We’re still working on VER10, while we were hoping to get an open playtest copy out by the end of July, we’ve compiled some great feedback from some of our playtesters that we wanted to review and integrate first. Below you’ll find a quick summary of that feedback.
From the last MechaStellar poll the winners were Turn A Gundam, Captain Harlock and more units from the Yuusha / Braves series. We’ve added Turn A, The Arcadia, as well as Figh Bird, Da Garn, and Might Gaine as well as various other units from their respective series. Now that we’ve finished those it’s time to close out the current poll.
Our Top 3 Finalists are Gundam Seed, Space Battleship Yamato and Aura Battler Dunbine. Sadly, Galaxy Cyclone Bryger (Braiger) continues to go unnoticed ='(
We keep an eye on the poll month to month to give us an idea of what to start prototyping and working on for the future. To that end we have been able to get Gundam Seed and Space Battleship Yamato on the VER9 Drafts page already: https://mechastellar.com/ver9-drafts/
As a bonus, we’ve used Daitarn 3, Raideen, Brygar and GoLion in VER10 playtests since it’s easier to mock up a brand new profile rather than updating an older VER9 profile to the VER10 layout. To that end, these four individual units will become a bonus release for VER10.
NEW Poll
Most poll entries are pulled from either the Super Robot Wars (Super Robot Taisen) games W or the Alpha series since we’d like to release a Coop campaign mission pack for those games. We also try to always include a battleship on each poll. You can find a series list for these games here:
Here are the new series replacing the previous winners
Replacing Gundam Seed will be Gundam 00
Replacing Space Battleship Yamato will be Martian Successor Nadesico (SRW W)
Replacing Aura Battler Dunbine we have Combat Mecha Xabungle (SRW Alpha Gaiden)
Many Super Robot fans have noted since Gundam has only one entry on the poll, they usually dominate since the Super Robots are split into many categories. That’s a fair point so we’re adding in a 2nd Gundam series, we’ll have UC Gundam featured also moving in production order. Next up, Char’s Counter Attack!
For Super Robot fans we’re also adding in Grendizer & Steel Jeeg (SRW Alpha 2) and Dancouga (SRW Alpha) to the poll. And as one final entry we have the incredible Tekkaman Blade (SRW W) to the list.
The poll is now open so you can go cast your votes.
Hope everyone’s having a great summer, it’s been a very busy one for us! For this month’s MechaStellar roster update we are featuring Gundam Sentinel, a sidestory set in the Zeta era. A fan favorite story, it features mass-produced Zeta and ZZ Gundams as well as the all new Superior (S) Gundam, it was also the launching point for legendary mecha designer Hajime Katoki (and you’ll see many concepts in Sentinel made their way into Katoki’s designs in 0083).
This is a continuation of our previous post which featured Amuro in the Gundam shooting at a Dom, thanks to the Pilot Skills Focus and Zeal he was able to blow up the Dom with his beam rifle. Now we’ll look at the Morale Mechanic
In this preview we’ll be using the RX-78-2 Gundam and the MS-09 Dom. In our previous post we looked at an example of using the attack action. For this post we’ll combine the attack action with some useful Pilot Skills.
In this preview we’ll be using a Zaku II and a GM. In MechaStellar VER10 the attacker can roll multiple hits that each deal damage, the Defender can roll multiple defenses (DEF) that each negate an incoming hit. Any leftover hits are called “unblocked hits”.
While dodging a hit isn’t necessarily “blocking” a hit, it tends to roll off the tongue a bit nicer than “unavoided hits”. If unblocked hits boggles the syntax center in your cerebral cortex go ahead and call them “undefended hits” instead =)
In VER10 all the bonuses a Mobile Suit would get from its Frame, Performance and Combat Role have been moved to be in line with a units weapons. So when you look down the line of a weapon you’ll see Bonus Hits (and bonus DEF in its Defensive profile) which comes directly from the Mobile Suit. So even with the same exact weapons, the more advanced suit will have an edge.
As we’ve alluded to in previous posts, Pilots bring in a lot of advantages to your forces, but also carry some risks when it comes to Morale and Victory Points. Pilot Skills, usable by any unit have also been overhauled and every turn you will likely feel the need to spend 1 or more Momentum. Balancing the ebb and flow of Momentum will be the key to victory.
Momentum has been a core part of the rules for a very long time and has undergone several transformations, both in how it can be used, how many you can have, and how you are able to generate it. In this post we’ll look at how it’s changed in VER10.
The most common question we have gotten in MechaStellar for years has been “Why are shooting and melee so different.”
MechaStellar VER9 has been on a stable chassis first built in VER5 and refined with every version update since, with most Version updates being an overhaul to the melee system to make it either more dynamic, more balanced or simply more fun to play with.
During those years, we’ve been contemplating ways to have Shooting and Melee work the same mechanically and we finally have a way that works well and has good balance approaching the previous system.
Naturally after getting that question so often, we’ve been looking for ways to unify the combat mechanic. In VER10 both in Shooting and Melee you will roll d10s, every 5+ is a Hit and every 10 is a Crit Hit. Shooting, Melee and Evade will still continue to receive bonuses based on your Frame, Performance and Combat Role.