Wednesday, May 15, 2024

ChromeStrike (0.9.92)

I am now a full time clerk which means I am no longer at risk of starving. Hooray.

This version mostly contains a whole heap of part/weapon balance changes and some reformatting of the mech parts. Each of the mech part tables (head/chassis/arms/legs) have been broken down into seperate rows spread out over two pages. This has allowed me to add more flavor text for each of the parts, and I have the option in the future to add images to these as well. While it's a hair less neat and searchable than before I can more easily add additional pages for the parts. For the same reason part Upgrades / Defects have been broken up into two pages as well.

Shots/Ammo has always been something of an abstraction to keep the gameplay fast, quick, but add the depth of ammo management and cost/benefit decision making to weapons. I've been slowly leaning more and more toward making it less of an issue- it's not fun to have your shotgun run out of ammo half-way through an encounter. Previous methods of dealing with this was pretty much only the Storage Tank part, which occupies a shoulder slot, or the occasional niche ammo-boosting part. I've decided to add a new chassis upgrade called Ammo Pouch which can moderately boost weapon shots at the cost of a Utility Action and a humble amount of credits. I'll see if I get any feedback on this and how much it improves enjoyment.
Ammo Pouch (0-2) 2cr Torso
Choose a weapon. Once ammo is expended, may spend a Utility Action to restore half the base number of shots. One use, Ballistic or Explosive weaponry only. Can be bought twice.
Most of the part balancing with this update is adjusting parts that were overpriced compared to other similar price-range parts, or simplifying bonus effects. Most of these were fairly obvious in hindsight- the CO-01 head had one less wound, a weaker passive, and cost the same as the Bei-02 head. With the parts being broken up into two pages this has also given me the leeway to sprinkle in a few new ones. Enjoy.

I also gave Heavy Power Armor (aka Mobile Infantry) a new special rule that should turn them into the horrible little bastards they were always intended to be. They can now fire their weapons at any point during their Movement Phase so long as they move in a straight line. Ergo, they can now jump forward, choose to fire weapons while out of cover, and then finish their movement back into cover. PTSD and lots of Ready Attack Manuevers are sure to follow.

Here's the new version.



0.9.92

Added a 'low charge' state to Chemical Lasers where after their shots they can fire a few more times at decreased AP

Clarified the Photon Beam Emitter effects on enemies slightly; does not disable passive benefits or buffs from Shoulder parts

Rewrote the Emerald Green Mine Dispenser rules some and the mines now count Head/Arms hits as Leg hits instead

Explosive Sticks are now marked as not damaging to the user. I think that was the intention. Probably.

Sparkler shotgun shells now also penalize Dodge Rating on a hit enemy, and are now denoted as 'AP decreased by 1' instead of the more archaic 'Wound--1'

Heavy Chemical Laser special ammo is now 2cr

Mobile Infantry have a new special rule; they may now fire weapons before/during/after their movement phase so long as they move in a straight line

Added WSR-2; new 7cr weapon that is between the Minor Sniper and Sniper Cannon in cost and performance

Fixed the CO-03 mech's Rocket Pod having an incorrect statline

Corrected a few more weapon and part stats on the Very-Quick Reference page that were outdated

Broke up the head parts into two tables spread over two pages

Mono-01 head reworked; now provides bonus Attack-Rating

Reworded the Mono-01 bonus slightly

Reworked the Mono-03 bonus; same overall effect but should be faster in application

NRB-03 head now has a flat 2+ armor rating

Grenade Launcher's HE ammo renamed to Frag

Broke up the chassis parts into two tables spread over two pages

Fixed the CO-02 chassis having 3+ armor on the non-chassis parts; was intended to be 5+, as mentioned in the 0.9.90 patch notes

Slightly reworked the AL-01 chassis bonus; now can mount any weapon on the additional shoulder slot

On second thought reworked the CO-02 chassis bonus also

Added NRB-03 arms and reworked the Destroyer; now 4cr more expensive and a little more impressive in performance

Added an upgrade option to the CO Combat Drone

Gave the CT-02 chassis the same benefit as the CT-01 chassis

Added the Type 59 Iron Stallion mech to the Appendix; slightly higher-end BEICO soldier mech

Broke the............... mech arms into two pages

Ditto for the leg parts. The others are okay as is, not bothering with the shoulders, upgrades, or weapons yet. Maybe once I have graphics for them and an editor.

