Sabotage Cannon
4
Weapon — uncommon
Sabotage Charge. Disable. Deal 11; plant a charge that triggers when target uses ability.
Small switch sits inside the enemy ship. Waits. Waits. Thinks about it once. Acts.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 18 of 58 Weapon cards (Uncommon) — page 3 of 3

Weapon — uncommon
Sabotage Charge. Disable. Deal 11; plant a charge that triggers when target uses ability.
Small switch sits inside the enemy ship. Waits. Waits. Thinks about it once. Acts.

Weapon — uncommon
Rapid Launch. Flanking Fire. Deal 5 damage.
Launches a brace of small problems. The enemy sorts them out one at a time.

Weapon — uncommon
Radiation Leak. Breach Cascade. Deal 11; adjacent take 2; 3 radiation over 3 turns.
Leaves a trail of consequences. The consequences never agree on whose fault it was.

Weapon — uncommon
Tracking Lock. Apply Lock. Deal 8 damage; target skips next refresh.
Patient weapon. Patient pilot. Patient enemy, at least until the fourth second.

Weapon — uncommon
Overflow Fire. Radiation Leak. Deal 16; excess to ship; 3 radiation over 3 turns.
The siege goes home to brag. The target does not go home.

Weapon — uncommon
Escalation. Gains +1 attack per turn alive.
The flame starts polite. The flame grows. Politeness becomes a different word eventually.

Weapon — uncommon
Tracking Lock. Critical Strike. Deal 8 damage.
Long tube. Long patience. One pilot, one round, one quiet professional outcome.

Weapon — uncommon
Escalation. Gains +2 attack each turn this has not attacked (cap 20).
The more the pilot waits, the more the capacitor argues with itself. Eventually both agree.

Weapon — uncommon
Priority Fire. Disable. Deal 5 damage; target loses abilities next turn.
A cannon that knocks the enemy's rhythm sideways for exactly long enough.

Weapon — uncommon
Cloaked Entry. Deal 3 damage; cannot be attacked the turn deployed.
Arrives as shadow. Fires as sound. Leaves, eventually, as myth.

Weapon — uncommon
Manual Fire. Priority Fire. Once per turn, pay 1 to deal 8 damage.
Reloads on a schedule. The schedule is the pilot. The schedule is picky.

Weapon — uncommon
Priority Fire. Radiation Leak. Deal 8; 2 radiation over 3 turns.
A salvo that burns on arrival and keeps burning on the manifest afterwards.

Weapon — uncommon
Cold Boot 2. After Cold Boot, deals 25 damage with Priority Fire and Critical Strike.
Turn one: paints. Turn two: breathes. Turn three: the target writes the last entry.

Weapon — uncommon
Alpha Strike. Deal 2 damage twice to target.
Left hand shoots first. Right hand shoots better. Both hands shoot finished.

Weapon — uncommon
Critical Strike. Phase Drive. Deal 18 damage.
A gun not meant for polite use. The tribunal has never even heard of it.

Weapon — uncommon
Critical Strike. Phase Drive. Deal 10 damage; bypasses most blockers.
A round that has already decided on its conclusion. The target is only a witness.

Weapon — uncommon
Overflow Fire. Radiation Leak. Deal 14 damage; excess hits ship; apply 2 over 2 turns.
Carries a little of the void inside. Leaves the same quiet inside the target.

Weapon — uncommon
Rapid Launch. Priority Fire. Deal 9 damage.
All racks empty. All racks warmed. All racks reloaded by different hands elsewhere.