Techniconica - The Mech Combat Card Game

The Mech Combat Card Game

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Special Rules Compendium

The following list of Special Rules is the most up to date and exhaustive list of Special Rules for the Techniconica game.

We will publish Frequently Asked Questions about specific rules here.

Accurate

Some weapons are exceptionally accurate and can be used to put lead down range exactly where the pilot intends.

If a weapon has the Accurate SpecialRule, when rolling to Attack, roll 2x 10 sided (2D10) die, discard the lowest roll and keep the highest die result (this is the opposite of Inaccurate).

If a Weapon has the Accurate Special Rule, when rolling to Attack, roll 2x 10 sided (2D10) die, discard the lowest roll and keep the highest die result (this is the opposite of Inaccurate).

View Parts With This Special Rule
Griffon Howitzer CannonSniper Cannon

Anti-Mech Specialist

Some Pilots are exceptionally great at spotting the weak points in the enemy Mechs armour.

Pilots with this rule may add +1 Damage Points whenever they cause damage.

View Parts With This Special Rule
Megan Barker

Armour Piercing

Armour-piercing weapons are used to punch through armoured plating with ease.

When applying damage to Armour type Cards, treat this weapon as doing twice the number of Damage Points from this attack when applying damage to Armour (it doesn't double any damage already applied to the part from previous shots). If attacking Shields or Base Parts, it does normal damage.

View Parts With This Special Rule
Sniper CannonHeavy AutocannonPenetrator CannonChain-HalberdAuto HowitzerSpikerDrill Ram ArmMK Class Recoilless CannonMech-Carried Railgun

Barrage

Some weapons launch vast arrays of projectiles at the enemy which are designed to strike the enemy in a very short period of time.

If a Barrage Weapon successfully hits, then treat the difference between the Combat Totals as the number of times the Weapon has hit the enemy Part. All the these hits caused by a Barrage Weapon only do the Damage Output of the Weapon.

For example, if you fire a Vulcan Cannon at an enemy Mech and get a Combat Total difference of 2, then the Vulcan Cannon counts as scoring 2 individual hits against the enemy Mech's target Part. Therefore, in total, the Damage done to the enemy Part is 6 points of Damage (2 x 3 Damage Output = 6 points of Damage).

View Parts With This Special Rule
Vulcan CannonFlame LanceSmall Rocket PodBosc Heavy BlasterCloud Spore LauncherGatling-CannonDecimater Rocket PodBombardier Missile

Camo Field (X)

Camo fields are smaller, localised stealth fields allowing the Mech pilot to conceal a part.

When a Part with this Special Rule is targeted, the defending Mech gains a bonus to their Evasive roll equal to the number in brackets.

Cloak

Cloaking fields are used to disguise parts and render them invisible to the enemy, at least until they are fire used.

If a Base Part has a Card with Cloak attached to it, instead of placing the Base Part the correct way up, place it facing down. This will conceal the Part's identity from the enemy.

The Base Part will be revealed on the following circumstances:

A) The Base Part is successfully Hit and damaged

B) The Base Part is used to attack with

C) Any Triggered ability (even those from Attached Cards) are triggered.

When revealed, the Base Part is flipped back over. From then on, it is treated normally.

View Parts With This Special Rule
Herald-Crux Pattern Cockpit

Corrosive (X)

Some weapons are exceptionally corrosive, utilising potent acids, nano-particles or some other means to inflict damage over time.

When an attack causes damage to an enemy Part that does not destroy it outright, mark it with a number of corrosive counters equal to the number given in brackets (a dice will do). These must be kept separate from any Damage Counters on the Part.

At the end of each Turn, if a Part has one or more Corrosive counters on it, remove one Corrosive counter and add 1 Damage counter to that particular Part.

Subsequent attacks may add further Corrosive counters to a Part; just add them to the targeted Card. No matter how many Corrosive counters are on a Part, it only receives 1 damage point per turn from Corrosive effects.

Corrosive damage is an exception to the general rule that Damage "wraps" around. For example, if an Attached Card is destroyed by Corrosive damage (or normal damage), then any further damage from Corrosive damage counters left will be applied to the Base Part (or another Armour or Shield Cards, if there are any Attached).

Courageous

Some pilots are simply courageous, ignoring the gnawing fear inside themselves that battle can bring.

