Tactical Missile
5
Weapon — rare
Manual Fire. Priority Fire. Tracking Lock. Once per turn, pay 1 for 16 damage.
Waits for permission. Arrives with interest. Collects on an account the target forgot about.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 186 Weapon cards — page 9 of 10

Weapon — rare
Manual Fire. Priority Fire. Tracking Lock. Once per turn, pay 1 for 16 damage.
Waits for permission. Arrives with interest. Collects on an account the target forgot about.

Weapon — legendary
Radiation Leak. Phase Drive. Critical Strike. Deal 16; 5 radiation over 3 turns.
The round arrives through a crack in the page. The target reads the crack later.

Weapon — mythic
Priority Fire. Critical Strike. Radiation Leak. Overflow Fire. Deal 30; excess to ship; 8 radiation.
Not listed on any requisition. Listed on every funeral record after first firing.

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 — legendary
Alpha Strike. Critical Strike. Priority Fire. Deal 7 damage twice, first.
Named by the only crew who lived through the first test. They never loaded another.

Weapon — common
Cold Boot 1. Deal 6 damage.
A slow breath before the whole corridor stops breathing.

Weapon — common
Hot Deploy. Deal 11 damage.
Ready on the rail before the checklist is finished.

Weapon — common
Deal 9 damage to target enemy unit or ship.
Old name. Old calibration. Still writes the same ending in the same language.

Weapon — common
When played, fire three shots dealing 2 damage each to any targets.
Three barrels, three opinions, one verdict, no room for a second jury.

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 — epic
Alpha Strike. Linked Fire. Priority Fire. Deal 6 damage twice; second +2.
Two cores firing in sync. The sync is the hard part. Cores are not subtle.

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

Weapon — rare
Rapid Launch. Alpha Strike. Deal 5 damage twice.
Both tubes empty. Both tubes full. The reload was as loud as the launch.

Weapon — common
Flanking Fire. Deal 12 damage. Must be blocked by 2 or more units.
Decides its angle in flight. Does not consult the pilot or the fleet.

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 — epic
Phase Drive. Overflow Fire. Radiation Leak. Deal 20; excess to ship; 4 radiation.
Breaks something that does not want to be broken. The fleet writes up the paperwork.

Weapon — rare
Phase Drive. Critical Strike. Overflow Fire. Deal 16; excess hits ship.
Born in a shipyard that no longer exists. Still writing the same quiet verdict.

Weapon — rare
Phase Drive. Critical Strike. Radiation Leak. Deal 16; 3 radiation over 3 turns.
A gun that arrives from elsewhere. Elsewhere is nowhere the fleet discusses.

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 — epic
Breach Cascade. Radiation Leak. Overflow Fire. Deal 24; adjacent 6; 5 radiation.
Happens on the sensor suite, not the eye. The sensor suite lies down afterwards.