Arkhandus said:
And there are plenty of Clanner hot-heads who get overzealous in a fight and end up incidentally shooting another 'Mech in the heat of combat. So there are times when Clansmen will employ group-fighting, especially since the Spheroids do not often honor the Clan tradition of fighting one-on-one.
I would point out that they got crushed by the Inner Sphere on many occasion simply because they wouldn't give up that doctrine at first. (And right now, it is at first.)
Anyways, its time for me to tell you guys what your rolls mean. Simply put, 1 or 2 means a score of 4, 3 or 4 means a score of 3, ans 5 or 6 mean a score of 2. The lower score is better. You can choose which number goes into piloting or gunnery.
Gunnery Score sets the DC for all attack rolls, before adding any other modifiers. That means if you have a score of 3, you haven't moved, your opponent hasn't moved, your at short range, and there is no cover involved or any other miscilaneous modifiers (ie. Heat or Damage), you have to roll a 3 on 2d6 to hit your opponent.
Piloting checks are required to keep your mech standing in harsh cirumstances. I have removed a rule in the game stating when your mech takes more than 20 damage in a round, it must make a piloting check to stay standing (never liked that, just a personal choice thing). To balance that issue out, piloting is instead subtracted from your initiative rolls.
The last thing to cover is I am adding one other rule to the scores. If you didn't roll any twos, your fours will become threes. That means the worst scores you can have will be 3,3 or 2,4. This will keep everyone closer together in capabilities and even up the playing field for those unlucky ones who didn't roll great.