Spiker Part Card
Buy this premium Techniconica Part Card today and add it to your Techniconica collection.
Each card is printed on thick card stock and should last a long time and serve you well in your Mech battles and beyond!
Each Card represents a single piece of a Mech and each card does a specific job for your Mech. Power Plants generate power, Cockpits house your pilots, Weapons are used to fight with and Locomotors are used to give your Mechs mobility.
This part is a Weapon type card and is used to attack other Mechs with and hopefully deal some damage to them. Afterall, without a weapon, a Mech is little more than a moving target to be attacked and destroyed with impunity.
This particular Part Card has a Weight (WE) of 1, a Power Consumption (PC) of 1 as well an Armour (AR) rating of 2 and a Damage Threshold (DT) of 1. For a view a detailed breakdown of this cards stats, click here.
|Special Rules||Armour Piercing,|
The Spiker uses hydraulic ram pistons to propel an armoured spike into the enemy Mech at close quarters. It is simple, but highly effective weapon, when used in skilled hands (and even in less, but lucky, skilled hands).
The Spiker itself takes a little skill to use effectively, as even a few degrees of deflection will result in a missed strike or a glancing blow.
The Spiker sees heavy use in ceremonial fights between Raglorian gentry as the weapon is seen as a highly noble weapon in their eyes. However, amongst other, more practical Mech Pilots, a Spiker is an effective mining tool, allowing for quick but powerful jabs into rock whilst mining to weaken or even break apart rock faces to expose the rich ore seams beyond.
|Effective Armour Thickness||290mm|
Advantages & Disadvantages
- Minimal Weight (1)
- Minimal Power Consumption (1)
- Damage Threshold (3)
- Penetration (5)
- Armour (2)
- Minimal Damage Output (1)