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:
| Field | Meaning |
|---|---|
| Range | Maximum reach in hexes. 0 means it never fires offensively (shields, point defense). |
| Damage / Damage Type | Base hit and how it interacts with shields/armor/structure - see How Damage Works. |
| Accuracy | A flat bonus/penalty to the hit roll for this weapon. |
| Ammo Cost | Ammo drawn from the shared pool per shot. 0 = no ammo needed (energy/melee). |
| Power Cost | Power drawn from the per-round power budget per shot. Energy weapons spend power instead of ammo. |
| Weapon Effects | Effects applied to the target on hit (e.g. burn, entangle, suppress). |
| Effects | Always-on traits of the weapon itself (e.g. Indirect Fire, Ichor Scaled). |
| Abilities | Abilities the weapon grants (e.g. Deploy Mine, Raise Terrain). |
| Tags | Descriptors (ballistic, energy, missile, melee, aoe…) used by interception, modifiers, and glyphs. |
| Size | Large / Medium / Small / Artillery - must match the port it slots into (see Building an Icaroid). |
Ammo
Ammo is a single shared pool for the whole Icaroid, not per-weapon. Three numbers govern it:
- Ammo Capacity - the pool's maximum, summed from the core, any utility that adds capacity (Missile Magazine +40, Electropanel, etc.), and Extended Magazine modifiers.
- Ammo Replenishment - ammo added at the end of every round, summed from the core and parts like the Ammo Fabricator (+3/round).
- Ammo Cost - each weapon's per-shot draw. A weapon can only fire if the pool holds at least its cost.
Energy and melee weapons (lasers, plasma, swords) cost no ammo - energy weapons instead spend from the per-round power budget, while melee is limited only by range. Ballistic and missile weapons draw from the pool, 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.
On-hit effects
Many weapons apply a status effect on hit - this is where a weapon's identity often lives. Common ones in the tables below:
- Incendiary - sets a plasma burn that ticks each round.
- Suppressing - stacking accuracy penalty on the target.
- Entangling / Pinning - halve the target's movement.
- Stun On Hit - the target can't act next round.
- Stability Blow - extra stability damage, threatening a crash.
- Electrical Shock - bonus electrical damage that drains shields.
- Resonance Weakening - reduces the target's armor.
- Shield Siphon - steals shields onto the attacker.
- Null Suppressing - shuts off the target's glyph bonuses.
Weapon catalogue
Every weapon, grouped by faction. Special folds together on-hit effects and notable traits. Damage type drives the shield/armor/structure math in How Damage Works.
Common
| Weapon | Size | Rng | Dmg | Type | Ammo | Special |
|---|---|---|---|---|---|---|
| Autorifle | large | 12 | 25 | piercing | 1 | multi-shot |
| Sniper Rifle | large | 16 | 45 | piercing | 1 | long range, high accuracy |
| Laser Rifle | medium | 10 | 30 | laser | - | bypasses shields |
| Sword | medium | 1 | 50 | slashing | - | light stability on hit |
| Rockets | medium | 10 | 40 | explosive | 1 | splash, interceptable |
| Flamethrower | medium | 3 | 35 | plasma | - | Incendiary (burn) |
| Point Defense Turret | medium | 0 | 0 | - | - | intercepts missiles |
| Javelin | small | 6 | 40 | piercing | 2 | thrown, ammo-hungry |
Welter heavy / ammo
| Weapon | Size | Rng | Dmg | Type | Ammo | Special |
|---|---|---|---|---|---|---|
| Cannon | large | 8 | 60 | blunt | 1 | extreme alpha |
| Hammer | large | 1 | 55 | blunt | - | Stability Blow (60) |
| Shield | large | 0 | 0 | - | - | draws fire, +55 armor |
| Suppression Cannon | large | 12 | 20 | piercing | 1 | Suppressing (stacks) |
| Artillery | artillery | 20 | 60 | explosive | 1 | indirect, aoe |
