Strike Wing
3
Drone — uncommon
Rapid Launch. Priority Fire.
Wing breaks the rail. Wing breaks the enemy. Wing breaks the mission log second.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 280 cards (Uncommon) — page 13 of 14

Drone — uncommon
Rapid Launch. Priority Fire.
Wing breaks the rail. Wing breaks the enemy. Wing breaks the mission log second.

AI Routine — uncommon
Persistent Field. Cascading Power. Efficiency Protocol.
What the fleet runs when it intends to leave this fight with its wing intact.

Drone — uncommon
Rapid Launch. Battle Hardened. Grows with each hit taken.
Runs at the front. Takes the first hit for the swarm. The swarm gets bigger.

Ship Core — uncommon
Passive: Your Drones gain +1 attack.
A small core. Every wingman under it flies a little meaner without saying so.

Maneuver — uncommon
System Corruption. Target enemy's next card costs +2 energy.
A small error written into the enemy's ledger. The ledger refuses to balance, politely.

AI Routine — uncommon
Persistent Field. Chain Catalyst. Linked Fire.
Connects every gun to every other gun. Everyone fires on the same half-thought.

Weapon — uncommon
Manual Fire. Priority Fire. Once per turn, pay 1 to deal 8 damage.
Reloads on a schedule. The schedule is the pilot. The schedule is picky.

Ship Core — uncommon
Passive: You draw 1 extra card on turns 3 and 6.
A core that keeps a small calendar. The calendar turns into cards on cue.

AI Routine — uncommon
Persistent Field. End Cycle: draw 1 card if you played no non-unit cards this turn.
Runs in the background. Returns a single line. The pilot trusts the line.

Module — uncommon
Draw 1 card; Probe 1.
Small pouch of answers the pilot never remembers packing. Still useful, as always.

AI Routine — uncommon
End Cycle: Tactical Draw. Draw 2 cards; lose 1 energy next turn.
Tells you what will happen. Tells you what it will cost to know it.

Maneuver — uncommon
Priority Fire. Alpha Strike. All your Weapons gain both this turn.
One sentence over the comm. Every gun on the ship doubles its conversation.

Field — uncommon
Persistent Field. Your Weapons gain Priority Fire while this is in play.
A grid across the sky. Every gun under it finds a faster trigger this afternoon.

Defense — uncommon
Escalation. Battle Hardened. Gains +1 defense per hit taken, permanently.
Every hit welds on a little more metal. The wall becomes the fortress eventually.

Weapon — uncommon
Priority Fire. Radiation Leak. Deal 8; 2 radiation over 3 turns.
A salvo that burns on arrival and keeps burning on the manifest afterwards.

Module — uncommon
Place 3 charge counters. At end of each of your turns, remove one. When empty, deal 30 damage.
Three turns. Three counts. One target. The count leaves exactly when the target stops.

Defense — uncommon
Ablative Plating 4. Emergency Reboot.
Four layers of slow refusal. When the last one gives, the whole panel politely restarts.

Module — uncommon
System Reset on all friendly units. Probe 3.
A deep breath across the whole fleet. Everyone comes back with their best morning.
Defense — uncommon
Tracking Array. Signal Jammer.
Watches the sky. Tells the sky to be quiet. The sky reluctantly obeys.
AI Routine — uncommon
Persistent Field. Your Weapons apply Tracking Lock on hit.
Paints the target the first time. The paint does not come off.