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 / 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. |
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.
On-hit effects
Many weapons and Ichor glyphs can apply a status effect on hit. Common effects include:
- Incendiary - adds a plasma burn that damages an enemy each round.
- Suppressing - stacks an accuracy penalty on the target.
- Entangling / Pinning - reduces/halves the target's movement.
- Stun On Hit - the target can't act next round.
- Stability Blow - extra stability damage, potentially causing a crash.
- Electric Disruption - weakens target's positive effects and can cause a powerful burst of plasma dmage if stacked too high.
- Resonance Weakening - reduces the target's armor.
- Shield Siphon - steals shields from the target and grants them to the attacker.
- Null Suppressing - shuts off the target's glyph bonuses.
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
| Weapon | Size | Rng | Dmg | Type | Ammo | Special |
|---|---|---|---|---|---|---|
| Praetorian Autorifle | large | 12 | 42 | piercing | 1 | 3–4 shots/round |
| Ballistarius Rifle | large | 16 | 45 | piercing | 1 | long range, high accuracy |
| Lux Rifle | medium | 10 | 40 | laser | – | 2–3 shots, bypasses shields |
| Spatha | medium | 1 | 50 | slashing | – | melee |
| Legion Rockets | medium | 10 | 72 | explosive | 1 | 4 shots, splash, interceptable |
| Ignis Flamethrower | medium | 3 | 35 | plasma | – | Incendiary (burn) |
| Scutum Point Defense | medium | 0 | 0 | – | – | intercepts missiles |
| Velites Javelin | small | 6 | 40 | piercing | 2 | thrown, single-target |
Welter heavy / ammo
| Weapon | Size | Rng | Dmg | Type | Ammo | Special |
|---|---|---|---|---|---|---|
| Mauler Cannon | large | 8 | 50 | explosive | 5 | heavy alpha, splash |
| Groundquake Hammer | large | 2 | 75 | blunt | – | melee, Stability Blow (60), splash |
| Riot Shield | large | 1 | 80 | stability | – | melee, +55 armor, Shove, draws fire |
| Suppression Cannon | large | 12 | 90 | piercing | 2 | 6 shots, Suppressing (stacks) |
| Trebuchet Artillery | artillery | 12 | 65 | explosive | 3 | indirect, aoe |
| Invader Shotgun | medium | 6 | 120 | slashing | 1 | shotgun: 4 pellets of 30, spread 2 |
| Pest Control | medium | 8 | 40 | explosive | 2 | indirect, aoe |
| Mine Launcher | medium | 2 | 45 | explosive | 1 | grants Deploy Mine |
| Shocknet Launcher | medium | 4 | 100 | stability | 2 | Entangling |
| Dragonbreath Autocannon | medium | 8 | 48 | plasma | 2 | 4 shots, Incendiary (burn) |
| Sparker | small | 4 | 40 | electrical | – | drains shields, Electric Disruption |
Solari energy / precision
| Weapon | Size | Rng | Dmg | Type | Ammo | Special |
|---|---|---|---|---|---|---|
| Plaser | large | 12 | 480 | laser | – | 4–8 shots/round, accurate |
| Plasma Projector | large | 8 | 55 | plasma | – | Incendiary, splash |
| Particle Accelerator | large | 14 | 70 | piercing | – | Channeled, can't fire moving |
| Ion Disruptor | medium | 6 | 40 | electrical | – | Disrupting + Electric Disruption |
| Gravity Spike | medium | 4 | 30 | blunt | – | Pinning |
| Arc Cutter | small | 2 | 45 | slashing | – | melee, heavy stability + Electric Disruption |
| MLRS Bombardment | artillery | 15 | 280 | plasma | 4 | 14 shots, indirect, imprecise splash |
Chorus ichor-scaled
| Weapon | Size | Rng | Dmg | Type | Ammo | Special |
