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.
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.
Drop into a one-off skirmish or join a longer campaign that strings battles together across a contested planet.
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.
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.
Faction is not cosmetic. Each one warps the component tree, the viable builds, and how the rest of the battlefield treats you.
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.
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.
Weapons platforms first, Icaroids second. Missile batteries, indirect fire, and A-slot autonomous turrets that keep shooting while the pilot does something else.
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.
Assemble each Icaroid from a tree of cores, weapons, mobility kits, and modifiers. Every slot is a tradeoff.
Sight lines, elevation, and cover are read directly off the terrain. The map is the rulebook.
A strategic layer ties battles together. The territory you held last turn may belong to someone else by your next.
Play-by-email pacing. Submit your orders when you have time; the battle resolves when every commander has moved.