Techniconica - The Mech Combat Card Game

The Mech Combat Card Game

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The Techniconica Event Decks

The Techniconica Event Decks are designed to be completely optional to the main game and are intended to introduce an element of risk, chance and new interesting effectgs to the game.

Below are the current range of Techniconica Event Decks available and their associated event cards.

How To Use Event Decks

Using an Event Deck is completely optional and is not required for play.

If you wish to use an Event Deck, at the start of your game, shuffle your Event Deck and then draw one card. The rules presented on the Event card apply for the full game turn. Some cards have effects that resolve immediately, others simply alter the basic mechanics of the game for that turn only.

Once all players have acted and activated all their Mechs and another turn begins, discard the currently active Event card and place it at the bottom of the Event deck and then draw another Event card. This newly drawn card will then become active for the new turn.

If all the players agree, they could "double" up the events and have 2 (or more) event cards in play at any one time - simply draw as many cards as you want in play each turn from the Event deck. Doing this will will increase the time it takes to resolve the turn.


The Wicked Wasteland Event Deck

The Wicked Wasteland deck represents the zany events that may happen out in the Techniconica wastes, including lightning storms, rogue fighter squadrons and minefields.

Earth Fissure

A large fissure in the ground opens up, reducing the speed of Mechs to a crawl.

All Mech Speeds are halved for this turn. Roll a D10 for each Mech on the battlefield. On a roll of a '1', that Mech is removed from play as it plunges into the fissure.

Chance: 4.35% (3 cards)


Earthquake

The ground quakes as the tectonic plates move.

All Mech Speeds are halved for this turn unless they have a Locomotor with the 'Hover' type.

Chance: 8.7% (6 cards)


ECM Minefield

The Mechs have stumbled into an old minefield littered with ECM mines.

Roll a D10 for each Mech currently in play. On a roll of a 8, 9 or 10, that Mech is affected and treat this Mech as being in 'Low Power' mode for this turn. After which, it returns to normal.

Chance: 8.7% (6 cards)


Fighter Attack

A group of attack fighters stumbles upon the battle and they do a strafing run.

Randomly select one Mech on the battlefield, this Mech gets hit by an attack which has Accuracy 3, Penetration 3 and a Damage Output of 2. Roll this attack immediately.

Chance: 8.7% (6 cards)


Light Meteor Shower

A shower of small meteors hits the battlefield, striking those unfortunate enough to be in the wrong place at the wrong time.

Roll a D10 for each Mech on the battlefield. On a roll of a '1', the Mech is hit by a small meteor. Randomly select 1 part on the Mech and apply 3 Damage Points to that part.

Chance: 8.7% (6 cards)


Lightning Storm

A thick, billowing thunderstorm starts and lightning licks down from above, striking the ground and any Mechs unlucky enough to be there at the time!

Roll a D10 for each Power Plant on the battlefield. On a roll of '1', the Power Generator becomes overloaded and is destroyed. Remove any that are overloaded immediately. This may take Mechs out of action.

Chance: 8.7% (6 cards)


No Event

Nothing happens this turn.

No event this turn.

Chance: 21.74% (15 cards)


Recon Satellite

A recon satellite enters range of the battling Mechs, granting them enhanced battlefield awareness and targeting data.

All Mechs gain a +3 to their Accuracy this turn.

Chance: 8.7% (6 cards)


Sand Storm

A thick, billowing sand storm starts up, throwing a cloud of thick sand and grit into the air, blocking vision and causing the Mechs to slow their pace.

All Mechs half their Speed and suffer a further -3 to their Accuracy this turn.

Chance: 8.7% (6 cards)


Satellite Rain

An attack satellite enters range, bombarding the battlefield with its deadly ordnance.

Every Mech takes 2 points of Damage to a random part. Determine a random part for each and every Mech in play and apply the damage to that part immediately. Resolve the damage normally.

Chance: 4.35% (3 cards)


Strong ECM Field

A solar storm throws out a wicked ECM field which dampens all power generation activity for a short while.

All Power Plants half their Power Output stats for this turn. This may mean that they go into 'Low Power' mode.

Chance: 8.7% (6 cards)


The Underground Rumble Event Deck

The Underground Rumble deck represents the devastating events that may happen when fighting deep underground, including cave ins and gas leaks!

Cave-In

The roof caves in suddenly.

Roll a D10 for each Mech in play. On a roll of an 10, the Mech is removed from play immediately.

Chance: 8.7% (6 cards)


Earth Fissure

A large fissure in the ground opens up, reducing the speed of Mechs to a crawl.

All Mech Speeds are halved for this turn. Roll a D10 for each Mech on the battlefield. On a roll of a '1', that Mech is removed from play as it plunges into the fissure.

Chance: 43.48% (30 cards)


Earthquake

The ground quakes as the tectonic plates move.

All Mech Speeds are halved for this turn unless they have a Locomotor with the 'Hover' type.

Chance: 8.7% (6 cards)


Gas Leak

A gas pocket is ruptured, releasing highly volatile gas into the atmosphere.

If a Mech fires, immediately apply 1 point of damage to the firing weapon, regardless if it hits the enemy Mech or not.

Chance: 8.7% (6 cards)


No Event

Nothing happens this turn.

No event this turn.

Chance: 21.74% (15 cards)


Water Jet

You rupture a high-pressure water pocket, causing a jet of high-pressure water.

Roll a D10. On a roll over a 8 or 9, immediately apply 1 point of damage to all the Parts on a random Mech. On a roll over a 10, immediately apply 2 points of damage to all Parts on a random Mech.

Chance: 8.7% (6 cards)