Heat Core
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Ship Core — uncommon
Passive: Your Overclock effects deal +1 damage.
The core that encourages the reactor to misbehave. The reactor is quietly flattered.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 49 Ship Core cards — page 2 of 3

Ship Core — uncommon
Passive: Your Overclock effects deal +1 damage.
The core that encourages the reactor to misbehave. The reactor is quietly flattered.

Ship Core — uncommon
Passive: Your ship has +2 Cargo slots.
A wider belly. Extra drawers. The pilot keeps secrets exactly as long as necessary.

Ship Core — common
Passive: Your ship starts each match with +3 Shield Capacity.
Ten more tons of polite argument with whatever turns up with a gun.

Ship Core — rare
Passive: Your Weapons apply Tracking Lock on their first hit each turn.
Writes the target's name down. The name stays written until the name is quiet.

Ship Core — legendary
Passive: End Cycle: Probe 2 and Deep Scan.
The pilot asks the core one question each turn. The core answers early.

Ship Core — rare
Passive: While your ship has 6 or more heat, your Weapons deal +2 damage.
Runs the reactor past the gauge and keeps the gauge polite about the reading.

Ship Core — rare
Passive: On turns 4 and 8, your ship gains Phase Drive.
A core that slides the ship sideways twice per match. Twice is always enough.

Ship Core — rare
Passive: First time your ship would be destroyed, revive at 10 HP instead.
A small promise under the bridge. The bridge listens once. That is enough.

Ship Core — common
Passive: Once per match, your pilot ability triggers a second time this turn.
A seat that knows the pilot's shoulders better than the pilot knows them.

Ship Core — uncommon
Passive: End Cycle: remove 1 extra heat from your ship.
A quiet fan under the reactor. The fan argues with the reactor on the ship.

Ship Core — legendary
Passive: Starting turn 5, gain 1 extra energy at the start of each turn.
A slow heartbeat becomes a fast one. The ship does not notice. The enemy does.

Ship Core — uncommon
Passive: Deploy Burst at start of match: Probe 2.
Reads the deck before the match starts. The pilot reads the read, calmly.

Ship Core — uncommon
Passive: Your ship gains Auto-Repair 1 each turn.
Small nanites on a schedule. The schedule is quieter than the fleet admits.

Ship Core — common
Passive: Your Disruption cards cost 1 less energy.
A ship that takes the enemy's plan apart with small hands and a smile.

Ship Core — rare
Passive: End Cycle: Deep Scan.
Reads the deck slowly. Returns three cards. The pilot keeps the one that feels right.

Ship Core — common
Passive: End Cycle: Probe 1.
Light ribs, loud optics, a pilot that prefers knowing to arriving.

Ship Core — uncommon
Passive: Your Drones gain Deploy Burst: Probe 1.
Every little wingman arrives already reading. The pilot reads the reads, nodding.

Ship Core — mythic
Passive: Once per match, play any card from your hand for 0 energy. That card cannot be Negated.
The probability of this working exactly once is perfect. The second time is improbable.

Ship Core — uncommon
Passive: Your ship starts each match with +5 Shield Capacity.
A little heavier. A little quieter. The hull sleeps a little better under its hum.

Ship Core — uncommon
Passive: Your first Weapon each turn deals +1 damage.
A tiny edge on the first trigger of the turn. The edge keeps showing up.