
In a previous post we talked about several items in the MechaStellar SEP 2025 roster update. In this post we’ll cover Finishing Blow, now named Finisher, in-depth.
Finishing Blow has often been a little anemic or too insanely strong dealing enormous amounts of damage. While the second one is perfect for your average episode Super Robot Anime, it’s not always great for game balance but does make for some awesome moments if you pull it off in Round 5. We wanted to capture that feeling and make it more likely, more useful, and more deadly without being too overbearing. Here’s what we came up with.
The last update to Finishing Blow was as follows:
If you have enough hits (i.e. 7+) then roll a d10 for each unblocked hit, every 10 is a Finishing Blow worth 1000 DMG.
There were various effects that lowered the number of hits required like Hot Blooded, and a few effects that made Finishing Blow deal even more damage. Before this, Finishing blow was further limited, requiring “Finisher” type weapons.

It was a good distinction at the time, but we opened it up over time and recently we had machine guns kicking off finishing blows luckily. Nice if you want to replicate the opening scene of Mobile Suit Gundam 0080, but sometimes got a little too common and didn’t quite feel right when Machine Guns were dealing 7000 damage on an exceptionally lucky roll.

For the current iteration of Finishing Blow, now simply titled Finisher. It’s still open to all weapons as long as you’re lucky enough to get 10 unblocked Hits. Or, it’s an automatic chance anytime your weapons has Finisher+X.
What’s more, Hot Blooded (and a few other traits which have been absorbed into the fold) now give Finisher+1 on all weapons. So Ryoma in Getter 1, is dealing Finishing blows with a Getter Gatling or Getter Machine guns.

The Finisher+X system remains the same, giving bonus dice to roll. The major difference now, being that if you wind up with more than 10 Finisher dice, the remaining are automatic successes. So if you had 13 Finisher dice, there are 10 to roll and 3 that are automatic (+3000 DMG).
Speaking of Finisher Dice, we moved these over for the Defender to roll. One is for consistency, that way they are rolling Armor Saves and Finisher Saves so there’s less back and forth. At one point, we were considering putting Armor Saves and Finisher on the same dice roll, but we opted against that.

Lastly, the formula for Finisher now includes the Current Round. This is a mechanic we like a lot and has shown up in a few other places. And it represents how battles become more pitched and deadly as time wears on. With this, as Round 5 comes on for your Super Robot Showdown and you bring out your strongest weapon, the odds of getting lots of unblocked hits and a massive Finishing Blow increases (and an even better chance of cracking 10k damage, piercing the heavens and scoring +100VP).
More importantly, the Round mechanic actually provides an incentive to wait a little before going all out on effects like Valor or limited use abilities / events. Because in later Rounds you have better odds of striking that ultimate blow. Hopefully, this will further adjust playstyles to avoid alpha strikes.














