Assault Cannon
4
Weapon — uncommon
Rapid Launch. Hot Activation. Deal 11 damage; may use Manual Fire the turn deployed.
Comes with the pilot's name on the grip. The target's name comes later.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 58 Weapon cards (Uncommon) — page 1 of 3

Weapon — uncommon
Rapid Launch. Hot Activation. Deal 11 damage; may use Manual Fire the turn deployed.
Comes with the pilot's name on the grip. The target's name comes later.

Weapon — uncommon
Priority Fire. Breach Cascade. Deal 7; adjacent units take 2.
Spreads the conversation. Nobody near the target gets to keep out of it.

Weapon — uncommon
Alpha Strike. Deal 3 damage twice to target.
Pulls the trigger once. The mechanism pulls the trigger again, more thoroughly.

Weapon — uncommon
Cascading Power. Deal 8 damage, +1 per non-unit card played this turn.
Waits for the other cards to speak first. Delivers the compiled summary.

Weapon — uncommon
Breach Cascade. Chain Catalyst. Deal 7; adjacent take 2; next non-unit card +2 damage.
The arc hunts the crowd. Each hop is politely measured. Each hop lands.

Weapon — uncommon
Breach Cascade. Chain Catalyst. Deal 9; adjacent take 3; next non-unit card +2 damage.
Jumps ship to ship, carrying the grievance without ever being introduced.

Weapon — uncommon
Escalation. Gains +1 attack at the start of each of your turns (cap 15).
Starts small. Grows. Grows. Grows. The pilot remembers to fire eventually.

Weapon — uncommon
Linked Fire. Priority Fire. Deal 5; +2 if another Weapon fires this turn.
Sings with the next gun in line. The song finishes the target before verse two.

Weapon — uncommon
Breach Cascade. Apply Lock. Deal 7; adjacent take 2; target skips next refresh.
Not one problem. Several small, related problems, delivered at the same address.

Weapon — uncommon
Priority Fire. Breach Cascade. Alpha Strike. Deal 13; adjacent take 3; fires twice.
First volley speaks. Second volley agrees with the first. The neighborhood agrees quietly.

Weapon — uncommon
Alpha Strike. Priority Fire. Deal 6 damage twice.
Both barrels fire first. Everything else in the fight files a complaint.

Weapon — uncommon
Priority Fire. Overclock. Deal 5 damage.
Two coils. One trigger. The second coil finishes what the first could not.

Weapon — uncommon
Cold Boot 1. Overflow Fire. Deal 9 damage; excess hits ship directly.
Arms slowly. Detonates completely. The arithmetic makes the slow part worth it.

Weapon — uncommon
Alpha Strike. Deal 5 damage twice to target.
Bolted to the wing. Runs until the pilot stops asking. The pilot keeps asking.

Weapon — uncommon
Phase Drive. Critical Strike. Deal 7 damage; any damage destroys Drone or Weapon systems.
Arrives from the wrong side of reality, leaves the correct side shorter than before.

Weapon — uncommon
Phase Drive. Gain Stealth. Critical Strike. Deal 14 damage.
Nobody sees it coming. Nobody sees it leave. Only the enemy writes up the difference.

Weapon — uncommon
Gain Stealth. Cloaked Entry. Deal 5 damage.
Leaves no muzzle flash. Leaves a small crater. Leaves a reputation unattached to a name.

Weapon — uncommon
Escalation. Gains +2 damage per turn alive. When attack reaches 12, flip into Full Cannon.
A small gun on a small mount. The mount grows. The gun grows. Target quiet.

Weapon — uncommon
Alpha Strike. Deal 4 damage twice to target.
Larger coil, same rhythm. The enemy still gets the same verdict, twice.

Weapon — uncommon
Priority Fire. Flanking Fire. Deal 12 damage.
Field model. Shipped without ceremony. Arrives with consequences anyway.