Rolling
Every roll in this game is 1d20 plus bonuses. There are three kinds.
Skill checks
You want something, in a situation where wanting it is not enough. 10 or higher succeeds.
The target number is always 10. The GM cannot raise it. What the GM controls is what failure costs, and they must tell you before you touch a die.
Attacks
Roll 1d20 and add your bonuses. You need to match or beat:
- EVASION for melee and ranged attacks
- E-DEFENSE for tech attacks and anything with the SMART tag
A total of 20 or more is a critical hit — roll all your damage dice twice and keep the higher result from each source.
Saves
Something is happening to you and you are trying to make it not. Roll 1d20, add the relevant mech skill, and match or beat the attacker's SAVE TARGET.
Accuracy and difficulty
These are the game's whole modifier system and they are momentary — cover, smoke, surprise, damaged systems, a good angle.
ACCURACY adds 1d6. DIFFICULTY subtracts 1d6.
They cancel one for one. If you end up with several of the same kind, roll them all and apply only the highest — so no roll ever swings more than +6 or −6 from these. Two ACCURACY means roll 2d6, take the better one. Not both.
Flat bonuses
Three sources, and only one applies to any single roll:
- A trigger — skill checks only.
- A mech skill — when the machine is doing the work.
- GRIT — half your License Level, rounded up. This is what you add to attack rolls.
Very often none of them apply and you simply roll 1d20 against 10. That is fine. That is the game working.
You may always choose to fail
Any skill check, any save. Do it because an ally is positioned to catch the fallout, or because failing is the better story. Nobody at the table gets to argue with you about it.