|---|---|---|---|---|---|---|
| Ichor Bolt Caster | large | 6 | 35 | plasma | – | Ichor Scaled (Weapon) (grows with its glyphs) |
| Shard Lattice Cannon | large | 12 | 20 | piercing | – | Ichor Scaled (Weapon) (its own glyphs only) |
| Tesla Projector | medium | 4 | 20 | plasma | – | arcs to nearby, Incendiary |
| Resonance Pulse | medium | 6 | 0 | sensory | – | Resonance Weakening (aoe) |
| Drain Field Emitter | medium | 8 | 15 | electrical | – | Shield Siphon + Electric Disruption |
| Null Field Projector | medium | 8 | 15 | blunt | – | Null Suppressing (kills glyphs) |
| Rampart Projector | medium | 4 | 50 | stability | – | grants Raise Terrain |
| Resonance Quake | small | 3 | 75 | stability | – | grants Resonance Quake |
| Glacial Cantata | artillery | 14 | 80 | stability | – | indirect, seeds Blizzard (slow + obscure) |
| Tempest Chorale | artillery | 14 | 50 | electrical | – | indirect, seeds Resonance Storm (recurring stability dmg) |
Ironfall missiles / artillery
| Weapon | Size | Rng | Dmg | Type | Ammo | Special |
|---|---|---|---|---|---|---|
| Guided Missile Battery | large | 10 | 126 | explosive | 2 | 3 homing shots, direct/indirect, interceptable |
| Cluster Bomb Launcher | large | 8 | 15 | explosive | 4 | indirect, scatters submunitions |
| Anti-Armor Missile | large | 10 | 70 | piercing | 2 | high armor penetration |
| Top-Attack Missile | large | 14 | 60 | piercing | 3 | indirect, Top-Attack - can't be intercepted |
| Micro-Missile Swarm | medium | 6 | 200 | slashing | 2 | 20 shots, Saturation Fire (beats PD) |
| EMP Missile | medium | 8 | 25 | electrical | 1 | indirect, Electric Disruption |
| Pigeon Missile | artillery | 12 | 65 | explosive | 2 | auto-fires each round, indirect |
| Autoclave Battery | artillery | 8 | 120 | blunt | 5 | 4 shots, auto-fires, indirect, aoe |
| Ballista Missile | artillery | 20 | 90 | explosive | 4 | indirect, aoe, interceptable |
Praxis single-target / drones
| Weapon | Size | Rng | Dmg | Type | Ammo | Special |
|---|---|---|---|---|---|---|
| Matter Projector | large | 10 | 55 | piercing | 1 | single-target, Stability Blow; also grants deflecting shields |
| Flechette Cannon | large | 8 | 40 | slashing | 2 | splash, shreds light armor |
| Disenfranchisor | large | 8 | 20 | laser | – | 20 shots, melts armor through shields |
| Seeker Missile | artillery | 15 | 200 | slashing | 8 | indirect, single-target, extreme ammo cost |
| Position Manager | large | 7 | 100 | stability | – | Pull - drags a target out of position |
| Designated Receiver | large | 10 | 0 | electrical | – | Drone Target - directs friendly drone fire |
Exordia corrosion / affliction
| Weapon | Size | Rng | Dmg | Type | Ammo | Special |
|---|---|---|---|---|---|---|
| Acid Thrower | large | 8 | 30 | stability | 1 | thrown, Acid Gel + Entangling + Grounded |
| Shock Talon | medium | 1 | 80 | electrical | – | melee, Disrupting + Incendiary + Electric Disruption |
| Cloud Seeder | artillery | 15 | 2 | sensory | – | indirect, seeds Acid Rain |
| E-Bola | small | 4 | 30 | electrical | – | thrown, Entangling + Incendiary |
| Flame Whip | large | 4 | 14 | plasma | 1 | close-range, Flame Whip - stacking burn while in range |
| Power Siphon | medium | 8 | 20 | laser | – | Power Crippled - drains the enemy reactor |
| Ammo Cooker | medium | 8 | 10 | laser | – | Ammo Cookoff - ignites the target's ammo |
