Defense Drone Turret
2
Defense — common
A fixed defensive turret with a return-fire coil.
A shield that forgot it was a shield, but remembered how to bite.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
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Defense — common
A fixed defensive turret with a return-fire coil.
A shield that forgot it was a shield, but remembered how to bite.

Defense — common
Interceptor. Enemy must attack this unit first.
A row of small bodies waiting politely for the large one.

AI Routine — common
Persistent Field. Your Defense units gain Interceptor.
A web of walls. Every piece volunteers to be the first one broken.

AI Routine — uncommon
Persistent Field. Your Defense units gain Interceptor.
Assigns the walls to the right doorways. The walls volunteer. The doorways thank them.

Field — common
Persistent Field. Your Defense units gain +1 defense while this is active.
Every wall slightly closer to the next wall. Every gap slightly less of one.

AI Routine — common
Persistent Field. Your Defense units gain +1 defense.
Listens for the wrong sound. Amplifies the wall that muffles it.

Maneuver — uncommon
Gain 5 Shield Capacity.
Tight turn. Small capacitor dump. The shield hum gets a little more confident.

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

Field — rare
Environmental. All Defense units gain Interceptor and Ablative Plating 1.
A polite edict across the battlefield. The walls salute. Every wall decides to hold.

Field — rare
Environmental. Deferred Deployment. Modules may be stored face-down as energy; played later for -1 cost.
A region where time waits for the pilot. The pilot spends that waiting wisely.

Defense — common
A wide deflector dome with a small return-fire coil.
Round, mirrored, silent, until the targeting locks and then louder.

Defense — common
Ablative Plating 1. Damage reduced by 1 before hitting HP.
Thin, angled, replaceable, and mostly unremembered on the paperwork afterward.

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.

Maneuver — common
Your next Weapon attack this turn gains Priority Fire.
Nose down, thrust up, prayers unchanged from the last run.

Defense — common
Evade 40%. 40% chance to negate incoming damage.
The ship is the dice. You are the thrower, and you are tired.

Drone — rare
Cold Boot 3. When Cold Boot ends, flip this card into Awakened Lord.
Asleep in the hangar. Shipped quietly. Awake on the fourth afternoon, loudly, not asleep.

Weapon — common
Cold Boot 2. When Cold Boot ends, flip this card into Awakened Gun.
Sits in the rack reading the pilot, waiting for the pilot to be worthy.