Ion Warhead
4
Module — uncommon
Deal 14 damage; Disable target's abilities next turn.
The round arrives loud. Everything electric on the other ship goes quiet afterwards.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 280 cards (Uncommon) — page 7 of 14

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

Weapon — uncommon
Critical Strike. Radiation Leak. Deal 14; 2 radiation over 3 turns.
A slow-burning weapon. Damage arrives on a schedule the target refuses to read.

Drone — uncommon
Signal Jammer. Signal Jamming. Negates first spell; opponent cannot play Maneuvers next turn.
A nest of small antennas. Every message leaving the area comes back wrong.

Weapon — uncommon
Alpha Strike. Deal 6 damage twice to target.
Every round finds the next round funny. The enemy does not share the joke.

Drone — uncommon
At start of your fifth turn, flip this card into Mature Warship.
A small warship. Small enough to be ignored. Small enough until the fifth turn, precisely.

Maneuver — uncommon
Lock. Play only on a target with an Aim counter. Apply Tracking Lock; next turn you may play Fire Protocol.
The target is named on the glass. The target does not see the glass. Yet.

Defense — uncommon
Interceptor. Reinforced Hull. Ablative Plating 2.
The kind of wall pilots argue is too expensive until the morning it saves them.

Weapon — uncommon
Priority Fire. Critical Strike. Deal 15 damage.
The weapon the fleet gives to pilots they want to keep. The pilots keep winning.

AI Routine — uncommon
Persistent Field. Your Weapons gain Priority Fire and Overclock.
Speaks to every gun on the ship at once and is immediately understood.

Drone — uncommon
Auto-Repair 3. Hull Drain. Emergency Reboot.
Carries the ship back from every bad afternoon it could have had but did not.

Drone — uncommon
Auto-Repair 3. Hull Drain.
Drinks what it takes to heal. Carries the rest home in the reactor for later.

Equipment — uncommon
Attach to a Weapon. Host gains Tracking Lock and Critical Strike.
Patient lens. Patient pilot. The target is not patient, but becomes so, briefly.

Defense — uncommon
Auto-Repair 2. System Shielding.
The shield the other pilots recommend. The shield the engineers refuse to complain about.

Weapon — uncommon
Tracking Lock. Critical Strike. Deal 8 damage.
Points at a face. The face takes a long time to recover. Usually permanently.

Weapon — uncommon
Phase Drive. Critical Strike. Deal 9 damage.
A pike that slides through the target sideways. The target does not sign for delivery.

Drone — uncommon
Auto-Repair 1. Hull Drain. Damage dealt heals your ship for that amount.
Bites the enemy. Carries the enemy's blood home. Keeps the ship alive afterwards.

AI Routine — uncommon
Cold Boot 3. Persistent Field. When Cold Boot ends, flip this card into Enlightened AI.
Thinks for three turns. Returns one sentence. The sentence answers every future question.

Module — uncommon
Deal 8 damage. After use, flip this card into Spent Casing.
One shot in the tube. One quiet bay afterwards, waiting to be reloaded.

Module — uncommon
Auto-Repair 4 on your ship. Emergency Reboot your ship if destroyed this turn.
Thousand quiet hands. All of them sewing the same seam at the same moment.

Module — uncommon
Breach Cascade. Deal 8 damage to target; 4 damage to adjacent units.
The briefcase opens. The afternoon rearranges itself around the opening.