Rebooting Plating
3
Defense — uncommon
Emergency Reboot. Auto-Repair 2.
Dies, wakes up, dies, wakes up again. The pilot stopped counting on day two.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 1000 cards — page 35 of 50

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

Weapon — common
Deal 6 damage. Your ship takes 1 damage.
The ship shakes. So do you. It was worth it.

Equipment — common
Attach to a Weapon you control. Host adds 1 less heat when fired.
Absorbs the kick. The frame stays still. The pilot stays calm. Everything else stays.

AI Routine — common
End Cycle: Probe 2. Reorder the top 2 cards of your deck.
Looks at tomorrow. Decides what tomorrow sees first.

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.

Drone — common
Deploy Burst: reveal opponent's hand.
Before the ambush, a polite question about the guest list.

Drone — uncommon
Deploy Burst: Probe 2 and Deep Scan.
Reads the battlefield. Reads it again. Writes a short sentence the pilot trusts.

Weapon — uncommon
Recon Beacon. Deal 3 damage; heal your ship 2 when this attacks.
Fires and then tells you what you just saw. Usually useful. Sometimes too late.

Field — uncommon
Persistent Field. End Cycle: Probe 1.
A region watched by small invisible eyes. The eyes write a short note each evening.

Drone — uncommon
Deploy Burst: Probe 2.
Three pilots. Three pages of report. One honest sentence per page, eventually collected.

Defense — common
A hull section pulled from an old wreck.
Old metal with older stories. Every dent is a story. Every story is quiet, older.

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

Defense — rare
Auto-Repair 2. Emergency Reboot. Reinforced Hull.
Goes down steady. Comes back steady. Steady is the only pace it knows.

Defense — common
Auto-Repair 2. Heals 2 HP at end of your turn.
Scars first. Healing second. Both happen on the same breath.

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

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.

Defense — rare
Auto-Repair 3. Emergency Reboot. Ablative Plating 2.
Never the loudest hull on the dock. Never the first one to need the dock.

Defense — common
Critical Breach: deal 3 damage to the unit that destroyed this.
Goes down taking the measurement of whoever put it down.

Defense — common
Interceptor. Enemy must attack this unit first.
Carries the hit, then the next, then the one it was not supposed to.

Defense — common
Heavy reinforced plating.
Two pilots died welding this on during the war. It kept the third alive.