
With Version 8 we released several new units from the One Year War (OYW) of Mobile Suit Gundam including reconnaissance types as well as some GM variants.
Continue reading “[MS] VER 8 – Roster Additions”
With Version 8 we released several new units from the One Year War (OYW) of Mobile Suit Gundam including reconnaissance types as well as some GM variants.
Continue reading “[MS] VER 8 – Roster Additions”We’ve been working on some major adjustments to the game rules regarding Melee, Momentum and Pilot. Below are some photos snapped during a few of the games and some highlights.
Continue reading “[MS] Ver 8 January Playtests”
We’ve been working on some major adjustments to the game rules regarding Melee, Momentum and Pilot as well as some point adjustments. As a result we’ve gotten in a lot of playtest games since our last update. Below are some photos snapped during a few of the games and some highlights.
Continue reading “[MS] Ver 8 December Playtests”
One thing we’ve been able to play around with recently have been Death Rays, the catch-all weapon profile for any Area of Effect type of attack that typically is in a line. Since we’ve been drafting up profiles for Super Robot style shows like Getter Robo we’ve been able to use them more often. For a game like MechaStellar we always try to thread the needle by keeping a profile general enough that it can be used by either a Super Robot or a Real Robot show, with the latest iteration of the Death Ray type weapon we get closer to that goal.
Continue reading “[MS] Design Goals VER 8 – Death Rays”
While we were overhauling some major systems from Version 7 we thought it would be a good time to transition all the dice to a d10 system, the Armor Save was our last holdout from older Versions which used multiple dice types.
Continue reading “[MS] Design Goals VER 8 – Armor Saves and Armor Penetration”
Points updates are pretty common when it comes to wargames, you don’t want a unit to be too powerful while being undercosted otherwise you wind up with some very uneven games. For MechaStellar we adjust points during each Version and on occasion will make a large adjustment between editions. For Version 8 the biggest changes were to Pilot & Performance cost.
Continue reading “[MS] Design Goals VER 8 – Point Costs”While we were working on the revisions to Pilot Level we reexamined Commands that affected only a single model and especially those reserved for Ace Pilots and moved them over to the new and improved Pilot Skills section. After that we looked at our remaining Commands and modified them to affect multiple units as well as adding additional ones. Below are some examples below the break.
Continue reading “[MS] Design Goals VER 8 – Commands”
Just a quick update, since we’ve been working on MechaStellar a new game for Pacific Rim has come out of kickstarter called Pacific Rim Extinction. The models are very nice, although a bit pricey and are the perfect scale if you want your Jaegers to tower over Mobile Suits while being the same height as an Evangelion. Below are some more comparison photos. We’ll be adding these to the original model post as well.
Continue reading “[MS] – Pacific Rim Extinction Miniatures”
The Melee system in MechaStellar got a serious overhaul in Version 8. While the Melee systerm was one of the most fun parts of Version 7 it effectiveness generally tapered off at higher levels when both the attacker and defender had 7 – 10 dice available to roll. For Version 8 we set out to make it more interactive both for the Attacker and the Defender.
Continue reading “[MS] Design Goals VER 8 – Melee”
Our biggest factor driving the Version 8 update was an update to the Pilot rules. Pilot has stayed fairly steady over the last few Versions with each rendition improving your Army’s Momentum. In Version 8 we wanted to make Pilot more important on an individual unit basis instead of just strengthening your army.
Continue reading “[MS] Design Goals VER 8 – Pilots”