Two Turns In A Row Long Range Weapons

The key here is being able to use the weapon again SOON!

The key to THAT key is the number in the top right of the Action Card. That specifies what cooldown slot the card can be placed on.

At the end of your turn you get a free rest action which slides all cards on the cooldown track slide one slot to the left and the card that was in the 1 slot goes back into your hand to be used again.

If you play a weapon Action Card that can be placed on the 1 slot of the cooldown track, the free rest at the end of your turn brings it right back into your hand to use again the next turn. However, any weapon with a range of 5 or more must be placed in a higher cooldown slot (so it can’t automatically be available again on your next turn).

So… how can there be long range weapons that can be used two turns in a row? Well, you get two actions when it is your turn. If one of your actions is to REST, that slides all the cards on the cooldown 1 slot to the left! And your free rest action at the end of your turn also slides the cards 1 to the left. So, yeah, combining the free rest action with taking a rest as one of your two actions, means cards slide TWO to the left… thus cards in slot 2 WILL slide to the left twice and go back into your hand! Note: of course, the 2 slot must be empty in order for you to play the card there:)

So, to be included in this list of long range weapons that can be used two turns in a row, the card must be able to be placed in cooldown slot 2 AND be able to have a range of at least 5 (to be considered LONG range). Let’s call a range 3-4 weapon a medium range weapon:)

The 6 Heroes included in this list: Gia, Sigyn, Xalia, Memnon, Eradicator and Tarira

If you’d like to actually use your cool long distance weapon card frequently, here’s your list:

CSS-701 Proton Blaster

Gia – This is an example of an Action Card that allows you to place it in any cooldown slot! That is what the X in the top right means. However, the lower the slot you place it in, the less damage it does! But, it does have a default range of 5 and thus will qualify for a two turn weapon card if you play it in slot 1 or 2.

Jammer Rifle

Sigyn – The only other default range 5 weapon in this list! Place it in slot 2 and get it back on your next turn with 1 rest action. With 1 die, it can deal damage of 2-4 but also use a red boost and get up to 5 damage.

X8 Light Blaster

Xalia – You need to use a yellow boost to give a +2 range boost to range 6. It does 2 damage and if placed on the 2 slot, you get to use it the next turn after using a rest action.

CQ Nano-Blaster

Memnon – You need to use a yellow boost to bump the range up 2 to be range 5. It then can deal 2 damage to TWO enemies (if both are in that range). Note that you may not also use a green boost (to add a die to try to bump up the damage) at the same time as there is a limit of 1 boost per action.

Shock Pulse Emitter

Eradicator – You need to use a blue boost to bump up the range to 5 *OR* roll a +2 with the 1 die. It deals 3 damage.

Pulse Rifle

Tarira – You need to use a yellow boost to be able to place the card on the 2 slot instead of the 3.  Then it will deal 2-4 damage (depending on the roll of the die) with a range of 6.

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