Relay Protocol
2
AI Routine — uncommon
Persistent Field. End Cycle: Probe 1.
Reads the ships that pass. Writes small notes for whoever needs them next.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 1000 cards — page 36 of 50

AI Routine — uncommon
Persistent Field. End Cycle: Probe 1.
Reads the ships that pass. Writes small notes for whoever needs them next.

Drone — common
Auto-Repair 2. Restores 2 Hull to your ship at end of each of your turns.
Chatter on the hull, stitching what the battle unpicked.

Drone — common
Auto-Repair 2. Restores 2 Hull to your ship at end of each of your turns.
Older chassis. Same patient work on the hull seam.

AI Routine — common
Auto-Repair 2. Heals 2 HP at end of your turn.
Two nanite crews, one night shift, a seam that always finishes by dawn.

Module — common
Restore 5 HP to your ship.
Silver tape, blue wire, a prayer the engineer hopes no one heard said aloud.

Module — uncommon
Restore 10 HP to your ship; Auto-Repair 2 for 2 turns.
Quiet hands across the whole hull. Every seam thanks them without saying so.

Defense — common
Auto-Repair 2. Heals 2 HP at end of your turn.
Tiny hands inside the hull, always working, always quiet.

AI Routine — common
Auto-Repair 1. Heals 1 HP at end of your turn.
Nothing dramatic. Just a small instruction, repeated, and repeated, and repeated.

Equipment — common
Attach to a Drone. Host gains +1 defense.
A small patch under the wing. The drone barely notices. The round, later, does.

Weapon — uncommon
Overflow Fire. Radiation Leak. Deal 12; excess to ship; apply 3 over 3 turns.
Opens a small tear in space. Closes it on the enemy, slowly, patiently, completely.

Drone — common
When this attacks 3 times, flip this card into Ace Pilot.
Fresh from training. First patrol. Third combat. Fourth name written in the squadron log.

Weapon — common
Deal 6 damage to Hull Integrity directly; ignores Shield Capacity.
Drops its jacket at the muzzle. Arrives already unwelcome.

Module — uncommon
Deal 12 damage to Hull Integrity directly; ignores Shield Capacity.
Drops its jacket at the muzzle. Arrives already rude, already specific, already efficient.

Weapon — uncommon
Sabotage Charge. Disable. Deal 11; plant a charge that triggers when target uses ability.
Small switch sits inside the enemy ship. Waits. Waits. Thinks about it once. Acts.

Maneuver — uncommon
Sabotage Charge. Plant on target enemy unit; triggers for 6 damage when used.
A small gift. Very specific. It triggers the first time the target tries something.

Ship Core — common
Passive: Your Disruption cards cost 1 less energy.
A ship that takes the enemy's plan apart with small hands and a smile.

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.

Ship Core — rare
Passive: End Cycle: Deep Scan.
Reads the deck slowly. Returns three cards. The pilot keeps the one that feels right.

Module — common
Destroy target enemy Drone with 3 or less defense; you gain 2 energy.
A beam that eats. Small things first. Feeds the reactor with other people's sentences.

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