ICARIO
// Designer

Weapons

Weapons are how an Icaroid deals damage. Each one has a range, a base damage and damage type, an ammo appetite, and often an on-hit effect that does more than chip structure. This guide explains how to read a weapon's stats, how ammo works, what the delivery tags mean, and lists every weapon in the game by faction.

Reading a weapon

Every weapon component carries these fields:

FieldMeaning
RangeMaximum reach in hexes. 0 means it never fires offensively (shields, point defense).
Damage / Damage TypeBase hit and how it interacts with shields/armor/structure - see How Damage Works.
AccuracyA flat bonus/penalty to the hit roll for this weapon.
Ammo CostAmmo drawn from the shared pool per shot. 0 = no ammo needed (energy/melee).
Power CostPower drawn from the per-round power budget per shot. Energy weapons spend power instead of ammo.
Weapon EffectsEffects applied to the target on hit (e.g. burn, entangle, suppress).
EffectsAlways-on traits of the weapon itself (e.g. Indirect Fire, Ichor Scaled).
AbilitiesAbilities the weapon grants (e.g. Deploy Mine, Raise Terrain).
TagsDescriptors (ballistic, energy, missile, melee, aoe…) used by interception, modifiers, and glyphs.
SizeLarge / Medium / Small / Artillery / Titan Weapon. The size of a weapon must match the port it slots into (see Building an Icaroid). Titan weapons mount only in a Titan core's single titan-weapon port (see Titans), but otherwise you may put a small weapon into a larger port.
Effects vs Weapon Effects
Effects describe the weapon (how it flies, how it scales). Weapon Effects are what it does to whoever it hits. An Ignis Flamethrower's Incendiary sets the target on fire; a Particle Accelerator's Channeled just describes that it charges up. Both lead into the Status Effects guide.

Ammo

Ammo is a single shared pool for the whole Icaroid. It's defined by three stats:

  • Ammo Capacity - the total ammo limit. All cores provide a baseline value, but ammo-heavy factions will generally have more. Components, modifiers, ichor glyphs, and Fire elemental affinity can boost this.
  • Ammo Replenishment - ammo added at the end of every round. As with ammo capacity, all cores provide at least a small amount. While rarer than ammo capacity, there are still many sources of ammo replenishment.
  • Ammo Cost - each weapon's per-shot ammo usage. A weapon cannot fire if the current ammo stockpiles don't have enough.

Energy and melee weapons (lasers, plasma, swords) cost no ammo. Energy weapons use power budget instead, while melee is limited only by range. Ballistic and missile weapons do draw from ammo, so a Welter or Ironfall build has to budget capacity and replenishment as carefully as firepower. The Welter faction's Ammo Depot even shares the pool to nearby allies, so your best bet for maintaining your supplies might be to bring along a tender rather than packing ammo replenishment into every unit.

Delivery & tags

Certain weapons can change how a shot reaches its target:

Indirect Fire
Arcs over terrain and line-of-sight blocks, but usually lands with up to a couple of tiles of deviation. A spotter (Relay Targeting) or being Deployed can reduce the scatter, but sometimes scatter can lead to fortunate accidents too! Arcing fire also has a minimum range, usually equal to 20% of the weapon's maximum range (rounded down).
Missile / Rocket
These projectiles can be tracked and shot down in flight by point-defense weapons. Top-Attack approaches from an angle point defense cannot easily hit overhead and cannot be intercepted; Saturation Fire overwhelms point defense so less of the volley can be stopped.
Melee / Short-Range
Short range, but Icaroids can swing melee weapons with an incredible amount of force. Unlike every other weapon, melee weapons are used after its wielder moves, so it can charge across the gap and strike on the same round it closes in. Best paired with a ranged weapon that pins the enemy in place or damages stability to catch up to nimble enemies.
Sweep
Some Bretteur blades cleave through multiple targets: the strike lands on the hex it hit and both hexes flanking it for full damage and inflicting all on-hit effects. The arc is calculated as the flanking hexes from the attackertaken from the target so it always points at whatever was struck. It is completely indiscriminate - an ally caught in the arc takes the same blow - and the arc narrows as the weapon's range grows.
Area of Effect
Hits an area, either via an explosive effect that can damage multiple components or a blast radius that can strike all units in an area.
Auto-Fire / Battery
Ironfall Battery weapons fire automatically each round at a random enemy in range without spending the Icaroid's attack. However, they can't be aimed manually.
Ichor-Scaled
Some specialized Chorus weapons gain damage as the number of active glyph bonuses on the weapon increases.
Point defense
A Scutum Point Defense or Point Defense Array cannot fire at enemies it only intercepts incoming missiles, rockets, and thrown weapons for itself and nearby allies. Counter it with Top-Attack or saturation missiles, or overwhelm it with sheer volume of fire.

