
Here’s the profile previews for Gurren Lagann! Feel free to share your insights and questions in the comments section below. Even “hey you made a typo” helps the layout editor a lot! Thank you!!


Here’s the profile previews for Gurren Lagann! Feel free to share your insights and questions in the comments section below. Even “hey you made a typo” helps the layout editor a lot! Thank you!!


Hello everyone, we are going to postpone July’s update while we continue to finalize the core rules and mech profiles for MechaStellar VER11 currently targeting for August release. In this post we’re sharing some recent playtest photos for MechaStellar VER11.



We’ve had some major improvements on Squads, Warships, Momentum Generation and Lethality. In the most recent Gundam focused playtest we had only 50% casualties in a grunt game at Round 5. We think you’ll enjoy VER11 which will be a more streamlined form of VER10, with units surviving longer, better integrated morale & mechanics, weapons each embracing a specific battlefield role, and a more strategic feel to spending Momentum.
In the meantime we will continue doing VER11 Profile Previews once or twice a week.
And we plan on doing about 10 or so Design Goals posts leading up to the VER11 release in August. Stay tuned!

In this post we wanted to share a brief timeline of VER10. In the next post we’ll go more in-depth in some of the mechanics.
VER10 had a lot of iterative development, making small or minor tweaks to the core rules to either fix loopholes, broken combos we didn’t foresee, or just for clarity. A lot of rules from 2024 survived all the day to 2026, with tweaks of course. As a retrospective we thought it would be fun to look through each update and count which ones survived all the way till the end.
March 2024 – Begin VER10 DEV Playtest

May 2024 – Begin Closed Playtest
System Debuts

August 2024 – VER10 Open Playtest
Starting off the roster we have Mobile Suit Gundam UC – One Year War (OYW), Gundam Wing, Mazinger, Getter Robo
The DEV version of VER10 had very low lethality with HITs vs DEF often had 0-1 expected hits with most weapons, and machine gun types averaging 3-4 Hits. Because of this, the balance between Valor (bonus hits) and Zeal (bonus attack actions) was probably the best the game ever had.
As VER10 hit the open playtest stage and certain game elements became modified, the expected number of hits started creeping up. About a year later, we noticed that Zeal was often the preferred skill for most high end units, beating out Valor.

SEP2024
October 2024
NOV 2024

DEC2024

JAN2025
FEB2025
MAR2025

APR 2025
MAY2025
JUN2025
JUL2025
SEP2025
OCT2025
NOV2025
DEC2025

FEB2026

MAR – JUN 2026

Hello everyone, this month’s update VER10 is finally released with only two major changes, one is adjusting the Finishing Blow mechanic so it’s not hyper lethal with high rate of fire weapons like machine guns. The 2nd is removing the defense dice bonus for Elite Squads. We’ve also included a one page cheat sheet in the Core Rules. Lastly the Ra Cailum and Rewloola as the iconic warships of Char’s Counterattack have been added to the MechaStellar Roster.

Recently we’ve been doing a lot of testing with small size units and small size weapons, this includes the recently released Aura Battler Dunbine, as well as future series requested by our playtesters. Unfortunately, while Finishing Blow has been working well with Super Robots, it has been absolutely unplayable with small size units gaining an immense advantage. This is due to small size weapons breaking the 10d10 dice cap and getting too many auto-hits.
Ironically, while writing a MechaStellar VER10 retrospective on the 2 years of updates, we had an issue with auto-hit weapons (like vulcans) and Finishing Blow from the very start, so we’ve come full circle on this.

While the change to Finishing Blow in the Core Rules does completely curb the problem, still small size units have not been very satisfying to play from the perspective of Playtesters. As for the DEV Team we’ve been struggling to make small size beam machine guns work with Yamato’s starfighters as examples.
We’ve been hard at work the last 2 months trying to resolve this problem. We’ve also taken a lot of playtester feedback onboard regarding the rules getting a little complicated in VER10. While brainstorming problems we eventually started calling the rules draft VER10.5. But when we finally made an R&D breakthrough we realized the core gameplay had fundamentally changed.

And so the next rules update will be VER11.
VER11 is going to reuse 70% of the same rules as VER10 but it will be different in 3 key areas.
The next post will be a VER10 retrospective looking at the timeline of various changes.
After that we’ll preview some VER11 rules and then eventually some design goals posts. Please keep in mind while we’ve been aggressively playtesting, a lot of things will be subject to change. When VER11 hits open playtest, we’ll keep VER10 online just like we did for VER9.
If you’re interested in trying out the DEV copy of VER11 please contact us on social media.

