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.


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 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 add +1 point of Damage 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 - 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 ArmMech-Carried RailgunMK Recoilless Cannon


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. Multiply the difference in Combat Total by the Damage Output (DO) to determine the amount of Damage inflicted.

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, the total 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-CannonBombardier MissileDecimater Rocket Pod

Camo Field (X)

Camo fields are smaller, localised stealth fields allowing the Mech pilot to conceal a single 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 beside. This only applies when Damage is being dealt to this Part only.


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

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

When revealed, the Base Part is flipped back over to reveal it.

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 special 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 Round, if a Part has one or more Corrosive counters on it, remove one Corrosive counter and add 1 Damage counter.

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 Round from Corrosive effects.

Corrosive damage is an exception to the general rule that Damage "wraps" around. For example, if an Attached Armour or Shield Card is removed 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).


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 per Round. They must abide by the result of the second roll.

View Parts With This Special Rule
Flame LanceNalkian Tigurn


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 at one time, up to the number 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 Drones are also removed.

View Parts With This Special Rule
Drone Controller Mk VDrone Controller Mk IVDrone Controller Mk IIIDrone Controller Mk IIDrone Controller Mk I

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 applying Damage to the Mech. If it is Triggered, then all Damage from this attack is ignored. The Triggered Shield Drone is then removed immediately.

View Parts With This Special Rule
Shield Drone


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

When attacking with a Weapon with Dual-Shot, you may fire them twice for each Shooting Action performed, but only if they are the only Weapon being used during this Attack Action. Treat both shots as two separate attacks (i.e. roll To Hit and resolve damage separately for each of the two attacks). The Pilot's Accuracy is not reduced for this Attack Action as long as it is only this Weapon being used.

View Parts With This Special Rule
Recoil Dampener


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

All Bottle Tests caused by Attack or Charge Actions 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.

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


Facing certain weapons is a frightening affair due to their destructive nature or through reputation alone.

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 through reputation alone.

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 gravity fields from afar is a relatively new field of technological development and a few enterprising individuals have sought to make weapons with this technology, notably bounty hunters who use them to pin their targets in place for an quick and easy capture.

When a Weapon with the Gravity Field hits an enemy Mech, temporarily increase the Weight of the Base Part hit 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 Mech's Locomotor, apply the rules for "Overweight Mechs" (i.e. apply Weight Damage).

View Parts With This Special Rule
Graviton Cannon


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

If a Mech Part has the Hardened Special Rule, treat the Part as having an bonus to its Armour (AR) 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 comes under attack again, treat the Part as having an Armour value of 4 (2 + 2 = 4).

View Parts With This Special Rule
Gun Pod


Electromagnetic manipulation is used to either disable or destroy enemy Mech systems, causing control failures or systemic shutdowns.

When calculating the Damage caused by an attack from a Weapon with the Haywire Special Rule, ignore the Attacking Weapons Damage Output (DO) and use the targeted Part's Power Consumption (PC) 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.

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 during your Attack Action.

View Parts With This Special Rule
Tactical NukeDoomsday MissileBombardier Missile


Certain weapons are inherently inaccurate due to their design or construction.

If a Weapon has the Inaccurate Special Rule, when rolling to Attack, roll 2 10 sided (2D10) 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 or are cumbersome to reload in the field.

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

View Parts With This Special Rule
Doomsday MissileTactical NukeBombardier MissileMissile PhalanxDecimater Rocket Pod


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

They gain a free Re-Roll every Round. If this free Re-Roll isn't used that Round, it is lost and cannot be carried over into future Rounds.

View Parts With This Special Rule
Draken Harren


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

If a Mech has a Pilot with the Mechanic Special Rules gets a Jammed weapon, roll a D10. On a roll of a 6 or more, ignore the Jammed result and resolve the attack as normal.

View Parts With This Special Rule
Zackarius Hullian

Missile Defender

Some Parts feature advanced radar and tracking technologies allowing them to scan for, identify and destroy incoming missiles.

If the enemy Attacks with a Weapon with the Missile Subtype against a Mech with the Missile Defender, 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


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.

This Special Rule cannot be used to re-roll the Pilot's own Bottle Tests.

View Parts With This Special Rule
Yulan LoggClay Mitchell


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 Weapon and ignore the Jam result.

Power Booster

Power boosted power generators can temporarily increase the power output, at the cost of blowing out power relays and other internal components.

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 it's Power Output stat.

However, this comes at a price. Once the Round is over, the Triggered Power Plant must be removed from play during the Round End. Check Victory Conditions afterwards.


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 (X)

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 Round 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.

Regenerate (X)

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

Shields with the Regenerate Special Rule may remove (X) amount of Damage during the Round End phase. If the Part is removed from play, then the Regenerate ability goes with it.

View Parts With This Special Rule
Regenerative CircuitryCarl XanonGalaxia Shield


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 CannonMK Recoilless CannonAutocannonSmall Rocket PodPhalanx MortarMedium Missile RackSpikerTri-ShotgunBombard Multi-MortarDrill Ram ArmFletchette 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 Rounds 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. This applies even if the Part being targeted doesn't have Stealth. Note that the Stealth "Speed" Bonus still 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 ability. 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. You may only fire up to 3 weapons with Tandem Shot in any given attack.

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 a Weapon with Target Lock Special Rule.

View Parts With This Special Rule
Griffon Howitzer CannonFletchette Launcher


Turbo-boosters allow for momentary speed boosts.

When a Mech with a Locomotor with Turbo-Booster chooses an Evade Action, it doubles the bonus it receives up to a maximum of the Locomotor's normal Speed (SP) stat.

View Parts With This Special Rule
Gauntlet Tracked Locomotor4 Wheeled LocomotorAnti-Grav Pod