Titanic Lord
6
Defense — epic
Ablative Plating 3. Reinforced Hull. Emergency Reboot. Auto-Repair 2.
Every mission log lists this one as the thing that came home. Every time.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 1000 cards — page 47 of 50

Defense — epic
Ablative Plating 3. Reinforced Hull. Emergency Reboot. Auto-Repair 2.
Every mission log lists this one as the thing that came home. Every time.

Defense — common
Reinforced Hull. Cannot be destroyed by damage this turn.
The plating the captains argue over, the one they never refuse to mount.

Weapon — common
Cold Boot 1. Deal 6 damage.
A slow breath before the whole corridor stops breathing.

Weapon — common
Hot Deploy. Deal 11 damage.
Ready on the rail before the checklist is finished.

Maneuver — epic
All your Weapons fire with Priority Fire, Alpha Strike, and Critical Strike this turn.
No plan. No retreat. Every weapon resolving on the same loud heartbeat. Nothing left unused.

Module — uncommon
System Reset on all friendly units. Probe 3.
A deep breath across the whole fleet. Everyone comes back with their best morning.

AI Routine — common
Persistent Field. Your units gain +2/+2 while this is in play.
Not bragging. Just calmly informing the other pilot of the score.
Defense — uncommon
Tracking Array. Signal Jammer.
Watches the sky. Tells the sky to be quiet. The sky reluctantly obeys.
Defense — common
Tracking Array. Can block Skyward Maneuver units.
The high attackers learn, slowly, that the sky belongs to both of you.
AI Routine — uncommon
Persistent Field. Your Weapons apply Tracking Lock on hit.
Paints the target the first time. The paint does not come off.
Defense — common
Tracking Array. Can block Skyward Maneuver units.
Points its lenses high. Waits for the ones that think they cannot be seen.

Module — uncommon
Tractor Beam Hold. Remove target enemy unit from play; returns when this ship dies.
Grabs the enemy by the collar. Holds on. Waits. Refuses to explain.

Drone — uncommon
End Cycle: gain 1 energy. When you have 10 or more cargo-tagged cards played, flip into Pirate Barge.
Peaceful enough on the manifest. The manifest does not list the second job.

Drone — common
When this deals combat damage 3 times, flip this card into Combat Veteran.
Starts the match learning. Ends the match remembered. The middle is where it grows up.

Drone — uncommon
Tracking Array. Apply Lock. Can block Skyward Maneuver units.
Small eyes on wide arcs. A quiet hand closing on the doorframe from outside.

Weapon — common
Deal 9 damage to target enemy unit or ship.
Old name. Old calibration. Still writes the same ending in the same language.

Weapon — common
When played, fire three shots dealing 2 damage each to any targets.
Three barrels, three opinions, one verdict, no room for a second jury.

Drone — common
A heavy-duty combat drone.
Stationary in spirit, terminal in practice, never asks permission to fire.

Weapon — uncommon
Cold Boot 2. After Cold Boot, deals 25 damage with Priority Fire and Critical Strike.
Turn one: paints. Turn two: breathes. Turn three: the target writes the last entry.

Weapon — epic
Alpha Strike. Linked Fire. Priority Fire. Deal 6 damage twice; second +2.
Two cores firing in sync. The sync is the hard part. Cores are not subtle.