MechaStellar: Updated Mech Creation Part One

It’s been a year so let’s run through some major changes to Mech Creation. In this post we’re focus on a Mech’s Frame Level and the derived stats that can come from that.

In the past there was a cutoff where certain formulas would change. For example Frame 3+ suits had more expensive Performance and Pilot Skill. Similarly, Frame 4+ units got more bang for their buck when it came to the Reinforced EQ option. We’ve since leveled the field on points cost, and made Reinforce scale with every Frame level instead of a cut off. Below are some changes.

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Mechastellar – Battle Report – Assault the Hidden Fortress Zeta

AEUG Setup

NOTE: I took a break from blogging for a bit as my duties at work increased.  These drafts are from the VER 2 rule set, we’ve since had many playtests and made it to VER 5 which is a very different game.  We’ll have more to post in the future.

Before we put the terrain away we decided it would be fun to try out a game using Zeta Gundam units and see the overall mission would change now that we were using higher performing units with better movement and mobility.

On the AEUG Side we have a Hyaku Shiki, Dijeh, and three Nemos pictured above.  For a total of 500 points and 22 Pilot Skill.  On the Titans side we have a larger force including two Ace Pilot Asshimars, 2x Hizack Cannons, a Guntank II, and 5 Marasais for 500 points and 42 Pilot Skill.  As the AEUG player I found the difference in Pilot Skill to use this game pretty daunting.

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MechaStellar: Playtest Report – 0083 Space Skirmish

Gelgoog Marine Cima

One very nice benefit to the stay at home order is that we’ve had a lot more time around the house to take care of chores, cook some really healthy meals and work on some hobbies.  Following some successful Zeta tests where we were able to try out a new Skill system that was a bit more engaging giving player’s more agency we decided to do another round of testing this time using some newly minted 0083 suits.

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Mechastellar: Deciding when to Twin-Link

Guncannon

In today’s post I’d like to talk about choosing equipment for your Mech.  Right now, my wife and I are watching through 0083 A Stardust Memory (Mayfly of Space).  For me it’s a rewatch after about 10 years, for her it’s the first time so it’s a new experience for the both of us.

When I’m designing Mobile Suits I usually try to wait until I watch the series they are in again.  In the case of MSV-R type suits, I don’t want to work on them unless I’ve recently read the sidestory they’re in or played in a game that does them justice.  There are many version of Gelgoog available to choose from, and now that we’ve entered space in the show it’s given me a chance to start designing the Gelgoog Marines.

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Playtest Report – Jaburo Drop

Exif_JPEG_422

Playtest Report

<Meant to post this one two weeks ago>

We haven’t played a large game in a while so we broke out some forest and aquatic terrain and decided to try reenacting the Jaburo Drop from 0079.  We did the scenario three times, each time increasing the size of the army to see how well it would scale; it also gave us a chance to try some of the very minor rules tweaks we were discussing.  The scenario would be a pseudo two-mission campaign with the twist being the second mission (underground) kicks off while the first mission (top side) is ongoing.  The sooner the 1st mission is completed the sooner reinforcements can arrive.

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MechaStellar – Weapons Design

Full_Armor_Gundam_Thunderbolt-ova

When it comes to weapons we had the following design goals.

  1.  To the extent possible minimize variations
  2. Variations between weapons should be distinct
  3. Maximize re-usability of weapons between units

To elaborate a bit further on these, for #1 when looking at a list of weapons you don’t want to see 5 versions of a machine gun, or 4 versions of a beam rifle, each with their own nuance.

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MechaStellar: Update Combat Roles

Gelgoog cannon

Our suit roster is an excel sheet with a number of formulas where if you type in the Suit’s Frame Level and Performance level it will auto-populate all of it’s combat stats.  So while we were updating the attack and evade cells to essentially flip flop (Evade now uses the d20, Attack is now a static number) we decided to reevaluate a few of the bonuses each of the combat roles were giving.

Combat Roles Refresher

Each suit gets to choose one of four combat roles that define how they play.

  1. Gunner – Ranged focused
  2. Battler – Melee focused
  3. Versatile – Mix of Ranged and Melee
  4. Hi-Mobility – Evasion focused

Looking at the gundam universe for example the most common role will be Versatile as most suits fielded are general purpose.  Below are some examples:

  1. Gunner – GM Sniper, Gabthley, Gundam Leopard
  2. Battler – Gouf, Efreet, Sturm Galluss, Deathscythe
  3. Versatile – Most types of Gundam, GM, Zaku and successors
  4. Hi-Mobility – Dom, Kampfer, Hambrabi, Rick Dias, Sinanju

If you look at the Battletech / Mechwarrior universe you’ll see a lot more Gunners dominating the roster.  Heavy duty battlemechs with ablative armor are classified as “Titans” in mechastellar.  They’re rules are a bit different than mobile suits, in a general sense they have more HP and AP but less Evade.

  1. Gunner – Blackjack, Thunderbolt, Catapault, Zeus, Jupiter
  2. Battler – Kodiak, Violator
  3. Versatile – Shadowhawk, Centurion, Battlemaster
  4. Hi-Mobility – Griffin, Spider

Now then when it comes to combat roles here’s what we previously posted.  Note, we’ve adjusted some naming conventions, instead of Ranged Attack and Melee attack we’ve renamed them to Shooting and Melee.

  • Gunner
    • Shooting +5
    • Action Points +4
    • Evade -3
  • Battler
    • Melee +4
    • Move +4
    • Evade +1
  • Versatile
    • Shooting +3
    • Melee +2
    • Move +3
    • Action Points +2
  • Hi-Mobility
    • Move +6
    • Evade +3
    • Melee +1
    • HP-100