Building an Icaroid
An Icaroid is a war machine you assemble part by part in the Engineering Bay: a core to build on, a brain to pilot it, a movement mechanism to navigate, and an array of weapons and gear attached to the frame. This guide covers how parts connect, the stats they carry, why weight rules everything, and what each component class brings.
Anatomy of an Icaroid
Every Icaroid is built from these parts:
- Core - the mandatory chassis. It's the root everything else attaches to, and it carries the biggest pool of structure, armor, weight, and ammo storage.
- Brain - the pilot AI. Sets baseline accuracy and evasion, and unlocks which combat behaviors and target priorities the Icaroid may use.
- Mobility - legs, wheels, treads, or hover units. At least one is required; they provide speed and mobility.
- Weapons - how you deal How Damage Works. See Weapons.
- Utility - support gear: sensors, shields, ammo storage, jammers.
- Modifiers - small upgrades that bolt onto a component to tweak its stats or grant an effect.
- Ichor upgrades - crystallized Ichor pieces placed in a component that, in the right shapes, trigger powerful glyph bonuses.
The connection model
There is no fixed slot layout. Instead, each part exposes connection ports of a given size, and a component plugs into a port of a matching size on its parent. Ports come in four sizes:
- Large, Medium, Small - accept a component of that size. Larger slots can fit smaller components, but not the reverse.
- Artillery - specialized faction-specific heavy weaponry. Components that fit this slot are often very powerful, but Artillery-class slots are rarer than other slots.
The Core is the root of the tree. It exposes at least one
Mobility port plus one or more component ports (a
Halfweight Core, for example, exposes Mobility and Medium slots).
Components attach to the core, and components that themselves have
slots (like a Sniper Rifle's Small slot) can carry gear of their own.
Large slot - you can't force
a Cannon into a medium socket. Modifiers are attached to components, so a weapon with two modifier
slots can take (as an example) a Targeting Reticle and an Extended Magazine
without giving up anything except the downsides (if any) of the modifiers.
Component stats
Every component carries some subset of these stats:
| Stat | Default | What it does |
|---|---|---|
| Structure | 100 | The component's hit points. At 0 it's destroyed (and stops granting its effects). |
| Armor | 10 | Subtracts from incoming damage to this component. See How Damage Works. |
| Shielding | 0 | A regenerating energy barrier absorbed before structure. |
| Weight | 10 | Counts against the core's weight capacity, and pushes up total Icaroid weight. |
| Mobility | 0 | Weight-balance capacity, summed across all components. |
| Speed | 0 | Tile budget, averaged across mobility components only. |
| Height | by size | Climb capability and line-of-sight height. Usually ranges from 1-3. |
| Range / Damage | 0 | Weapon-only: range (in hexes) and base hit damage. See Weapons. |
| Ammo Capacity / Replenishment | 0 | Adds to the Icaroid's shared ammo pool / per-round refill (cores & utility). |
| Reactor Power / Upkeep / Cost | 0 | Per-round power a core generates / a passive part draws / an energy weapon spends. |
Weight, speed & mobility
Three stats interact to determine how fast an Icaroid can move.
- Weight - the total mass of the core plus every component, modifier, and ichor piece.
- Mobility - locomotion capacity, summed across all components (mostly from movement components).
- Speed - raw tile budget, averaged across the mobility components.
An Icaroid moves at its base speed only while its mobility can carry its weight. Once weight exceeds total mobility, speed is dragged down proportionally:
base speed = avg(mobility-part speed)
if weight > total mobility: speed = base speed × total mobility / weight
So a heavy weapons platform carried on light legs may barely be able to move, while the same legs under a stripped-down frame with light or no weaponry may sprint across the battlefield with ease. Weight matters beyond movement, too:
Climb height (the tallest step the Icaroid can scale) is
the highest height among its mobility parts, and the Icaroid's
line-of-sight height is the core's height plus the average mobility
height. Both feed into Movement & Positioning.
