lock the clause for getting +1 Hit instead of +1 Shot.  Rebalanced machine guns to be base 10d10 attack, so barrage and target lock still becomes +1 Hit for those weapons per pg2.  Updated Battle Damage to correspond with removing Shield profile bloat.  Solo unit Support ATK /DEF is now limited to the traits range.  Armor Saves are limited to 3 dice.
    • REV100 – Closed loophole on challenge where challenge traits had no use if you went 2nd and player 1 only had a single unit.  Clarified disengage. Updated and renamed Melee Elite bonuses, free Disengage is only one on melee elite option now.  Updated Finisher formula.  Valor is now Round 2+
    • REV99 – Converted Battle Damage from VER9 to VER10
    • REV98 – Big update to Starting Momentum & Shifts (M+2 to move closer)
    • REV97 – removed type restrictions (MS/Super Robot) on Flash & Iron Wall.  Improved Iron Wall and reset it to [M-3].  Finisher is now rolled by the Defender, it activates on a 1 instead of a 10. Added a clause about going over the 10 dice Finisher limit.   Updated Accelerate to coincide with the Hexastellar Movement update. Updated Push/Pull weapons which no longer deal DMG on failed Armor Saves unless you hit another object.
  • Wargaming Rules
    • Updated all Pilot Traits and consolidated
  • Unit Profiles
    • Added Meteor (Freedom) and Meteor (Justice)
    • Major improvement to G Gundam Units, improves to Wing units
    • Rebalanced all weapons and thus all units

MechaStellar Battle Report – Freedom & Justice vs GP02 Physalis & The O

In this battle report we have a 2000pt game using the MechaStellar VER10 rules, one side we have the SEED Duo of Kira and Athrun piloting the Freedom and Justice Gundams. On the other side we have Anavel Gato, The Nightmare of Solomon, piloting the stolen GP02 using the MLRS (Multi-Launch Rocket System) configuration as well as Paptimus Scirocco in The O. In this cross universe game, the SEED Duo are facing off against two of Universal Century Gundam’s biggest villains. Read on below the break to see the results of the battle report.

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MechaStellar Monthly Roster Update – JUL2025 – Gundam SEED Stargazer

Hello everyone, for this month’s MechaStellar update we have another batch of SEED units to debut. This time we have suits from Mobile Suit Gundam SEED Stargazer including the eponymous Stargazer, the fan favorite Strike Noir as well as the overtuned Blu Duel and Verde Buster who unfortunately were the first on-screen phase shift Gundams to be destroyed by ordinary grunts. Speaking of, we also have the Kerberos Bucue to add as well.

In addition to Stargazer we have also added in the Providence, another Funnel DRAGOON using Mobile Suit as well as his arch Nemesis Mwu La Flaga piloting the Perfect Strike. The Providence has proven to be a very powerful unit on the tabletop in testing, and we really enjoy the Challenge focused traits to have him face down with either Mwu or Kira. The Perfect Strike comes in at 900 points to give you flexibility to add in more pilot upgrades on either Mwu, or perhaps Kira and Athrun if you’re running them as a team.

Last but not least, a lot of the AU units have received some preliminary updates in preparation for next month’s update. The goal is to eventually have all units have their Sensors and Movement values in multiples of 4, we’ll talk more about this in a follow-up Design Goals post. We’re targeting to complete this in next month’s update.

Thanks for reading and hope you enjoy the treasure trove of SEED units we’ve put out the last couple months. If you’d like to request a specific SEED variant please let us know in the comments below.

MechaStellar VER10 Battle Report – Gundam SEED – GAT Battle

In this battle report we see the classic battle of Kira Yamato in the Strike and Mwu La Fraga in the Moebius Zero vs the remaining GAT series Gundams, Aegis, Blitz, Buster and Duel piloted by Athrun Zala, Nicol Amalfi, Dearka Elsman and Yzak Joule. Both sides squared off with 1000pts in a space battle. Keep reading to see the outcome of these two battles!

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MechaStellar Monthly Roster Update – June 2025 – Archangel, Freedom, Justice & Balance Patch

Hello everyone! Sorry for the delay but this month’s update ended up being a really huge one. While we initially planned on this being the release month for the updated Warship rebalance, we also combined it with other balance patches affecting HP, Defense, Movement and Weapons stats (Range & Rapid Fire). Since we’re one week late we also put in some extra time and released some more units from Gundam SEED including the much beloved Freedom and Justice.

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MechaStellar Battle Report – Turn A Gundam Rematch

In this post we have a MechaStellar Battle Report using the draft VER10 rules. We have a lunar battlefield with a good amount of terrain and some high end machines battling it out. In this cross-universe SRW style game, Haman Karn heard a rumor that the golden mobile suit was still fighting and she went to investigate thinking that Char was still alive. Instead her forces encountered the infamous White Doll

Keep reading for the battle report.

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