Void Reaper
5
Weapon — rare
Phase Drive. Critical Strike. Radiation Leak. Deal 16; 3 radiation over 3 turns.
A gun that arrives from elsewhere. Elsewhere is nowhere the fleet discusses.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 1000 cards — page 49 of 50

Weapon — rare
Phase Drive. Critical Strike. Radiation Leak. Deal 16; 3 radiation over 3 turns.
A gun that arrives from elsewhere. Elsewhere is nowhere the fleet discusses.

Weapon — uncommon
Critical Strike. Phase Drive. Deal 10 damage; bypasses most blockers.
A round that has already decided on its conclusion. The target is only a witness.

Weapon — epic
Breach Cascade. Radiation Leak. Overflow Fire. Deal 24; adjacent 6; 5 radiation.
Happens on the sensor suite, not the eye. The sensor suite lies down afterwards.

Weapon — uncommon
Overflow Fire. Radiation Leak. Deal 14 damage; excess hits ship; apply 2 over 2 turns.
Carries a little of the void inside. Leaves the same quiet inside the target.

Ship Core — legendary
Passive: Your ship begins each match with Phase Drive for 2 turns.
A core that remembers the distance between here and the other place. Both places forget.

Drone — common
Escalation. Gains +1 defense per turn alive. At defense 6, draw 1 card.
A probe that does not probe. A probe that waits, then notices things quietly.

Drone — uncommon
Escalation. Gains +2/+2 per turn alive. After turn 6, gains Priority Fire.
Small at the start. Grows. Grows. Grows. The fleet knows the name before turn six.

Drone — epic
Battle Hardened. Priority Fire. Outrider.
Takes the front. Holds the front. Rewrites the definition of the front, casually.

Defense — uncommon
Interceptor. System Shielding.
A grid of old promises. Every promise kept. Every hit absorbed politely and without receipts.

Ship Core — uncommon
Passive: Your first Defense each turn gains Interceptor.
A small instruction for the front wall. The front wall remembers it every shift.

Ship Core — rare
Passive: Your Defense units gain Reinforced Hull.
Tells every wall on the ship to take the hit patiently. The walls obey.

AI Routine — common
Overcharge. Pay 2 extra energy to deal 6 damage to any target.
Runs hotter than doctrine allows. Wins more often than doctrine admits.

Drone — rare
Rapid Launch. Priority Fire. Alpha Strike.
Weighs twice what it should. Strikes twice as hard. Lands twice first.

Module — common
Deal 3 damage to target enemy unit or ship.
Simple. Cheap. Exceptionally good at the one thing it was asked to do.

Module — common
Deal 6 damage to target enemy unit or ship.
Second generation. Same yield. Better shipping container. The pilot notices neither.

Module — common
Deal 10 damage to target enemy unit or ship.
Third generation. Third manual. Third funeral budget line item the fleet reserves.

Module — common
Deal 14 damage to target enemy unit or ship.
Fourth generation. The engineers stopped numbering them informally after this one.

Module — common
Deal 18 damage to target enemy unit or ship.
The brochure does not list the model. The pilot does not list the name.

Module — uncommon
Deal 8 damage to target enemy unit or ship.
Next in the line. Not the last. Still writes the same short ending.

Module — uncommon
Overflow Fire. Deal 12 damage; excess hits enemy ship.
Seventh model. Same family. Same manners, just louder when the door opens.