On-hit effects

Many weapons and Ichor glyphs can apply a status effect on hit. Common effects include:

Weapon catalogue

This table lists every weapon by faction. Dmg is the damage of a whole fire action across all bullets or pellets fired. Multi-shot weapons note the count under Special. Ammo is the total draw from the ammo pool for firing; – means the weapon spends power or nothing instead.

Common

WeaponSizeRngDmgTypeAmmoSpecial
Praetorian Autoriflelarge1242piercing13–4 shots/round
Ballistarius Riflelarge1645piercing1long range, high accuracy
Lux Riflemedium1040laser–2–3 shots, bypasses shields
Spathamedium150slashing–melee
Legion Rocketsmedium1072explosive14 shots, splash, interceptable
Ignis Flamethrowermedium335plasma–Incendiary (burn)
Scutum Point Defensemedium00––intercepts missiles
Velites Javelinsmall640piercing2thrown, single-target

Welter heavy / ammo

WeaponSizeRngDmgTypeAmmoSpecial
Mauler Cannonlarge850explosive5heavy alpha, splash
Groundquake Hammerlarge275blunt–melee, Stability Blow (60), splash
Riot Shieldlarge180stability–melee, +55 armor, Shove, draws fire
Suppression Cannonlarge1290piercing26 shots, Suppressing (stacks)
Trebuchet Artilleryartillery1265explosive3indirect, aoe
Invader Shotgunmedium6120slashing1shotgun: 4 pellets of 30, spread 2
Pest Controlmedium840explosive2indirect, aoe
Mine Launchermedium245explosive1grants Deploy Mine
Shocknet Launchermedium4100stability2Entangling
Dragonbreath Autocannonmedium848plasma24 shots, Incendiary (burn)
Sparkersmall440electrical–drains shields, Electric Disruption

Solari energy / precision

WeaponSizeRngDmgTypeAmmoSpecial
Plaserlarge12480laser–4–8 shots/round, accurate
Plasma Projectorlarge855plasma–Incendiary, splash
Particle Acceleratorlarge1470piercing–Channeled, can't fire moving
Ion Disruptormedium640electrical–Disrupting + Electric Disruption
Gravity Spikemedium430blunt–Pinning
Arc Cuttersmall245slashing–melee, heavy stability + Electric Disruption
MLRS Bombardmentartillery15280plasma414 shots, indirect, imprecise splash

Chorus ichor-scaled

WeaponSizeRngDmgTypeAmmoSpecial
Ichor Bolt Casterlarge635plasma–Ichor Scaled (Weapon) (grows with its glyphs)
Shard Lattice Cannonlarge1220piercing–Ichor Scaled (Weapon) (its own glyphs only)
Tesla Projectormedium420plasma–arcs to nearby, Incendiary
Resonance Pulsemedium60sensory–Resonance Weakening (aoe)
Drain Field Emittermedium815electrical–Shield Siphon + Electric Disruption
Null Field Projectormedium815blunt–Null Suppressing (kills glyphs)
Rampart Projectormedium450stability–grants Raise Terrain
Resonance Quakesmall375stability–grants Resonance Quake
Glacial Cantataartillery1480stability–indirect, seeds Blizzard (slow + obscure)
Tempest Choraleartillery1450electrical–indirect, seeds Resonance Storm (recurring stability dmg)

Ironfall missiles / artillery

WeaponSizeRngDmgTypeAmmoSpecial
Guided Missile Batterylarge10126explosive23 homing shots, direct/indirect, interceptable
Cluster Bomb Launcherlarge815explosive4indirect, scatters submunitions
Anti-Armor Missilelarge1070piercing2high armor penetration
Top-Attack Missilelarge1460piercing3indirect, Top-Attack - can't be intercepted
Micro-Missile Swarmmedium6200slashing220 shots, Saturation Fire (beats PD)
EMP Missilemedium825electrical1indirect, Electric Disruption
Pigeon Missileartillery1265explosive2auto-fires each round, indirect
Autoclave Batteryartillery8120blunt54 shots, auto-fires, indirect, aoe
Ballista Missileartillery2090explosive4indirect, aoe, interceptable

