We have expanded the special rules section of the Rulebook today (as well as this site).
The Modifications Cards!
This time around, we want to look at part modifications!
Part modifications, or mods, as they are known around here directly modify the parts they attach to. They are there to improve a part, or perhaps help mitigate a specific weakness a part may have.
Mods are always attached to a base parts (i.e. a cockpit, locomotor, weapon or power plant but also to Shields and Armour) and a base part may only ever have 1 Mod part. This is there to ensure that you can't reduce a very heavy item to Weight 1 by the use of multiple mods (afterall, you can only lighten a part so much!).
A Few Key Examples
This can only be attached to laser weapons only but will boost the Penetration and Damage Ouput at the cost of an increase to Power Consumption.
Light Weight Parts
A more generalised modification card, this will decrease the Weight at the cost of the parts Armour.
A Ballistic Weapon part mod that increases Damage Output but also increases the Weight.
Internal Power Generator
A good mod card, this allows a particular part to become a Power Plant with a Power Output of 2 - at the cost of Weight. Useful if your only a couple of points away from having enough Power Output!
Shield modification - this gives the shield Regenerate (1) at the cost of an increase in Weight.
Attached to cockpits only, the Targeting Matrix improves the Accuracy for no actual cost (aside from equipping another modification card that is!)
A Locomotor mod, decreases Speed but boosts the Maximum Weight. Useful if your Mech is 1 point "Overweight."
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.