Scout Glider
1
Drone — common
Skyward Maneuver. Small reconnaissance drone.
Glides above the fight, writes a small report. Mostly what the pilot expected.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 1000 cards — page 38 of 50

Drone — common
Skyward Maneuver. Small reconnaissance drone.
Glides above the fight, writes a small report. Mostly what the pilot expected.

Drone — common
Deploy Burst: Probe 1. At start of your third turn, flip this card into Signal Station.
Small unmanned. Small unremarkable. Small until the third turn changes it, quietly.

Weapon — legendary
Overflow Fire. Radiation Leak. Critical Strike. Deal 24; excess to ship; 5 radiation.
A second, smaller sun, fired from a tube. The planet remembered both for a while.

Equipment — common
Attach to your ship. End Cycle: Probe 1.
Reads the world once per turn. Writes a single sentence for the pilot to consider.

AI Routine — uncommon
Persistent Field. Interceptor. Reinforced Hull.
Wakes up at every threshold crossing. Closes the threshold. Goes back to sleep briefly.

Drone — rare
Interceptor. Reinforced Hull. Emergency Reboot.
Goes down. Comes back. Goes down again. The pilot stopped asking which run.

AI Routine — common
Persistent Field. Your Drones gain Interceptor.
Every small ship volunteers. Every small ship pays the volunteer's bill.

Defense — uncommon
Interceptor. Battle Hardened. Gains power per damage taken.
Stands at the gap. Gains weight with every hit. Eventually leaves its own crater.

Drone — common
Tracking Array. Can block Skyward Maneuver units.
Points its lenses high. The fliers who thought themselves safe learn otherwise.

Drone — rare
Gain Stealth. When this deals damage to an enemy ship, flip into Revealed Agent.
Works in the shadow. Finishes one job. Signs the second name on the contract then.

Drone — uncommon
Gain Stealth. Cloaked Entry. Priority Fire.
Nobody invited it. Nobody stopped it. Nobody keeps the right records afterward.

Drone — rare
Gain Stealth. Deploy Burst: Probe 2.
Sees everything. Says very little. Reports only what the pilot truly needs to know.

Weapon — rare
Gain Stealth. Critical Strike. Rapid Launch. Deal 20 damage; enters unseen.
Never on the sensor. Never on the radar. Always on the casualty list later.

Weapon — epic
Gain Stealth. Phase Drive. Critical Strike. Deal 16 damage, unseen.
The gun the fleet refuses to itemize. The shipyard welds it in anyway.

Weapon — common
Flanking Fire. Deal 8 damage.
Approach from the wrong side. Find the right answer.

Drone — common
Crew Pooling. Allied units may contribute 1 cost when you play a Module.
Counts the pilots. Counts the energy. Spreads the bill across everyone kindly.

Module — common
Gain 8 Shield Capacity.
Not new technology. New dedication to it. The coil takes the hit because you ask.

Equipment — common
Attach to your ship. Shield Capacity regenerates +2 per turn.
Keeps the shield coil drinking steadily. The shield coil does not mind.

Module — uncommon
Gain 10 Shield Capacity. Auto-Repair 1 on your ship for 2 turns.
A small generator, a large promise, one afternoon that went better than expected.

Module — common
Gain 14 Shield Capacity.
A large grid of small refusals. A polite hedge against an impolite afternoon.