private static float CalculateCheckMod(Mech mech, float multi, bool gutsSkill)
        {
            int rawSkill   = gutsSkill ? mech.SkillGuts : mech.SkillPiloting;
            int actorSkill = SkillUtils.NormalizeSkill(rawSkill);

            Mod.Log.Debug?.Write($"Actor: {CombatantUtils.Label(mech)} has rawSkill: {actorSkill} normalized to {actorSkill}");

            int malus = 0;

            if (!gutsSkill)
            {
                // Piloting checks must use damage malus
                malus += mech.ActuatorDamageMalus();
            }

            float adjustedSkill = actorSkill - malus > 0f ? actorSkill - malus : 0f;

            Mod.Log.Info?.Write($"  AdjustedSkill: {adjustedSkill} = actorSkill: {actorSkill} - malus: {malus}.");

            float checkMod = adjustedSkill * multi;

            Mod.Log.Info?.Write($"  CheckMod: {checkMod} = adjustedSkill: {adjustedSkill} * multi: {multi}");
            return(checkMod);
        }