Arc Warhead
4
Module — rare
Breach Cascade. Chain Catalyst. Overflow Fire. Deal 16; adjacent 4; next card +2.
A warhead that hands the next card a small advantage before it goes off.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 112 Module cards — page 1 of 6

Module — rare
Breach Cascade. Chain Catalyst. Overflow Fire. Deal 16; adjacent 4; next card +2.
A warhead that hands the next card a small advantage before it goes off.

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 — 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 — 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 — legendary
Breach Cascade. Radiation Leak. Overflow Fire. Deal 35; adjacent 10; 6 radiation.
The shell with a name instead of a number. Named after its first firing.

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 — 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 — epic
Signal Jamming. Disable. Data Wipe. All enemies disabled next turn; discard 1.
A loud minute on the enemy's comm. Nothing goes through. Nothing comes back.

Module — rare
Signal Jamming. Disable. Apply Lock. Enemy cannot play Maneuvers; target skips refresh.
A bright needle in the enemy's clock. The hands stop moving at once.

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 — 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 — 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 — 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 — 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.