MS – G Gundam Miniatures

In this post we’ll look at some of the models available for G Gundam including the smaller 1/400 collection (1.5-2″), the slightly larger 1/300 (2-3″) and the Mobile Suits in action 4.5″ figure. On the whole models for G Gundam are hard to come by, both for Gunpla plastic kits as well as action figures and gashapon. The images will also be added to the larger Gundam 1/400, 1/300 and 1/200 miniatures page. You can find the tabletop rules for MechaStellar on the game downloads page.

Fortunately, the widely popular Mobile Suits in Action Line (MSIA or MS in Action) line of action figures from the 1999 through the 2000s has the biggest variety of models for Mobile Fighter G Gundam.

The MSIA range has a good level of detail and is very sturdy even after all these years and are great for posing and letting the kids play with them. Since they come with large amounts of accessories similar to the more modern Robot Spirits / Robot Damashii line its usually best to keep some plastic bags on hand to keep all the accessories (beam sabers, weapons, special attacks, etc.) in one place.

Pictured above is the Shuffle Alliance. Many of the popular Gundam’s from this series also have a battle scarred version which have a good deal of weathering and battle damage on the model and often come with a piece of terrain as seen above where Dragon, Shining, Rose and Maxter are all battle scarred.

The Mobile Suit in Action range is also one of the only places to find some of the more esoteric designs. Pictured above is the Matador Gundam, Zebra Gundam, Mandala Gundam, and Cobra Gundam. There were only a few fighters that did not receive MSIA figures, that said some of the more popular ones (such as the Windmill Nether Gundam) are very hard to find these days.

While many of the Mobile Fighters from G Gundam received a Gunpla treatment, they are difficult to find nowadays. Since then typically the only Gundam’s to receive model kits are Shining Gundam, Master Gundam and Burning / God Gundam. Although 20 years later, Rose Gundam received a new kit but on P-Bandai only.

Gundam S.O.G. 1/300 and 1/400 G Gundam

For the smaller gashapon on the outside edges we have the 1/300 SOG Burning and Master Gundam released as part of a special set at the end of the SOG range. In the middle are the 1/400 range which includes Burning / God Gundam, Shining Gundam, Master Gundam with Fuunsaiki, Nobel Gundam and the Dark / Devil Gundam. Unfortunately there aren’t any other fighters in the 1/400 range.

Mobile Suit in Action Gundam S.O.G. 1/300 and 1/400 Burning Gundam Master Gundam

Above you can see a comparison photo showing the heights of the 1/400, the 1/300 and the MSIA figures.

MechaStellar VER 8.8 Design Goals – Mental Math & Focus

Kou Uraki face 0083
Wait what was your shooting accuracy again?

This is the 2nd in-depth post looking at the changes made in VER 8.8, you can read the full VER 8.8 summary here and the design goals post on the weapon rebalance here.

With the update to VER 8.7 we upgraded several of the Pilot Traits to have 2 effects, a good number of these ended up giving a +1 Evade bonus.  While this was a nice bonus, especially for several units who were middle of the road for Evasion, I personally got a lot of great feedback on these our players and other members of the team regarding that.  Mainly that with VER 8.7’s goal of reducing mental math, adding a slew a +1 Evade bonuses runs counterproductive to that goal.

And that’s a great point!  So in VER 8.8 we went about trying to scrub as much mental math as we could from the game.  No longer will your gameplay halt every time a Skilled or Ace pilot comes up and you have to add in several steps of bonus accuracy and bonus evade, and “what was the target number again??” 

Lesson learned! Let’s see what we can do instead.

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MechaStellar FEB23 Update – VER 8.8 Released

For this February’s update we are updating the Core Rules to VER 8.8 with a renewed focus on trimming down Mental Math we’ve updated several Pilot Traits and the Focus action. We’ve also updated the short range weapons (16″) including beam boomerangs, heat rods and the infamous Rocket Punch as well as Machine Guns and Gatling Guns. Lastly, “Finishing Blow” has been added to add some more variety to Melee combats when it comes to assigning ATK and DEF dice.

We’ll have two in-depth posts exploring the weapons update and the focus/pilot traits update, here’s the first one focusing on short range weapons and machineguns. We’ve also updated the VER 8 Example of Play to match the rules update. Below the break you’ll see the summary list of updates for MechaStellar VER 8.8

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MechaStellar VER 8.7 Design Goals – Unit Profile Sheets

Here’s an indepth look at some of the design decisions that went into the MechaStellar VER 8.7 Unit Profile Sheets Update. For your convenience I have included the relevant summary line item list for each of those categories from the main update post as well.

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MechaStellar VER 8.7 Design Goals – Stellar Warfare

Here’s an indepth look at some of the design decisions that went into the MechaStellar VER 8.7 Stellar Warefare Update. For your convenience I have included the relevant summary line item list for each of those categories from the previous post as well.

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MechaStellar VER 8.7 Design Goals – Core Rules Updates

Here’s an indepth look at some of the design decisions that went into the VER 8.7 Core Rules Update for MechaStellar.. For your convenience I have included the relevant summary line item list for each of those categories from the previous post as well.

Continue reading “MechaStellar VER 8.7 Design Goals – Core Rules Updates”

MechaStellar JAN 2023 Update – VER 8.7 Released

For this months update we have a major update to the Core Combat Rules along with a balance patch and overall UI improvement to the Mecha Profile Sheets. We’ve also added new units to the roster based on player requests. Below the break is the summary of updates, you can read a more indepth breakdown on a few updates in a follow up posts.

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MechaStellar Battle Report – Amuro, Koji and Ryoma Vs Zeon Aces and Big O

For this battle we set up a SRW style game where universes collide with Amuro, Koji and Ryoma in the Gundam, Mazinger Z and Getter Robo on one side and on the other we have Big O and some of Zeon’s Aces including Char’s Gelgoog, Mikhail’s Kampfer and two of the Black Tri-Stars. (The 3rd Tri-Star was killed by Amuro in a previous battle and this was a follow-up grudge match). Rounding out the roster we have a Zaku I sniper and a Zaku II with a magella top cannon versus Kai’s Guncannon providing long range support for each player.

For the narrative on this battle the player’s decide that Zeon had hired Roger Smith under false pretenses informing him that Getter and Mazinger were possessed robots holding memories of the past and rampaging through the area. The player’s remark that after the battle and Roger discovers the ruse he would most likely switch sides.

For the battlefield we are still using some Greco-Roman style ruins that we used previously in a few Mazinger Z match-ups. Below the break will be the round by round battle report as well as a post-mortem on the mecha tactics employed.

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MechaStellar – Unit Roster Update November 2022

We pushed out most of this months update earlier in the month with this post. To finish off this month we’ve finished up the Getter Robo 1974 Narrative Campaign which finishes just prior to the appearance of Getter Robo G. We’ve also added a Narrative Campaign for Mazinger Edition Z: The Impact (Shin Mazinger) and released unit profiles for Zeus, Hades and even Flying Fortress Ghoul.

Summary of all updates below the break.

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