Cores
The core is the foundation. It contributes the largest share of structure, armor, and shielding and contributes heavily to the weight that dictates your movement capabilities and evasiveness. It exposes the Icaroid's top-level ports; provides baseline shared ammo and ammo manufacturing; and generates the Icaroid's per-round power (Solari cores most of all). Cores also host their own ichor grid for Ichor Glyphs.
Cores are organised into faction series (Welter's Lightweight, Hardball, and heavier lines; common Halfweight/Quarterweight; and so on), with marks within a series trading weight for more slots and structure. A representative spread:
| Core | Faction | Struct | Armor | Weight cap | Height | Ports |
|---|---|---|---|---|---|---|
| Quarterweight Core | Common | 150 | 6 | 100 | 2 | Mobility · Medium |
| Halfweight Core | Common | 220 | 12 | 140 | 3 | Mobility · Medium |
| Lightweight Core Mk III | Welter | 242 | 18 | 165 | 2 | Mobility · Large · Medium |
| Hardball Core Mk I | Welter | 295 | 22 | 175 | 3 | Mobility · Large |
Improved versions and heavier series add ports and structure but raise weight capacity demands. You'll need to balance raw firepower against the speed and evasion costs above.
Brains
The brain is the Icaroid's pilot. It sets baseline accuracy (chance to land shots) and evasion (avoiding incoming fire), a thinking rate of 1–3 (how well it executes its role), and - crucially - which behaviors and target priorities the Icaroid is allowed to use. For instance, you'll probably want a high-accuracy brain on a sniper and an evasive brain on a flanker.
| Brain | Acc | Eva | Think | Behaviors | Targeting |
|---|---|---|---|---|---|
| Doldrum | 75 | 25 | 1 | thug | nearest |
| Jack | 65 | 15 | 1 | thug, rogue, infantry, sniper | nearest, furthest, weight |
| Ranger | 90 | 10 | 2 | trencher, skirmisher, infantry, sniper | nearest, furthest, weight |
| Scout | 40 | 75 | 2 | rogue | nearest, furthest, weight, shield |
| Cavalry | 80 | 35 | 1 | lancer | nearest, weight, structure |
Evasion's effect scales inversely with weight, so the Scout's 75 evasion makes it very difficult to hit on a feather-light frame and mostly wasted on a tank. Behaviors and target priorities decide how the Icaroid acts on its own each round - covered in How Battles Work.
Mobility components
Legs trade speed, mobility, weight, armor, and climb height against each
other. Hover/flight types carry the Hover effect (ignore
terrain costs, clear obstacles) and high height; tracked
chassis are slow but tough and cross any ground. The full common and
faction roster:
| Mobility | Faction | Mob | Spd | Hgt | Armor | Wt | Notable |
|---|---|---|---|---|---|---|---|
| Bipedal Legs | common | 230 | 6 | 2 | 18 | 15 | - |
| Suspension Wheels | common | 180 | 8 | 1 | 10 | 10 | fast, fragile |
| Hover Pack | common | 200 | 7 | 7 | 8 | 12 | hover |
| Antigrav Skids | common | 190 | 8 | 6 | 6 | 8 | hover, hazard-immune |
| Heavyweight Legs | Welter | 300 | 5 | 3 | 32 | 25 | armored |
| Low Riders | Welter | 200 | 9 | 1 | 16 | 14 | burst speed |
| Treads | Welter | 340 | 3 | 2 | 25 | 32 | all-terrain |
| Quadro | Welter | 320 | 5 | 3 | 28 | 28 | stable |
| Hexflight | Welter | 240 | 7 | 8 | 8 | 18 | hover, flight |
| Erasure Legs | Solari | 200 | 7 | 2 | 8 | 10 | speed-tuned |
| Hover Pods | Solari | 210 | 7 | 6 | 10 | 14 | hover |
| Jump Pack | Solari | 230 | 0 | 4 | 10 | 16 | grants Jump |
| Micro-Thruster Array | Solari | 200 | 7 | 7 | 3 | 6 | hover, evasion-boost |
