Burst Rifle
4
Weapon — rare
Alpha Strike. Priority Fire. Overclock. Deal 6 damage twice, first.
Two rounds at the top of the queue. Two out of the chamber. Quiet.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 186 Weapon cards — page 2 of 10

Weapon — rare
Alpha Strike. Priority Fire. Overclock. Deal 6 damage twice, first.
Two rounds at the top of the queue. Two out of the chamber. Quiet.

Weapon — uncommon
Cascading Power. Deal 8 damage, +1 per non-unit card played this turn.
Waits for the other cards to speak first. Delivers the compiled summary.

Weapon — common
Deal 2 damage and Disable target unit's abilities next turn.
Fills the sky with noise and the cockpit with silence.

Weapon — uncommon
Breach Cascade. Chain Catalyst. Deal 7; adjacent take 2; next non-unit card +2 damage.
The arc hunts the crowd. Each hop is politely measured. Each hop lands.

Weapon — uncommon
Breach Cascade. Chain Catalyst. Deal 9; adjacent take 3; next non-unit card +2 damage.
Jumps ship to ship, carrying the grievance without ever being introduced.

Weapon — rare
Overflow Fire. Breach Cascade. Radiation Leak. Deal 12; adjacent take 3; 3 radiation.
A round the engineers spoke about in whispers. The enemy learns the whisper personally.

Weapon — uncommon
Escalation. Gains +1 attack at the start of each of your turns (cap 15).
Starts small. Grows. Grows. Grows. The pilot remembers to fire eventually.

Weapon — uncommon
Linked Fire. Priority Fire. Deal 5; +2 if another Weapon fires this turn.
Sings with the next gun in line. The song finishes the target before verse two.

Weapon — epic
Phase Drive. Quick Strike. Priority Fire. Deal 12 damage first.
Fires through last week and into next week. Both weeks remember the round.

Weapon — uncommon
Breach Cascade. Apply Lock. Deal 7; adjacent take 2; target skips next refresh.
Not one problem. Several small, related problems, delivered at the same address.

Weapon — uncommon
Priority Fire. Breach Cascade. Alpha Strike. Deal 13; adjacent take 3; fires twice.
First volley speaks. Second volley agrees with the first. The neighborhood agrees quietly.

Weapon — common
Deal 6 damage to target enemy unit or ship.
Magnets the size of a fist. Results the size of a prayer.

Weapon — rare
Flanking Fire. Alpha Strike. Priority Fire. Deal 11; must be blocked by 2.
Four tubes at four angles. The cross finds the target regardless of its turn.

Weapon — rare
Critical Strike. Cascading Power. Deal 21 damage; +1 per non-unit card played.
Gathers the whole turn's advantages into one closing paragraph.

Weapon — common
Cold Boot 2. When Cold Boot ends, flip this card into Awakened Gun.
Sits in the rack reading the pilot, waiting for the pilot to be worthy.

Weapon — common
Deal 11 damage to target Engines subsystem.
Lands nose-first, thinks afterward, stops asking questions somewhere on the drive manifold.

Weapon — uncommon
Alpha Strike. Priority Fire. Deal 6 damage twice.
Both barrels fire first. Everything else in the fight files a complaint.

Weapon — uncommon
Priority Fire. Overclock. Deal 5 damage.
Two coils. One trigger. The second coil finishes what the first could not.

Weapon — legendary
Priority Fire. Critical Strike. Alpha Strike. Deal 12 damage twice, first.
Every pilot swears the oath once. Nobody swears it twice. The oath keeps its word.

Weapon — common
Deal 3 damage; +3 damage if target is a Drone.
Designed for the ones the real guns cannot be bothered with.