>>43293242All rolls are just 1d10+stat+modifiers. Damage is easy to calculate (just subtract defense), and for each quarter of your health you lose, a part on your mech is damaged and becomes unusable. It isn't extremely autistic like a lot of mech games seem to be, but it has just the right amount of autism to satisfy the type of person who is into mecha.
There are also some pretty cool features such as Tension. Each round, Tension increases by 1, and you add that value to your attacks. The result is that fights start off pretty slow, then suddenly skyrocket to pure insanity as Tension rises. I haven't had a single session of combat last longer than 10 rounds because of it. That's not to say that combat is over in a few minutes though. Fights seem to last pretty long, but each round tends to be really intense and fun with players doing creative stuff and ridiculous things happening as a result of abilities. It's not just two guys standing there trading hits until someone dies. The way the system works, combat is always pretty crazy.
Another neat thing is that pilots and mechs are completely separated (except for genre powers, which are abilities pilots can use while in their mechs). This means you can make a gimmicky pilot or mech without really hurting yourself. For example, you could take the funnier skills like entertainer or game enthusiast and have a useless chucklefuck of a pilot, but then have the most minmaxed meme build of all time for your mech and still be terrifying in combat. Or you could make a retarded gimmicky mech, but play an operator as fuck pilot who does more important things on foot (I have one of these guys in my game, he's been on several "solo sneaking missions" to soften up the enemy before the rest of the party comes in guns blazing in their mechs).
The one important thing to know is that it's not really a "gritty" or "realistic" system. It's built specifically for anime type games, not 100% hardcore tactical combat.