Recon Gun
1
Weapon — uncommon
Recon Beacon. Deal 3 damage; heal your ship 2 when this attacks.
Fires and then tells you what you just saw. Usually useful. Sometimes too late.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 186 Weapon cards — page 7 of 10

Weapon — uncommon
Recon Beacon. Deal 3 damage; heal your ship 2 when this attacks.
Fires and then tells you what you just saw. Usually useful. Sometimes too late.

Weapon — uncommon
Overflow Fire. Radiation Leak. Deal 12; excess to ship; apply 3 over 3 turns.
Opens a small tear in space. Closes it on the enemy, slowly, patiently, completely.

Weapon — common
Deal 6 damage to Hull Integrity directly; ignores Shield Capacity.
Drops its jacket at the muzzle. Arrives already unwelcome.

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 — common
Hits 2 different targets for 2 damage each.
Aim is overrated when there's enough sky to fill.

Weapon — common
Hits up to 3 different targets for 2 damage each.
One shell leaves the chamber, several small regrets arrive at the target.

Weapon — common
Play only if one of your Drones was destroyed this turn. Deal 3 damage.
Pulled from the wreck still warm, still angry, still willing.

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 — legendary
Overflow Fire. Radiation Leak. Critical Strike. Deal 24; excess to ship; 5 radiation.
A second, smaller sun, fired from a tube. The planet remembered both for a while.

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.

Weapon — epic
Gain Stealth. Phase Drive. Critical Strike. Deal 16 damage, unseen.
The gun the fleet refuses to itemize. The shipyard welds it in anyway.

Weapon — common
Flanking Fire. Deal 8 damage.
Approach from the wrong side. Find the right answer.

Weapon — common
Cold Boot 1. Deal 10 damage.
It warms up slowly because it has thinking to do.

Weapon — rare
Cold Boot 1. Critical Strike. Overflow Fire. Deal 16; excess to ship.
Arms slowly. Arrives politely. Leaves nothing the siege engineer wants to itemize.

Weapon — rare
Rapid Launch. Overflow Fire. Critical Strike. Deal 21 damage; bypasses blockers.
Arrives the moment it was launched. Leaves a hole the moment it arrives.

Weapon — epic
Cold Boot 1. Cascading Power. Critical Strike. Deal 20 damage; +1 per non-unit card.
Patient gun. Patient pilot. Patient enemy, at least until the third minute.

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 — epic
Cold Boot 1. Critical Strike. Overflow Fire. Deal 16; excess hits ship.
Arms slowly. Arrives politely. Leaves nothing the engineers want itemized.