Countermeasure Array
4
Defense — common
Countermeasure 2. Opponent pays +2 energy to target this.
Takes the enemy's good ideas and turns them into accounting entries.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 400 cards (Common) — page 5 of 20

Defense — common
Countermeasure 2. Opponent pays +2 energy to target this.
Takes the enemy's good ideas and turns them into accounting entries.

Defense — common
Countermeasure 1. Opponent pays +1 energy to target this.
Not invincible. Just expensive to shoot at, and that is frequently enough.

Defense — common
A mobile plating panel.
Field-removable, field-regrettable, and still bolted when the ship returns.

Maneuver — common
Cycling Protocol. Discard any card to draw 2.
Trade the card you have for the card you need. Two for one. Take it.

AI Routine — common
Cycling Protocol. Once per turn, discard a card to draw one.
Keeps the hand moving. Keeps the pilot thinking. Both are paid from the same reserve.

AI Routine — common
Data Wipe. When played, opponent discards 1 random card.
Erases something from the opponent's morning. They do not remember what was there.

Field — common
Persistent Field. All attacks have -1 damage while this is in play.
Pieces of somebody else's morning, still drifting, still in the way.

Drone — common
Enemy ships must target this before your other drones this turn.
Made to look like something worth killing. Succeeds too often.

Maneuver — common
All Drones you control gain Evade 50% this turn.
One instruction over the wing-comm. Every drone remembers its lessons.

Maneuver — common
Deep Scan. Then apply Tracking Lock to any enemy unit.
The scan finds the name. The lock writes it on the inside of the cockpit.

Module — common
Deep Scan. Choose 1 of 3 random cards from your deck.
A tiny light goes on in the deck. One card remembers being important.

AI Routine — common
End Cycle: Deep Scan. Choose 1 of 3 random cards from your deck.
Thinks a few moves ahead. Keeps the middle moves quiet, in reserve.

Ship Core — common
Passive: Your ship starts each match with +5 Hull Integrity.
Built for the pilots who plan to come home. Others are built differently.

AI Routine — common
Persistent Field. Your Defense units gain +2 defense.
Refuses to lose anything small. Keeps the small things alive a little longer.

Defense — common
A fixed defensive turret with a return-fire coil.
A shield that forgot it was a shield, but remembered how to bite.

Defense — common
Interceptor. Enemy must attack this unit first.
A row of small bodies waiting politely for the large one.

AI Routine — common
Persistent Field. Your Defense units gain Interceptor.
A web of walls. Every piece volunteers to be the first one broken.

Field — common
Persistent Field. Your Defense units gain +1 defense while this is active.
Every wall slightly closer to the next wall. Every gap slightly less of one.

AI Routine — common
Persistent Field. Your Defense units gain +1 defense.
Listens for the wrong sound. Amplifies the wall that muffles it.

Module — common
Gain 20 Shield Capacity.
A shield the size of a verdict. Lands once. Lasts long enough to matter.