Praxis single-target / drones

WeaponSizeRngDmgTypeAmmoSpecial
Matter Projectorlarge1055piercing1single-target, Stability Blow; also grants deflecting shields
Flechette Cannonlarge840slashing2splash, shreds light armor
Disenfranchisorlarge820laser–20 shots, melts armor through shields
Seeker Missileartillery15200slashing8indirect, single-target, extreme ammo cost
Position Managerlarge7100stability–Pull - drags a target out of position
Designated Receiverlarge100electrical–Drone Target - directs friendly drone fire

Exordia corrosion / affliction

WeaponSizeRngDmgTypeAmmoSpecial
Acid Throwerlarge830stability1thrown, Acid Gel + Entangling + Grounded
Shock Talonmedium180electrical–melee, Disrupting + Incendiary + Electric Disruption
Cloud Seederartillery152sensory–indirect, seeds Acid Rain
E-Bolasmall430electrical–thrown, Entangling + Incendiary
Flame Whiplarge414plasma1close-range, Flame Whip - stacking burn while in range
Power Siphonmedium820laser–Power Crippled - drains the enemy reactor
Ammo Cookermedium810laser–Ammo Cookoff - ignites the target's ammo
Hexriflelarge1640piercing1long range, Blight Devouring Nanites - lethal to already-afflicted targets
Acid Spraymedium340stability–Acid Gel + Grounded

Arx light weapons / shotguns

WeaponSizeRngDmgTypeAmmoSpecial
Cycle Cannonlarge11288piercing16 shots
Pilum Laserlarge12176laser–5–6 shots, 3 power
Bastion Scattergunlarge5165blunt2shotgun: 6 pellets of 28, spread 2
Dispersal Laserlarge6132laser–shotgun: 6 pellets of 22, spread 2, 5 power
Picket Cannonmedium9128piercing13–4 shots
Lantern Lasermedium7112laser–4 shots, 2 power

Bretteur sweeping blades / snares

WeaponSizeRngDmgTypeAmmoSpecial
Grand Moulinetlarge1150slashing–melee, sweep, Stability Blow (60)
Reaping Glaivelarge2120slashing–melee, sweep, Entangling
Harpoon Lancelarge646piercing4thrown, Entangling
Wing Bladesmedium160slashing–melee, sweep, light and cheap
Estocmedium190piercing–melee, single-target, very accurate, 2 power
Volant Bladesmedium572piercing2thrown: 4 blades of 18, spread 1
Weighted Netmedium440blunt3thrown, heavy entangle
Main-Gauchesmall140piercing–melee, Melee Resistance (20), Entangling
Fusilartillery20140piercing14extreme range and accuracy; only the Epee chassis has the artillery port it needs

Alset chaining arcs

WeaponSizeRngDmgTypeAmmoSpecial
Arc Casterlarge854electrical–chain: 2 jumps, range 2, −30%/hop; nullifying; 6 power
Lattice Lancelarge9105plasma–single-target; 8 power
Node Splittermedium442electrical–chain: 4 jumps, range 1, −20%/hop; nullifying; 5 power
Smothering Coilmedium720electrical–chain: 1 jump, no falloff; heavy nullifying; 4 power
Shunt Repeatermedium10240piercing14 shots; the one ballistic Alset gun
Capacitor Batteryartillery1678plasma–indirect, blast 1, ignites tiles; 9 power
Null Emittersmall616electrical–heavy nullifying + null-suppressing; 3 power
Earthing Spikesmall146electrical–melee; nullifying; 2 power

Titan weapons any faction

These heavy weapons are only mounted by a Titan in its single titan-weapon port. They are expensive, but the results are usually worthwhile.

WeaponSizeRngDmgTypeAmmoSpecial
Colossus Siege Cannontitan-weapon18180piercing62 shots, long-range ballistic
Solar Lancetitan-weapon14120plasma–bores armor, ignites tiles
Saturation Rocket Batterytitan-weapon16180explosive83 shots, indirect, wide blast
Wide-Aperture Beam Projectortitan-weapon2080laser–+10 accuracy, extreme range
Immolation Cannontitan-weapon1250explosive10wide blast, melts terrain, seeds fire
Vendetta Warbladetitan-weapon4185slashing–sweeping cleave; entangling + stability blow
Arc Crowntitan-weapon7150electrical–chain: 4 jumps, range 2, −25%/hop; nullifying; 14 power

Weapon modifiers

Modifiers slot into a weapon's Modifier ports to change how it shoots. Every one of them is listed below. Fits is the restriction on the host weapon: a modifier that wants a tag the weapon does not have cannot be attached at all. Modifiers that bolt onto armor, legs, utility or the core are covered in Building an Icaroid.