As a follow-on to our previous battle report we had the aquatic zeon force in a partially submerged city fight (using our imagination for the water of course). This time against the crew of Space Battleship Yamato (2199 version). Yamato is well known for having dynamic fights and ever changing scenes, and having it fight inside of a colony, especially a submerged one seemed like it would be on brand for the venerable series.

In addition to the Aqua Zeon force from before, since Yamato is a very expensive unit, we added in a Gelgoog force and several Zaku’s all equipped with Antiship rifles. The odds were stacked against the Yamato crew.

(In this particular game we were not using Squad rules, but we did in subsequent games in the series)
A Black Tri-Star moves to the center point, while a lone Cosmo Tiger II takes the high ground, captures the CP and rains fire down below. (In this map we set a condition that you can only capture the center CP if you take the high ground, which was often a death sentence.)

Yamato does what they do best, BLAZING AHEAD FULL SPEED WITH GUNS LOADED
It uses Havoc to blow up the cover and begin attacking the Hy-Goggs who burn through Momentum. For a moment there, there was a chance that both Hy-Goggs with antiship missiles would get blown off the field.

The Cosmo Tigers begin weaving around the battlefield firing their lasers and capturing control points.

After 5 Cosmo Tigers make strafing runs one of the Black Tri Star goes down!

The Gelgoog team presses forward but the Cosmo Tigers luck their way out of being hit

Meanwhile the ship hunting Zaku team begins blasting away at Yamato.
Since we’re using the 2199 version which has a wave motion barrier, we realize that barriers in general haven’t been updated in a very long time. There’s a long talk about how we want to better reflect them but ultimately it gets put on hold for this game and later games in the test series. It’s been several months since we played this battle report, in the meantime we did update the Barrier rules which you can currently see in the core rules document.

A Cosmo Tiger in reserve ambushes and almost kills a Musai. (This is one of several examples where we realized we needed to put more limits on Reinforcements / Ambush)

A new Round, time for a Gelgoog Cannon to start unloading into the Cosmo Tigers

A Cosmo Tiger takes the high ground and tries to finish off a Gelgoog to no avail, their superior HP pool weathers the laser fire.

Yamato blazes forward, keeps the control point and blasts three amphibious units off the battlefield. In this test series we were demo’ing having [AA] weapons be free counterattacks, which was nice when dealing with superior numbers.
This was the series where we were testing updated warship reactions for increasing AA fire (+X hits on AA weapons and +X DEF vs Missiles) which also helped.

Speaking of, we got lucky on the counter attack and took out another Black Tri Star here.

A Cosmo Tiger finally takes out a Gelgoog, but it’s backside is open and it gets taken down later.

Another Cosmo Tiger finishes off a Gelgoog.

The last Tri-Star plus the Zaku Antiship team kept hammering Yamato until it finally sunk.
With Yamato lost is there any hope left?
Certainly not for Earth, it was carrying the Cosmo Reverse System!!!

Remember the Goggs? Well they decided to ambush this Round and torpedo the Cosmo Tiger on the enemy player’s home CP.

Another Gelgoog down

REVENGE! For sinking the Yamato

Cosmo Tigers unfortunately can’t handle melee

Melee death #2

Melee deaths #3
Overall this was a complete blowout on the Yamato forces and a bit of a shock. Yamato was king in other playtests so we weren’t expecting it to go down so easily, and relatively without a fight. Granted…..Zeon did list-tailor to be antiship focused but still.
As a result of this playtest we made several balance tweaks to Yamato, updated a few core rules for Warships to give Warships more options to increase their chance to hit with regular weapons and [AA] weapons. We also tweaked all the fighters weapons, and adjusted the speeds for jets. This test series was also prior to the Dunbine release which had a major update for all small units which make almost all of them either cheaper or with +1d10 Evade die.
As for Yamato, adjustments to the HP formula helped it a bit, and it sparked an ongoing conversation regarding Barriers. For future games in this test series, we opted for the classic Yamato (sans the Barrier) which held up better. This game in particular resulted in a lot of favorable balance changes to warships and fighters so we hope you enjoy them.

May’s update is a light one. Based on playtester feedback we are busy working on a balance patch, an update to Finishing Blow and a major core rules overhaul that will streamline a number of items to cut down on the amount of decision making on each turn or combat action. This will be a very big update for the game and we are hoping it will make overall gameplay much, much faster; turning a 1 hour game into a 40 minute game. Look forward to June!

