Fortress Lattice
4
Defense — uncommon
Interceptor. Reinforced Hull.
Built from old panels. New welds, old pattern, the same patience as the original fortress.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
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Defense — uncommon
Interceptor. Reinforced Hull.
Built from old panels. New welds, old pattern, the same patience as the original fortress.

Defense — uncommon
Interceptor. Ablative Plating 1.
Woven metal, woven habit. The hull sleeps better with a row of them standing guard.

AI Routine — common
Persistent Field. Your Defense units gain +3 defense.
Spun from old wartime algorithms. Nothing new goes through unless it really insists.

Defense — common
A heavy armored plating section.
Built by the same crew who did the gate at Dockyard Nine.

Field — epic
Environmental. All Defense units gain Interceptor, Ablative Plating, Auto-Repair. Replaces.
Every wall in the region finds a second wind. Every wall keeps standing.

Defense — epic
Interceptor. Reinforced Hull. Ablative Plating 2. Auto-Repair 2.
The wall the admiral stands behind during every briefing. The wall the admiral trusts.

Defense — common
A fortified armor wall.
The weld is older than the ship. It still holds better than the ship.

Maneuver — common
All Weapons you control gain Alpha Strike this turn.
Every gun fires twice. The comm line is quiet by the second pass.

Maneuver — common
Your ship cannot be targeted until your next turn.
A full deletion of your name from the enemy's target list for one breath.

Weapon — common
Radiation Leak. Deal 11 damage and Radiation Leak 3 for 2 turns.
Leaves a seam across the hull and a regret across the pilot.

Module — common
Deal 12 damage to target and apply Radiation Leak 2 for 2 turns.
A small sun pressed into a smaller shell. Unfolds without apology.

Weapon — common
Deal 9 damage to target enemy unit or ship.
Bottled a star, uncorked it on cue, served it medium rare.

Weapon — common
Priority Fire. Deal 5 damage.
A beam so precise it asks permission before arriving.

Weapon — rare
Priority Fire. Phase Drive. Critical Strike. Deal 12 damage.
Cuts through the answer before the question is finished. The pilot never flinches.

Weapon — rare
Breach Cascade. Overflow Fire. Radiation Leak. Deal 16; adjacent 5; 3 radiation.
One shell. Several wakes. The neighborhood files a petition later, too late.

Weapon — uncommon
Cold Boot 1. Overflow Fire. Deal 9 damage; excess hits ship directly.
Arms slowly. Detonates completely. The arithmetic makes the slow part worth it.

Weapon — uncommon
Alpha Strike. Deal 5 damage twice to target.
Bolted to the wing. Runs until the pilot stops asking. The pilot keeps asking.

Weapon — common
Priority Fire. Deal 3 damage.
Lighter than the slug, faster than the apology.

Field — mythic
Environmental. Your units gain +2/+2, Priority Fire, and Auto-Repair 2. Replaces any active Environmental.
A region the fleet remembered. The fleet forgot. The fleet rebuilt, patient.

Weapon — uncommon
Phase Drive. Critical Strike. Deal 7 damage; any damage destroys Drone or Weapon systems.
Arrives from the wrong side of reality, leaves the correct side shorter than before.