Tractor Beam
3
Module — uncommon
Tractor Beam Hold. Remove target enemy unit from play; returns when this ship dies.
Grabs the enemy by the collar. Holds on. Waits. Refuses to explain.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 280 cards (Uncommon) — page 14 of 14

Module — uncommon
Tractor Beam Hold. Remove target enemy unit from play; returns when this ship dies.
Grabs the enemy by the collar. Holds on. Waits. Refuses to explain.

Drone — uncommon
End Cycle: gain 1 energy. When you have 10 or more cargo-tagged cards played, flip into Pirate Barge.
Peaceful enough on the manifest. The manifest does not list the second job.

Drone — uncommon
Tracking Array. Apply Lock. Can block Skyward Maneuver units.
Small eyes on wide arcs. A quiet hand closing on the doorframe from outside.

Weapon — uncommon
Cold Boot 2. After Cold Boot, deals 25 damage with Priority Fire and Critical Strike.
Turn one: paints. Turn two: breathes. Turn three: the target writes the last entry.

Weapon — uncommon
Alpha Strike. Deal 2 damage twice to target.
Left hand shoots first. Right hand shoots better. Both hands shoot finished.

Maneuver — uncommon
Prevent all damage to your ship this turn; restore 5 HP.
A small word over the comm. A large wall around the ship for one turn.

Drone — uncommon
Auto-Repair 2. End Cycle: repair a friendly Drone by 2.
Old hands. Old welder. Old habit of knowing which panel comes off when.

Drone — uncommon
Battle Hardened. Outrider. Grows stronger from damage and first attack is free.
Older than the squadron. Quieter than the rookies. Still the one that comes back.

Weapon — uncommon
Critical Strike. Phase Drive. Deal 18 damage.
A gun not meant for polite use. The tribunal has never even heard of it.

Weapon — uncommon
Critical Strike. Phase Drive. Deal 10 damage; bypasses most blockers.
A round that has already decided on its conclusion. The target is only a witness.

Weapon — uncommon
Overflow Fire. Radiation Leak. Deal 14 damage; excess hits ship; apply 2 over 2 turns.
Carries a little of the void inside. Leaves the same quiet inside the target.

Drone — uncommon
Escalation. Gains +2/+2 per turn alive. After turn 6, gains Priority Fire.
Small at the start. Grows. Grows. Grows. The fleet knows the name before turn six.

Defense — uncommon
Interceptor. System Shielding.
A grid of old promises. Every promise kept. Every hit absorbed politely and without receipts.

Ship Core — uncommon
Passive: Your first Defense each turn gains Interceptor.
A small instruction for the front wall. The front wall remembers it every shift.

Module — uncommon
Deal 8 damage to target enemy unit or ship.
Next in the line. Not the last. Still writes the same short ending.

Module — uncommon
Overflow Fire. Deal 12 damage; excess hits enemy ship.
Seventh model. Same family. Same manners, just louder when the door opens.

Weapon — uncommon
Rapid Launch. Priority Fire. Deal 9 damage.
All racks empty. All racks warmed. All racks reloaded by different hands elsewhere.

Field — uncommon
Persistent Field. Your units gain Phase Drive while this is active.
A thin ripple across the region. Everything in it exists slightly elsewhere at all times.

Drone — uncommon
Battle Hardened. Priority Fire.
Takes the first hit. Writes it on the hull. Charges the next enemy using writing.

Defense — uncommon
Countermeasure 2. Evade 30%.
A polite wall that flickers at the wrong moment for the enemy's aim.