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 18 of 58 Weapon cards (Uncommon) — page 3 of 3

Sabotage Cannon

4
Sabotage Cannon

Weaponuncommon

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.

ATK 12DEF 0

Salvo Launcher

2
Salvo Launcher

Weaponuncommon

Rapid Launch. Flanking Fire. Deal 5 damage.

Launches a brace of small problems. The enemy sorts them out one at a time.

ATK 5DEF 0

Scorch Cannon

4
Scorch Cannon

Weaponuncommon

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.

ATK 12DEF 0

Siege Rifle

3
Siege Rifle

Weaponuncommon

Tracking Lock. Apply Lock. Deal 8 damage; target skips next refresh.

Patient weapon. Patient pilot. Patient enemy, at least until the fourth second.

ATK 8DEF 0

Siege Rocket

5
Siege Rocket

Weaponuncommon

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.

ATK 16DEF 0

Slow Burn

2
Slow Burn

Weaponuncommon

Escalation. Gains +1 attack per turn alive.

The flame starts polite. The flame grows. Politeness becomes a different word eventually.

ATK 5DEF 0

Sniper Rifle

3
Sniper Rifle

Weaponuncommon

Tracking Lock. Critical Strike. Deal 8 damage.

Long tube. Long patience. One pilot, one round, one quiet professional outcome.

ATK 8DEF 0

Stacking Laser

3
Stacking Laser

Weaponuncommon

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.

ATK 8DEF 0

Stagger Cannon

2
Stagger Cannon

Weaponuncommon

Priority Fire. Disable. Deal 5 damage; target loses abilities next turn.

A cannon that knocks the enemy's rhythm sideways for exactly long enough.

ATK 5DEF 0

Stealth Laser

1
Stealth Laser

Weaponuncommon

Cloaked Entry. Deal 3 damage; cannot be attacked the turn deployed.

Arrives as shadow. Fires as sound. Leaves, eventually, as myth.

ATK 3DEF 0

Tactical Cannon

3
Tactical Cannon

Weaponuncommon

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.

ATK 8DEF 0

Thermal Salvo

3
Thermal Salvo

Weaponuncommon

Priority Fire. Radiation Leak. Deal 8; 2 radiation over 3 turns.

A salvo that burns on arrival and keeps burning on the manifest afterwards.

ATK 8DEF 0

Twin Aim

3
Twin Aim

Weaponuncommon

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.

ATK 0DEF 8

Twin Pistol

1
Twin Pistol

Weaponuncommon

Alpha Strike. Deal 2 damage twice to target.

Left hand shoots first. Right hand shoots better. Both hands shoot finished.

ATK 3DEF 0

Void Annihilator

6
Void Annihilator

Weaponuncommon

Critical Strike. Phase Drive. Deal 18 damage.

A gun not meant for polite use. The tribunal has never even heard of it.

ATK 20DEF 0

Void Sniper

4
Void Sniper

Weaponuncommon

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.

ATK 12DEF 0

Void Torpedo

5
Void Torpedo

Weaponuncommon

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.

ATK 16DEF 0

Warhead Salvo

3
Warhead Salvo

Weaponuncommon

Rapid Launch. Priority Fire. Deal 9 damage.

All racks empty. All racks warmed. All racks reloaded by different hands elsewhere.

ATK 9DEF 0