ModifierFactionFitsEffect on the weapon
Targeting Reticlecommonany weapon+25% accuracy (host weapon only).
Recoil Stabilizercommonany weaponRecoil Stabilized - cuts the moving-fire accuracy penalty 25–50%, and steadies the stability shock of firing.
Ablative Coatingcommonany weaponReduces burning damage taken by 20%.
Extended Magazinecommonammo weapons+20 ammo pool capacity.
Flechette / Hollow Point / AP Ammowelterballistic, non-explosiveConvert 75% of non-explosive damage to slashing / blunt / piercing and raise the converted damage. Only one ammo type at a time.
Charged Ammowelterballistic, non-explosiveConverts 25% of damage to electrical. Only one ammo type at a time.
Heavy Ordnancewelterammo weaponsBoosts damage; +50% ammo consumption and weight.
Ammo Packswelterammo weaponsExternal pouches holding extra rounds for the host weapon, at a heavy weight cost.
Overclock Modulesolarienergy weaponsOverclocked - +1 shot per round; accuracy penalty on every shot.
Capacitor Banksolarienergy weaponsNext shot +50–100% damage, then 2 rounds to recharge.
Flame-Retardant Platingsolarienergy weaponsReduces burning damage taken by 35%.
Secondary Targeting AIsolariany weapon+20–40% accuracy and a smaller penalty against moving targets.
Resonance Crystalchorusany weaponAdds electrical damage scaling with the host component's grid fill.
Smart Guidance Packageironfallmissiles−1 tile missile deviation; +15–30% direct-fire accuracy.
Tandem / Incendiary WarheadironfallmissilesConvert explosive damage to piercing (armor pen) / plasma burn. Only one warhead at a time.
Micro-MissilesironfallmissilesDouble the shots per action, each for half the damage.
Auto-Loader Systemironfallammo weapons+25% shots/turn on multi-shot weapons; +150% ammo cost.
Extended Battery Magironfallbattery weaponsCuts the host battery's ammo cost by 1–2 per shot, sustaining auto-fire through a long engagement.
Weakpoint Seekerpraxissingle-target weapons+accuracy, and each hit stacks Drill Weakened so successive shots at the same target bite deeper.
Impact Smokepraxisammo weaponsDrops a smoke cloud where the shot lands. It conceals whoever is standing in it, friend or enemy.
Intensifierexordiaany weaponIntensified - +25% strength to every on-hit effect this weapon applies.
Caustic Roundsexordiaammo weaponsAcid Gel on hit, eating the target's armor for several rounds.
Toxin Reservoirexordiaany weaponThe same Acid Gel without ammunition, so energy and melee weapons can corrode too.
Blight Reaperexordiaammo weaponsBlight Devouring Nanites - lethal against a target already carrying an affliction.
Volatile Warheadexordiaany weaponDetonate - a target that dies within a few rounds bursts in a 2-hex radius.
Choke TubearxshotgunsChoked Barrel - the pattern lands a tile tighter, and each pellet loses a quarter of its damage.
Honed Edgebretteurmelee weapons+10 damage for almost no weight.
Balance Counterweightbretteurmelee weapons+15 accuracy and a little structure.
Hooked Quillonsbretteurmelee weaponsAdds Entangling (30) to every strike.
Throwing Groovesbretteurthrown weapons+2 range and +10 accuracy on the throwing racks.
Match Barrelbretteurballistic weapons+25 accuracy and Recoil Stabilized. In practice, a Fusil part.
Arc Splitteralsetchaining weaponsArc Split - +1 shot per round, but each arc makes 2 fewer jumps.
Charge Wellalsetany weapon+3 reactor power per round, feeding a power-hungry emitter from its own reserve.
Null Windingalsetany weaponNullifying (14) on hit, weakening the positive effects the target relies on.
Focusing Ringalsetany weapon+12 accuracy at a heavy weight cost.
Sabot Plate Armoralsetany weapon+40 structure and +4 armor on the weapon itself. It does nothing for the shooting; it keeps the gun alive.
Match weapons to weaknesses
Pick the damage type your target is weakest against where possible. Blunt or Laser damage can defeat shields, while Slashing is best against lightly-armored enemies.