Apex Gun
7
Weapon — rare
Priority Fire. Alpha Strike. Critical Strike. Deal 12 damage twice, first.
Top of every mounting bracket. Top of every requisition list. Top of every enemy obituary.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 31 Weapon cards (Rare) — page 1 of 2

Weapon — rare
Priority Fire. Alpha Strike. Critical Strike. Deal 12 damage twice, first.
Top of every mounting bracket. Top of every requisition list. Top of every enemy obituary.

Weapon — rare
Breach Cascade. Overclock. Chain Catalyst. Deal 9; adjacent 3; next card +2.
Jumps the room. Sets the next room up. The third room just hears the hum.

Weapon — rare
Breach Cascade. Chain Catalyst. Deal 12; adjacent take 3; next card +2 damage.
Current hops room to room. Rooms agree, without consultation, to match the voltage.

Weapon — rare
Priority Fire. Alpha Strike. Overclock. Deal 10 damage twice, first.
The whole battery talks at once. The enemy listens, briefly, as a courtesy.

Weapon — rare
Alpha Strike. Priority Fire. Overclock. Deal 6 damage twice, first.
Two rounds at the top of the queue. Two out of the chamber. Quiet.

Weapon — rare
Overflow Fire. Breach Cascade. Radiation Leak. Deal 12; adjacent take 3; 3 radiation.
A round the engineers spoke about in whispers. The enemy learns the whisper personally.

Weapon — rare
Flanking Fire. Alpha Strike. Priority Fire. Deal 11; must be blocked by 2.
Four tubes at four angles. The cross finds the target regardless of its turn.

Weapon — rare
Critical Strike. Cascading Power. Deal 21 damage; +1 per non-unit card played.
Gathers the whole turn's advantages into one closing paragraph.

Weapon — rare
Priority Fire. Phase Drive. Critical Strike. Deal 12 damage.
Cuts through the answer before the question is finished. The pilot never flinches.

Weapon — rare
Breach Cascade. Overflow Fire. Radiation Leak. Deal 16; adjacent 5; 3 radiation.
One shell. Several wakes. The neighborhood files a petition later, too late.

Weapon — rare
Phase Drive. Radiation Leak. Critical Strike. Deal 16; 4 radiation over 3 turns.
A round that arrives already broken. Breaks its next target on the way through anyway.

Weapon — rare
Priority Fire. Overclock. Quick Strike. Deal 9 damage.
Old coil, new timing, the same unchanged sound of the same settled argument.

Weapon — rare
Alpha Strike. Flanking Fire. Deal 6 damage twice; must be blocked by 2.
Fires from four angles at once. Blocks from one angle take the bill anyway.

Weapon — rare
Priority Fire. Alpha Strike. Critical Strike. Deal 5 damage twice with Priority Fire.
The gun every sniper asks the fleet to put on their next ship, quietly.

Weapon — rare
Gain Stealth. Phase Drive. Critical Strike. Deal 8 damage.
Nobody files the report. The report writes itself. The pilot approves it later.

Weapon — rare
Priority Fire. Breach Cascade. Radiation Leak. Deal 18; adjacent 4; 4 radiation.
Takes the whole room. The adjacent rooms file complaints. Nobody answers the complaints.

Weapon — rare
Breach Cascade. Cascading Power. Overflow Fire. Deal 12; adjacent 4; +1 per non-unit card.
Stacks the afternoon's advantages into one round. Discharges the round, polite and terminal.

Weapon — rare
Priority Fire. Critical Strike. Radiation Leak. Deal 12; 3 radiation over 3 turns.
The beam leaves first. The illness follows slower. Both arrive at the same address.

Weapon — rare
Priority Fire. Critical Strike. Radiation Leak. Deal 16; 3 radiation over 3 turns.
A gun the old pilots refuse to name aloud. New pilots keep asking.

Weapon — rare
Gain Stealth. Critical Strike. Rapid Launch. Deal 20 damage; enters unseen.
Never on the sensor. Never on the radar. Always on the casualty list later.