| Deliberate Stride Legs | Chorus | 260 | 6 | 3 | 12 | 18 | ichor-resonance-stacking |
| Resonant Hover | Chorus | 200 | 7 | 6 | 9 | 13 | hover, scales with glyphs |
| Singers | Chorus | 220 | 7 | 2 | 10 | 10 | light, cheap weight |
| Mobile Pitons | Ironfall | 300 | 5 | 4 | 14 | 28 | grants Deploy / Undeploy |
| Stonecrack Legs | Ironfall | 320 | 5 | 3 | 24 | 30 | steady-platform |
| Crawler Treads | Ironfall | 400 | 3 | 2 | 28 | 38 | extreme structure |
| Observer Legs | Ironfall | 240 | 7 | 4 | 8 | 12 | spotter |
Utility & modifiers
Utility components take a component port and provide support rather than firepower - shields, sensors, ammo, jamming. Many grant effects or abilities. A sampling across factions:
| Utility | Faction | Role |
|---|---|---|
| Ballistics Calculator | Welter | Accuracy + evasion vs ammo weapons (Ballistic Insight). |
| Electropanel | Welter | +20 shielding and a large ichor grid for dense glyph builds. |
| Spotter Drone | Welter | Relay targeting for indirect fire without a second spotter. |
| Entrenchment Kit | Welter | Grants Fortify Position. |
| Ammo Depot / Fabricator | Welter | Shares ammo to allies / makes ammo each round. |
| Targeting Computer | Solari | +15–35% accuracy, negates a point of cover. |
| Shield Generator | Solari | Regenerates 5–15% of max shields per round. |
| ECM Suite | Solari | Jams attackers (Sensory Disrupted) and cuts enemy accuracy. |
| Thermal Management System | Solari | Stops overheating entirely. |
| Ichor Conduit Hub | Chorus | Single-weapon glyph bonuses apply to all weapons. |
| Grid Stabilizer | Chorus | Keeps glyph bonuses immune to Nulling (grid-stabilized). |
| Resonance Relay | Chorus | Shares this Icaroid's glyph bonuses to an ally. |
| Sensor Array | Ironfall | Relay targeting; required for Battery auto-fire beyond sight. |
| Point Defense Array | Ironfall | Intercepts missiles for itself and adjacent allies. |
| Missile Magazine | Ironfall | +40 ammo pool capacity. |
Modifiers bolt into a dedicated slot and tweak the component carrying them: flat stat boosts (Ablative Plate, Heavy Frame), accuracy (Targeting Reticle), ammo (Extended Magazine), or specialised effects. Welter brings ammo-conversion rounds (Flechette, Hollow Point, Armor-Piercing, Charged), Solari brings heat/energy control (Heat Sink, Overclock, Capacitor Bank), Chorus brings grid amplifiers (Grid Amplifier, Pattern Lock), and Ironfall brings missile fire-control (Smart Guidance, Tandem/Incendiary Warhead, Auto-Loader). The ones that change how a weapon shoots are detailed in Weapons.
Factions
Components are faction-flavoured. Common parts may be used by any faction and provide some
baseline capabilities of every type; one can never expect the Welters to be totally without energy weaponry
despite their usual focus on projectiles, for instance. However, generally each of the four factions
push a distinct philosophy, which often heavily influences the parts it's built from.
- Welter
- Heavy, ammo-hungry bruisers - big armor, big alpha strikes, ammo logistics, and battlefield control (suppression, entanglement, fortification).
- Solari
- Fast, precise energy fighters - lasers and plasma, near-zero ammo, high evasion, and heat/energy as their limiting resources.
- Chorus
- Ichor-focused technologists - weapons and movement that grow stronger as their Ichor Glyphs light up, plus glyph-suppression warfare to cripple enemy capabilities.
- Ironfall
- Missile and artillery specialists - indirect fire, auto-firing batteries, point defense, and saturation tactics that beat interception.