Spiker Part Card
This is a premium Techniconica Part Card which will enable you to play the game of Techniconica or expand your existing collection of Part.
Each card is printed on thick card stock and should, with care, last a long time and serve you well in your battles!
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 the pilot, 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 part has a Weight of 1, a Power Consumption of 1 as well an Armour rating of 2 and a Damage Threshold of 1. For a view a detailed breakdown of the cards stats, click here.
Part Advantages & Disadvantages
- Minimal Weight (1)
- Minimal Power Consumption (1)
- Damage Threshold (3)
- Penetration (5)
- Armour (2)
- Minimal Damage Output (1)
|Special Rules||Armour Piercing,|
|Effective Armour Thickness||290mm|
|Estimated Credit Cost||23,578kr|
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.