We’ve gotten some questions on what types of models to use with MechaStellar so we thought it would be a good idea to put together some posts showing the types of figures we use. To start we’ll look at the miniatures we use for Pacific Rim.
Below are some photos of terrain layouts we’ve used when running the Co-op Mission Packs for Federation and Zeon. These are only photos for the desert maps and city maps.
As promised the narrative style Mission Pack for Pacific Rim has been released this Sunday. This mission pack follows the events of the movie from Hong Kong till the finale and features Leatherback, Otachi, Scunner, Raiju and Slattern. The mission pack is put together as a “What if” scenario to allow you to attempt to alter the events. You can deploy different Jaegers to defend the harbor and if you perform well you may even save a few of the Jaegers and their pilots from a grisly fate.
If you have any issues with the mission pack or have any questions please drop us a note. Thanks!
This week’s update is Pacific Rim which will give you more units to use with the new “Defend The City / Rampage” game type. If you’ve never seen Pacific Rim it’s a very fun and well directed movie by Guillermo del Toro starring giant robots called “Jaegers” and their two synchronized pilots who defend Earth from giant monsters called Kaiju that come through a breach between worlds under the Pacific Ocean. If you’re a fan of Godzilla vs Mechagodzilla then this movie should be right up your alley. Here’s an example scene from the movie: https://www.youtube.com/watch?v=dLptjP1RKmQ
Last week we released the Defend the City | Rampage game type as well as units from Neon Genesis Evangelion (TV) including three Evas and two Angels, Sachiel and Shamsel. This week we are releasing the 6th, 7th, 13th and 14th angel. Next week we’ll be switching things up and releasing units from Pacific Rim to give you more ways to make use of the Defend the City | Rampage game mode.
One of our design goals in MechaStellar is being able to pit your favorite mecha (and monsters) against one another. More importantly, we want you to have a chance to reenact your favorite scene from a series with the same or different outcome.
This week’s update involves a number of rules update and unit profile sheet updates which can be found on the download page here. A round-by-round example of play was also posted this week which can be found here: Setup, Round 1, Round 2, Round 3, Round 4, Round 5. Next week we’ll be releasing additional units for Neon Genesis Evangelion (TV). Below are a few highlights of the changes that were made over the last month and a half.
One of our design goals was to ensure there is some compatibility between both eras and different mecha universes. Cross Era compatibility would let you reenact the Jaburo drop in Zeta Gundam or the Assault on Torrington in Unicorn where you field units from different time periods and have them at least stand a chance against newer models. Cross universe compatibility would let you mix Gundam and Evangelion for instance, or Gurenn Lagann and Getter Robo like you would in a Super Robot Wars style game.
In the past we allowed Gigas units to fire as many weapons as they wanted to, as long as they had a big enough reactor to power each weapon. This lended itself well to any Mecha series where they will be loaded with guns, missiles, lasers, beams etc. We initially came up with this rule since we wanted units like Big Zam, a mobile fortress, to be able to fire off multiple weapons at once, same for other Mobile Armors like the Dendrobium Orchis or the Neue Ziel.