Readded that little cosmetic line at the top of each page that's been missing for way too long; book prettied up very slightly as a result, very happy with myself, 10/10

CO-01 arms reduced to 2cr from 3cr

CO-01 mechs now carry a Shotgun and their Machinegun has been replaced with a Burst Rifle, are actually threatening now :DDDDDDDDD

BEI-02 arms now also grant an additional missile launch each turn

CO-01 Combat Drones have lost their 2H Rifle; they now cost 2cr less

Alphabetically sorted the shoulder parts table

Broke the Upgrades/Defects into two pages

Added the Expired Muscles, Worn Joints, Damaged Gyros, Degraded, and Faulty Tube / Mag defects.

Added Ammo Pouch torso upgrade; restores 50% of base shots with a single weapon via a Utility action, one use. Can be purchased up to twice.

Knuckle Plates upgrade reduced to 2cr

Light/Medium Power Armor equipment now costs 50% (up from 25%) of their original cost to repair to full wounds

The CO-01 head now reduces movement accuracy penalties by 1; was overpriced compared to the Bei-02

Added Shahed Missiles to the missile weapon list; slower but more powerful Medium Missile analogue with counterplay

Fire and Forget Missiles can now be shot down by machineguns; added a rule to them for that interaction

Added Beta-Quad legs; dirt cheap quad legged option

Added Bazookas to the armory and reworked the NRB-03 Destroyer a little more

Clarified that all enemy targets must be declared during an Attack utility action before rolling to hit for all of them

Friday, March 29, 2024

ChromeStrike (0.9.91)

Still not quite dead.

Mentioned what would be in this update in the last post. I'll save the additional Mobile Infantry / Heavy Power Armor stuff for later. As always eagerly awaiting comments and feedback.

Here's the new version.



0.9.91

Fixed some typos in the Pile Driver and Plasma Cutter weapon descriptions

Custom weapons now have +1CR before modifiers for weapons that are 1cr or less (instead of only 0cr weapons)

Clarified that the Halberd, Explosive Halberd, and Plasma Cutter does not wound self

Power Armor (Mobile Infantry) now come stock with y-racks and no longer need to spend 2cr as a result. Yeehaw.

Also generally edited the Power Armor (Mobile Infantry) page. Clarified and added additional customization options

Grenade Launchers can now indirect fire and can mix and choose freely between three ammunition types at no cost

Rocket Launchers now have an additional follow-up attack on a penetrating hit

Grenade MG's now have two attacks and Hit +1 (changed from just AP0 and Damage x2)

Special weapon ammunition can now be used at will instead of being forced to be used for the first four shots

Added a Mono-TL Scope to the upgrade section; first* HELD type upgrade that enhances a Held weapon with a built-in Targeting Laser

Added a bit of explanation at the start of the Armory on shots/weapon ammunition

Reduced Shredder and Assault Shotgun shots to 10 and 16 respectively (down from 12 and 20)

Added Heavy Chemical Lasers; heavier and more expensive Chemical Laser (what else would you expect?)

Added Photon Beam Emitter; shorter range Laser that interferes with Control and shoulder part usage

Added Neutron Radiators; a new fun way to commit war crimes in ChromeStrike!

Laser/Flamethrower/Incendiary High-Itensity Fuel ammo now has further reduced range and -1 to hit

Reworded how long the Targeting Laser buff persists for allies

Battle Tank armor now counts as 3+ to the rear and top

Removed the Smart-Loader upgrade from the upgrades list as it's now included by default with all weapons

Added an Underslung GL upgrade to the upgrades list; single shot Grenade Launcher addon

Railguns may no longer be moved and fired without treads, now matches the Sniper Cannon

Shotgun buckshot ammo now increases number of attacks by 1 instead of doubling them; oversight with the addition of the Assault Shotgun

*Moved Emerald Garden's Aquatic Treatment from the SPECIAL AMMO bit in Ballistics to the Upgrades table to consolidate it with the new Held upgrades

Monday, March 11, 2024

ChromeStrike - Power Armor Brainstorming and WIP 0.9.91

I am presently adjusting to living in an off-grid cabin and about to finally start a new full-time job. Not quite dead yet.

