Accuracy and Difficulty
Accuracy and Difficulty are temporary modifiers gained and lost in rapid, chaotic moments of action.
For example, two mech pilots, equally matched, duel amidst the shifting debris of a shattered frigate. Attempting to land a shot, they dodge to avoid incoming fire and floating, slagged bulkheads. The debris makes it unlikely that either will land a clean hit; however, one of the pilots, thinking quickly, hides among the floating metal. When their enemy gets close, the pilot springs forth from hiding and catches their opponent unaware – making the shot much easier than normal.
Situations like this can cause pilots to gain accuracy or difficulty.
- Each point of Accuracy adds 1d6 to a roll.
- Each point of Difficulty subtracts 1d6 from a roll.
- Accuracy and Difficulty cancel each other out on a 1:1 basis.
If you are lucky enough to be rolling several of the same bonus dice, whether Accuracy or Difficulty, you don’t add them together to determine the result. Instead, find the highest number rolled and apply it to the final roll. Because of this, no roll can ever receive more than –6 or +6 from Accuracy or Difficulty.
For example:
- For an attack with 2 Accuracy, roll 2d6 and choose the highest of the two dice, then add that number to your attack roll. If you roll 3 on one die and 4 on the other, you add +4 to the roll, not +7.
- For an attack with 2 Accuracy and 1 Difficulty, you only add 1d6 to your attack roll as 1 Difficulty and 1 Accuracy cancel each other out.
- For an attack with 1 Accuracy and 1 Difficulty, you don’t add anything to the roll – the dice cancel each other out.