For this month’s update we have the long awaited public release of Nu Gundam and Sazabi. As well as two other fan favorite mobile suits. Nu and Sazabi were first used by the Devs all the way back in VER4 and hit closed playtesting in VER6.

Since then Nu and Sazabi became a favorite pair from one of our all-star playtesters who proceeded to dominate his FLGS all the way back in 2021, if you’ve ever wondered why there were so many updates to Funnels despite very few funnel units (back then), now you know. Nu and Sazabi across many version had their profiles revised a total of 67 times.

Nu and Sazabi are very iconic mobile suits so we’ve put a lot of care into building them and rebuilding them for each version of MechaStellar for our playtesters, and now for the open public. Of the holy trinity of Super Robot Wars there is Mazinger, Getter Robo and Gundam. Typically with their final forms being Mazinkaiser, Shin Getter Robo and Nu or Hi-Nu Gundam.
We also included an optional ability for Nu to represent how in crossover games like SRW or Dynasty Warriors, Amuro and the Psycoframe have been able to do incredible things like turning off the Moonlight Butterfly of the Turn-A Gundam. Hope you all enjoy.
While SRW tends to treat Hi-Nu Gundam as a straight upgrade to Nu (and likewise the Nightingale as an upgrade to Sazabi) we prefer to treat them as a side-grade unit which is very similar in armaments but with a slightly different playstyle and unit stats. After all, Nu and Hi-Nu are meant to be the same unit but different incarnations.

Here’s a synopsis on the origin of Hi-Nu from legendary Gundam expert Mark Simmons
In Beltorchika’s Children, the Nu Gundam is still called the Nu Gundam, even though it does use a mega bazooka launcher at one point. That’s why the cover shows the standard anime Nu Gundam – it’s supposed to be the same thing.
Aside from the Newtype magazine illo that balofo posted, the original source of images for these guys is in the mecha profile section at the beginning of the Beltorchika’s Children novel. The Psyco Doga isn’t pictured in this section, and aside from the Nightingale, all the mecha are listed with the same names and specs and model numbers as the movie versions. (At this point, the movie specs had smaller head heights. That’s why everyone says the Hi-Nu is 20 meters; the book just listed the standard specs for the Nu Gundam, and at that point they were saying the Nu was 20 meters tall.)
So if the Nu Gundam is just called the Nu Gundam in Beltorchika’s Children, and they listed the standard Nu specs and description, where the heck does the “Hi-Nu” come from?
Well, in the book’s mecha section, designer Yutaka Izubuchi took some liberties with his designs and drew them all a bit differently. What we now call the Hi-Nu started out as, simply, “that cool version of the Nu Gundam that Izubuchi drew in the mecha section of Beltorchika’s Children.” It was only later that this cool doodle got its own name and back story and was recognized as a distinct mobile suit. The “Hi” prefix, confusingly, seems to be an homage to the original Hi-Streamer novels. 🙂
Of all these guys, the only one that was reasonably fully depicted and clearly identified as a unique machine was the Nightingale. It’s named that way in the Beltorchika’s Children novel (unlike the Hi-Nu), it’s depicted in the mecha profile section (unlike the Psyco Doga), and Izubuchi drew nice pictures of it for Newtype and B-CLUB magazines. The one thing it didn’t have in the mecha section, unlike the other features machines, was a model number.
Whew! That’s pretty long and detailed, but I’ve seen people getting this mixed up for decades, and I keep hoping that if I explain it one more time it’ll stick.
— Mark

For this April we are releasing Nu Gundam, Sazabi, Hi-Nu Gundam and the Nightingale. We hope you enjoy these Tier 3 Juggernauts and look forward to more in the future. Pictured above is the Nightingale from the “Gundam Artifact” collection which is slightly larger than 1/400 scale minis but still fits in nicely.
One last note, there have been some minor tweaks to a few of the weapons on the GBF rules.
With the core rules update and recent balance patch for MechaStellar from the Jan/Feb update we are still doing some final adjustments on Nu Gundam and Sazabi for the Char’s Counterattack release. We also want to give them some more time to playtest with the new rules before getting a release. While we still work on that here’s an update for not one but two Super Robot OVAs, Hyper Combat Unit Dangaioh and Hades Project Zeorymer.