| Hexrifle | large | 16 | 40 | piercing | 1 | long range, Blight Devouring Nanites - lethal to already-afflicted targets |
| Acid Spray | medium | 3 | 40 | stability | – | Acid Gel + Grounded |
Arx light weapons / shotguns
| Weapon | Size | Rng | Dmg | Type | Ammo | Special |
|---|---|---|---|---|---|---|
| Cycle Cannon | large | 11 | 288 | piercing | 1 | 6 shots |
| Pilum Laser | large | 12 | 176 | laser | – | 5–6 shots, 3 power |
| Bastion Scattergun | large | 5 | 165 | blunt | 2 | shotgun: 6 pellets of 28, spread 2 |
| Dispersal Laser | large | 6 | 132 | laser | – | shotgun: 6 pellets of 22, spread 2, 5 power |
| Picket Cannon | medium | 9 | 128 | piercing | 1 | 3–4 shots |
| Lantern Laser | medium | 7 | 112 | laser | – | 4 shots, 2 power |
Bretteur sweeping blades / snares
| Weapon | Size | Rng | Dmg | Type | Ammo | Special |
|---|---|---|---|---|---|---|
| Grand Moulinet | large | 1 | 150 | slashing | – | melee, sweep, Stability Blow (60) |
| Reaping Glaive | large | 2 | 120 | slashing | – | melee, sweep, Entangling |
| Harpoon Lance | large | 6 | 46 | piercing | 4 | thrown, Entangling |
| Wing Blades | medium | 1 | 60 | slashing | – | melee, sweep, light and cheap |
| Estoc | medium | 1 | 90 | piercing | – | melee, single-target, very accurate, 2 power |
| Volant Blades | medium | 5 | 72 | piercing | 2 | thrown: 4 blades of 18, spread 1 |
| Weighted Net | medium | 4 | 40 | blunt | 3 | thrown, heavy entangle |
| Main-Gauche | small | 1 | 40 | piercing | – | melee, Melee Resistance (20), Entangling |
| Fusil | artillery | 20 | 140 | piercing | 14 | extreme range and accuracy; only the Epee chassis has the artillery port it needs |
Alset chaining arcs
| Weapon | Size | Rng | Dmg | Type | Ammo | Special |
|---|---|---|---|---|---|---|
| Arc Caster | large | 8 | 54 | electrical | – | chain: 2 jumps, range 2, −30%/hop; nullifying; 6 power |
| Lattice Lance | large | 9 | 105 | plasma | – | single-target; 8 power |
| Node Splitter | medium | 4 | 42 | electrical | – | chain: 4 jumps, range 1, −20%/hop; nullifying; 5 power |
| Smothering Coil | medium | 7 | 20 | electrical | – | chain: 1 jump, no falloff; heavy nullifying; 4 power |
| Shunt Repeater | medium | 10 | 240 | piercing | 1 | 4 shots; the one ballistic Alset gun |
| Capacitor Battery | artillery | 16 | 78 | plasma | – | indirect, blast 1, ignites tiles; 9 power |
| Null Emitter | small | 6 | 16 | electrical | – | heavy nullifying + null-suppressing; 3 power |
| Earthing Spike | small | 1 | 46 | electrical | – | 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.
| Weapon | Size | Rng | Dmg | Type | Ammo | Special |
|---|---|---|---|---|---|---|
| Colossus Siege Cannon | titan-weapon | 18 | 180 | piercing | 6 | 2 shots, long-range ballistic |
| Solar Lance | titan-weapon | 14 | 120 | plasma | – | bores armor, ignites tiles |
| Saturation Rocket Battery | titan-weapon | 16 | 180 | explosive | 8 | 3 shots, indirect, wide blast |
| Wide-Aperture Beam Projector | titan-weapon | 20 | 80 | laser | – | +10 accuracy, extreme range |
| Immolation Cannon | titan-weapon | 12 | 50 | explosive | 10 | wide blast, melts terrain, seeds fire |
| Vendetta Warblade | titan-weapon | 4 | 185 | slashing | – | sweeping cleave; entangling + stability blow |
| Arc Crown | titan-weapon | 7 | 150 | electrical | – | 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.
