Cargo Bomb
4
Module — uncommon
Deal 10 damage. May store face-down in Cargo; cost becomes 2 when played from Cargo.
A small package in the hold. Pretends to be shipping. Waits for the signature.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 27 Module cards (Uncommon) — page 1 of 2

Module — uncommon
Deal 10 damage. May store face-down in Cargo; cost becomes 2 when played from Cargo.
A small package in the hold. Pretends to be shipping. Waits for the signature.

Module — uncommon
Signal Jamming. Disable all enemy units' abilities next turn.
A single loud minute. The enemy comm tries to recover. The comm does not.

Module — uncommon
Priority Fire. Disable up to 2 enemy units' abilities next turn.
A small bright argument with the enemy's control wiring. The wiring concedes, every time.

Module — uncommon
Play only if your Hull Integrity is below 50%. Reposition; prevent all damage this turn.
Short jump. Long breath. Somewhere else is briefly somewhere else.

Module — uncommon
Priority Fire. Disable up to 2 enemy units' abilities next turn.
Small pop of voltage. Two systems fall quiet. The ship adjusts without saying anything.

Module — uncommon
All your Weapons deal +2 damage this turn.
The cockpit goes quiet. Everything outside loses an edge. The guns find theirs.

Module — uncommon
Place face-down in Cargo. When revealed, flip into Armed Warhead; played for 2 energy.
Sits in the hold. Pretends to be shipping. The crew forgets until needed.

Module — uncommon
Deal 14 damage; Disable target's abilities next turn.
The round arrives loud. Everything electric on the other ship goes quiet afterwards.

Module — uncommon
Deal 8 damage. After use, flip this card into Spent Casing.
One shot in the tube. One quiet bay afterwards, waiting to be reloaded.

Module — uncommon
Auto-Repair 4 on your ship. Emergency Reboot your ship if destroyed this turn.
Thousand quiet hands. All of them sewing the same seam at the same moment.

Module — uncommon
Breach Cascade. Deal 8 damage to target; 4 damage to adjacent units.
The briefcase opens. The afternoon rearranges itself around the opening.

Module — uncommon
Your ship gains Phase Drive for 2 turns.
A small hum from the hull. The hull agrees to exist slightly elsewhere awhile.

Module — uncommon
Breach Cascade. Deal 18 damage; adjacent enemy units take 4 each.
One bright room. Several dimmer rooms next door. All of them short on pilots afterwards.

Module — uncommon
Transform/Overhaul. Convert target enemy Drone into a basic friendly Drone.
The drone crosses the field. Comes back wearing your colors. Does not explain.

Module — uncommon
Deal 13 damage to target Hull Integrity directly; ignores Shield Capacity.
Small round. Big math. Arrives before the sound does and leaves before either.

Module — uncommon
Reactive. The next incoming attack on your ship this turn deals 0 damage.
Bright. Loud. Then quiet. The missile changes its mind about your ship.

Module — uncommon
Restore 10 HP to your ship; Auto-Repair 2 for 2 turns.
Quiet hands across the whole hull. Every seam thanks them without saying so.

Module — uncommon
Deal 12 damage to Hull Integrity directly; ignores Shield Capacity.
Drops its jacket at the muzzle. Arrives already rude, already specific, already efficient.

Module — uncommon
Scrap a friendly Drone. Gain 3 energy.
Trades a good drone for a better reactor reading. The drone understood the trade.

Module — uncommon
Gain 10 Shield Capacity. Auto-Repair 1 on your ship for 2 turns.
A small generator, a large promise, one afternoon that went better than expected.