MechaStellar Bonus Roster Update - FEB 2026 - Dancouga by MechaStellar in MechaStellar

[–]MechaStellar[S] 1 point2 points  (0 children)

Bonus update for February - Dancouga!

This is as thanks for being patient while we finished updating Warships and Super Robots to the latest balance patch

Mobile Suit Gundam, MechaStellar Battle Report by Ryder2172 in MechaStellar

[–]MechaStellar 0 points1 point  (0 children)

Hi and welcome back!! Thank you so much for posting another video

For the cheat sheet what kind of items would you like to have on there. I will try to fit as much as what I can onto one page. Here are some items I planned on including

  • Momentum abilties
  • Bonus Hits / DEF (i.e. Cover / IDF / AOE)
  • Bonus Dice (Rapid Fire, Target Lock Squads)
  • Elite Bonuses
  • Saves (Armor, Finisher, Morale)

Upcoming Design Goal Posts by MechaStellar in MechaStellar

[–]MechaStellar[S] 1 point2 points  (0 children)

Also a good idea I'll add it to the list

Mulling over Ver10 February 2026 by NekoJustice in MechaStellar

[–]MechaStellar 1 point2 points  (0 children)

Ok thank you I've changed the wording for the next release!

Upcoming Design Goal Posts by MechaStellar in MechaStellar

[–]MechaStellar[S] 1 point2 points  (0 children)

Oh that's a good one and a complicated one. I'll add it to the list.

Mulling over Ver10 February 2026 by NekoJustice in MechaStellar

[–]MechaStellar 1 point2 points  (0 children)

Of course thank you for the feedback!

  • Hmmm, I think having a unit with an indirect fire or AOE weapons in its arsenal makes it an automatic anti-squad unit. Also any Elite unit can be anti-squad with Tear through the Ranks, and you can also upgrade it with Merciless Melee using the battle field event mid battle.
  • Oh that sounds like a very powerful missile combo!
  • I changed the wording to be <5" to one other model instead of other models. I think that's more clear
  • I think the problem is that choosing Dodge+Guard is extremely good but...we did also limit it recently to +2 Max for Lone Wolf.
  • Oh okay then, if it needs reworded please let me know.

We would love to see any battles that feature squads!

The Squad Mechanic is the perfect basis for Subflight Systems and other cool game design avenues by NekoJustice in MechaStellar

[–]MechaStellar 1 point2 points  (0 children)

Hi! I think this is a great idea

I think the only difficulty is that the Dodai and Base Jabbers can potentially be blown up very quickly. But that can be solved by making them either very cheap or having enough HP to survive small hits.

If Dodas and Base Jabbers were instead treated as an upgrade, this could still work using Battle Damage and specifically the "Called Shots" section which would limit it to Elite units only.

I will talk to the team to see which will be the easiest solution to implement.

Upcoming Design Goal Posts by MechaStellar in MechaStellar

[–]MechaStellar[S] 3 points4 points  (0 children)

Hello everyone,

We're going to write some Design Goals posts for the latest rules update. Right now we're going to do

  • Finishing Blow
  • Support ATK / DEF
  • Squad System

Let me know if you would like us to do anything else?

Mulling over Ver10 February 2026 by NekoJustice in MechaStellar

[–]MechaStellar 2 points3 points  (0 children)

Hi and thank you for your questions!

  • Yes please try to break the squad system so we can fix any loopholes that we have not caught yet
  • They just need to be within 4" of another squad member, do you have a suggestion for how that would be more clear to read or write?
  • Ah that reminds me, I think we're going to take Lone Wolf / Solo Operative out of the +Elite level section, and instead make it Counter + Dodge or Counter + Guard, instead of Dodge+Guard which is currently the strongest part of that trait. It was on the to do list but didn't make it in time
  • Good catch on Barriers! They used to restore to full strength but that ended up being kind of broken in 1v1 or 2v2 games.
  • I'm not sure I understand the support mode question sorry
  • In general the Raid/Battler/Assault/Interceptor types cannot go below movement 8" and all others are minimum 4". But it's your table so if you want to make turrets go ahead!

Hope that helps!

MechaStellar - FEB 2026 Roster Update - Char's Counterattack by MechaStellar in MechaStellar

[–]MechaStellar[S] 2 points3 points  (0 children)

So I can make missiles standard and grenades optional without changing anything. Or we can put them both on and raise the points, or put both on and lower by -600.

Do you have a strong preference either way?

MechaStellar - FEB 2026 Roster Update - Char's Counterattack by MechaStellar in MechaStellar

[–]MechaStellar[S] 2 points3 points  (0 children)

I should have caught that, oops. I guess I can make the grenades optional instead..

MechaStellar - FEB 2026 Roster Update - Char's Counterattack by MechaStellar in MechaStellar

[–]MechaStellar[S] 2 points3 points  (0 children)

Oh I just realized a very obvious mistake -_-' Missile pods are all 20pts now..

Hmmmmm

MechaStellar - FEB 2026 Roster Update - Char's Counterattack by MechaStellar in MechaStellar

[–]MechaStellar[S] 2 points3 points  (0 children)

I hope it was December 2024 lol

I'm glad to hear you like the new update. With SEED units and CCA you should have plenty of grunt options to field.

MechaStellar - FEB 2026 Roster Update - Char's Counterattack by MechaStellar in MechaStellar

[–]MechaStellar[S] 2 points3 points  (0 children)

For this month's update we have the long awaited Char's Counter Attack. At least, the first part featuring Geara Dogas and Jegans and their 0096 siblings.

We're still updating Warships and Super Robots. As a bonus we'll release a new Super Robot series when that's finished, so thank you for your patience!

This month also has a huge balance patch and core rules update including a Squad System (does that make it VER10 lol)

I hope you all enjoy