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 - must match the port it slots into (see Building an Icaroid).
Effects vs Weapon Effects
Effects describe the weapon (how it flies, how it scales). Weapon Effects are what it does to whoever it hits. A Flamethrower's Incendiary sets the target on fire; a Particle Lance'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, 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.

Delivery & tags

Tags can change how a weapon reaches its target:

Indirect Fire
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.
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. 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 Point Defense Turret or 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.
  • 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

WeaponSizeRngDmgTypeAmmoSpecial
Autoriflelarge1225piercing1multi-shot
Sniper Riflelarge1645piercing1long range, high accuracy
Laser Riflemedium1030laser-bypasses shields
Swordmedium150slashing-light stability on hit
Rocketsmedium1040explosive1splash, interceptable
Flamethrowermedium335plasma-Incendiary (burn)
Point Defense Turretmedium00--intercepts missiles
Javelinsmall640piercing2thrown, ammo-hungry

Welter heavy / ammo

WeaponSizeRngDmgTypeAmmoSpecial
Cannonlarge860blunt1extreme alpha
Hammerlarge155blunt-Stability Blow (60)
Shieldlarge00--draws fire, +55 armor
Suppression Cannonlarge1220piercing1Suppressing (stacks)
Artilleryartillery2060explosive1indirect, aoe
Missile Artilleryartillery1865explosive1indirect, interceptable
Shotgunmedium845slashing1damage falls off with range
Grenade Launchermedium840explosive1indirect, aoe
Mine Launchermedium245explosive1grants Deploy Mine
Net Launchermedium40stability2Entangling (no damage)
Incendiary Projectormedium835plasma1Incendiary (burn)
Tasersmall530electrical-Electrical Shock (40)

Solari energy / precision

WeaponSizeRngDmgTypeAmmoSpecial
Pulse Laserlarge1230laser-4–8 shots/round, accurate
Plasma Cannonlarge855plasma-Incendiary, splash, heat
Particle Lancelarge1470piercing-Channeled, can't fire moving
Ion Disruptormedium630electrical-Disrupting + shock (30)
Gravity Spikemedium430blunt-Pinning
Arc Cuttersmall245slashing-stun + stability + shock

Chorus ichor-scaled

WeaponSizeRngDmgTypeAmmoSpecial
Ichor Bolt Casterlarge1035plasma-Ichor Scaled (grows with glyphs)
Shard Lattice Cannonlarge1220piercing-Ichor Scaled
Tesla Projectormedium620plasma-arcs to nearby, Incendiary
Resonance Pulsemedium60sensory-Resonance Weakening (aoe)
Drain Field Emittermedium815electrical-Shield Siphon + shock
Null Field Projectormedium810blunt-Null Suppressing (kills glyphs)
Rampart Projectormedium420stability-grants Raise Terrain
Resonance Quakesmall315stability-grants Resonance Quake

Ironfall missiles / artillery

WeaponSizeRngDmgTypeAmmoSpecial
Guided Missile Batterylarge1035explosive12–4 homing, interceptable
Cluster Bomb Launcherlarge825explosive1indirect, scatters submunitions
Anti-Armor Missilelarge1070piercing2high armor penetration
Top-Attack Missilelarge860piercing2can't be intercepted
Micro-Missile Swarmmedium615slashing1Saturation Fire (beats PD)
EMP Missilemedium825electrical1indirect, Electrical Shock
Volley Cannonartillery1035explosive2auto-fires each round
Autoshot Batteryartillery645explosive2auto-fires, high per-shot

Weapon modifiers

Modifiers slot into a weapon's Modifier ports to change how it shoots:

ModifierFactionEffect on the weapon
Targeting Reticlecommon+10–25% accuracy.
Extended Magazinecommon+20 ammo pool capacity.
Recoil StabilizercommonCuts the moving-fire accuracy penalty 25–50%.
Cooling FinscommonReduces overheating on energy/plasma weapons.
Flechette / Hollow Point / AP AmmowelterConvert 75% of non-explosive damage to slashing / blunt / piercing.
Charged AmmowelterConverts 25% of damage to electrical.
Heavy Ordinancewelter+10–50% damage; +ammo cost and weight.
Overclock Modulesolari+25–50% fire rate; stacking overheat risk.
Capacitor BanksolariNext shot +50–100% damage, then recharges.
Resonance CrystalchorusAdds electrical damage scaling with grid fill.
Smart Guidance Packageironfall−1 tile missile deviation; +direct-fire accuracy.
Tandem / Incendiary WarheadironfallConvert explosive to piercing (armor pen) / plasma burn.
Auto-Loader SystemironfallFire every turn instead of every other; +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.