// ICARIO COMMAND NETWORK

BUILD.
DEPLOY. COMMAND.

Browser-based, turn-based Icaroid tactics. Engineer your Icaroids component by component, lead your lance across a hex battle map, and contest territory on a persistent campaign world.

Format
TURN-BASED
Pacing
ASYNCHRONOUS
Factions
FOUR
Grid HEX TACTICAL
Hostiles 03
Lance READY
Range 12 HEX
01 // MODES
Two ways to deploy.

Drop into a one-off skirmish or join a longer campaign that strings battles together across a contested planet.

// Mode 01

SKIRMISH

A self-contained battle on a hex tactical map. Bring an Icaroid lance you assembled in the designer and play it out against another commander — or against the AI.

FormatPvP / vs AI
LanceCustom
MapHex grid
// Mode 02

CAMPAIGN

Pick a faction, take territory turn by turn, salvage what your battles leave behind. Each engagement reshapes the strategic map for the rest of the campaign.

FormatMulti-player
PacingAsync turns
WorldHex sectors
02 // FACTIONS
Four doctrines. One planet.

Faction is not cosmetic. Each one warps the component tree, the viable builds, and how the rest of the battlefield treats you.

Welters
DOCTRINE-01
WELTERS

Ballistic, ammo-fed, heavy-armor doctrine. Low tech and low power draw, but a wall of incoming fire that the other factions have to find a way through.

Firepower82
Armor88
Mobility42
Solari
DOCTRINE-02
SOLARI

High-tech energy weapons, shield-based defense, extreme mobility. Solari avoid hits rather than soak them — and anyone who closes the gap meets the arc cutters.

Firepower70
Armor52
Mobility92
Ironfall
DOCTRINE-03
IRONFALL

Weapons platforms first, Icaroids second. Missile batteries, indirect fire, and A-slot autonomous turrets that keep shooting while the pilot does something else.

Firepower94
Armor64
Mobility58
03 // SYSTEMS
A game built on tradeoffs.

Icario rewards commanders who can hold a few things in their head at once: position, heat, ammunition, and what the opponent thinks you will do next.

S/01
Component Builder

Assemble each Icaroid from a tree of cores, weapons, mobility kits, and modifiers. Every slot is a tradeoff.

S/02
Hex Tactical Grid

Sight lines, elevation, and cover are read directly off the terrain. The map is the rulebook.

S/03
Persistent Campaign

A strategic layer ties battles together. The territory you held last turn may belong to someone else by your next.

S/04
Asynchronous Turns

Play-by-email pacing. Submit your orders when you have time; the battle resolves when every commander has moved.

// READY THE LANCE

The next turn is yours to spend.