Alpha Card Library

1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.

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Showing 20 of 400 cards (Common) — page 20 of 20

Turret Drone

3
Turret Drone

Dronecommon

A heavy-duty combat drone.

Stationary in spirit, terminal in practice, never asks permission to fire.

ATK 5DEF 4

Ultimate Shield

5
Ultimate Shield

Modulecommon

Gain 30 Shield Capacity.

The largest polite refusal you can bolt to a ship without reviewing the welds.

ATK 0DEF 0

Ultimate Strategy

5
Ultimate Strategy

AI Routinecommon

End Cycle: Deep Scan and Probe 2.

Reads the board, reads the deck, reads the pilot. Returns a single word: yes.

ATK 0DEF 17

Upgrade Processor

3
Upgrade Processor

AI Routinecommon

Upgrade Trigger. Gains +1/+1 when you play a card with cost 4 or higher.

Small code that learns politely, upgrades itself quietly, reviews its own patch notes.

ATK 0DEF 8

Vanguard Drone

2
Vanguard Drone

Dronecommon

Battle Hardened. Gains +1 power for each damage dealt to this unit.

Takes the punch. Returns it heavier. Keeps the change, pays no interest.

ATK 4DEF 1

Vector Cut

2
Vector Cut

Maneuvercommon

Your next 2 Weapon attacks this turn gain Priority Fire.

The pilot cuts the fight open along a clean seam, calmly, without apology.

ATK 0DEF 0

Vector Missile

4
Vector Missile

Weaponcommon

Flanking Fire. Deal 12 damage. Must be blocked by 2 or more units.

Decides its angle in flight. Does not consult the pilot or the fleet.

ATK 12DEF 0

Waiting Probe

1
Waiting Probe

Dronecommon

Escalation. Gains +1 defense per turn alive. At defense 6, draw 1 card.

A probe that does not probe. A probe that waits, then notices things quietly.

ATK 2DEF 2

Warfare Subroutine

4
Warfare Subroutine

AI Routinecommon

Overcharge. Pay 2 extra energy to deal 6 damage to any target.

Runs hotter than doctrine allows. Wins more often than doctrine admits.

ATK 0DEF 12

Warhead Mk.I

1
Warhead Mk.I

Modulecommon

Deal 3 damage to target enemy unit or ship.

Simple. Cheap. Exceptionally good at the one thing it was asked to do.

ATK 0DEF 0

Warhead Mk.II

2
Warhead Mk.II

Modulecommon

Deal 6 damage to target enemy unit or ship.

Second generation. Same yield. Better shipping container. The pilot notices neither.

ATK 0DEF 0

Warhead Mk.III

3
Warhead Mk.III

Modulecommon

Deal 10 damage to target enemy unit or ship.

Third generation. Third manual. Third funeral budget line item the fleet reserves.

ATK 0DEF 0

Warhead Mk.IV

4
Warhead Mk.IV

Modulecommon

Deal 14 damage to target enemy unit or ship.

Fourth generation. The engineers stopped numbering them informally after this one.

ATK 0DEF 0

Warhead Mk.V

5
Warhead Mk.V

Modulecommon

Deal 18 damage to target enemy unit or ship.

The brochure does not list the model. The pilot does not list the name.

ATK 0DEF 0

Warhead Tube

3
Warhead Tube

Weaponcommon

Overflow Fire. Deal 8 damage; excess damage hits enemy ship.

Whatever is left goes home with the pilot.

ATK 8DEF 0

Wasp Drone

2
Wasp Drone

Dronecommon

Evade 30%. 30% chance to negate incoming damage.

Small stinger. Faster than the hand that reaches. Rarely the same hand twice.

ATK 3DEF 2

Weapon Coupler

2
Weapon Coupler

Equipmentcommon

Attach to a Weapon. Host gains Linked Fire.

Joins two triggers with a short wire. The wire does most of the math.

ATK 0DEF 0

Weapons Coordinator

3
Weapons Coordinator

AI Routinecommon

Persistent Field. Your Weapons gain Priority Fire.

Moves every round to the top of the queue, politely, with teeth.

ATK 0DEF 8

Weapons Optimizer

2
Weapons Optimizer

AI Routinecommon

Persistent Field. Your next Weapon each turn costs 1 less.

The ship finds the bargain the pilot forgot to ask for.

ATK 0DEF 6

Weave

1
Weave

Maneuvercommon

Your ship gains Evade 50% this turn.

Left, right, left, right, always the wrong side for the incoming round.

ATK 0DEF 0