Apex Strike
5
Maneuver — epic
All your Weapons gain Critical Strike, Overclock, and Priority Fire this turn.
The fleet commits. The reactor commits. The enemy commits to leaving, exactly late enough.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 1000 cards — page 3 of 50

Maneuver — epic
All your Weapons gain Critical Strike, Overclock, and Priority Fire this turn.
The fleet commits. The reactor commits. The enemy commits to leaving, exactly late enough.

Drone — rare
Rapid Launch. Priority Fire. Critical Strike.
The kind of ship the fleet plans around. The other fleet plans around leaving.

Field — epic
Environmental. All units gain Priority Fire and Rapid Launch. Replaces any active Environmental.
A region of fast decisions. Every pilot inside learns to answer before being asked.

Weapon — epic
Breach Cascade. Alpha Strike. Priority Fire. Deal 10 twice; adjacent 4.
Not the worst weapon on the manifest. Still the loudest one anybody voluntarily checks out.

Weapon — rare
Breach Cascade. Overclock. Chain Catalyst. Deal 9; adjacent 3; next card +2.
Jumps the room. Sets the next room up. The third room just hears the hum.

Weapon — common
Breach Cascade. Deal 10 damage; adjacent enemy units take 2.
Thunder that refuses to pick a single sky.

Weapon — common
Breach Cascade. Deal 4 damage; adjacent enemy units take 1.
The arc finds the nearest thing and keeps finding.

Drone — common
Breach Cascade. When this deals damage, adjacent enemy units take 1.
A spark with intent. The rest catches eventually.

Weapon — common
Breach Cascade. Deal 5 damage; adjacent enemy units take 1.
Current jumps sideways. So does the body count.

Weapon — rare
Breach Cascade. Chain Catalyst. Deal 12; adjacent take 3; next card +2 damage.
Current hops room to room. Rooms agree, without consultation, to match the voltage.

Weapon — epic
Breach Cascade. Chain Catalyst. Overclock. Deal 12; adjacent 4; next card +2.
A storm that hops ship to ship. Each hop polite, measured, bringing its own receipt.

Module — rare
Breach Cascade. Chain Catalyst. Overflow Fire. Deal 16; adjacent 4; next card +2.
A warhead that hands the next card a small advantage before it goes off.

Maneuver — common
Archive Recall. Play a copy of a Maneuver from your discard pile.
The good trick twice. The pilot knows it was never really new.

AI Routine — legendary
Persistent Field. Priority Fire. Overclock.
The voice on the fleet's comm that does not identify. The fleet obeys anyway.

Equipment — common
Attach to a Drone. Host gains +4 defense and Reinforced Hull.
Thick plating, thicker patience, the drone wears both without complaint.

Defense — common
A simple reinforced plating strip.
Paint it once, expect it scratched, remember it saved your life.

Ship Core — rare
Passive: Your Weapons cost 1 less energy on your first turn.
Opens the armory at the start of every match. Never bothers to close it again.

Drone — uncommon
Escalation. Gains +1/+1 per turn alive. At turn 5, gains Rapid Launch.
A drone that learns. A drone that grows. A drone that does not forget lessons.

Ship Core — rare
Passive: Your first Weapon attack each turn gains Critical Strike.
A quiet edge on the first trigger. The first trigger is usually the last needed.

Weapon — uncommon
Rapid Launch. Hot Activation. Deal 11 damage; may use Manual Fire the turn deployed.
Comes with the pilot's name on the grip. The target's name comes later.