Pilots with the Courageous Special Rule may re-roll a failed Bottle Test once. They must abide by the result of the second roll.

View Parts With This Special Rule
Flame LanceNalkian Tigurn

Drone

Drones are remotely operated devices which have specialised roles such as scanning for mineral deposits, performing aerial recon or as interceptors for incoming missiles.

Drones may only be Attached to Support parts with the Drone Controller Special Rule.

View Parts With This Special Rule
Recon DroneStrike DroneShield Drone

Drone Controller (X)

Being able to control small robotic drones gives Mechs a very valuable ability - allowing them to send off a small fleet of drones designed for specific purposes. A Drone Controller contains all the necessary hardware and software needed to successfully control a small number of drones at a given time.

Each Drone Controller can command a certain number of Drones, given in brackets. Drones under the control of a given Drone Controller must be Attached to that Drone Controller.

When a Drone Controller is destroyed or removed from play, then any Attached Cards are also removed.

View Parts With This Special Rule
Drone Controller Mk5Drone Controller Mk4Drone Controller Mk3Drone Controller Mk2Drone Controller Mk1

Drone Destroyer

Certain Weapons specialise in the tracking and targeting of Drones, allowing them to be shot down with impunity.

This Weapon may target Drones directly and any damage will be applied to that particular Drone only (it does not "wrap around" to other Drones or Attached Cards).

View Parts With This Special Rule
Drone Phalanx

Drone Shield

Several Drones are designed to be defensive in nature, protecting their mother Mechs from incoming fire.

If a Mech has a Drone with the Drone Shield Special Rule, it may be triggered before resolving an Attack against this Mech. If it is Triggered, then the attack automatically misses and no damage is done. The Triggered Shield Drone is then removed immediately.

View Parts With This Special Rule
Shield Drone

Dual-Shot

Some weapons are designed to be fired exceptionally quickly and feature reduced recoil and rapid fire mechanisms.

When firing a Weapon with Dual-Shot, these may be fired twice for each Shooting action performed, but only if they are the only Weapon being fired during this Action. Treat both shots as two separate shots (i.e. roll To Hit and resolve damage separately for each of the two shots). The Pilot's Accuracy is not reduced by firing this weapon twice.

View Parts With This Special Rule
Recoil Dampener

Fearless

Some pilots are simply fearless - they will continue to fight even in the face of overwhelming odds.

Certain Pilots are reckless or are simply inured to the dangers of the open battlefield. They automatically pass all Bottle Tests required to make (even by Frightening weapons).

View Parts With This Special Rule
Zombas HullerilYulan LoggDangerous Danny

Fearsome Reputation

Some pilots have reputations for being exceptionally dangerous individuals, often with no qualms about killing captured pilots.

The pilot has a fearsome reputation. All Bottle Tests caused by attacks from this Pilot suffer a +1 penalty.

View Parts With This Special Rule
Lukas Krillian

Flame Thrower

Certain weapons utilise super-heated fuels which are projected over the enemy.

Some Weapons throw super-heated fuel at the enemy. Weapons with the Flame Thrower may be used in Charge! Actions as well as during Shooting Actions.

View Parts With This Special Rule
Flame Lance

Frightening

Facing certain weapons is a frightening affair due to their destructive nature or widespread reputation for total destruction.

Weapons with the Frightening Special Rule automatically cause Bottle Tests when they cause any damage what so ever.

View Parts With This Special Rule
Tactical Nuke

Frightening (X)

Facing certain weapons is a frightening affair due to their destructive nature or widespread reputation for total destruction.

Weapons with the Frightening Special Rule automatically cause Bottle Tests when they cause any damage what so ever.

Weapons that are Frightening (X) also cause an additional (X) penalty to the Bottle Tests against enemy Mechs.

View Parts With This Special Rule
Tactical Nuke

Gravity Field (X)

Being able to manipulate the gravity field is a relatively new field of technological development and a few enterprising individuals have sought to make weapons with this technology.

When a Weapon with the Gravity Field hits an enemy Mech, temporarily increase the Weight of the Base Part struck by Weapon by X (found in the brackets).

Then calculate the new Total Weight for the Mech again. If the additional Weight is enough to increase the total Weight of the Mech above the Maximum Weight of the Locomotor, apply the rules for "Overweight Mechs" given earlier.

