Alpha Card Library

1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.

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Showing 20 of 50 Module cards (Common) — page 1 of 3

Basic Module

1
Basic Module

Modulecommon

Draw 1 card.

Small black box. Smaller label. The pilot never reads the label. The box still works.

ATK 0DEF 0

Bounce Module

2
Bounce Module

Modulecommon

Bounce. Return target enemy Drone to its owner's hand.

The drone takes a long rest on the hangar rack. Somebody else wears the war.

ATK 0DEF 0

Cargo Missile

4
Cargo Missile

Modulecommon

Deal 10 damage. You may store this in Cargo face-down; its cost becomes 2 when played from Cargo.

Hidden in the hold. The enemy knows there is a box. The box is patient.

ATK 0DEF 0

Cascade Warhead

5
Cascade Warhead

Modulecommon

Breach Cascade. Deal 14 damage; adjacent enemy units take 3 each.

One door goes. The neighbors become doors. The hallway opens on everything.

ATK 0DEF 0

Combat Stim

4
Combat Stim

Modulecommon

All your Weapons deal +3 damage this turn.

A quiet chemistry in the cockpit. The pilot gets loud in a useful way.

ATK 0DEF 0

Deep Scan Module

2
Deep Scan Module

Modulecommon

Deep Scan. Choose 1 of 3 random cards from your deck.

A tiny light goes on in the deck. One card remembers being important.

ATK 0DEF 0

Defensive Shell

4
Defensive Shell

Modulecommon

Gain 20 Shield Capacity.

A shield the size of a verdict. Lands once. Lasts long enough to matter.

ATK 0DEF 0

Eager Bomb

2
Eager Bomb

Modulecommon

Deal 4 damage. After use, flip this card into Cold Shell.

Wants to go off. Wants to go off again. The bay quietly reloads, eventually.

ATK 0DEF 0

Emergency Kit

0
Emergency Kit

Modulecommon

Play only if your Hull Integrity is below 50%. Restore 5 HP.

A small red box taped under the panel, unopened until today.

ATK 0DEF 0

EMP Burst

2
EMP Burst

Modulecommon

Disable up to 2 enemy units' abilities next turn.

A long sigh of voltage. Two systems remember being quiet. Neither enjoys it.

ATK 0DEF 0

EMP Charge

1
EMP Charge

Modulecommon

Disable target enemy unit's abilities next turn.

A small argument with the electrons. The electrons always concede.

ATK 0DEF 0

EMP Wave

3
EMP Wave

Modulecommon

Disable up to 3 enemy units' abilities next turn.

A tide. Lasts one turn. Enough to get several small gods through the door.

ATK 0DEF 0

Energy Cell

1
Energy Cell

Modulecommon

Gain 1 energy now; gain 1 energy at the start of your next turn.

Old chemistry, reliable chemistry, the kind that hums when the lights are out.

ATK 0DEF 0

Energy Surge Module

3
Energy Surge Module

Modulecommon

Energy Surge. Fill your energy meter to maximum.

A short, loud moment when the reactor forgets the rules it agreed to follow.

ATK 0DEF 0

Flare Charge

0
Flare Charge

Modulecommon

Reactive. The next incoming attack on your ship is reduced by 3.

Small bright object, thrown in the general direction of the missile's opinion.

ATK 0DEF 0

Fusion Bomb

4
Fusion Bomb

Modulecommon

Deal 12 damage to target and apply Radiation Leak 2 for 2 turns.

A small sun pressed into a smaller shell. Unfolds without apology.

ATK 0DEF 0

Heat Sink

2
Heat Sink

Modulecommon

Remove 3 heat from your ship.

Cold metal, quiet metal, metal that never wanted to know your name.

ATK 0DEF 0

Hot Plating

1
Hot Plating

Modulecommon

Target Drone you control gains +2 defense permanently.

Welded on during the fuel run. The drone never asked if it could refuse.

ATK 0DEF 0

Ion Bomb

3
Ion Bomb

Modulecommon

Deal 7 damage to target Weapons Array subsystem.

Does not need to be accurate. Only needs to be approximately where the gun lived.

ATK 0DEF 0

Ion Cannon Payload

4
Ion Cannon Payload

Modulecommon

Deal 10 damage to target Reactor Core subsystem.

Aims at the part of the ship that everything else was plugged into.

ATK 0DEF 0