| Modifier | Faction | Fits | Effect on the weapon |
|---|---|---|---|
| Targeting Reticle | common | any weapon | +25% accuracy (host weapon only). |
| Recoil Stabilizer | common | any weapon | Recoil Stabilized - cuts the moving-fire accuracy penalty 25–50%, and steadies the stability shock of firing. |
| Ablative Coating | common | any weapon | Reduces burning damage taken by 20%. |
| Extended Magazine | common | ammo weapons | +20 ammo pool capacity. |
| Flechette / Hollow Point / AP Ammo | welter | ballistic, non-explosive | Convert 75% of non-explosive damage to slashing / blunt / piercing and raise the converted damage. Only one ammo type at a time. |
| Charged Ammo | welter | ballistic, non-explosive | Converts 25% of damage to electrical. Only one ammo type at a time. |
| Heavy Ordnance | welter | ammo weapons | Boosts damage; +50% ammo consumption and weight. |
| Ammo Packs | welter | ammo weapons | External pouches holding extra rounds for the host weapon, at a heavy weight cost. |
| Overclock Module | solari | energy weapons | Overclocked - +1 shot per round; accuracy penalty on every shot. |
| Capacitor Bank | solari | energy weapons | Next shot +50–100% damage, then 2 rounds to recharge. |
| Flame-Retardant Plating | solari | energy weapons | Reduces burning damage taken by 35%. |
| Secondary Targeting AI | solari | any weapon | +20–40% accuracy and a smaller penalty against moving targets. |
| Resonance Crystal | chorus | any weapon | Adds electrical damage scaling with the host component's grid fill. |
| Smart Guidance Package | ironfall | missiles | −1 tile missile deviation; +15–30% direct-fire accuracy. |
| Tandem / Incendiary Warhead | ironfall | missiles | Convert explosive damage to piercing (armor pen) / plasma burn. Only one warhead at a time. |
| Micro-Missiles | ironfall | missiles | Double the shots per action, each for half the damage. |
| Auto-Loader System | ironfall | ammo weapons | +25% shots/turn on multi-shot weapons; +150% ammo cost. |
| Extended Battery Mag | ironfall | battery weapons | Cuts the host battery's ammo cost by 1–2 per shot, sustaining auto-fire through a long engagement. |
| Weakpoint Seeker | praxis | single-target weapons | +accuracy, and each hit stacks Drill Weakened so successive shots at the same target bite deeper. |
| Impact Smoke | praxis | ammo weapons | Drops a smoke cloud where the shot lands. It conceals whoever is standing in it, friend or enemy. |
| Intensifier | exordia | any weapon | Intensified - +25% strength to every on-hit effect this weapon applies. |
| Caustic Rounds | exordia | ammo weapons | Acid Gel on hit, eating the target's armor for several rounds. |
| Toxin Reservoir | exordia | any weapon | The same Acid Gel without ammunition, so energy and melee weapons can corrode too. |
| Blight Reaper | exordia | ammo weapons | Blight Devouring Nanites - lethal against a target already carrying an affliction. |
| Volatile Warhead | exordia | any weapon | Detonate - a target that dies within a few rounds bursts in a 2-hex radius. |
| Choke Tube | arx | shotguns | Choked Barrel - the pattern lands a tile tighter, and each pellet loses a quarter of its damage. |
| Honed Edge | bretteur | melee weapons | +10 damage for almost no weight. |
| Balance Counterweight | bretteur | melee weapons | +15 accuracy and a little structure. |
| Hooked Quillons | bretteur | melee weapons | Adds Entangling (30) to every strike. |
| Throwing Grooves | bretteur | thrown weapons | +2 range and +10 accuracy on the throwing racks. |
| Match Barrel | bretteur | ballistic weapons | +25 accuracy and Recoil Stabilized. In practice, a Fusil part. |
| Arc Splitter | alset | chaining weapons | Arc Split - +1 shot per round, but each arc makes 2 fewer jumps. |
| Charge Well | alset | any weapon | +3 reactor power per round, feeding a power-hungry emitter from its own reserve. |
| Null Winding | alset | any weapon | Nullifying (14) on hit, weakening the positive effects the target relies on. |
| Focusing Ring | alset | any weapon | +12 accuracy at a heavy weight cost. |
| Sabot Plate Armor | alset | any weapon | +40 structure and +4 armor on the weapon itself. It does nothing for the shooting; it keeps the gun alive. |