Reactive Armor
3
Defense — uncommon
System Shielding. Critical Breach: deal 3 damage when destroyed.
Eats the first shot. Spits it back. The enemy writes a long letter of complaint.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 280 cards (Uncommon) — page 10 of 14

Defense — uncommon
System Shielding. Critical Breach: deal 3 damage when destroyed.
Eats the first shot. Spits it back. The enemy writes a long letter of complaint.

Module — uncommon
Reactive. The next incoming attack on your ship this turn deals 0 damage.
Bright. Loud. Then quiet. The missile changes its mind about your ship.

Defense — uncommon
System Shielding. Critical Breach: deal 3 damage when destroyed.
Eats the first shot. Writes a letter of complaint in the second. Dies nicely.

Defense — uncommon
System Shielding. Critical Breach: deal 3 damage. Ablative Plating 1.
Three separate habits, bolted into one frame, still arguing amongst themselves politely.

Defense — uncommon
Emergency Reboot. Reinforced Hull.
Goes down. Comes back. Stays up. The pilot keeps notes out of sheer habit.

Defense — uncommon
Emergency Reboot. Auto-Repair 2.
Dies, wakes up, dies, wakes up again. The pilot stopped counting on day two.

Ship Core — uncommon
Passive: Deploy Burst at start of match: Probe 2.
Reads the deck before the match starts. The pilot reads the read, calmly.

Drone — uncommon
Deploy Burst: Probe 2 and Deep Scan.
Reads the battlefield. Reads it again. Writes a short sentence the pilot trusts.

Weapon — uncommon
Recon Beacon. Deal 3 damage; heal your ship 2 when this attacks.
Fires and then tells you what you just saw. Usually useful. Sometimes too late.

Field — uncommon
Persistent Field. End Cycle: Probe 1.
A region watched by small invisible eyes. The eyes write a short note each evening.

Drone — uncommon
Deploy Burst: Probe 2.
Three pilots. Three pages of report. One honest sentence per page, eventually collected.

Defense — uncommon
Reactive. Evade 40%.
The shield flicks sideways faster than the round it dodges. Usually. Not always.

Defense — uncommon
Auto-Repair 2. Reinforced Hull.
Heals while standing. Stands while healing. The pilot approves of the split shift.

Ship Core — uncommon
Passive: Your ship gains Auto-Repair 1 each turn.
Small nanites on a schedule. The schedule is quieter than the fleet admits.

AI Routine — uncommon
Persistent Field. End Cycle: Probe 1.
Reads the ships that pass. Writes small notes for whoever needs them next.

Module — uncommon
Restore 10 HP to your ship; Auto-Repair 2 for 2 turns.
Quiet hands across the whole hull. Every seam thanks them without saying so.

Weapon — uncommon
Overflow Fire. Radiation Leak. Deal 12; excess to ship; apply 3 over 3 turns.
Opens a small tear in space. Closes it on the enemy, slowly, patiently, completely.

Module — uncommon
Deal 12 damage to Hull Integrity directly; ignores Shield Capacity.
Drops its jacket at the muzzle. Arrives already rude, already specific, already efficient.

Weapon — uncommon
Sabotage Charge. Disable. Deal 11; plant a charge that triggers when target uses ability.
Small switch sits inside the enemy ship. Waits. Waits. Thinks about it once. Acts.

Maneuver — uncommon
Sabotage Charge. Plant on target enemy unit; triggers for 6 damage when used.
A small gift. Very specific. It triggers the first time the target tries something.