Alpha Card Library

1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.

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Showing 20 of 69 Weapon cards (Common) — page 3 of 4

Pulse Battery

3
Pulse Battery

Weaponcommon

Persistent Field. Deals 2 damage to enemy ship at end of your turn.

Slow drumbeat. The kind that breaks long before it stops.

ATK 7DEF 3

Pulse Battery Mk.II

5
Pulse Battery Mk.II

Weaponcommon

Deal 14 damage to target enemy unit or ship.

Twice the coil. Twice the silence on the comms afterwards.

ATK 16DEF 0

Pulse Rifle

1
Pulse Rifle

Weaponcommon

Deal 4 damage to target enemy unit.

Four shots in the chamber. You only need one.

ATK 4DEF 0

Quad Railgun

4
Quad Railgun

Weaponcommon

Deal 12 damage to target enemy unit or ship.

Four barrels. One conversation. Nobody finishes their sentence.

ATK 12DEF 0

Railgun Round

2
Railgun Round

Weaponcommon

Deal 6 damage. Damage is not reduced by Shield Capacity.

Shields are for the polite. This one skipped etiquette.

ATK 6DEF 0

Railpulse Cannon

4
Railpulse Cannon

Weaponcommon

Deal 13 damage to target enemy unit or ship.

Charges once. Pays for itself the moment it stops charging.

ATK 13DEF 0

Rapid Pulse

1
Rapid Pulse

Weaponcommon

Priority Fire. Deal 3 damage.

First fire wins most fights. The rest is paperwork.

ATK 3DEF 0

Reaction Shot

2
Reaction Shot

Weaponcommon

Reactive. Deal 4 damage to a unit that just attacked.

You hit. They hit back. The physics were never in your favor.

ATK 5DEF 0

Recoil Cannon

2
Recoil Cannon

Weaponcommon

Deal 6 damage. Your ship takes 1 damage.

The ship shakes. So do you. It was worth it.

ATK 6DEF 0

Sabot Round

2
Sabot Round

Weaponcommon

Deal 6 damage to Hull Integrity directly; ignores Shield Capacity.

Drops its jacket at the muzzle. Arrives already unwelcome.

ATK 6DEF 0

Scatter Round

1
Scatter Round

Weaponcommon

Hits 2 different targets for 2 damage each.

Aim is overrated when there's enough sky to fill.

ATK 4DEF 0

Scattergun

2
Scattergun

Weaponcommon

Hits up to 3 different targets for 2 damage each.

One shell leaves the chamber, several small regrets arrive at the target.

ATK 5DEF 0

Scavenged Round

0
Scavenged Round

Weaponcommon

Play only if one of your Drones was destroyed this turn. Deal 3 damage.

Pulled from the wreck still warm, still angry, still willing.

ATK 3DEF 0

Shear Beam

3
Shear Beam

Weaponcommon

Flanking Fire. Deal 8 damage.

Approach from the wrong side. Find the right answer.

ATK 8DEF 0

Siege Cannon

3
Siege Cannon

Weaponcommon

Cold Boot 1. Deal 10 damage.

It warms up slowly because it has thinking to do.

ATK 10DEF 0

Siege Turret

4
Siege Turret

Weaponcommon

Cold Boot 1. Persistent Field: deals 4 damage to an enemy unit each turn.

Sets its feet deliberately, then refuses to move for the rest of the war.

ATK 8DEF 5

Smart Missile

2
Smart Missile

Weaponcommon

Rapid Launch. Deal 5 damage; enters ready to attack.

It remembers the silhouette. It remembers the name.

ATK 5DEF 0

Smart Torpedo

3
Smart Torpedo

Weaponcommon

Rapid Launch. Deal 8 damage; enters ready to attack.

Decides it is already in love with the target.

ATK 8DEF 0

Snap Fire

2
Snap Fire

Weaponcommon

Quick Strike. Deal 5 damage.

Finger on the trigger before the thought on the mind.

ATK 5DEF 0

Spark Discharge

0
Spark Discharge

Weaponcommon

Reactive. Deal 2 damage to target enemy unit.

A pilot's last-ditch trigger pull, born of panic, saved by instinct.

ATK 2DEF 0