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 186 Weapon cards — page 8 of 10

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

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

Smart Bomb

4
Smart Bomb

Weaponrare

Tracking Lock. Rapid Launch. Critical Strike. Deal 11 damage.

Already knows the target's schedule. Arrives a little ahead, like a good guest.

ATK 12DEF 0

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

Sniper Rifle (Marksman Variant)

4
Sniper Rifle (Marksman Variant)

Weaponrare

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.

ATK 12DEF 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

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

Splinter Missile

1
Splinter Missile

Weaponcommon

Flanking Fire. Deal 3 damage.

One missile. Three angles. Two wingmen to answer it.

ATK 3DEF 0

Spread Laser

2
Spread Laser

Weaponcommon

Deal 3 damage to up to 2 enemy Drones.

A fan of light across the near field. Everything small in it gets a receipt.

ATK 5DEF 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

Staggered Warhead

4
Staggered Warhead

Weaponrare

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.

ATK 12DEF 0

Star-Eater

8
Star-Eater

Weaponmythic

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.

ATK 32DEF 0

Star Rift

8
Star Rift

Weaponlegendary

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.

ATK 28DEF 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

Stellar Spike

7
Stellar Spike

Weaponepic

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.

ATK 24DEF 0

Stutter Gun

1
Stutter Gun

Weaponcommon

Alpha Strike. Deal 2 damage twice to target.

Twice is the only rhythm it knows, twice is all it needs.

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