View Parts With This Special Rule
Graviton Cannon

Hardened

Hardened parts feature extensive internal bracing and reactive nano-technology to improve the damage resistance to damage.

If a Mech Part has the Hardened Special Rule, treat the Part as having an increased Armour value equal to the total damage applied to the Part so far.

For example, if a Part has 2 Damage Points applied to it and it has an Armour value of 2, then when it suffers more damage, treat the Part as having an Armour value of 4 (2 + 2 = 4).

View Parts With This Special Rule
Gun Pod

Haywire

Electromagnetic manipulation is used to either disable or destroy enemy Mech systems, preventing them from reacting or even acting.

When calculating the damage caused by a hit from a Weapon with the Haywire Special Rule, ignore the firing Weapons Damage Output (DO) and use the targeted Part's Power Consumption instead. If the targeted Part has no Power Consumption (PC) stat, than the attack is wasted and counts as having missed instead.

View Parts With This Special Rule
Electro-FlailDoomsday MissileEM Lance Cannon

Heavy Ordnance

Some weapons are exceptionally heavy and require expensive recoil compensation to use properly. Such weapons typically can't be fired alongside other weaponry.

Certain weapons are exceptionally heavy and slow to fire. You may only ever have 1 weapon with Heavy Ordnance on any given Mech.

In addition, you cannot fire any other Weapon when firing the Heavy Ordnance Weapon.

View Parts With This Special Rule
Tactical NukeDoomsday MissileBombardier Missile

Inaccurate

Certain weapons are inherently inaccurate due to their design.

If a Weapon has the Inaccurate Special Rule, when rolling to Attack, roll 2 10 sided (D10) dice, discard the highest roll and keep the lowest dice result (this is the opposite of Accurate).

View Parts With This Special Rule
Phalanx MortarShard CannonBombard Multi-MortarDoomsday Missile

Limited Ammo (X)

Some weapons can only carry so much ammunition into battle.

Whenever a Weapon with Limited Ammo fires, place a counter (a coin will do) on the Card. Once the "usage" counter reaches the number given in brackets, remove the Part from the Mech, as it now out of ammo/charges. Check Victory Conditions as normal aftwards./p>

View Parts With This Special Rule
Doomsday MissileTactical NukeBombardier MissileDecimater Rocket PodMissile Phalanx

Lucky

Some Pilots are simply luckier than others and can call on lady luck far more than they should.

Some pilots are simply just lucky. They gain a free Re-Roll every turn. If this free Re-Roll isn't used that turn, it is lost and cannot be carried over into future turns.

View Parts With This Special Rule
Draken Harren

Mechanic

Some Pilots take pride in keeping their fighting Mechs in tip top condition - their weapons are well oiled and religiously clean.

Mechanics know how to keep their Mechs in perfect running order. If a Mech with a Mechanic Pilot gets a Jammed weapon (rolls a '1' when rolling To Hit), roll a D10. On a roll of a 6 or more, ignore the Jammed result and resolve the attack as normal and compare the Attack and Evasion rolls.

View Parts With This Special Rule
Zackarius Hullian

Missile Defender

Some parts feature advanced radar and tracking technologies allowing them to track, identify and destroy incoming missiles.

Missile Defenders are adept at defeating enemy missiles. If the enemy uses a Weapon with the Missile subtype against the Mech, the Defending Mech gains a +5 bonus to their Evasion Roll for each Part with the Missile Defender Special Rule.

View Parts With This Special Rule
Phalanx DefenderMissile Phalanx

Orator

Some pilots are great orators, instilling a sense of fearlessness in their fellow pilots.

Once per game, a Pilot with the Orator ability may allow one Mech on your team to re-roll a failed Bottle Test.

View Parts With This Special Rule
Yulan LoggClay Mitchell

Overheats

Certain weapons are prone to overheating in the maelstrom of battle.

If a Weapon with this Special Rule ever suffers a Jam result, immediately apply 1 point of Damage to the firing Base Part Weapon and ignore the Jam result.

Power Booster

Power boosted power generators allow for temporary power output increases, at the cost of blowing out power relays. This allows it to boost its output for short periods of time.

You may Trigger the power booster ability at any time; simply declare that you are going to using the Power Booster. The Part immediately doubles itís Power Output stat.

