Laser Array
4
Weapon — rare
Alpha Strike. Flanking Fire. Deal 6 damage twice; must be blocked by 2.
Fires from four angles at once. Blocks from one angle take the bill anyway.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 1000 cards — page 23 of 50

Weapon — rare
Alpha Strike. Flanking Fire. Deal 6 damage twice; must be blocked by 2.
Fires from four angles at once. Blocks from one angle take the bill anyway.

Drone — common
A light-weapon combat drone.
Pinpoint work, pinpoint pilot, pinpoint ending, pinpoint write-up filed later.

Weapon — common
Deal 3 damage to target enemy unit or ship.
A poke. A hint. A warning written in coherent light.

Module — legendary
Restore 25 HP to your ship. Revive all friendly Drones destroyed this turn with 1 HP.
A last bright minute across the fleet. Every ship returns a little less alone.

Maneuver — legendary
All your units gain +10 power this turn; all are destroyed at end of turn.
Nobody goes home. The captain said so. The captain was the first casualty.

Maneuver — common
All your units deal +4 damage this turn; all your units are destroyed at end of turn.
Nobody goes home. Nobody was planning to go home. The fight was always the home.

Defense — common
Reinforced Hull. Cannot be destroyed by damage this turn.
The plate the old pilots say they nailed to the wreckage and walked away.

Drone — common
Outrider. First attack each turn does not cost your action.
Always first off the deck. Always first to the target. Always first to the story.

Module — common
Restore 25 HP to your ship and gain 3 energy.
Trades the overbuilt redundant reactor for the pilot's next hundred heartbeats.

Equipment — common
Attach to your ship. Life Support cannot be destroyed the first time it would be.
Redundant oxygen, redundant wiring, and a voice that calls the pilot by name.

Drone — common
A lightweight combat drone.
Flies until it does not. Simplest contract in the fleet.

Defense — common
A small energy shield.
Enough against the first volley. Seldom enough against the second.

AI Routine — common
Linked Fire. Your second Weapon each turn deals +2 damage.
Two triggers, one thought. The second trigger always knew the first.

Maneuver — uncommon
Lock. Play only on a target with an Aim counter. Apply Tracking Lock; next turn you may play Fire Protocol.
The target is named on the glass. The target does not see the glass. Yet.

Weapon — common
Deal 8 damage to target Engines subsystem.
Momentum given, momentum taken, simple trade, no receipt offered.

Module — common
Restore 3 HP to every Drone you control.
A brief fleet-wide breath. Every small ship exhales a little longer.

AI Routine — rare
Persistent Field. Priority Fire. Overclock.
Top shelf on every fleet. Every fleet denies installing it. Every fleet installs it.

Defense — uncommon
Interceptor. Reinforced Hull. Ablative Plating 2.
The kind of wall pilots argue is too expensive until the morning it saves them.

Defense — rare
Interceptor. Reinforced Hull. Auto-Repair 2.
A wall that argues. A wall that wins. A wall not moving anywhere soon.

Weapon — uncommon
Priority Fire. Critical Strike. Deal 15 damage.
The weapon the fleet gives to pilots they want to keep. The pilots keep winning.