MechaStellar: Performance Stats In-Depth

Powered GM Thrust

Performance Stats are quite a bit faster to cover than Frame level stats as they are all combat driven.  So we have Ranged Attack, Melee Attack, Evade and Movement.

Movement describes how far you can move in a round.  Movement 7 means you can move 7″.  If you ever need to back up, pop out of a building then pop back into cover, or make a sharp turn exceeding 90 degrees you pay a 2″ penalty once (and only once) for the turn.  After paying the penalty you are free to execute as many maneuvers as you want.  The reason for only paying it once is for speed of play and to avoid being overly punishing for certain slow units such as our favorite Guncannon.

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MechaStellar: Frame Stats In-Depth

Asshimar

While some previous posts have touched on stats and mechanics let’s devote this post to a more in-depth look with the latest and greatest.  It’s been another year in development and lots of fun playtesting so we’ve been sharpening our mechanics in the meantime.  Alright time for some stats.

As you recall from this post Frame Level controls the following:  Hull Points (HP), Equipment Slots (EQ), Output (Action Points), Armor Save (ARM Sv), and Sensors.  Let’s explore those.

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MechaStellar: Mobile Suit Types Update

AC Guy Beach

Aloha!  Sorry for the delay in posting, internet and blogging is not necessarily and easy thing on deployment.  Now it’s time for some design updates and playtest reports.  As soon as I finish them I’ll begin posting them so look forward to that.

In the last post we talked about Suit types to be used in Mechastellar.  Mechastellar is a Mech game to be used as either a tabletop war game or a tabletop RPG depending on your groups preferences.  The RPG / War Game system can be used to simulate your favorite mech series such as Mobile Suit Gundam or Mech Warrior.

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