
Hope you’re all having a wonderful holiday season! Here’s some G Gundam previews as we lead up to the December release, which will be a VERY BIG release!

Hope you’re all having a wonderful holiday season! Here’s some G Gundam previews as we lead up to the December release, which will be a VERY BIG release!

Hope you’re all having a wonderful holiday season! Here’s some G Gundam previews as we lead up to the December release, which will be a VERY BIG release!

Hope you’re all having a wonderful holiday season! Here’s some G Gundam previews as we lead up to the December release, which will be a VERY BIG release!

We’re going to be on travel for the holidays to see family & friends so we’re doing the November update early. So don’t expect too much Q&A or social media presence for the next couple weeks.
This month we’ve finished up the roster for Yamato 2199 to include Domel’s fleet and various Garmilas fighters and a rebalancing and upgrade of many of the Cosmo star fighters for the Yamato crew.
We’ve also added in a large swath of units for Mobile Suit Gundam including Zeon amphibious units, various Full Armor and Gundam variants. We’ve also added in the bulk of units for the AEUG and Titans including Gundam Sentinel, but we still have to finish up the Titans roster and move on to Neo Zeon. On the AU side we are still working on G Gundam but that will be forthcoming in December along with some more Super Robots.
Lastly we’ve updated the Core Rules to include some minor balance tweaks, clarifications on cover & target lock, and if you notice on some of the mecha profiles, we are introducing dual sensors for Sniper / Firepower units, that way they are still very good at locking on to their target but are not automatically dodge tanks.
You can find the latest rules and mecha unit profiles here: https://mechastellar.com/ver10-drafts/

MechaStellar VER10 has done a lot to rework the Momentum system based on feedback from VER9 especially. In this post we’ll look at how weapons that used to drain Momentum have been updated.
Continue reading “MechaStellar VER10 – Full Power! – Energy cost update”
As mentioned in our previous post we’ve been testing out various ideas. In this post we’ll look as size modifiers and the recent change to defense dice.
Continue reading “MechaStellar VER10 – October Update to Size and Defense Dice”
In the latest roster update for the VER10 draft rules we’ve updated a lot of roles, renamed a couple, and even converted some of the special types (Assault, Heavy Arms, Indomitable) into combat roles as well. Below the break we’ll cover a brief history of combat roles and then the impetus for change.
Continue reading “MechaStellar VER10 – October Combat Roles Update”
Hello everyone, we had to fix various typos on the October VER10 roster, so while we were at it we decided to fulfill a recent request we got to update the Zeon amphibious units including the Ac Guy and the Zock. Hope you enjoy.
Summary

As promised here’s the October update delayed by one week. A lot of the last month has been spent on testing, updating the various combat roles to provide some more differentiation between them, points / balance updates, and updates to Size & HP which had a large impact on Warships and the now released jets and tanks. You can find the updated draft VER10 rules and mecha profiles here: https://mechastellar.com/ver10-drafts/
Continue reading “MechaStellar Monthly Roster Update – Delayed October Release”Hello faithful readers!
I hate to say it but we’re going to break our long streak of monthly updates and have one delayed. Most of the past month has been rules tweaks based on feedback, some rebalancing of Unit Roles, and rebalancing some units in the current roster, plus the eternal purgatory of layout editing. (My favorite 🙂
We’d prefer to push this release back one week, and focus on converting some more units from VER9 into VER10, that way our Zeta Gundam fans and Super Robot fans have some more units to play with.
So we’ll see you one week from now.