Elite Plating
3
Equipment — uncommon
Attach to a Drone. Host gains +5 defense and Reinforced Hull.
Thick steel, thick paint, thick silence when the first round arrives and does nothing.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 1000 cards — page 13 of 50

Equipment — uncommon
Attach to a Drone. Host gains +5 defense and Reinforced Hull.
Thick steel, thick paint, thick silence when the first round arrives and does nothing.

Equipment — rare
Attach to a Drone. Host gains +6 defense, Reinforced Hull, Ablative Plating 2.
Thicker than the rookie's frame. Stubborner than the rookie's pilot as well.

Drone — uncommon
Alpha Strike. Priority Fire. Attacks twice first.
Hand-picked chassis. Hand-picked pilot. Hand-picked funeral, if the funeral is necessary.

Maneuver — common
Play only if you would take damage. You take no damage this turn; skip your draw.
All the momentum you had becomes all the silence you have.

Defense — common
Reinforced Hull. Cannot be destroyed by damage this turn.
Closes once and argues with the breach until the breach gives up.

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.

Maneuver — uncommon
All your Drones gain Rapid Launch and enter ready this turn.
Hangar doors open loudly. Every drone leaves the rack on the same heartbeat.

AI Routine — uncommon
Emergency Reboot. Auto-Repair 2.
Comes back quieter than it left. The pilot pretends not to notice the difference.

Defense — common
Play only if your Hull Integrity is below 50%. Enters with 3 defense.
Shines brighter when the panel lights say dying. Otherwise just a lamp.

Maneuver — rare
All your Drones gain Rapid Launch and Priority Fire this turn.
Every hangar door opens at the same second. Every pilot lies about being ready.

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.

Module — common
Disable up to 3 enemy units' abilities next turn.
A tide. Lasts one turn. Enough to get several small gods through the door.

Maneuver — uncommon
Encryption Block. Target unit cannot be copied, cloned, or hacked for 3 turns.
A key the enemy never had. A door the enemy no longer tries to open.

Module — common
Gain 1 energy now; gain 1 energy at the start of your next turn.
Old chemistry, reliable chemistry, the kind that hums when the lights are out.

Equipment — uncommon
Attach to your ship. Your ship gains Overclock and Efficiency Protocol.
Runs the reactor a little hot. Runs the ledger a little cold. Both end even.

AI Routine — common
End Cycle: gain 1 energy at the start of your next turn.
The reactor complains. The regulator translates the complaint into useful work.

Defense — common
Countermeasure 2. Opponent pays +2 energy to target this.
A sponge for the spells. A tax on the wizard.