EMP Wave
3
Module — common
Disable up to 3 enemy units' abilities next turn.
A tide. Lasts one turn. Enough to get several small gods through the door.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 112 Module cards — page 2 of 6

Module — common
Disable up to 3 enemy units' abilities next turn.
A tide. Lasts one turn. Enough to get several small gods through the door.

Module — common
Gain 1 energy now; gain 1 energy at the start of your next turn.
Old chemistry, reliable chemistry, the kind that hums when the lights are out.

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

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.

Module — common
Reactive. The next incoming attack on your ship is reduced by 3.
Small bright object, thrown in the general direction of the missile's opinion.

Module — uncommon
All your Weapons deal +2 damage this turn.
The cockpit goes quiet. Everything outside loses an edge. The guns find theirs.

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.

Module — epic
Priority Fire. Breach Cascade. Radiation Leak. Overflow Fire. Deal 36; adjacent 10; 7 radiation.
The shell in the vault behind the vault. Both vaults require separate clearance.

Module — rare
Priority Fire. Breach Cascade. Overflow Fire. Deal 28; adjacent 8; excess to ship.
Every storage bay has one. No storage bay crew likes to say so out loud.

Module — common
Remove 3 heat from your ship.
Cold metal, quiet metal, metal that never wanted to know your name.

Module — uncommon
Place face-down in Cargo. When revealed, flip into Armed Warhead; played for 2 energy.
Sits in the hold. Pretends to be shipping. The crew forgets until needed.

Module — common
Target Drone you control gains +2 defense permanently.
Welded on during the fuel run. The drone never asked if it could refuse.

Module — common
Deal 7 damage to target Weapons Array subsystem.
Does not need to be accurate. Only needs to be approximately where the gun lived.

Module — common
Deal 10 damage to target Reactor Core subsystem.
Aims at the part of the ship that everything else was plugged into.

Module — rare
Breach Cascade. Radiation Leak. Deal 14 damage to target subsystem; adjacent take 4.
Several smaller weapons in one shell. Each one polite. Together, not at all.

Module — uncommon
Deal 14 damage; Disable target's abilities next turn.
The round arrives loud. Everything electric on the other ship goes quiet afterwards.

Module — common
Your next Weapon this turn deals +3 damage.
Built in a hurry by someone who read the manual twice and disagreed both times.

Module — legendary
Restore 25 HP to your ship. Revive all friendly Drones destroyed this turn with 1 HP.
A last bright minute across the fleet. Every ship returns a little less alone.

Module — common
Restore 25 HP to your ship and gain 3 energy.
Trades the overbuilt redundant reactor for the pilot's next hundred heartbeats.

Module — common
Restore 3 HP to every Drone you control.
A brief fleet-wide breath. Every small ship exhales a little longer.