Basic Module
1
Module — common
Draw 1 card.
Small black box. Smaller label. The pilot never reads the label. The box still works.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 50 Module cards (Common) — page 1 of 3

Module — common
Draw 1 card.
Small black box. Smaller label. The pilot never reads the label. The box still works.

Module — common
Bounce. Return target enemy Drone to its owner's hand.
The drone takes a long rest on the hangar rack. Somebody else wears the war.

Module — common
Deal 10 damage. You may store this in Cargo face-down; its cost becomes 2 when played from Cargo.
Hidden in the hold. The enemy knows there is a box. The box is patient.

Module — common
Breach Cascade. Deal 14 damage; adjacent enemy units take 3 each.
One door goes. The neighbors become doors. The hallway opens on everything.

Module — common
All your Weapons deal +3 damage this turn.
A quiet chemistry in the cockpit. The pilot gets loud in a useful way.

Module — common
Deep Scan. Choose 1 of 3 random cards from your deck.
A tiny light goes on in the deck. One card remembers being important.

Module — common
Gain 20 Shield Capacity.
A shield the size of a verdict. Lands once. Lasts long enough to matter.

Module — common
Deal 4 damage. After use, flip this card into Cold Shell.
Wants to go off. Wants to go off again. The bay quietly reloads, eventually.

Module — common
Play only if your Hull Integrity is below 50%. Restore 5 HP.
A small red box taped under the panel, unopened until today.

Module — common
Disable up to 2 enemy units' abilities next turn.
A long sigh of voltage. Two systems remember being quiet. Neither enjoys it.

Module — common
Disable target enemy unit's abilities next turn.
A small argument with the electrons. The electrons always concede.

Module — common
Disable up to 3 enemy units' abilities next turn.
A tide. Lasts one turn. Enough to get several small gods through the door.

Module — common
Gain 1 energy now; gain 1 energy at the start of your next turn.
Old chemistry, reliable chemistry, the kind that hums when the lights are out.

Module — common
Energy Surge. Fill your energy meter to maximum.
A short, loud moment when the reactor forgets the rules it agreed to follow.

Module — common
Reactive. The next incoming attack on your ship is reduced by 3.
Small bright object, thrown in the general direction of the missile's opinion.

Module — common
Deal 12 damage to target and apply Radiation Leak 2 for 2 turns.
A small sun pressed into a smaller shell. Unfolds without apology.

Module — common
Remove 3 heat from your ship.
Cold metal, quiet metal, metal that never wanted to know your name.

Module — common
Target Drone you control gains +2 defense permanently.
Welded on during the fuel run. The drone never asked if it could refuse.

Module — common
Deal 7 damage to target Weapons Array subsystem.
Does not need to be accurate. Only needs to be approximately where the gun lived.

Module — common
Deal 10 damage to target Reactor Core subsystem.
Aims at the part of the ship that everything else was plugged into.