
Finishing Blow has gotten several important reworks in VER10. The most recent revision allowed for it to be more commonly activated while preserving the potential massive damage it had in its original incarnation. This version gave you automatic +1000 DMG for every die above 10d10 when you strike a Finishing Blow. It was working really well for Super Robots, like GaoGaiGar and Gurren Lagann, but…we were having issues on the Real Robot side.
The problem though, was that High Rate of Fire weapons became exceedingly good at striking a Finishing Blow. While this can be a really cool moment and something you’d see in Getter Robo Armageddon, Macross, Votoms and the more grounded Gundam series, the problem is how often should this be happening. And furthermore, how deadly should this be.

To reference a recent battle report from one of our all-star players. They were using the “Build Fighters” rules to make a custom unit reflecting the VOTOMs franchise, and his opponent brought the fan favorite 08th MS Team. While in this battle they had a lot of fun with a highly agile unit vs a slow and steady team. Finishing Blow was a friction point for the game, with the lighter Votoms unit racking up Finisher after Finisher for thousands of damage. While fun, it didn’t feel very accurate for a unit to get obliterated from a common machine gun. And what’s worse is that the machine gun was significantly better at dealing Finishing Blows than say a Giga Drill Breaker or Shining Finger.
There were a couple ways to approach this and solve the issue. Some earlier attempts worked decently but were a little complicated or math heavy. Then we had a curve ball with a weapons rebalance that was ongoing with changes to the Support ATK / DEF system. We needed a way to give machine guns a bonus to compensate for losing Support ATK (we’ll discuss this more in the next post). The solution was to remove the cap on Attack of 10d10, since the core rules turns those bonus dice into bonus Hits (or DEF). We were also testing out Size-1 units like Dunbine and some other fan requested prototypes, and the very small machine guns needed to be over 10d10 at DMG 100 in order to be balanced against their 10d10 DMG 200 counterparts.

So with all that in mind we had to rework Finishing Blow many time. What we settled on was to keep some of the benefit of rolling above 10d10, so if you get 11+ d10 on Finisher Saves, it increases the target number by 1 (and this also stacks with the level 2 Pilot Trait – Burning Passion). This keeps a strong desire to get above 10d10 while not being overbearing with a machine gun dishing out 7000 DMG.
We also needed provide another avenue for those bonus dice above 10d10, that way it matters whether you have 11d10 Finisher saves or 21d10 Finisher Saves. One Dev had a very unique idea of turning those bonus dice into Victory Points. There was already a mechanic in place for gaining VP if you scored 10,000 DMG, so we thought it would be fun to allow for Finishing Blow to score Victory Points as well. So those bonus dice give +10VP each, and gives you a chance to win the game with an ultimate attack, instead of by sheer attrition.
While it seems like a simple change, we went through a couple months of playtesting various kinds of Finishing Blows, and honestly we were pretty relieved to find one that’s still powerful but not too powerful. Hope you enjoy!