
For today’s post we look at the Full Armor Gundam as well as its Type B variant, the Heavy Gundam and the Gunner Gundam.
Continue reading “[MS] New Units – OYW Gundam Variants”
For today’s post we look at the Full Armor Gundam as well as its Type B variant, the Heavy Gundam and the Gunner Gundam.
Continue reading “[MS] New Units – OYW Gundam Variants”
We’ll be doing several posts leading up to the end of the month for the new units we are adding. We’ll start off with the RX78-6 Gundam Mudrock, which was requested in our MechaStellar Unit Request thread here.
Continue reading “[MS] New Units – RX78-6 Mudrock”
For this month’s MechaStellar update we are wrapping up some unit requests we received for more RX78 Gundam units as well as Big O with a total of 24 new units added. We are also releasing a Narrative Campaign following the first portion of the 1974 Getter Robo manga.
Continue reading “MechaStellar – Feb 2022 Update”
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”