ChromeStrike

First released to Mongolian basket-weaving fans in 2012, ChromeStrike is a rules-light* sci-fi RPG designed to cater to the niche of fast and deadly mecha combat. The central focus of the system is upon these mechs- 5-meter tall urban machines, although there is a healthy emphasis on mixed-vehicle fighting. Mechs fight alongside tanks and helicopters, APCs, heavy powered armor, and even aircraft. As you might expect, players can use any and all of these vehicles with proper training, but again, it’s not as much of a focus.

The setting is a thinly veiled nod to Armored Core and Chromehounds, and is set in the early 22nd century. International laws and treaties have broken down, with international peacekeeping organizations being abandoned entirely. With the breakdown in relations, many larger nations have absorbed smaller adjacent ones. The original mech companies, called Primes, have become rich and often independent from their patron states. It is within all this war and death that the mech jockeys, or mercenaries, have found their calling. Fairly run of the mill and basic. Others have come up with their own settings that I genuinely find more fascinating and amusing.

The system is D6 (occasionally D3). Most rolls for attacks and skills are roll above- these most frequently are compared to an enemy’s defense rating or stat. The simple combat is one of the chunks I am most proud of, although it does require frequent basic math and some memorization of various modifiers. Once initiative is out of the way, all that must be calculated are removed parts, decreasing attributes, and wound values. Large battles can be run without much trouble.

While I am preoccupied with full-time work, ChromeStrike is my favorite homebrew I’ve made, and I do intend on adapting it into a computer game and/or finishing the rulebook eventually.




Rulebook and Links

Main Rulebook (v0.9.91 – 3/29/2024)

Development Blog

1d4chan page

History of conversation on said Mongolian basket-weaving forum, should you wish to reminisce about better times and get drunk and cry



Recent Changes

  • 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 not 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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