Stabilized Field
3
Field — uncommon
Persistent Field. Negates the first enemy card targeting this Field each turn.
Holds the boundary. Holds it politely. Writes no receipts for what it keeps out.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 1000 cards — page 42 of 50

Field — uncommon
Persistent Field. Negates the first enemy card targeting this Field each turn.
Holds the boundary. Holds it politely. Writes no receipts for what it keeps out.

Equipment — uncommon
Attach to a Drone. Host gains Reinforced Hull and Auto-Repair 1.
A quiet weight under the drone's ribs. The drone flies with more confidence.

Weapon — uncommon
Escalation. Gains +2 attack each turn this has not attacked (cap 20).
The more the pilot waits, the more the capacitor argues with itself. Eventually both agree.

AI Routine — rare
Persistent Field. After 3 turns alive, your next Weapon deals triple damage.
Stages the assault in three breaths. The third breath is the one the fleet remembers.

Weapon — uncommon
Priority Fire. Disable. Deal 5 damage; target loses abilities next turn.
A cannon that knocks the enemy's rhythm sideways for exactly long enough.

Weapon — rare
Each turn, deals +3 damage. Full unlock at turn 4 for 25 total damage on strike.
Each turn the math goes up a notch. The enemy does not notice the climb.

Drone — uncommon
Cloaked Entry. Gain Stealth.
Hangs behind the signal, reads the signal, answers the signal on its own preferred day.

Module — common
Deal 7 damage.
Standard issue. Standard result. Standard grief from the enemy, right on schedule.

Weapon — mythic
Priority Fire. Breach Cascade. Overflow Fire. Radiation Leak. Deal 32; adjacent 10; 8 radiation; once per match.
Older than the fleet. Older than the star it eats. Older than memory, still hungry.

Weapon — legendary
Phase Drive. Overflow Fire. Breach Cascade. Radiation Leak. Deal 28; adjacent 8; 6 radiation.
The shipyard listed this gun as scrap. The scrap yard listed it as classified.

Module — rare
Tractor Beam Hold. Disable. Freeze up to 2 enemy units for 2 turns.
A small quiet room. The room holds on to what it was given. Refuses explanations.

Module — epic
Tractor Beam Hold. Disable. Apply Lock. Freeze target 3 turns; skips refresh on return.
A small quiet room with a large quiet lock. The target enters. Does not leave.

Module — uncommon
Tractor Beam Hold. Disable. Remove target from play for 2 turns; disabled on return.
The target steps into a small room. The door closes. The room takes its time.

Defense — common
Gain Stealth. Cannot be targeted by enemy abilities.
Your opponent keeps typing your name, and every time the system blanks it.

Defense — rare
Gain Stealth. Cloaked Entry. Reinforced Hull.
Never on sensor. Never in the fleet briefing. Never the first thing to fail.

Defense — rare
Gain Stealth. Cloaked Entry. Evade 40%.
Never on the map. Never on the manifest. Never the first thing targeted.

Defense — uncommon
Gain Stealth. Reinforced Hull.
Invisible enough to be ignored. Thick enough to be remembered, after.

Defense — common
Gain Stealth. Cannot be targeted by enemy abilities.
Not invisible. Merely unimportant to the targeting computer for a while.

Defense — uncommon
Gain Stealth. Cloaked Entry.
The hull the enemy sensor writes down wrong. The hull the pilot writes down fondly.

Weapon — uncommon
Cloaked Entry. Deal 3 damage; cannot be attacked the turn deployed.
Arrives as shadow. Fires as sound. Leaves, eventually, as myth.