Energy Surge Module
3
Module — common
Energy Surge. Fill your energy meter to maximum.
A short, loud moment when the reactor forgets the rules it agreed to follow.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 1000 cards — page 14 of 50

Module — common
Energy Surge. Fill your energy meter to maximum.
A short, loud moment when the reactor forgets the rules it agreed to follow.

Equipment — common
Attach to a Drone. Host gains Skyward Maneuver.
A single afternoon of work turns the drone into something that climbs for a living.

Drone — rare
Auto-Repair 3. Emergency Reboot. Hull Drain.
Fixes the hull. Fixes itself. Carries a little of the enemy's numbers home.

Ship Core — common
Passive: Your Modules cost 1 less energy.
Every bolt has a name the engineer has said aloud at least once, with tenderness.

Maneuver — common
Your ship gains Evade 40% for 2 turns.
You fly a figure the enemy cannot name. That is the whole point.

Maneuver — common
Target Drone you control gains Evade 50% this turn.
The drone takes the order, folds out of the volley, does not ask why.

Maneuver — common
Reactive. Reduce the next incoming damage this turn by 3.
The stick moves before the thought. The thought thanks the stick later.

Drone — mythic
Interceptor. Gain Stealth. Phase Drive. Critical Breach: deal 15 damage when destroyed.
Goes past the horizon once. Returns with something nobody asked it to bring back.

AI Routine — uncommon
Escalation. Adaptive Learning. Gains +1 defense per distinct card type you play.
Reads every card the pilot plays. Remembers. Remembers differently each time, learning.

Weapon — legendary
Priority Fire. Critical Strike. Alpha Strike. Deal 12 damage twice, first.
Every pilot swears the oath once. Nobody swears it twice. The oath keeps its word.

Module — mythic
Once per match. Destroy all enemy Drones and deal 15 damage to the enemy ship.
The briefcase the fleet stops using after the first time. The pilot keeps the paperwork.

Drone — uncommon
Rapid Launch. Alpha Strike. Enters ready; attack triggers twice.
One dive. Two hits. One pilot. Two stories the enemy will never tell.

Maneuver — common
Your ship gains Evade 40% this turn.
Quick flick of the stick. Quick flash in the cockpit. The ship is elsewhere, briefly.

Maneuver — uncommon
Reactive. Your ship gains Phase Drive this turn; ignore the next incoming attack.
Stick flicks backwards. The ship follows. The attack finds the space where the ship was.

AI Routine — uncommon
Escalation. Persistent Field. Gains +1 defense per turn; your Weapons +1 damage at defense 10+.
Eats small data. Grows small amounts. Eventually eats enough to matter, loudly.

Maneuver — common
Target enemy unit must redirect its attack to a different target.
The throat goes left. The knife goes right. Fencing in a vacuum.

Drone — uncommon
End Cycle: restore 2 HP to a friendly Drone.
Small drone with a large toolbox. The toolbox does the heavy work every shift.

Drone — common
Auto-Repair 1. End Cycle: repair an adjacent friendly Drone by 1.
Carries the welder, the wire, and the quiet cigarette the crew ignores.

Ship Core — common
Passive: Your first Weapon each turn costs 1 less.
Cut down to the essentials. The essentials are fast, loud, and slightly rude.

Drone — common
A reliable combat drone.
Standard loadout. Standard outcome. Standard pilot, exceptional day.