Shadow Scout
3
Drone — rare
Gain Stealth. Deploy Burst: Probe 2.
Sees everything. Says very little. Reports only what the pilot truly needs to know.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 160 cards (Rare) — page 7 of 8

Drone — rare
Gain Stealth. Deploy Burst: Probe 2.
Sees everything. Says very little. Reports only what the pilot truly needs to know.

Weapon — rare
Gain Stealth. Critical Strike. Rapid Launch. Deal 20 damage; enters unseen.
Never on the sensor. Never on the radar. Always on the casualty list later.

Weapon — rare
Cold Boot 1. Critical Strike. Overflow Fire. Deal 16; excess to ship.
Arms slowly. Arrives politely. Leaves nothing the siege engineer wants to itemize.

Weapon — rare
Rapid Launch. Overflow Fire. Critical Strike. Deal 21 damage; bypasses blockers.
Arrives the moment it was launched. Leaves a hole the moment it arrives.

Defense — rare
Interceptor. Ablative Plating 2. Reinforced Hull.
A lattice welded from old siege plating. Still remembers how to refuse a round, politely.

Drone — rare
Cold Boot 1. Critical Breach: deal 8 damage. Rapid Launch.
Warms up slowly. Arrives loud. Leaves a wide, patient crater for the engineers to study.

Weapon — rare
Tracking Lock. Rapid Launch. Critical Strike. Deal 11 damage.
Already knows the target's schedule. Arrives a little ahead, like a good guest.

Weapon — rare
Tracking Lock. Critical Strike. Manual Fire. Once per turn, pay 1 to deal 12 damage.
Long tube. Long history. Short distance between trigger and conclusion.

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 — 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.

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.

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.

Field — rare
Environmental. All units gain Gain Stealth and Cloaked Entry. Replaces.
Every ship in the region becomes a rumor. The enemy files the rumor, keeps firing.

Drone — rare
Rapid Launch. Alpha Strike. Priority Fire.
One run. Two hits. Three pilots argue over who first put it on their roster.

AI Routine — rare
Persistent Field. Efficiency Protocol. Priority Fire.
The fleet flagship prefers it. The fleet that answers to no one prefers it more.

AI Routine — rare
Persistent Field. Adaptive Learning. Efficiency Protocol.
The uplink the fleet runs when the ledger is on fire. It refuses to stop.

Ship Core — rare
Passive: When your Hull Integrity is below 50%, gain Auto-Repair 2.
A core that wakes when the ship is in trouble. Then it does not sleep.

Drone — rare
Rapid Launch. Battle Hardened. Priority Fire.
Heads the swarm at the front. The swarm gets bigger. The captain stays out front.

Ship Core — rare
Passive: While you control 3 or more Drones, your Drones gain +1/+1.
A core the small ships listen to collectively. They prefer being counted in.