Emergency Bulkhead
2
Defense — common
Reinforced Hull. Cannot be destroyed by damage this turn.
Closes once and argues with the breach until the breach gives up.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 58 Defense cards (Common) — page 2 of 3

Defense — common
Reinforced Hull. Cannot be destroyed by damage this turn.
Closes once and argues with the breach until the breach gives up.

Defense — common
Play only if your Hull Integrity is below 50%. Enters with 3 defense.
Shines brighter when the panel lights say dying. Otherwise just a lamp.

Defense — common
Countermeasure 2. Opponent pays +2 energy to target this.
A sponge for the spells. A tax on the wizard.

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

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

Defense — common
Interceptor. Enemy must attack this unit first.
Carries the fight on its back so the pilot can carry the victory home.

Defense — common
A heavily armored defensive installation.
Immobile in spirit, immovable in practice, impolite in conversation.

Defense — common
A heavy-duty energy shield.
Thicker than the hull it is mounted on, and far less sentimental.

Defense — common
Auto-Repair 3. Heals 3 HP at end of your turn.
Slow hands, patient tools, a hull that refuses to learn the word 'final'.

Defense — common
Interceptor. Enemy must attack this unit first.
A wall with opinions about the traffic that passes through it.

Defense — common
Reinforced Hull. Cannot be destroyed by damage this turn.
The plate the old pilots say they nailed to the wreckage and walked away.

Defense — common
A small energy shield.
Enough against the first volley. Seldom enough against the second.

Defense — common
A reliable energy shield.
Standard issue, standard life expectancy, and a standard regret after.

Defense — common
A massive energy shield projector.
Made by engineers who had already lost one ship and preferred not to lose another.

Defense — common
Reflects 2 damage back to attacker when this is hit.
The light comes in. The light goes out. The pilot does not.

Defense — common
When this takes 5 or more damage, flip this card into Scarred Hull.
Clean metal, clean paint, clean welds. Clean until the first volley remembers it is here.

Defense — common
A massive orbital defensive installation.
The kind of structure that changes maps by existing in the wrong orbit.

Defense — common
Reactive. You may scrap a Drone to play this. Enters with 3 defense.
Welded on during the fight, by hands that forgot how to tremble.

Defense — common
Evade 30%. 30% chance to negate incoming damage.
Sometimes there. Sometimes not. The statistics are not on your side.

Defense — common
Evade 50%. 50% chance to negate incoming damage.
Half the time it is there. Half the time the enemy files a complaint.