Since we started, we've been looking at ways to create a believable world, we wanted to give you guys all the little details about the settlements and Districts populating the Techniconica world.
Tips & Tacticas: Weapons
Weapons make any Mech a real threat to the opposition – for without them, your Mech is little more than a target to be picked off at the enemies leisure.
Weapons come in many flavours and types, including:
- Close Combat Weapons
Each has their own perks and drawbacks and I shall go into them here:
Guns of all types fall into the Ballistic category. They fire slugs of metal or other materials at the enemy, usually at high speeds. Some are dumb munitions and others are smarter, guided projectiles. Whatever they fire, they rely on kinetic enemy to deal damage!
Ballistic weapons come in a vast array of types from gatling guns through to snare launchers. They may have any combination of special rules and as such drawing generalisations about them as a whole is difficult to do!
Mortars are a subclass of Ballistic weapons, but they fire in a projected arc which rains down on the enemy. They typically have higher penetration than conventional counter-parts, but may become Inaccurate as a drawback.
Rockets are usually dumb munitions fired in clusters. Typical examples are the Decimater Rocket Pod, Cloud Spore Launcher and Small Rocket Pod. Rockets will have the Barrage special rule, granting them a certain bonus with multiple hits scored against the enemy.
However, this is tempered most of the time with a small rocket supply which means that most have the Limited Ammo special rule as well - meaning you need to make every shot count!
Close Combat Weapons
Close combat weapons are, as their name implies, designed to be used in combat against enemy Mechs when you do a Charge! action. This may place your Mech in harms way, but they typically have a lot of punch (pun intended).
However, because it is a Charge! action, you don't get the ability to shoot or use any other weapons. Examples include Mech Lifter Arm, Drill Ram Arm, Powered Gauntlet, Electro-Flail, Chain-Sword and the Chain-Halberd.
Missiles are related to rockets, but they are usually much larger and on the whole, are guided to the enemy. They typically feature some sort of warhead that detonates against the enemy.
They are large munitions though, so are very limited in their uses. Once they are launched, they are gone! But if they hit, their effects can be devastating!
Energy weapons don't rely on kinetic or explosive damage, but use lasers, heat and other radition to cause damage to the enemy Mechs. Directed light weapons such as lasers are common place and often have their own draw backs based on the sub-class of energy weapons such as limited armour penetration.
Some Other Blog Posts
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.
Power Plants are important for any Mech, as they provide power for the various parts and without them, your Mech is completely useless!Plants themselves are typically heavy items (usually with a Weight of 2 or more) and they vary from Armour 3 to 6 (for the Trinity Power Plant) so have fairly average Armour across the board.