MechaStellar FAQ

Here are some frequently asked questions for MechaStellar we’ve gotten over the years.

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General Questions

Q: Can I play with 1/144 scale models or larger figures like Soul of Chogokin?

A: Yes you absolutely can, the only change to the rules for large figures is that they gain a larger melee engagement range. Keep in mind, with large figures you will want to use larger terrain. If you are purchasing model buildings consider using N-Scale buildings. For cheaper options the cardstock buildings from Dropzone Commander work well.

Q: What are the advantages to using smaller sized figures or miniatures?

A: If you play other wargames you can reuse your existing terrain such as 28mm scifi terrain for 40k or the folding cardstock buildings for battletech. If you play at an FLGS instead of in your garage, small figures/minis also easier to transport. If you use gashapon capsule toys, most of them are made of soft plastic and rarely get damaged in transport.

Q: Can you use mecha figures of different scales?

A: Yes you can but with some limitations. You want to keep most units around the same height, that way you don’t get a terrain advantage from having a short unit while your opponent has a tall unit. Don’t stick a 3″ Zaku next to a 5″ Gundam for instance.

For a SRW style game if you want to represent very large units like Daitarn or Ideon with a larger figure go ahead, most of the time we recommend what’s called “Vs Movie” scaling where every figure is roughly the same size. https://mechastellar.com/2023/12/21/mechastellar-figures-size-and-scale/

Q: Do you have any recommendations on terrain or figures?

A: Yes you can find them here: https://mechastellar.com/terrain/ https://mechastellar.com/miniatures-and-models/

Q: Can you add Mecha / Kaiju from [Insert Series]

A: MechaStellar is a tabletop Super Robot Wars (SRW) game. We only add series that have appeared in a mainline SRW game which does not include DD or X Omega. There is a poll on the game-downloads page where the community can vote on the next series to be added. https://mechastellar.com/game-downloads/

Q: Can you add unit [Insert Mecha/Kaiju] for a series already on the roster?

A: We’re behind schedule on a number of development items so we are only taking unit requests from playtesters right now.

Q: How can I become a playtester?

A: Submit your most recent battle report along with commentary onto the google form and then include your email address at the end https://forms.gle/aszwjLG1S2fs1wSQA

Q: How often does the game receive updates?

A: We do a roster update at the end of every month typically but occasionally need to put the game on the backburner due to life events like moving, job changes, vacation and kids. Generally we have more free time in the winter so you’ll see more rules update and tweaks, while the summer we spend more time outdoors hiking, camping, beach time or traveling so there are less updates.

Q: Where can I play MechaStellar?

A: This is a free fangame you can play in your home with friends or at your Friendly Local Game Shop which more than likely has terrain and tables you can use for free. There is a facebook group as well if you want to try and meet people who live near you and also love Mecha anime: https://www.facebook.com/groups/mechastellar

Rules Questions

Q: If I put a unit into reserves and then redeploy it does it return with full HP?

A: No, it’s the same unit so it has the same HP remaining. The reinforcements command however is a new unit with full HP.

Q: How does an AOE attack work if the targets cover is destroyed? A: Even if cover is destroyed the target still gets the benefit of cover from the AOE attack. Do note that AOE weapons stop at the second piece of cover so units behind that are safe from an AOE.

Q: Can an AOE weapon hit my own units? Can I target units engaged in melee?

A: Yes to the first question. For the 2nd question it depends. If you and your opponent are okay with the commander (the player) being ruthless and sacrificing one of their own units then yes.

Q: What do things like [S2] or [A1] mean?

A: Those are just shorthand on a unit profile to indicate a Shield or Armor’s strength. An S2 shield for instance provides +2 DEF to your Evade and Melee Defense, an MD1 shield gives +1 Melee Defense. All of this is already pre-calculated on your sheet. The number is useful against a Blindside attack where the attacker gains bonus hits equal to your Shield bonus, to reflect that your shield does not help you on an attack from behind.

Q: Can I use more than one Skill per turn?

A: Ordinarily no. Some skills will note that you can use that Skill and Skill Defense in the same turn such as Improvise. There is also an upgrade in the Wargame rules that lets you use 2 Skills per turn.

Q: Do Mecha Traits or Weapon special abilities with a Momentum cost like [M-1] count as having used a skill?

A: No it does not count as using a Skill.

Q: If I am stuck in melee with multiple units do I have to use pay for the Disengage skill for each unit?

A: No, you only pay for Disengage once regardless of the number of units.

Gameplay Questions

Q: Do we have to play at an exact number like 500 or 1000?

A: You can play at any point cost you want as long as you match points with your opponent. For example we recently had a game that was 760 points for each player.

Q: Can I use two units that each have the same pilot (i.e. Char Aznable?)

A: Only if you and your opponent agree to time travel shenanigans.

Q: When is a good time to choose Dodge (Better Crit Range ++) or Guard (Bonus Dice)

A: That all depends on the unit. Generally it’s better to use Dodge when you have lots of dice to roll while Guard is the better choice when you have less dice. Dodge is a gamble while Guard is more reliable, when trying to avoid a very deadly attack you may want to try Dodge and hope for crit defense.

Q: For traits that let you choose between DMG+100 or ARM PEN+1 which is best in which situation?

A: DMG+100 is always a good option while ARM PEN+1 is generally a gamble. Typically ARM PEN+1 is a good choice for weapons with high ARM PEN to ensure your target fails an Armor Save. Especially true against Warships.

Q: If my weapon has its range boosted does that always increase the Rapid Fire range? i.e. My R:32″ weapon becomes R:40″ does my Rapid Fire range increase from 16″ to 20″?

A: Yes it does.

Q: Can a warship with a [360] weapon attack the same target twice if the target exists in the front and rear [180] arc?

A: No you can only target that unit once with that [360] weapon.

Q: Does a units role or special type have any effects on gameplay?

A: They provide passive bonuses already baked into the unit. Generally a units role will tell you what its best at. Versatile isgood at shooting & melee, Interceptors / Raid / Battler all have good movement and then one additional strength such as Evade / Shooting / Melee. Firepower & Snipers have good shooting and Sensors and of course Melee is good at melee.

Q: Are Critical Hits always +2 Hits?

A: Some weapons or special abilities will treat a Critical Hit as better such as 3 Hits.

Q: Tactical Advantage gives a bonus Critical Hit. Is that on top of the regular attack? Does it stack?

A: Yes it gives a bonus Crit on top of your regular attack. Tactical Advantage does not stack with itself (i.e. you do not get +2 Crits from Blindside and High Ground) but it does stack with any other bonuses to your attack such as pilot traits.

Q: Can you upgrade a unit with multiple pilots to have 2 Ace Pilots?

A: In the upgrade rules you can purchase upgrades for your units up to a certain limit. If your unit is already an Ace Pilot you could purchase two more pilot traits for instance (+100pts & +4VP) which would represent 2 Ace Pilots.