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Missiles Everywhere!

Date Published: Tuesday 22nd Mar 2016Main Category:

We're about to release 4 new weapon cards for your Mechs which are all one-use missiles which are:

Limited Uses

Missiles, as their name implies, are carried large munitions intended to be used and expelled on the enemy, and as such, are one-use items - if you hit, your going to do a fair amount of damage, if you miss, you've just lost a weapon - so make sure you carry a backup.

This brings me onto another point - if your facing a Mech carrying a missile along with another backup weapon, targeting the other weapon and destroying it may be a good way to bring down your opponent as when he launches that missile, he's now out of the game! Of course, your gonna have to weather the attack from the enemy missile, but if you survive, you have effectively won the game (assuming no other Mechs are around that is!).

A Quick Look At the Missiles

Seeker Missile

For an accurate missile, this weapon is a good choice for an accurate, PE 5 weapon with 5 DO. However, with an AR of 1 - it is best to fire them off as soon as possible otherwise your going to lose it quickly!


Mech Carried Tactical Nuke

The MCTN is the grand-daddy of our missiles, with a might DO of 10 but a PE of 1, this extremely fragile weapon (AR & DT of 1) means that this weapon is also best fired first. But if it hits, then your going to cause a lot of damage!

Just be aware that it is also Rare too so you won't be able to carry more than one!


Doomsday Missile

This Inaccurate weapon is perhaps an unsung hero when facing enemies with large, heavily armoured parts that also have a high PC, the Haywire special rule will mean your ignoring the enemy AR and using their PC instead.


Bombardier Missile

Another Heavy Ordnance missile, this bad boy has respective PE of 3, DO of 2 but the saving grace is that it's also a Barrage weapon - meaning that you'll get a multiple of 2 when inflicting damage. Choose your moment wisely when launching weapon weapon - especially if the enemy has their Locomotor knocked out!


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Some Other Blog Posts

Why Re-Rolls?

Posted on Fri, 27th Jun 2014

When we introduced pilot Re-Rolls (RR) stat as we wanted the make choosing your Pilots slightly more difficult and give you another consideration - as before the only thing you could really review were their Accuracy - which was pretty easy and straight forward - you just used the most Accurate Pilot and that was that.

Read Article


Mech Types

Posted on Thu, 21st Apr 2016

Here is a list of Mech Types you may find in Techniconica.

Read Article



Differentiation of Weaponry

Posted on Wed, 9th Jul 2014

We have added a second stat for weaponry - Penetration (PE).

Read Article


Revamped Credit Article

Posted on Tue, 28th Jun 2016

We've revamped the credit article in the Universe section of our website.

Read Article



New Special Rules

Posted on Tue, 27th May 2014

We have expanded the special rules section of the Rulebook today (as well as this site).

Read Article


General Tips Tricks

Posted on Thu, 21st Apr 2016

Here is our list of recommendations for starting players:Consider your strategy based on what your opponent has brought to the table - have they left you a potential weak spot you can exploit? Learn to evaluate your enemies and target the weakest cards first.

Read Article