However, this comes at a price. Once the turn is over, the power generator overloads and becomes useless. Therefore, the Part must be removed from play during the End Turn phase. Check Victory Conditions afterwards.

Rare

Some parts are exceptionally rare or expensive, which means that they are rarely seen on the open battlefield.

You may only ever have 1 Part with the Rare Special Rule on any of your Mechs. This also applies to your entire Mech team if you are fielding more than 1 Mech. You can only ever have 1 Part with the Rare rule no matter how many Mechs you may field.

View Parts With This Special Rule
Tactical Nuke

Recharge

Some parts require extensive energy reserves to fire.

Certain Shields can regenerate themselves. During the End Phase, you may remove X number (given in brackets) of Damage points from any Shield with the Regenerate Special Rule.

For example, a Shield with Regenerate (2) would remove 2 Damage Counters at the end of each turn (provided it isn't destroyed).

Regenerate (X)

Some shields integrate regenerative circuitry which allows it to regenerate or 'self-heal' the field generators and bring them back online.

Certain Parts with the Recharge Special Rule require a brief period of time to recharge the power capacitors and energy banks.

Weapons with the Recharge Special Rule may be used as normal, but cannot be used the turn after. If the Mech is in 'Low Power' mode, then the Weapon will not be recharged and becomes useless until the Mech is no longer in 'Low Power' Mode.

View Parts With This Special Rule
Regenerative CircuitryCarl XanonGalaxia Shield

Reliable

Some weapons are designed to be reliable, preventing them from jamming on a regular basis.

Weapons with the Reliable Special Rule can never Jam. Treat the Jam result as a roll of a 2 instead.

View Parts With This Special Rule
Flame LanceGriffon Howitzer CannonAutocannonSmall Rocket PodPhalanx MortarMedium Missile RackSpikerTri-ShotgunBombard Multi-MortarDrill Ram ArmMK Class Recoilless CannonFletchette Launcher

Shield Disruptor

Some weapons are designed to disrupt, disable or destroy shields by overloading them.

These Weapons remove Shields far more effectively than other Weapons. Weapons with the Shield Disruptor special rule apply double the amount of Damage when they deal damage to Cards with the "Shield" type.

Snare (X, Y)

Some weapons are designed to ensnare the enemy Mech, slowing them down and making them easier to hit.

If a Mech is hit with a Weapon with the Snare special rule, then the targeted Mech's Speed is reduced by the number indicated by the first number in the brackets (X) for a number of full turns equal to the second number (Y), counting the turn that the Weapon hits the enemy Mech.

If the Weapon misses, then the enemy Mech is unaffected. If multiple Weapons with the Snare special rule hit an enemy Mech, then apply the effects of the attack with the highest Speed reduction only.

View Parts With This Special Rule
Cantrap LauncherMech Lifter ArmSnare Launcher

Stealth (X)

Some parts project a stealth field over the Mech, concealing its true position from the enemy.

Support systems with Stealth (X) add a bonus to the Mechs Speed (SP) rating equal to the number given in brackets when being shot at an enemy Mech. This applies even if the Part being targeted doesn't have Stealth. Note that the Stealth "Speed" Bonus applies even if the Locomotor is destroyed.

View Parts With This Special Rule
Stealth Field Emitter

Tandem Shot

Some weapons are designed to be fired in tandem with other weapons.

These Weapons are designed to fire with another Weapon. You need 2 Weapons on the same Mech with the Tandem Shot special rule to use this rule. These may be fired at the same time without any penalty to the Pilot's Accuracy Rating (AC), if the only Weapons being fired this turn all have the Tandem Shot rule.

Target Lock

Some weapons feature extensive targeting computers and recoil bracing, allowing them to remain steady and on-target despite the rolling terrain found on modern battlefields.

The bonus from an Aim action is doubled when firing this weapon.

View Parts With This Special Rule
Griffon Howitzer CannonFletchette Launcher

Turbo-Booster

Turbo-boosters allow for momentary speed increases.

When a Mech with a Locomotor with Turbo-Booster chooses to Evade, it doubles the Speed Bonus it receives up to a maximum of the Locomotor's normal Speed stat.

View Parts With This Special Rule
Gauntlet Pattern Tracked LocomotorAnti-Grav Pod4 Wheeled Locomotor