| Missile Artillery | artillery | 18 | 65 | explosive | 1 | indirect, interceptable |
| Shotgun | medium | 8 | 45 | slashing | 1 | damage falls off with range |
| Grenade Launcher | medium | 8 | 40 | explosive | 1 | indirect, aoe |
| Mine Launcher | medium | 2 | 45 | explosive | 1 | grants Deploy Mine |
| Net Launcher | medium | 4 | 0 | stability | 2 | Entangling (no damage) |
| Incendiary Projector | medium | 8 | 35 | plasma | 1 | Incendiary (burn) |
| Taser | small | 5 | 30 | electrical | - | Electrical Shock (40) |
Solari energy / precision
| Weapon | Size | Rng | Dmg | Type | Ammo | Special |
|---|---|---|---|---|---|---|
| Pulse Laser | large | 12 | 30 | laser | - | 4–8 shots/round, accurate |
| Plasma Cannon | large | 8 | 55 | plasma | - | Incendiary, splash, heat |
| Particle Lance | large | 14 | 70 | piercing | - | Channeled, can't fire moving |
| Ion Disruptor | medium | 6 | 30 | electrical | - | Disrupting + shock (30) |
| Gravity Spike | medium | 4 | 30 | blunt | - | Pinning |
| Arc Cutter | small | 2 | 45 | slashing | - | stun + stability + shock |
Chorus ichor-scaled
| Weapon | Size | Rng | Dmg | Type | Ammo | Special |
|---|---|---|---|---|---|---|
| Ichor Bolt Caster | large | 10 | 35 | plasma | - | Ichor Scaled (grows with glyphs) |
| Shard Lattice Cannon | large | 12 | 20 | piercing | - | Ichor Scaled |
| Tesla Projector | medium | 6 | 20 | plasma | - | arcs to nearby, Incendiary |
| Resonance Pulse | medium | 6 | 0 | sensory | - | Resonance Weakening (aoe) |
| Drain Field Emitter | medium | 8 | 15 | electrical | - | Shield Siphon + shock |
| Null Field Projector | medium | 8 | 10 | blunt | - | Null Suppressing (kills glyphs) |
| Rampart Projector | medium | 4 | 20 | stability | - | grants Raise Terrain |
| Resonance Quake | small | 3 | 15 | stability | - | grants Resonance Quake |
Ironfall missiles / artillery
| Weapon | Size | Rng | Dmg | Type | Ammo | Special |
|---|---|---|---|---|---|---|
| Guided Missile Battery | large | 10 | 35 | explosive | 1 | 2–4 homing, interceptable |
| Cluster Bomb Launcher | large | 8 | 25 | explosive | 1 | indirect, scatters submunitions |
| Anti-Armor Missile | large | 10 | 70 | piercing | 2 | high armor penetration |
| Top-Attack Missile | large | 8 | 60 | piercing | 2 | can't be intercepted |
| Micro-Missile Swarm | medium | 6 | 15 | slashing | 1 | Saturation Fire (beats PD) |
| EMP Missile | medium | 8 | 25 | electrical | 1 | indirect, Electrical Shock |
| Volley Cannon | artillery | 10 | 35 | explosive | 2 | auto-fires each round |
| Autoshot Battery | artillery | 6 | 45 | explosive | 2 | auto-fires, high per-shot |
Weapon modifiers
Modifiers slot into a weapon's Modifier ports to change how it shoots:
| Modifier | Faction | Effect on the weapon |
|---|---|---|
| Targeting Reticle | common | +10–25% accuracy. |
| Extended Magazine | common | +20 ammo pool capacity. |
| Recoil Stabilizer | common | Cuts the moving-fire accuracy penalty 25–50%. |
| Cooling Fins | common | Reduces overheating on energy/plasma weapons. |
| Flechette / Hollow Point / AP Ammo | welter | Convert 75% of non-explosive damage to slashing / blunt / piercing. |
| Charged Ammo | welter | Converts 25% of damage to electrical. |
| Heavy Ordinance | welter | +10–50% damage; +ammo cost and weight. |
| Overclock Module | solari | +25–50% fire rate; stacking overheat risk. |
| Capacitor Bank | solari | Next shot +50–100% damage, then recharges. |
| Resonance Crystal | chorus | Adds electrical damage scaling with grid fill. |
| Smart Guidance Package | ironfall | −1 tile missile deviation; +direct-fire accuracy. |
| Tandem / Incendiary Warhead | ironfall | Convert explosive to piercing (armor pen) / plasma burn. |
| Auto-Loader System | ironfall | Fire every turn instead of every other; +ammo cost. |