Alpha Card Library

1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.

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Showing 20 of 400 cards (Common) — page 10 of 20

Interceptor Mk.II

3
Interceptor Mk.II

Dronecommon

Interceptor. Enemy must attack this drone first.

Second-generation steel, first-generation stubbornness, built in the same cold welding bay.

ATK 3DEF 5

Interceptor Wall

1
Interceptor Wall

Defensecommon

Interceptor. Enemy must attack this unit first.

A wall with opinions about the traffic that passes through it.

ATK 0DEF 4

Inverted Dive

2
Inverted Dive

Maneuvercommon

Your next attack this turn gains Phase Drive.

Upside down, in a place where up and down had already resigned their posts.

ATK 0DEF 0

Ion Bomb

3
Ion Bomb

Modulecommon

Deal 7 damage to target Weapons Array subsystem.

Does not need to be accurate. Only needs to be approximately where the gun lived.

ATK 0DEF 0

Ion Breaker

5
Ion Breaker

Weaponcommon

Critical Strike. Deal 12 damage to target Reactor Core subsystem.

Aim at the heart of the ship. The ship has only one.

ATK 16DEF 0

Ion Cannon Mk.I

2
Ion Cannon Mk.I

Weaponcommon

Deal 5 damage to target Weapons Array subsystem.

You do not shoot the ship. You shoot what the ship shoots with.

ATK 5DEF 0

Ion Cannon Payload

4
Ion Cannon Payload

Modulecommon

Deal 10 damage to target Reactor Core subsystem.

Aims at the part of the ship that everything else was plugged into.

ATK 0DEF 0

Ion Dive

3
Ion Dive

Maneuvercommon

Your ship gains Phase Drive for 2 turns.

The ship slides out of the page. The reader keeps reading, unaware.

ATK 0DEF 0

Ion Spark

1
Ion Spark

Weaponcommon

Deal 3 damage to target subsystem. Hits Weapons Array by default.

Small current, wrong capacitor, ruined gun, quiet pilot on the panel.

ATK 3DEF 0

Ion Storm

2
Ion Storm

Fieldcommon

Persistent Field. All Weapons deal -1 damage while this is active.

The static grows teeth. Every gun gets less sure, then less sure again.

ATK 0DEF 0

Ion Turret

3
Ion Turret

Weaponcommon

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.

ATK 6DEF 3

Jury-Rigged Booster

2
Jury-Rigged Booster

Modulecommon

Your next Weapon this turn deals +3 damage.

Built in a hurry by someone who read the manual twice and disagreed both times.

ATK 0DEF 0

Jury-Rigged Drone

2
Jury-Rigged Drone

Dronecommon

A drone stitched together from salvage.

Two wings. Six owners. One bad idea that kept working.

ATK 4DEF 2

Kamikaze Drone

4
Kamikaze Drone

Dronecommon

Critical Breach: deal 6 damage to the unit that destroyed this.

Built knowing the end. Flies anyway. Lands anyway.

ATK 10DEF 2

Kinetic Slug

1
Kinetic Slug

Weaponcommon

Deal 4 damage. Damage hits Hull Integrity directly.

Old metal, newer physics, same obvious verdict from every angle.

ATK 4DEF 0

Laser Drone

3
Laser Drone

Dronecommon

A light-weapon combat drone.

Pinpoint work, pinpoint pilot, pinpoint ending, pinpoint write-up filed later.

ATK 5DEF 3

Laser Tap

1
Laser Tap

Weaponcommon

Deal 3 damage to target enemy unit or ship.

A poke. A hint. A warning written in coherent light.

ATK 3DEF 0

Last Stand Maneuver

4
Last Stand Maneuver

Maneuvercommon

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.

ATK 0DEF 0

Last Stand Plate

3
Last Stand Plate

Defensecommon

Reinforced Hull. Cannot be destroyed by damage this turn.

The plate the old pilots say they nailed to the wreckage and walked away.

ATK 0DEF 8

Lead Drone

3
Lead Drone

Dronecommon

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.

ATK 5DEF 3