The upcoming update is fairly light and simple, but I've been tempted for a while now to really expand on the Mobile Infantry / Heavy Power Armor stat-blocks in the Appendix. I am something of a power armor fetishist (even more than mechs to be honest), and having expanding rules for customing Power Armor would be really neat. I've already got a rough draft up for Heavy Power Armor which includes more in-depth rules for adding on new weapons and upgrades, and I'll probably come up with something slightly more expansive for character-class Recon Power Armor and similar. Is this something anyone would be interested in? I'll probably reformat the 'building the Heavy PA' rules to be one chunk and have the common Corp loadouts/spec models be their own seperate list, similar to standard statblocks that you would find in the appendix. Half to keep the Appendix clean and half to keep the layout even slightly sensical.

Other than my Power Armor fetish the upcoming update has some weapon buffs and the inclusion of several additional entirely new weapons. I'm also considering working on some (optional) rules for stealth and RADAR mechanics, but I haven't come up with anything that I am happy with quite yet. If and when I include something along those lines it'll probably be a little further out patch-wise.

Finally, I've also been considering statting up a whole bunch of sample NPC mercenaries in their own little booklet. Keeping something like that up-to-date with balance changes could be a headache, however. That anything anyone would be interested in? More specifically, what sort of content/additions/fixes would anyone like to see?

Thanks a ton to all the GM's and players out there who enjoy ChromeStrike. Your continued support and amusement helps motivate me to keep developing the game.



Rough Heavy Power Armor Rules





Future Patch 0.9.91 as-is

Fixed some typos in the Pile Driver and Plasma Cutter weapon descriptions

Custom weapons now have +1CR before modifiers for weapons that are 1cr or less (instead of only 0cr weapons)

Clarified that the Halberd, Explosive Halberd, and Plasma Cutter does not wound self

Power Armor (Mobile Infantry) now come stock with y-racks and no longer need to spend 2cr as a result. Yeehaw.

Also generally edited the Power Armor (Mobile Infantry) page. Clarified and added additional customization options

Grenade Launchers can now indirect fire and can mix and choose freely between three ammunition types at no cost

Rocket Launchers now have an additional follow-up attack on a penetrating hit

Grenade MG's now have two attacks and Hit +1 (changed from just AP0 and Damage x2)

Special weapon ammunition can now be used at will instead of being forced to be used for the first four shots

Added a Mono-TL Scope to the upgrade section; first* HELD type upgrade that enhances a Held weapon with a built-in Targeting Laser

Added a bit of explanation at the start of the Armory on shots/weapon ammunition

Reduced Shredder and Assault Shotgun shots to 10 and 16 respectively (down from 12 and 20)

Added Heavy Chemical Lasers; heavier and more expensive Chemical Laser (what else would you expect?)

Added Photon Beam Emitter; shorter range Laser that interferes with Control and shoulder part usage

Added Neutron Radiators; a new fun way to commit war crimes in ChromeStrike!

Laser/Flamethrower/Incendiary High-Itensity Fuel ammo now has further reduced range and -1 to hit

Reworded how long the Targeting Laser buff persists for allies

Battle Tank armor now counts as 3+ to the rear and top

Removed the Smart-Loader upgrade from the upgrades list as it's now included by default with all weapons

Added an Underslung GL upgrade to the upgrades list; single shot Grenade Launcher addon

Railguns may no longer be moved and fired without treads, now matches the Sniper Cannon

Shotgun buckshot ammo now increases number of attacks by 1 instead of doubling them; oversight with the addition of the Assault Shotgun

*Moved Emerald Garden's Aquatic Treatment from the SPECIAL AMMO bit in Ballistics to the Upgrades table to consolidate it with the new Held upgrades