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).
Descriptors (ballistic, energy, missile, melee, aoe…) used by interception, modifiers, and glyphs.
Size
Large / Medium / Small / Artillery / Titan-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.
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.
Ammo or power?
A weapon's Power Cost is the energy-weapon counterpart of
Ammo Cost - drawn from the reactor budget each shot instead of the ammo
pool. See Power & Reactors for the
energy-vs-ammo trade-off.
Arcs over terrain and line-of-sight blocks, but lands with up to a couple of tiles of deviation. A spotter (Relay Targeting) or being Deployed tightens the scatter. Arcing fire also has a minimum range — a dead zone equal to 20% of the weapon's maximum range (rounded down) that it cannot lob inside of.
Missile / Rocket
Can be shot down in flight by point-defense weapons. Top-Attack arcs overhead and cannot be intercepted; Saturation Fire overwhelms point defense so only 40% is stopped.
Melee / Short-Range
One-to-a-few hex reach but heavy hits - Swords, Hammers, Arc Cutters. Unlike every other weapon, a melee arm swings after its wielder moves, so it can charge across the gap and strike on the same round it closes in. Pair with something that pins the enemy in place.
Area of Effect
Hits an area: explosive splash across connected components, or terrain-radius effects.
Auto-Fire / Battery
Ironfall Battery weapons fire automatically each round at a random enemy in range without spending the Icaroid's attack - but can't be aimed manually.
Ichor-Scaled
Chorus weapons whose damage/effect grows with the number of active glyph bonuses on the Icaroid.
Point defense
A Scutum Point Defense or Point Defense Array fires no offense - it intercepts
incoming missiles, rockets, and thrown weapons (tag-based) for itself
and nearby allies. Counter it with Top-Attack or saturation missiles.
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.
Every weapon, grouped by faction. Dmg is per shot -
multi-shot weapons note the count under Special, which also folds in
on-hit effects and notable traits. Ammo is the per-shot draw from the
shared pool; – means the weapon spends power
or nothing instead. Damage type drives the shield/armor/structure math in
How Damage Works.
The heavy ordnance a Titan mounts in its single
titan-weapon port. They are deliberately oversized - far pricier than any
standard-size weapon - and every faction's Titan can field any of them.
+25% shots/turn on multi-shot weapons; +150% ammo cost.
Match weapon to weakness
Pick the damage type your target is
soft to - Blunt or Laser into shields, Slashing into bare structure -
then stack a modifier or glyph that
attacks the same weak point.