Patient Hull
2
Defense — uncommon
Ablative Plating 1. Emergency Reboot.
Waits for the hit. Absorbs the hit. Waits again. Patience is the whole specification.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 42 Defense cards (Uncommon) — page 2 of 3

Defense — uncommon
Ablative Plating 1. Emergency Reboot.
Waits for the hit. Absorbs the hit. Waits again. Patience is the whole specification.

Defense — uncommon
Gain Stealth. Cloaked Entry. Evade 30%.
Nobody can target it. Nobody can see it. Nobody writes home about it either.

Defense — uncommon
Phase Drive. Reinforced Hull.
Half the wall is here. The other half argues with the next universe over.

Defense — uncommon
Phase Drive. Evade 30%.
Half of it is somewhere else. The enemy aims at where it was. Misses. Again.

Defense — uncommon
Phase Drive. Ablative Plating 1.
Half the shield is here. The other half is arguing with the next dimension over.

Defense — uncommon
System Shielding. Critical Breach: deal 3 damage when destroyed.
Eats the first shot. Spits it back. The enemy writes a long letter of complaint.

Defense — uncommon
System Shielding. Critical Breach: deal 3 damage when destroyed.
Eats the first shot. Writes a letter of complaint in the second. Dies nicely.

Defense — uncommon
System Shielding. Critical Breach: deal 3 damage. Ablative Plating 1.
Three separate habits, bolted into one frame, still arguing amongst themselves politely.

Defense — uncommon
Emergency Reboot. Reinforced Hull.
Goes down. Comes back. Stays up. The pilot keeps notes out of sheer habit.

Defense — uncommon
Emergency Reboot. Auto-Repair 2.
Dies, wakes up, dies, wakes up again. The pilot stopped counting on day two.

Defense — uncommon
Reactive. Evade 40%.
The shield flicks sideways faster than the round it dodges. Usually. Not always.

Defense — uncommon
Auto-Repair 2. Reinforced Hull.
Heals while standing. Stands while healing. The pilot approves of the split shift.

Defense — uncommon
Interceptor. Battle Hardened. Gains power per damage taken.
Stands at the gap. Gains weight with every hit. Eventually leaves its own crater.

Defense — uncommon
Signal Jammer. Gain Stealth.
Scatters the wavelength, scatters the sight, scatters the enemy's best comm ideas.

Defense — uncommon
Cold Boot 2. When Cold Boot ends, flip this card into Waking Fortress.
Sleeps at the gate. Wakes slowly. Wakes fully. Wakes angry, precisely on schedule.

Defense — uncommon
Gain Stealth. Reinforced Hull.
Invisible enough to be ignored. Thick enough to be remembered, after.

Defense — uncommon
Gain Stealth. Cloaked Entry.
The hull the enemy sensor writes down wrong. The hull the pilot writes down fondly.

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.

Defense — uncommon
Ablative Plating 4. Emergency Reboot.
Four layers of slow refusal. When the last one gives, the whole panel politely restarts.
Defense — uncommon
Tracking Array. Signal Jammer.
Watches the sky. Tells the sky to be quiet. The sky reluctantly obeys.