Interceptor Mk.II
3
Drone — common
Interceptor. Enemy must attack this drone first.
Second-generation steel, first-generation stubbornness, built in the same cold welding bay.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 400 cards (Common) — page 10 of 20

Drone — common
Interceptor. Enemy must attack this drone first.
Second-generation steel, first-generation stubbornness, built in the same cold welding bay.

Defense — common
Interceptor. Enemy must attack this unit first.
A wall with opinions about the traffic that passes through it.

Maneuver — common
Your next attack this turn gains Phase Drive.
Upside down, in a place where up and down had already resigned their posts.

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.

Weapon — common
Critical Strike. Deal 12 damage to target Reactor Core subsystem.
Aim at the heart of the ship. The ship has only one.

Weapon — common
Deal 5 damage to target Weapons Array subsystem.
You do not shoot the ship. You shoot what the ship shoots with.

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

Maneuver — common
Your ship gains Phase Drive for 2 turns.
The ship slides out of the page. The reader keeps reading, unaware.

Weapon — common
Deal 3 damage to target subsystem. Hits Weapons Array by default.
Small current, wrong capacitor, ruined gun, quiet pilot on the panel.

Field — common
Persistent Field. All Weapons deal -1 damage while this is active.
The static grows teeth. Every gun gets less sure, then less sure again.

Weapon — common
Persistent Field. Deals 3 damage to an enemy unit at end of your turn.
A gun that dreams of targets when no one is watching.

Module — common
Your next Weapon this turn deals +3 damage.
Built in a hurry by someone who read the manual twice and disagreed both times.

Drone — common
A drone stitched together from salvage.
Two wings. Six owners. One bad idea that kept working.

Drone — common
Critical Breach: deal 6 damage to the unit that destroyed this.
Built knowing the end. Flies anyway. Lands anyway.

Weapon — common
Deal 4 damage. Damage hits Hull Integrity directly.
Old metal, newer physics, same obvious verdict from every angle.

Drone — common
A light-weapon combat drone.
Pinpoint work, pinpoint pilot, pinpoint ending, pinpoint write-up filed later.

Weapon — common
Deal 3 damage to target enemy unit or ship.
A poke. A hint. A warning written in coherent light.

Maneuver — common
All your units deal +4 damage this turn; all your units are destroyed at end of turn.
Nobody goes home. Nobody was planning to go home. The fight was always the home.

Defense — common
Reinforced Hull. Cannot be destroyed by damage this turn.
The plate the old pilots say they nailed to the wreckage and walked away.

Drone — common
Outrider. First attack each turn does not cost your action.
Always first off the deck. Always first to the target. Always first to the story.