Mecha HTH Abilities
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Mecha HTH Abilities
Is it ok to post some here? I just need clarification on a few things since they make little sense to me as written. I like some of the changes in 2nd edition, but the format in 1st edition was easier for me to find and read.
I want to show a few example to make sure I'm doing this right.
VF Veritech Pilot Level 2
Add HTH Expert for Level 2
Add MOS bonuses
Add MECT bonuses for level 2 (Same as Alpha Fighter?)
Total?
Also the Shadow Stuff shows with higher bonuses on the Alpha one way over another so it's another reason I would like to show an example with APM, Strike, Dodge bonuses.
I want to show a few example to make sure I'm doing this right.
VF Veritech Pilot Level 2
Add HTH Expert for Level 2
Add MOS bonuses
Add MECT bonuses for level 2 (Same as Alpha Fighter?)
Total?
Also the Shadow Stuff shows with higher bonuses on the Alpha one way over another so it's another reason I would like to show an example with APM, Strike, Dodge bonuses.
- Rimmerdal
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Re: Mecha HTH Abilities
Mike1975 wrote:Is it ok to post some here? I just need clarification on a few things since they make little sense to me as written. I like some of the changes in 2nd edition, but the format in 1st edition was easier for me to find and read.
I want to show a few example to make sure I'm doing this right.
VF Veritech Pilot Level 2
Add HTH Expert for Level 2
Add MOS bonuses
Add MECT bonuses for level 2 (Same as Alpha Fighter?)
Total?
Also the Shadow Stuff shows with higher bonuses on the Alpha one way over another so it's another reason I would like to show an example with APM, Strike, Dodge bonuses.
looks about right. don't forget any bonuses from the apptitudes.
taalismn wrote:Rimmerdal wrote:mmm Rifts street meat..
Flooper. Fried, broiled, or chipped.
It's like eating Chinese.
FLOOP! And you're hungry again.
Re: Mecha HTH Abilities
Example 1:
Let's say I have a VF veritech pilot that is level 2.
HTH Expert
4 APM, +2 Roll, +3 Dodge, +3 Parry
He has no attribute or aptitude bonuses.
MOS Alpha Fighter +1 Dodge, +1 initiative
VF Specials +1 Initiative, +3 Parry, +3 Dodge, +4 Auto Dodge(Flying), +3 Roll
MECT +1 APM, +2 Initiative, +1 Parry, +2 Dodge, +1 Roll
Total 5 APM, Initiative +3, Roll +6, Dodge +9, +10 Auto Dodge in Fighter, +7 Parry, +4 Stike (HTH Only)
Is this right or am I missing something?
Let's say I have a VF veritech pilot that is level 2.
HTH Expert
4 APM, +2 Roll, +3 Dodge, +3 Parry
He has no attribute or aptitude bonuses.
MOS Alpha Fighter +1 Dodge, +1 initiative
VF Specials +1 Initiative, +3 Parry, +3 Dodge, +4 Auto Dodge(Flying), +3 Roll
MECT +1 APM, +2 Initiative, +1 Parry, +2 Dodge, +1 Roll
Total 5 APM, Initiative +3, Roll +6, Dodge +9, +10 Auto Dodge in Fighter, +7 Parry, +4 Stike (HTH Only)
Is this right or am I missing something?
- Rimmerdal
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Re: Mecha HTH Abilities
Seems right to me. though I thought there was a a strike for gunpods too. they might use assault rifle or energy rifle Profficency but not sure thats offical or was a house rule the GM I played with used.
taalismn wrote:Rimmerdal wrote:mmm Rifts street meat..
Flooper. Fried, broiled, or chipped.
It's like eating Chinese.
FLOOP! And you're hungry again.
- glitterboy2098
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Re: Mecha HTH Abilities
gunpods would use Weapon Systems and WP:heavy MD weapons skills for extra bonuses, same as most large mecha/vehicle mounted weapons.
now if used like a rifle by a Zentraedi, it might count as something else, GM's call.
now if used like a rifle by a Zentraedi, it might count as something else, GM's call.
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Re: Mecha HTH Abilities
glitterboy2098 wrote:gunpods would use Weapon Systems and WP:heavy MD weapons skills for extra bonuses, same as most large mecha/vehicle mounted weapons.
now if used like a rifle by a Zentraedi, it might count as something else, GM's call.
Right like the shotgun style gunpod zent have which operates like a shotgun essentionally.
taalismn wrote:Rimmerdal wrote:mmm Rifts street meat..
Flooper. Fried, broiled, or chipped.
It's like eating Chinese.
FLOOP! And you're hungry again.
Re: Mecha HTH Abilities
So I need to add +1 to the strike for WP in Heavy MD Weapons at level 2 and another +1 at level 4 correct?
So I have Total 5 APM, Initiative +3, Roll +6, Dodge +9, +10 Auto Dodge in Fighter, +7 Parry, +4 Stike (HTH Only), +1 Strike w/all Veritech weapons and another +1 when firing the GU-11 itself.
So I have Total 5 APM, Initiative +3, Roll +6, Dodge +9, +10 Auto Dodge in Fighter, +7 Parry, +4 Stike (HTH Only), +1 Strike w/all Veritech weapons and another +1 when firing the GU-11 itself.
Re: Mecha HTH Abilities
The biggest PITA is how many pages I have to look through to find all this information and put it together!
- Rimmerdal
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Re: Mecha HTH Abilities
LOL! get used to it. its the Pallidium way. But hey, your all set up. now kill a few Zent and Invid and make us proud. 

