We discovered in testing a few edge cases that necessitated a change to how Pilot works. Not a major one, but it is a rollback on the current power. Previously Pilot granted free Hits equal to your Pilot Level, so if you attack in melee, roll 4 Hits and were a Level 2 Pilot you’d have 6 Hits total. We ran into issues when it came to high damage weapons and cheap units.
Going off our previous post we debuted a new Command that will allow your Ace Pilot to destroy multiple enemy units. One of the driving factors in this Command was to give units who only use a single weapon a chance to destroy multiple models. For units with multiple weapons that was easy enough thanks to the All-Out Attack Pilot Skill.
The Command System was updated such that the first time you use a Command it is free, while subsequent uses require momentum. We decided to make the pilot skill ‘All-Out Attack’ become a Command instead. This will allow Grunts with several weapons a chance to shine at no Momentum cost (for the first one at least). It will also be adapated to allow Gigas class Mechs to benefit as well. Below are the rules updates.
Finally cleared the last row of carboard boxes and now just need to finish organizing our new household. Still it’s good to take a break now and then and with a bit of space freed up on the dining table that is just enough room to put together a few playtests.
I’m still in the middle of unpacking and organizing our household so this week will also be a minor update with more Zaku variants. In the month of August we plan on releasing the Gyan, Gelgoogs and Gundam variants as well as an update to to the Campaign Mission Packs.
With this week’s update we added a few more Pilot Traits to the list you can take when creating your pilot in Campaign mode. Let’s take a look at the new additions.
One thing we always strive for when working on Units for MechaStellar is to make sure the unit functions as you would expect it would in it’s native universe. We also try to ensure it’s stat make sense and are consistent with its peers. Below we’ll look at some of the units that were tweaked in the last few weeks to align with this design goal.
This week’s update will be a fun one for anyone who enjoys melee, stealth and ambushing units. Total roster has grown from 50 -> 65 units. Latest unit sheets can be downloaded here.
Hello everyone and thank you for reading. MechaStellar is a labor of love but also a work in progress; we value any feedback you’d like to provide as we continue to develop the game. In addition to the DakkaDakka and MechaTalk forums you can also leave feedback here if you prefer. Here is some specific feedback we are looking for. You can leave a comment below or use the “Contact” link at the top to email it. Thanks!
General rules questions or clarifications
Any Battle Report’s you’d like to share
Versus Mode -What unit was your MVP? -Which units didn’t pull their weight? -Big Zam, pushover or unkillable tyrant? -Which secondary objectives did you find hard to achieve? -Which types of Tactical Advantage did you find easiest and hardest to achieve? -Which deployment type did you prefer?
Coop Campaign Mode -Which mission(s) did you have the hardest time on? -What Gundam series would you like to see in future mission packs? -Do you prefer Sandbox mission packs (acquire any unit you want) or Narrative mission packs (Mechs are pre-determined each mission)? -From the Gundam series which MS would you like to see next? -What are your top 3 Mecha Series and which would you like to see included?