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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

Tips Tactica Power Plants

Posted on Wed, 6th Apr 2016

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.

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Differentiation of Weaponry

Posted on Wed, 9th Jul 2014

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

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The 4th Card Release Has Arrived!

Posted on Wed, 20th Apr 2016

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Tips & Tacticas: Pilots Morale

Posted on Thu, 21st Jan 2016

Pilot Morale is important in Techniconica as it directly affects your chances of winning (or loosing).

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Posted on Tue, 28th Jun 2016

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

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New District Aerial Views

Posted on Mon, 29th Feb 2016

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