Prime Shield
3
AI Routine — rare
Persistent Field. Auto-Repair 2. Ablative Plating 1.
Wears a little down. Knits a little up. Never the same order each shift.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 1000 cards — page 32 of 50

AI Routine — rare
Persistent Field. Auto-Repair 2. Ablative Plating 1.
Wears a little down. Knits a little up. Never the same order each shift.

AI Routine — epic
Persistent Field. Auto-Repair 2. Emergency Reboot. Adaptive Learning.
Every bad afternoon gets the same quiet treatment. Every good afternoon still thanks it.

AI Routine — uncommon
Persistent Field. Adaptive Learning. Chain Catalyst triggers on your first non-unit card each turn.
Learns the fight. Builds it. Ends it before the fight writes its own name.

Defense — epic
Interceptor. Reinforced Hull. Ablative Plating 3. Emergency Reboot.
Older than the fleet. Older than the enemy fleet. Patient as both fleets combined.

Defense — rare
Interceptor. Reinforced Hull. Auto-Repair 3.
Older than the fleet. Older than the enemy fleet. Still doing the same patient work.

Maneuver — rare
All your Weapons gain Priority Fire and Alpha Strike this turn.
One order. Every gun agrees. Every target finds this out slightly too late.

AI Routine — common
Persistent Field. Your Weapons gain Priority Fire this turn.
Hands the pilot's gun a small advantage, whispered, never explained.

Maneuver — uncommon
Your next Weapon attack this turn gains Priority Fire.
One quiet instruction to the gun. The gun obeys before the pilot finishes the instruction.

Maneuver — common
Probe 2. Look at the top 2 cards of your deck and reorder them.
Checks the future. Rearranges it. Does not tell the future it was touched.

Weapon — rare
Breach Cascade. Cascading Power. Overflow Fire. Deal 12; adjacent 4; +1 per non-unit card.
Stacks the afternoon's advantages into one round. Discharges the round, polite and terminal.

Weapon — common
Persistent Field. Deals 2 damage to enemy ship at end of your turn.
Slow drumbeat. The kind that breaks long before it stops.

Weapon — common
Deal 14 damage to target enemy unit or ship.
Twice the coil. Twice the silence on the comms afterwards.

Weapon — uncommon
Overclock. Deal 13 damage; adds 1 heat.
The coil runs past the gauge. The gauge decides it was mistaken about the maximum.

Ship Core — uncommon
Passive: End Cycle: remove 1 extra heat from your ship.
A quiet fan under the reactor. The fan argues with the reactor on the ship.

Weapon — common
Deal 4 damage to target enemy unit.
Four shots in the chamber. You only need one.

Weapon — common
Deal 12 damage to target enemy unit or ship.
Four barrels. One conversation. Nobody finishes their sentence.

Weapon — epic
Rapid Launch. Alpha Strike. Priority Fire. Deal 8 damage twice, first.
Four tubes empty in the same beat. The ship spends the beat smiling quietly.

Module — rare
Phase Drive. Radiation Leak. Deal 20 damage; 4 radiation over 3 turns.
Arrives through a seam in space. The seam closes. The seam leaves a forwarding address.

Maneuver — mythic
Once per match. All your Weapons gain Priority Fire, Alpha Strike, Critical Strike this turn.
Probability bends. The universe blinks. You win, at once, quietly.

Module — rare
System Reset. Probe 3. Clear all friendly statuses; draw 3 cards.
The fleet powers down for a breath. Powers up with every bad debt resolved.