Pulse Battery
3
Weapon — common
Persistent Field. Deals 2 damage to enemy ship at end of your turn.
Slow drumbeat. The kind that breaks long before it stops.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 69 Weapon cards (Common) — page 3 of 4

Weapon — common
Persistent Field. Deals 2 damage to enemy ship at end of your turn.
Slow drumbeat. The kind that breaks long before it stops.

Weapon — common
Deal 14 damage to target enemy unit or ship.
Twice the coil. Twice the silence on the comms afterwards.

Weapon — common
Deal 4 damage to target enemy unit.
Four shots in the chamber. You only need one.

Weapon — common
Deal 12 damage to target enemy unit or ship.
Four barrels. One conversation. Nobody finishes their sentence.

Weapon — common
Deal 6 damage. Damage is not reduced by Shield Capacity.
Shields are for the polite. This one skipped etiquette.

Weapon — common
Deal 13 damage to target enemy unit or ship.
Charges once. Pays for itself the moment it stops charging.

Weapon — common
Priority Fire. Deal 3 damage.
First fire wins most fights. The rest is paperwork.

Weapon — common
Reactive. Deal 4 damage to a unit that just attacked.
You hit. They hit back. The physics were never in your favor.

Weapon — common
Deal 6 damage. Your ship takes 1 damage.
The ship shakes. So do you. It was worth it.

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

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