Ablative Fortress
4
Defense — uncommon
Ablative Plating 3. Auto-Repair 2.
Wears down steadily. Knits up steadily. A careful accounting in metal, signed off every dawn.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 280 cards (Uncommon) — page 1 of 14

Defense — uncommon
Ablative Plating 3. Auto-Repair 2.
Wears down steadily. Knits up steadily. A careful accounting in metal, signed off every dawn.

Defense — uncommon
Ablative Plating 2. Auto-Repair 1.
Wears down. Knits up. Wears down again. Each shift smaller, each shift still enough.

Defense — uncommon
Reactive. Ablative Plating 1. Damage reduced by 1 before hitting HP.
Thin. Light. Patient. Gives up its material to keep the hull polite.

AI Routine — uncommon
Adaptive Learning. Auto-Repair 2. Gains power per distinct card type played.
Learns by getting hit. Gets hit less every time it learns.

Defense — uncommon
Adaptive Learning. Ablative Plating. Grows tougher per distinct card type played.
Hears the fight. Thickens quietly in the places the fight prefers to hit.

Defense — uncommon
Ablative Plating 2. Interceptor.
A lighter version of the old fortress pattern. Still gets the job done, usually first.

AI Routine — uncommon
Persistent Field. Interceptor. Auto-Repair 2.
Every wall on the ship learns the same trick at the same quiet moment.

Defense — uncommon
Ablative Plating 3. Auto-Repair 2.
Wears itself down slow, stitches itself up slower, always catches up by midnight.

Maneuver — uncommon
AI Takeover. Target enemy Drone attacks its owner next turn.
The drone reads a new order. The drone obeys. Its pilot notices too late.

Maneuver — uncommon
Aim. Place an Aim counter on target enemy. Next turn you may play Lock Protocol.
The crosshair settles. The target does not notice. The crosshair is patient.

Maneuver — uncommon
All your Weapons deal +3 damage this turn.
The pilot commits to the afternoon. The afternoon commits back with interest.

Ship Core — uncommon
Passive: Your Maneuver cards cost 1 less on the opponent's turn.
The core whose tick runs on the other pilot's turn. That pilot never notices.

AI Routine — uncommon
Escalation. Persistent Field. +1 energy at end of each of your turns starting turn 4.
Runs since the war before the war. Runs still. Generates more than it consumes, lately.

Drone — uncommon
Escalation. Gains +1/+1 per turn alive. At turn 5, gains Rapid Launch.
A drone that learns. A drone that grows. A drone that does not forget lessons.

Weapon — uncommon
Rapid Launch. Hot Activation. Deal 11 damage; may use Manual Fire the turn deployed.
Comes with the pilot's name on the grip. The target's name comes later.

Drone — uncommon
Alpha Strike. Priority Fire. Attack triggers twice.
Paints the enemy's afternoon in two coats. The second arrives before the first dries.

AI Routine — uncommon
Persistent Field. Emergency Reboot on your ship once.
A quiet subroutine in the corner. Wakes when the main AI is in trouble, once.

Weapon — uncommon
Priority Fire. Breach Cascade. Deal 7; adjacent units take 2.
Spreads the conversation. Nobody near the target gets to keep out of it.

Equipment — uncommon
Attach to a Weapon. Host gains Priority Fire and Overclock.
A longer muzzle. A louder gun. A pilot who earned the nickname the hard way.

Equipment — uncommon
Attach to a Drone. Host gains Battle Hardened and Rapid Launch.
The drone wears the harness to work. The work is loud. The harness is louder.