Dangaioh is this author’s first mecha anime OVA, found on the shelves of blockbuster one day many years ago. I remember the incredible flashy action and the names of the characters but not much besides that. I went looking for this series about 10 years ago, and thankfully the character names are unique enough that finding the name of the series was very easy. Dangaioh is a very short OVA by studio AIC and also extremely high budget in it’s initial episode. The opening song is done by two anime song legends Mitsuko Horie and Ichiro Mizuki (Aniki) and the Mecha designs were done by Obari. Dangaioh was at one point going to be a Mazinger OVA, but disputes between AIC and Toei caused it to become an original robot, with very similar attacks instead. To be honest, I absolutely love the design of Dangaioh, and the OVA in general. The only problem is there isn’t more of it.
Dangaioh episode 3 somewhat ends on a cliffhanger. Many years later a Great Dangaioh TV series airs, which only slightly touches the plot of the original Dangaioh and when it does so it’s at the very end of the show and ends on another cliffhanger. While the OVA is rather bittersweet the ending itself is still satisfying enough and lets your imagination provide it’s own final ending, the TV series does not add to that or improve it. I’d recommend skipping the TV series for that reason.
For SRW, Dangaioh debuted in Super Robot Wars Compact 2 Part 1: Earth Crisis

Our next series is Zeorymer. Another OVA with incredible mecha animation. The series is known for being rather violent and with a main character, whose, for lack of a better term, split personality is remarkably evil. It’s a short and enjoyable OVA with some really unique designs.
For SRW, Zeorymer debuted in Super Robot Wars MX

Hello everyone! For February’s update we had a very large balance patch which affected all units as well as a very big update to the MechaStellar Core Rules. Because of that we were not able to finish the full balance update for Warships or for Super Robots in time. As of today they are complete! As a bonus, and a thanks for your patience we are also doing a bonus update with the Super Robot show DANCOUGA which will be the first combiner show we add to MechaStellar. We’ve also updated GoLion (Voltron) to also have combiner rules.

Dancouga (1985) is a very interesting show. It begins as a military sci-fi show and the titular giant robot doesn’t show up for about 16 episodes. During this time, we see a devastating alien invasion of Earth with the protagonist being the some of the sole surviving military forces fighting back and using the latest prototype machines called “Cyber Beasts”. These jets and tanks are able to transform into an animal type form, so your tank might turn into a Liger or a Cougar or Mammoth and begin wrecking the place. Naturally all four Cyber Beast Machines can form up to form Dancouga! The keyword to combine is THX-1138, a reference to a movie produced by Francis Ford Coppola and the directorial debut for George Lucas.
While Dancouga starts off as a somewhat grounded military show, it later turns into what I would call an Anime version of “The A Team” with the protagonists going from place to place and solving the citizens problems. It’s very campy but also very fun, but also includes some of the sadder episodes of character development.
What’s very interesting is that after the first alien general is defeated the next one relies on mind games and subterfuge to defeat the Dancouga team. They quite literally start building mind control devices and try to turn Earth’s citizens against the resistance force. It’s a very interesting plot and a big departure from the rest of the series.

Dancouga the TV show ends on a cliff hanger that is immediately followed up by the OVA Dancouga Requiem for Victims (1986) which closes out the TV show as they travel to the alien’s home planet / dimension and fight the final battle of the war. Interestingly, the OVA introduces a number of supernatural elements that were only briefly alluded to in the TV show. What’s more, Dancouga’s signature sword is not used until the OVA, prior to this Dancouga relies on its fists (and Ryo’s martial arts) or it’s heavy fire power.
Following this is the OVA God Bless Dancouga (1987) which follows the cast on Earth living their new lives after the war. While the Dancouga Requiem OVA was a very good OVA, the budget in God Bless Dancouga greatly exceeds it and the animation is superb. It’s a very fun story with the introduction of a new enemy, the cast is all there as well as an upgraded Dancouga. It’s a bit on the short side and we don’t get as much character development as you’d like, but to quote Obari, “In the end, robots will battle each other”. The action and animation more than make up for it.
Lastly we have the OVA Dancouga Blazing Epilogue (1989). This one is a bit of a departure which different character designs and a much lower budget than God Bless Dancouga (and I would also argue less than Requiem too). The OVA is set even further down the line with the heroes mostly forgotten when another alien invasion shows up and the return of another familiar enemy. It’s not bad, but it also doesn’t really add much to the series. Unfortunately, the lower budget means the robot fights are nowhere near as impressive as the previous series.

