So I realize that mechanically and tonally this isn’t exactly the purview of The Veil, but I was inspired by Friends…

So I realize that mechanically and tonally this isn’t exactly the purview of The Veil, but I was inspired by Friends…

So I realize that mechanically and tonally this isn’t exactly the purview of The Veil, but I was inspired by Friends at the Table’s Twilight Mirage run, where they’ve been playing in more of a straight up space faring, sci-fi kind of universe, rather than a cyberpunk one, and I’ve been imagining doing something similar– setting the game in something like a Star Wars x Gundam x Destiny science-fantasy setting.

I’ve been looking at the rules for vehicles and mecha in the back of the book and wondering if people had any idea for how to combine those two optional rulesets in a way that bridges the apparent power gap between them? The mechs getting at least a +6, up to a +11 to damage, and likewise at least 6 armor seems to put them way out of reach of any other vehicle, weapon, etc. in the book– the best any sort of smaller personal vehicle could have being 2 armor.

What would people suggest doing for building other types of military type vehicles in a sci fi setting in a way that seems logical and consistent with the mechs? For example, how would you build out something like a hovertank, helicopter, personal starfighter (X-wing type thing), Millenium Falcon-esque ship, etc. in a way where even the smallest mech frame wouldn’t seemingly just completely overpower them in one go?

Thanks for any suggestions!

4 thoughts on “So I realize that mechanically and tonally this isn’t exactly the purview of The Veil, but I was inspired by Friends…”

  1. What if you just used the mecha stat profile bonuses as the mechs’ actual stats as opposed to bonuses added on?

    These could be more commercial type mechs for military and industrial use. Keep the mech bonus of reducing harm further after armor (ex. 1 less harm after its 1 armor is applied; 2 less harm after its 2 armor is applied) or not, depends on your view of the more “basic” models. Maybe all military vehicles have this added bonus while commercial industrial do not.

    Actually looking over vehicles it doesn’t show any doing harm so you could, based on the vehicle, just give it some sort of +harm based on its onboard weapons.

    Then for your anime style names and cool looking super mecha (see: Gundams, EVAs, the Escaflowne..etc…) use the Chisana, Okibona, and Kyodai stats. Add on a profile if it’s especially special.

    Those special mecha should be frightening and in their own class as compared to other vehicles.

    If you want to make some other vehicle on par then just use one of those named mecha’s stats for it.

    Large well-armed merchant ship: use the Okibona stats.

    Something like that.

  2. You could make the mecha your vehicle rules instead of having them as the example. That was just from one or two games where we wanted mecha. You could just load up your vehicles with more armour and some weapons etc.

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