We’re pushing out the roster update early for the month of November. We’ve been testing out for a few months now what the gameplay would be like if we were to reduce the cost of Skilled and Ace Pilots down to 50pts per level. Overall, we’re satisfied with how the Mission Packs are running as well as versus games so we’ve decided to implement the change. All Mecha Unit Profiles have been updated to reflect this, a few units were rebalanced to get down to 500pts or 250pts as a result. Getter Robo profiles will be updated at the end of the month along with a continuation of the Narrative campaign and more Mechasaurus units.
With the change to Pilot costs we can also return to simpler Army Momemtum brackets of 500/1000/1500/2000+. The core rules were updated to reflect that. I’ve also improved the Make it Count universal skill. This was meant to be in October’s update but was missed when we released it.
Sandbox Mission Packs and Demo Games mission packs have also been updated to reflect the new costs.
Rules Update Summary
Cost reduction for Skilled and Ace Pilots
Army Momentum brackets back to 500/1000/15000/2000+
Improved Universal Skill – Make it Count
Unit Profile Update Summary
Adjusted traits that used to give +1 Focus to instead give +1 Accuracy such as Headhunter or Hunting for a Rival
Fix error for beam carbine/heat attack profiles: units affected Zeon Amphibious units, GM Command Space, Neue Ziel, Mazinger Z, Doublas M2, Glossam X2
Fixed error on Gebera Tetra, older profile replaced with newer profile
Hot on the heels of VER 8.1 we are releasing VER 8.2. This update includes some adjustments to Combat Roles, the Pilot system, as well as various balance changes. We’ll cover the Pilot changes in detail in a follow-up post. Below is a quick synopsis. Updated rules and mecha unit profiles can be found on the downloads page here.
As promised here’s our large update for July. 8.1 includes minor tweaks to the rules based on feedback we’ve gotten from our players. We’ve also split the main rules document into Core Combat Rules and Wargaming Rules (Versus & Cooperative Modes).
Alseides are the terrifying mass produced Guy Melefs built by the Zaibach empire in Escaflowne. After they begin mining ancient crystalline dragon hearts en masse they have a power source to start mass producing Guy Melefs with their scientifically advanced civilization. Ordinarily Guy Melefs are hand crafted and can take decades or even a century to complete depending on how intricate they are, making them precious armaments of war. Below are some tactics if you plan on using them in a Gundam Tabletop game or a SRW Tabletop game with the MechaStellar ruleset.
Scherazade is the iconic Guymelef piloted by Allen Schezar, one of the main characters in Escaflowne. Allen is a noble knight with a chivalrous exterior but a haunted past which is later discovered by our protagonist Hitomi. An outstanding swordsman he was trained by Balgus and is one of the few pilots in the world who can fight off the invisible Alseides. Below are some tactics if you plan on using them in a Gundam Tabletop game or a SRW Tabletop game with the MechaStellar ruleset.
Escaflowne is the eponymous mecha of the Vision of Escaflowne TV series. In this show the Mechs are called Guymelefs, they are clockwork machinery that resemble giant suits of armor which makes a great aesthetic for this fantasy setting. The Guymelefs are powered by the crystalized hearts of dead dragons, Escaflowne is a one of a kind Guymelef used by the royal family of Fanelia and pilot by our hero Van Fanel. Below are some tactics if you plan on using them in a Gundam Tabletop game or a SRW Tabletop game with the MechaStellar ruleset.
For this months update we are excited to start releasing AU series from Gundam starting with New Mobile Report Gundam Wing a very popular series that first came stateside in the year 2000 and drew many people into the Gundam community.
As a follow-up to yesterday’s post we’d like to talk a little bit more about how sizing will affect the game. Since MechaStellar is intended to allow you to recreate a Super Robot Wars style tabletop skirmish that means we need to have someway to differentiate Mecha that are much larger than others.
In MechaStellar we have two types of Mecha, a Mobile Skeleton or MS Class and a Titan Class. While the MS class is principally there to represent high mobility units like you’d see in Mobile Suit Gundam, Aura Battler Dunbine, Votoms or Zone of the Enders, the Titan class was envisioned to capture Mechs that tend to lack aerial mobility but offer considerably more durable and often with significantly more weapons. Titan class mechs can run the gamut of Mobile Armors, Getter Machines, Guy Melefs, Jaegers or even Evangelions. As we’ve been doing more Titan-only playtests recently this would be a good time to discuss this class of Mechs.
MechaStellar is a game about dynamic Mechs. Each turn a Mech can move and/or make a melee attack independent of how many actions it is. Furthermore, we didn’t want to limit movement so any Mech can move, then shoot, then move again.