Saboteur Drone
2
Drone — uncommon
Deploy Burst: Disable target enemy unit's abilities next turn.
Arrives with a small screwdriver. Leaves with most of the enemy's ideas.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 280 cards (Uncommon) — page 11 of 14

Drone — uncommon
Deploy Burst: Disable target enemy unit's abilities next turn.
Arrives with a small screwdriver. Leaves with most of the enemy's ideas.

Module — uncommon
Scrap a friendly Drone. Gain 3 energy.
Trades a good drone for a better reactor reading. The drone understood the trade.

Weapon — uncommon
Rapid Launch. Flanking Fire. Deal 5 damage.
Launches a brace of small problems. The enemy sorts them out one at a time.

Drone — uncommon
Escalation. When it gains 5 total +1/+1 counters, flip this card into Grown Fighter.
A small fighter at the front of the wing. Grows slowly. Grows enough, eventually.

AI Routine — uncommon
Deploy Burst: Probe 2 and Deep Scan.
A quiet second of thinking. A very loud second of confidence afterwards.

AI Routine — uncommon
Persistent Field. Fuel Scavenge. When you have gained 4 energy from it, flip into Hoard AI.
Eats what the fleet discards. The fleet discards much. The AI balances quietly.

Drone — uncommon
Fuel Scavenge. Hull Drain. Gain 1 energy when an enemy is destroyed.
Follows the fleet after the battle. Eats anything the fleet did not want to remember.

Weapon — uncommon
Radiation Leak. Breach Cascade. Deal 11; adjacent take 2; 3 radiation over 3 turns.
Leaves a trail of consequences. The consequences never agree on whose fault it was.

Ship Core — uncommon
Passive: Your Drones gain Deploy Burst: Probe 1.
Every little wingman arrives already reading. The pilot reads the reads, nodding.

Drone — uncommon
Deploy Burst: Probe 1 and Recon Beacon 2.
Rated for three things: watch, report, survive. Excels at the first two most days.

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

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

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.

AI Routine — uncommon
Persistent Field. Auto-Repair 1.
Quiet wire in the hull. Listens for damage. Answers in millimeters.

Weapon — uncommon
Tracking Lock. Apply Lock. Deal 8 damage; target skips next refresh.
Patient weapon. Patient pilot. Patient enemy, at least until the fourth second.

Weapon — uncommon
Overflow Fire. Radiation Leak. Deal 16; excess to ship; 3 radiation over 3 turns.
The siege goes home to brag. The target does not go home.

AI Routine — uncommon
Persistent Field. After 3 turns alive, your Weapons deal double damage for 1 turn.
Measures. Measures again. On the third measure, paints every enemy on the panel loudly.

Drone — uncommon
Cold Boot 1. Critical Strike.
Arrives, thinks, waits, then writes. The letters are large. The letters are final.

AI Routine — uncommon
Persistent Field. Reinforced Hull. Ablative Plating 1.
Holds the line the pilots retreat behind. Never takes the credit. Never needs it.