My knowledge of Dancouga comes from SRW games and it’s plotline and characters were not my favorite so I didn’t have high expectations going into it. That said, I ended up really enjoying the TV show, OVA Requiem and OVA God Bless Dancouga. Blazing Epilogue doesn’t do much for me though. Give the show a chance and try out Dancouga on the tabletop!
Hopefully one day we’ll get a SMP of the Gundor Battleship

In this MechaStellar battle report we are keeping the fabulous teamup between the suit wearing Roger Smith (Big O) and the king/queen aesthetics of the J9-II team (Baxingar) face off against Zeon Remnants. Since we’re using a lot of amphibious units, we reasoned it was an abandoned and half submerged city which fits well with some of Big O’s environments.
This game series we were heavily testing our the “Reinforcements” mechanic which would take the Ambusher traits (and event) and turn it into an easy to use core rule. Thanks to this series we managed to avoid a lot of missteps with reinforcements out the gate, but our playtesters found several more loopholes we had to patch within 2 months of release.
While Big O and Baxingar both were able to Ambush, you do need to put at least one unit on the field so in this case Baxingar (in their Cosmo Bike form and thus hard to target) was first.

On Zeon’s side we also had some Musai’s taking part, because we really wanted to laydown the fire support. This was hot off the heels of a QoL update for Warships and they were a lot more fun to use and lot more worthwhile on the battlefield.
In universe, we reasoned that since Big O’s world is very….well, to avoid spoilers, full of mysteries, having space ships appear in the city wouldn’t be out of the ordinary. Who knows, maybe the movie was set in a colony all along.

A Hy-Gogg captures a CP, then Baxingar takes it’s turn firing an Antiship missile to obliterate a Musai and then laser’ing the Hy-Gogg off the field. A powerful turn (and due to this and other games we later realized that Valor should be a Round 2+ only skill.)

The other Musai gets LOS to support it’s allies and begin blasting. Baxingar is an absolutely glass cannon of a unit, but fortunately with the updated Momentum system it had enough Momentum to use Flash several times and dodge some painful hits.

The Black Tri-Stars are the Aces on this side and they start blasting. (We were also briefly tested a squad system in this game, to see how valuable it would be for Ace units; normally it was only for nameless grunts. It was fairly successful, but we found that individually the Black Tri-Stars were more formidable. More to come on the squad system!)

BIG O!! IT’S SHOWTIME!!!
Big O reinforces, in this series we realize that reinforcing units should have either limited movement, limited actions, or both. So we test out this idea several times and come to a reasonable solution that doesn’t allow for Reinforcing units to show up, blindside nuke a unit, then capture a CP all in one go.

Speaking of Blindside. Some Goggs reinforced on the enemy side last Round, as a limiting factor we let them attack if they used Zeal. Which they were happy to launch megaparticles supported by torpedos pods into Baxingars backside.

Round 2 Big O pulverizes that Z’Gok and captures the point.

Baxingar clears out the home CP by destroying both Goggs. We were testing out the “Tear through the Ranks” as a melee option instead of an event here, which we really enjoyed so it made it back into the Core Rules.

A Hy-Gogg on the Hy-Ground with an antiship missile. Who should send that into? The agile but glass cannon Baxingar, or the slow moving heavily armored Big O?? Hmmm

Big O withstands the blast then we proceed to beat down the Hy-Gogg. It’s at this moment we realize we should add something in the core rules to mention that very tall units can melee units on the high ground because…well look at this picture lmao

Two of the Black Tri-Stars move into position to Blindside Big O later.

The third Tri-Star gets a lucky critical and blows Baxingar off the board. While we made several of the aquatic units Elite to punch above their weightclass, the Black Tri-Stars ended up carrying the game.

Time to Chrome Buster and blow up the terrain and the Tri-Stars

Big O managed to take down 2 of them, but alas the third one got a blinside attack and then won initiative in the final round for another blindside attack. The ground shakes as the giant crashes down into the earth.
We ended up tweaking several of the aquatic units after this, since they didn’t feel as durable (or as cheap) as they could have been. Big O went through several revisions and one of our outspoken players, really loves this unit so we wanted to get it right. Eventually Big O went up a size tier (to reflect it’s weight, rather than it’s official height) which gave it a considerable HP boost and more slots.
This game we also tested out the squad systems for regular units as well as for elite units. We had tested it out a little before but this version felt a lot more stable and less likely to be all or nothing.
We also had a lot of fun with the Zeon team and ended up using them again versus a remarkably different force. Space Battleship Yamato complete with Cosmo Tiger squadrons. Stay tuned for more!