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 280 cards (Uncommon) — page 14 of 14

Tractor Beam

3
Tractor Beam

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.

ATK 0DEF 0

Trading Barge

3
Trading Barge

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.

ATK 1DEF 7

Trap Drone

3
Trap Drone

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.

ATK 3DEF 5

Twin Aim

3
Twin Aim

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.

ATK 0DEF 8

Twin Pistol

1
Twin Pistol

Weapon — uncommon

Alpha Strike. Deal 2 damage twice to target.

Left hand shoots first. Right hand shoots better. Both hands shoot finished.

ATK 3DEF 0

Ultimate Defense

5
Ultimate Defense

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.

ATK 0DEF 0

Veteran Engineer

3
Veteran Engineer

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.

ATK 2DEF 6

Veteran Fighter

3
Veteran Fighter

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.

ATK 4DEF 5

Void Annihilator

6
Void Annihilator

Weapon — uncommon

Critical Strike. Phase Drive. Deal 18 damage.

A gun not meant for polite use. The tribunal has never even heard of it.

ATK 20DEF 0

Void Sniper

4
Void Sniper

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.

ATK 12DEF 0

Void Torpedo

5
Void Torpedo

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.

ATK 16DEF 0

Waking Titan

3
Waking Titan

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.

ATK 3DEF 5

Ward Lattice

3
Ward Lattice

Defense — uncommon

Interceptor. System Shielding.

A grid of old promises. Every promise kept. Every hit absorbed politely and without receipts.

ATK 0DEF 10

Interceptor Core

0
Interceptor Core

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.

ATK 0DEF 0

Warhead Mk.VI

2
Warhead Mk.VI

Module — uncommon

Deal 8 damage to target enemy unit or ship.

Next in the line. Not the last. Still writes the same short ending.

ATK 0DEF 0

Warhead Mk.VII

3
Warhead Mk.VII

Module — uncommon

Overflow Fire. Deal 12 damage; excess hits enemy ship.

Seventh model. Same family. Same manners, just louder when the door opens.

ATK 0DEF 0

Warhead Salvo

3
Warhead Salvo

Weapon — uncommon

Rapid Launch. Priority Fire. Deal 9 damage.

All racks empty. All racks warmed. All racks reloaded by different hands elsewhere.

ATK 9DEF 0

Warp Field

3
Warp Field

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.

ATK 0DEF 0

Warsign Drone

3
Warsign Drone

Drone — uncommon

Battle Hardened. Priority Fire.

Takes the first hit. Writes it on the hull. Charges the next enemy using writing.

ATK 5DEF 4

Wave Barrier

3
Wave Barrier

Defense — uncommon

Countermeasure 2. Evade 30%.

A polite wall that flickers at the wrong moment for the enemy's aim.

ATK 0DEF 9