Citadel Plating
6
Defense — common
Fortress-grade hull plating.
Named by the shipyards. Named again, quieter, by the pilots who came home.
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Defense — common
Fortress-grade hull plating.
Named by the shipyards. Named again, quieter, by the pilots who came home.

Defense — rare
Interceptor. Ablative Plating 4. Emergency Reboot.
Named after a star that collapsed before the fleet arrived. Still doing the same work.

Defense — common
Cloaked Entry. Cannot be attacked the turn it is deployed.
Appears after the aim, never before, never on time.

Drone — common
Cloaked Entry. Cannot be attacked the turn it is deployed.
It is already there. It was there before you looked.

Drone — common
Cloaked Entry. Cannot be attacked the turn it is deployed.
On sensors it is a shadow. On the hull it is a crater.

Maneuver — uncommon
Your ship gains Gain Stealth until your next turn.
A small white lie to the enemy sensor. The sensor believes it long enough.

Weapon — uncommon
Breach Cascade. Apply Lock. Deal 7; adjacent take 2; target skips next refresh.
Not one problem. Several small, related problems, delivered at the same address.

Weapon — uncommon
Priority Fire. Breach Cascade. Alpha Strike. Deal 13; adjacent take 3; fires twice.
First volley speaks. Second volley agrees with the first. The neighborhood agrees quietly.

Weapon — common
Deal 6 damage to target enemy unit or ship.
Magnets the size of a fist. Results the size of a prayer.

Drone — uncommon
Escalation. Cold Boot 1. Gains +2/+2 when Cold Boot ends.
Takes its time waking. Wakes larger. Wakes angrier than it was asleep.

Defense — rare
Ablative Plating 4. Emergency Reboot. Reinforced Hull.
Four layers of slow refusal. The fifth layer is the pilot's own stubbornness.

AI Routine — common
Persistent Field. Your Drones gain +1 attack.
A conductor behind the wingmen, keeping time they never knew they kept.

Ship Core — rare
Passive: Your first attack each turn gains Priority Fire.
A small advantage at the top of every turn. The top of the turn suffices.

AI Routine — uncommon
Persistent Field. Cascading Power. +1 power per non-unit card played.
Stacks small advantages quietly. Spends them all at once, loudly.

Drone — common
Auto-Repair 2. Restores 2 HP to your ship at end of your turn.
Works quickly. Works quietly. Never takes credit, never really needs to.

AI Routine — common
Persistent Field. Your units gain Overclock.
Runs the fight twice in the abstract. Shares the shorter version with the pilot.

AI Routine — common
A basic combat subroutine.
The routine that runs whether the ship asks or does not ask for it.

Maneuver — common
Redirect a pending attack to a different legal target.
The missile is not clever. The pilot, for a moment, is.

Maneuver — common
Ignore the first 2 damage to your ship this turn.
You roll. The world rolls. Only one of you chose to.

Defense — common
A shield with a small return-fire coil.
Bite built into the bulwark. Sometimes that is the trade.