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 - 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.
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, 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. 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:

Weapon catalogue

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.

Common

WeaponSizeRngDmgTypeAmmoSpecial
Praetorian Autoriflelarge1212piercing13–4 shots/round
Ballistarius Riflelarge1645piercing1long range, high accuracy
Lux Riflemedium1016laser2–3 shots, bypasses shields
Spathamedium150slashingmelee
Legion Rocketsmedium1018explosive14 shots, splash, interceptable
Ignis Flamethrowermedium335plasmaIncendiary (burn)
Scutum Point Defensemedium00intercepts missiles
Velites Javelinsmall640piercing2thrown, single-target

Welter heavy / ammo

WeaponSizeRngDmgTypeAmmoSpecial
Mauler Cannonlarge850explosive5heavy alpha, splash
Groundquake Hammerlarge275bluntmelee, Stability Blow (60), splash
Riot Shieldlarge180stabilitymelee, +55 armor, Shove, draws fire
Suppression Cannonlarge1215piercing26 shots, Suppressing (stacks)
Trebuchet Artilleryartillery1265explosive3indirect, aoe
Invader Shotgunmedium645slashing1short range, hard hitting
Pest Controlmedium840explosive2indirect, aoe
Mine Launchermedium245explosive1grants Deploy Mine
Shocknet Launchermedium4100stability2Entangling
Dragonbreath Autocannonmedium812plasma24 shots, Incendiary (burn)
Sparkersmall440electricaldrains shields, Electric Disruption

Solari energy / precision

WeaponSizeRngDmgTypeAmmoSpecial
Plaserlarge1212laser4–8 shots/round, accurate
Plasma Projectorlarge855plasmaIncendiary, splash
Particle Acceleratorlarge1470piercingChanneled, can't fire moving
Ion Disruptormedium640electricalDisrupting + Electric Disruption
Gravity Spikemedium430bluntPinning
Arc Cuttersmall245slashingmelee, heavy stability + Electric Disruption
MLRS Bombardmentartillery1520plasma414 shots, indirect, imprecise splash

Chorus ichor-scaled

WeaponSizeRngDmgTypeAmmoSpecial
Ichor Bolt Casterlarge635plasmaIchor Scaled (Weapon) (grows with its glyphs)
Shard Lattice Cannonlarge1220piercingIchor Scaled (Weapon) (its own glyphs only)
Tesla Projectormedium420plasmaarcs to nearby, Incendiary
Resonance Pulsemedium60sensoryResonance Weakening (aoe)
Drain Field Emittermedium815electricalShield Siphon + Electric Disruption
Null Field Projectormedium815bluntNull Suppressing (kills glyphs)
Rampart Projectormedium450stabilitygrants Raise Terrain
Resonance Quakesmall375stabilitygrants Resonance Quake
Glacial Cantataartillery1480stabilityindirect, seeds Blizzard (slow + obscure)
Tempest Choraleartillery1450electricalindirect, seeds Resonance Storm (recurring stability dmg)

Ironfall missiles / artillery

WeaponSizeRngDmgTypeAmmoSpecial
Guided Missile Batterylarge1024explosive23 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 Swarmmedium610slashing220 shots, Saturation Fire (beats PD)
EMP Missilemedium825electrical1indirect, Electric Disruption
Pigeon Missileartillery1265explosive2auto-fires each round, indirect
Autoclave Batteryartillery830blunt54 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
Disenfranchisorlarge81laser20 shots, melts armor through shields
Seeker Missileartillery15200slashing8indirect, single-target, extreme ammo cost
Position Managerlarge7100stabilityPull - drags a target out of position
Designated Receiverlarge100electricalDrone Target - directs friendly drone fire

Exordia corrosion / affliction

WeaponSizeRngDmgTypeAmmoSpecial
Acid Throwerlarge830stability1thrown, Acid Gel + Entangling + Grounded
Shock Talonmedium180electricalmelee, Disrupting + Incendiary + Electric Disruption
Cloud Seederartillery152sensoryindirect, seeds Acid Rain
E-Bolasmall430electricalthrown, Entangling + Incendiary
Flame Whiplarge414plasma1close-range, Flame Whip - stacking burn while in range
Power Siphonmedium820laserPower Crippled - drains the enemy reactor
Ammo Cookermedium810laserAmmo Cookoff - ignites the target's ammo
Hexriflelarge1640piercing1long range, Blight Devouring Nanites - lethal to already-afflicted targets
Acid Spraymedium340stabilityAcid Gel + Grounded

Titan weapons any faction

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.

WeaponSizeRngDmgTypeAmmoSpecial
Colossus Siege Cannontitan-weapon1890piercing62 shots, long-range ballistic
Solar Lancetitan-weapon14120plasmabores armor, ignites tiles
Saturation Rocket Batterytitan-weapon1660explosive83 shots, indirect, wide blast
Wide-Aperture Beam Projectortitan-weapon2080laser+10 accuracy, extreme range
Immolation Cannontitan-weapon1250explosive10wide blast, melts terrain, seeds fire

Weapon modifiers

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

ModifierFactionEffect on the weapon
Targeting Reticlecommon+25% accuracy (weapon only).
Extended Magazinecommon+20 ammo pool capacity.
Recoil StabilizercommonCuts the moving-fire accuracy penalty 25–50%.
Ablative CoatingcommonReduces burning damage taken by 20%.
Flechette / Hollow Point / AP AmmowelterConvert 75% of non-explosive damage to slashing / blunt / piercing.
Charged AmmowelterConverts 25% of damage to electrical.
Heavy OrdnancewelterBoosts damage; +50% ammo consumption and weight.
Overclock Modulesolari+1 shot per round; accuracy penalty on every shot.
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 Systemironfall+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.