Siege Turret
4
Weapon — common
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.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 186 Weapon cards — page 8 of 10

Weapon — common
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.

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

Weapon — rare
Tracking Lock. Rapid Launch. Critical Strike. Deal 11 damage.
Already knows the target's schedule. Arrives a little ahead, like a good guest.

Weapon — common
Rapid Launch. Deal 5 damage; enters ready to attack.
It remembers the silhouette. It remembers the name.

Weapon — common
Rapid Launch. Deal 8 damage; enters ready to attack.
Decides it is already in love with the target.

Weapon — common
Quick Strike. Deal 5 damage.
Finger on the trigger before the thought on the mind.

Weapon — rare
Tracking Lock. Critical Strike. Manual Fire. Once per turn, pay 1 to deal 12 damage.
Long tube. Long history. Short distance between trigger and conclusion.

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

Weapon — common
Reactive. Deal 2 damage to target enemy unit.
A pilot's last-ditch trigger pull, born of panic, saved by instinct.

Weapon — common
Flanking Fire. Deal 3 damage.
One missile. Three angles. Two wingmen to answer it.

Weapon — common
Deal 3 damage to up to 2 enemy Drones.
A fan of light across the near field. Everything small in it gets a receipt.

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 — rare
Each turn, deals +3 damage. Full unlock at turn 4 for 25 total damage on strike.
Each turn the math goes up a notch. The enemy does not notice the climb.

Weapon — mythic
Priority Fire. Breach Cascade. Overflow Fire. Radiation Leak. Deal 32; adjacent 10; 8 radiation; once per match.
Older than the fleet. Older than the star it eats. Older than memory, still hungry.

Weapon — legendary
Phase Drive. Overflow Fire. Breach Cascade. Radiation Leak. Deal 28; adjacent 8; 6 radiation.
The shipyard listed this gun as scrap. The scrap yard listed it as classified.

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

Weapon — epic
Critical Strike. Phase Drive. Overflow Fire. Deal 24 damage; bypasses most blockers.
Born in a shipyard that no longer exists. Still listed on its manifest.

Weapon — common
Alpha Strike. Deal 2 damage twice to target.
Twice is the only rhythm it knows, twice is all it needs.

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.