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
Friday, March 29, 2024
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
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
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