taalismn wrote:Rimmerdal wrote:mmm Rifts street meat..
Flooper. Fried, broiled, or chipped.
It's like eating Chinese.
FLOOP! And you're hungry again.
Re: Mecha HTH Abilities
Now that I got this down I can go back to my spreadsheet that adds up all the bonuses for each HTH, MOS, and Mecha Bonuses for a character and finalize the conversions from the RPG to Tactics.
Much appreciated. A couple more questions.
Alphas on other Veritech do no have the base bonuses that the VF has above and beyond the MECT bonuses correct?
On page 105 of Shadow Chronicles it shows the MECT bonuses for the Alpha. On page 100 it shows bonuses for Shadow Devices. The Shadow Alpha says Dodge +6 when device is activated. I read this as +6 in Battloid and +8 when flying. Am I correct? I think it's jsut badly written in the Shadow Alpha Text
Much appreciated. A couple more questions.
Alphas on other Veritech do no have the base bonuses that the VF has above and beyond the MECT bonuses correct?
On page 105 of Shadow Chronicles it shows the MECT bonuses for the Alpha. On page 100 it shows bonuses for Shadow Devices. The Shadow Alpha says Dodge +6 when device is activated. I read this as +6 in Battloid and +8 when flying. Am I correct? I think it's jsut badly written in the Shadow Alpha Text
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Re: Mecha HTH Abilities
the VF-1 has some extra fighter mode bonuses due to the souped up control system it uses, which it can lose if it takes too much damage. ASC mecha usually have something similar already included in their MECT and retain it even when damaged. (IIRC)
the Alpha gets just what is in its MECT.. evidently the UEEF didn't go in for the extra powerful control systems, which give ASC veritechs and the VF-1 extra ability in fighter mode.
as for the shadow fighter thing... will look at my books when i get home.
the Alpha gets just what is in its MECT.. evidently the UEEF didn't go in for the extra powerful control systems, which give ASC veritechs and the VF-1 extra ability in fighter mode.
as for the shadow fighter thing... will look at my books when i get home.
Last edited by glitterboy2098 on Wed Nov 06, 2013 8:54 pm, edited 1 time in total.
Author of Rifts: Deep Frontier (Rifter 70)
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* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
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Author of Rifts:Scandinavia (current project)

* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
Re: Mecha HTH Abilities
Awesome, thanks.
- glitterboy2098
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Re: Mecha HTH Abilities
looking at my copy, the wording indicates that the +6 replaces the normal dodge bonus.
Last edited by glitterboy2098 on Wed Nov 06, 2013 10:55 pm, edited 1 time in total.
Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)

* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
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* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
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Re: Mecha HTH Abilities
I would like to note: AutoDodge Bonus only uses "AutoDodge Bonus" and "PP Bonus" to get a total Bonus.
Re: Mecha HTH Abilities
Thanks Tiree, I'll update my stuff
Re: Mecha HTH Abilities
Question, Battlepods show +2 for strike and in the Zen desciption it says all of their units get +2 to strike also. Is this cumulative? Seems a wee bit too much.
Re: Mecha HTH Abilities
The Logan and Ajacs have "Special" Combat skills besides their MECT but the Hovertanks does not?
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Re: Mecha HTH Abilities
Mike1975 wrote:The Logan and Ajacs have "Special" Combat skills besides their MECT but the Hovertanks does not?
If that is due to their 'Fly by Wire' then it is accurate
Re: Mecha HTH Abilities
Masters Sourcebooks Pages 84 and 90 show "Special" bonuses. I do not see anything saying it is due to the fly by wire though. The Hovertank does not have any of these bonuses where I think it would make sense for the Tank for have them also.
Also, another question. Do the invid get any bonuses besides what is listed for the unit descriptions for the Scouts, Armored Scouts, Troopers, Shocktroopers, and Command Units? In the old book there was stats for individual invid depending upon their eveolutionary stage. This is now in from the second edition?
Also, another question. Do the invid get any bonuses besides what is listed for the unit descriptions for the Scouts, Armored Scouts, Troopers, Shocktroopers, and Command Units? In the old book there was stats for individual invid depending upon their eveolutionary stage. This is now in from the second edition?
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Re: Mecha HTH Abilities
Invid don't get added . as the mecha is made with the stages in mind already I would think.
taalismn wrote:Rimmerdal wrote:mmm Rifts street meat..
Flooper. Fried, broiled, or chipped.
It's like eating Chinese.
FLOOP! And you're hungry again.
Re: Mecha HTH Abilities
That is what I figured so I used the unmodified Invid stats for the Tactics Conversions