ICARIO
// Battles

Movement & Positioning

Where an Icaroid stands decides what it can shoot, what can shoot it, and how hard it is to hit. This guide covers the move budget, how terrain and elevation shape a path, line of sight and cover, and the central tension of the battle map: every hex you cross makes you harder to hit but easier to miss with.

The move budget

The battlefield is a grid of hexes. Each round an Icaroid may spend a budget of move points (MP) to step from hex to adjacent hex. That budget comes from speed, a stat contributed by your mobility components. Speed is averaged across the mobility parts, not summed, so bolting on a second slow leg won't make you faster even if your core supports it.

Speed only holds up while your mobility rating can carry your weight. Once weight exceeds total mobility, speed is dragged down in proportion:

base speed = avg(mobility-part speed)
if weight > total mobility: speed = base speed × total mobility / weight

The same legs might sprint at full speed under a light frame, but barely be able to drag a heavy weapons platform along. Picking mobility is a weight decision as much as a speed one - see Weight, speed & mobility.

Terrain & move cost

Entering a hex costs at least 1 MP, but many terrain types cost more. A hex's cost is the sum of its base terrain cost plus any weather, battle damage, and ground scatter sitting on it - never less than 1. You can only stop on a hex whose total path cost fits inside your budget. The full layered model is in Terrain & Environment.

Ground obstacles change a hex in two ways - cost and passability:

ScatterEffect on the hex
Debris Field+1 MP to enter; you can still stop there.
Small Boulder+2 MP to enter and you can't stop on it - path through only.
Large Boulder / Wall SegmentImpassable. Movement routes around it entirely, and it blocks line of sight.
Slow ground is safe ground
The same broken terrain that costs extra MP also breaks line of sight and grants cover. A longer path through cover is sometimes worth more than the straight line across open ground.

Some chassis sidestep this entirely. Mobility with the Hover effect (Hover Packs, Hexflight, most flight units) ignores terrain move costs completely - every reachable hex costs exactly 1 MP. Antigrav skids add immunity to ground hazards like ice, dust, and water on top of that.

Elevation & climbing

Hexes have height. How much elevation difference an Icaroid can handle between each tile is its climb height - the tallest height among its mobility parts. Stairs and slopes interact with that limit:

  • Stepping up more than your climb height is impossible - the hex simply isn't reachable that way.
  • Dropping down more than your climb height is a crash descent: it can be done, but it costs extra MP and triggers a full crash on landing (the same heavy damage covered under footing). You must manually queue a move involving crash damage; pathing will never automatically take a path that results in a crash.
  • Any terrain height differences smaller than your climb height just cost the normal movement for their terrain cost.

Tall, light legs (Observer Legs, Hexflight) shrug off slopes that pin a squat wheeled chassis to level ground. Hover units and the Jump ability clear height changes outright, ignoring the climb limit for that move.

Crash descent triggers a crash
A crash descent is the act of dropping off a ledge taller than your climb height. Landing inflicts the very same crash an Icaroid suffers when its footing gives out - identical damage, covered under footing and in How Damage Works. The only extra cost unique to a descent is the additional MP it takes.

Line of sight & cover

You can only fire at what you can see. Line of sight is a height contest: an Icaroid's sighting height is its core height plus its average mobility height, and tall terrain, boulders, walls, and other Icaroids in between can block the view. Standing on high ground lets you see - and shoot - over obstacles that hide a target on the flat. How sight range, fog of war and detection work is the whole of Vision & Detection.

Terrain that doesn't fully block sight often provides cover, lowering an attacker's accuracy against anyone behind it. Soft cover (woodland, dust) is lighter than hard cover but still matters; several accuracy effects and glyphs are built to ignore a step of it.

Range alone isn't sight. Indirect-fire weapons arc over blockers, and a spotter feeding its indirect sensors lets artillery hit targets it can't personally see - the cost being deviation unless a spotter or Deploy / Limber tightens it. The flip side is detection: tall units are spotted from farther away, while low-profile and glyph-stealthed builds shrink their signature.

Moving and evasion

Movement keeps you slippery:

  • Moving makes you harder to hit. Ordering a move penalises every attacker's accuracy against you for the whole round - roughly 5 per hex covered, so the further a unit travels, the harder it is to track - and the same penalty starves their critical-hit chance (see hit quality). Firing on the move carries no accuracy penalty of its own.

Remember that evasion only pays off in full when mobility can carry weight (see Hit quality), so the run-and-gun payoff lands hardest on light, fast frames and barely at all on a heavy one. Heavy platforms would rather plant and shoot for a commanding firing line; light skirmishers would rather keep moving and stay slippery.

Shoot or scoot
A sniper or deployed artillery piece usually wants a stable, commanding firing position; a flanker wants to never stop and soak up evasion. Build the brain and legs to match the plan - a high-accuracy gun on slow legs, an evasive frame on fast ones.

Footing & forced movement

Position isn't only about where you choose to stand - it's about staying upright and not being pushed around.

Stability & crashes

Every Icaroid, regardless of movement type, can crash. Stability damage - heavy on Blunt weapons and dedicated stability weapons - eats into your mobility. If they stack up too high, the Icaroid crashes, taking heavy damage spread across all its parts with shields bypassed. The full math is in Stability & crashes. There is no armor for footing - keep fragile frames moving and out of a concentrated stability barrage rather than relying on toughness. Lighter Icaroids will generally take less damage from a crash, but also tend to have less armor to mitigate the damage.

Displacement

Some weapons and effects may cause forced movement, shoving an Icaroid out of position against its will - off cover, out of a sightline, or across difficult terrain. No Displacement, granted by the Brick glyphs, makes a frame immune to being pushed. Terrain Anchor works on the ground instead of the frame: the Anchor glyph roots the hex underfoot so terrain-shaping effects cannot raise or lower its elevation. Denial works the other way too: Entangled and Pinning cut a target's movement so you can dictate the range of the fight.

Positioning tools

Beyond raw legs, a handful of abilities, effects, and glyphs exist to win the ground game:

ToolWhat it does for positioning
JumpBurst-leap several hexes, ignoring terrain height - cross gaps, break contact, and attack in melee from behind cover.
Deploy / LimberAnchor an Icaroid in place for a big accuracy bonus and zero deviation; limbering up again costs a turn.
Raise Terrain / Resonance QuakeReshape the map itself - build cover or deny a lane.
HoverIgnore all terrain cost and clear obstacles - 1 MP per hex, anywhere.
Evasive MovementExtra evasion baked into the lightest thruster frames.
Putting it together
Good positioning lines all of this up at once: a path that ends in cover or on high ground, inside your weapons' range but out of the enemy's best lines of fire, with enough footing to survive a stability barrage. Pick mobility that suits the plan, then read How Damage Works to know what the resulting fight actually does.