Prime Adaptive
5
AI Routine — rare
Persistent Field. Adaptive Learning. Auto-Repair 2.
Learns by getting hit. Stops getting hit. Keeps learning. Keeps getting harder to hit.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 160 cards (Rare) — page 6 of 8

AI Routine — rare
Persistent Field. Adaptive Learning. Auto-Repair 2.
Learns by getting hit. Stops getting hit. Keeps learning. Keeps getting harder to hit.

AI Routine — rare
Persistent Field. Cascading Power. Linked Fire.
Every gun in the fleet reads the same note at the same moment, plays together.

AI Routine — rare
Persistent Field. Auto-Repair 2. Ablative Plating 1.
Wears a little down. Knits a little up. Never the same order each shift.

Defense — rare
Interceptor. Reinforced Hull. Auto-Repair 3.
Older than the fleet. Older than the enemy fleet. Still doing the same patient work.

Maneuver — rare
All your Weapons gain Priority Fire and Alpha Strike this turn.
One order. Every gun agrees. Every target finds this out slightly too late.

Weapon — rare
Breach Cascade. Cascading Power. Overflow Fire. Deal 12; adjacent 4; +1 per non-unit card.
Stacks the afternoon's advantages into one round. Discharges the round, polite and terminal.

Module — rare
Phase Drive. Radiation Leak. Deal 20 damage; 4 radiation over 3 turns.
Arrives through a seam in space. The seam closes. The seam leaves a forwarding address.

Module — rare
System Reset. Probe 3. Clear all friendly statuses; draw 3 cards.
The fleet powers down for a breath. Powers up with every bad debt resolved.

Module — rare
Phase Drive. Radiation Leak. Deal 12 damage; 3 radiation over 3 turns.
Arrives through a crack. The crack closes. The crack leaves a forwarding note.

Defense — rare
Cold Boot 2. When Cold Boot ends, flip this card into Active Fortress.
Looks like scrap welded to the hull. Looks wrong. Stops looking wrong on turn four.

Weapon — rare
Priority Fire. Critical Strike. Radiation Leak. Deal 12; 3 radiation over 3 turns.
The beam leaves first. The illness follows slower. Both arrive at the same address.

Defense — rare
System Shielding. Critical Breach: deal 6 damage. Ablative Plating 2.
Three small habits, one polite frame, the same quiet refusal to leave the deck.

Defense — rare
System Shielding. Critical Breach: deal 6 damage. Ablative Plating 2.
Eats the first shot. Punishes the second. Keeps eating until the pattern stops.

Weapon — rare
Priority Fire. Critical Strike. Radiation Leak. Deal 16; 3 radiation over 3 turns.
A gun the old pilots refuse to name aloud. New pilots keep asking.

Defense — rare
Auto-Repair 2. Emergency Reboot. Reinforced Hull.
Goes down steady. Comes back steady. Steady is the only pace it knows.

Defense — rare
Auto-Repair 3. Emergency Reboot. Ablative Plating 2.
Never the loudest hull on the dock. Never the first one to need the dock.

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

Drone — rare
Deploy Burst: Probe 3. If an enemy unit is revealed this way, flip this card.
Small, cheap, expendable. Don't tell it that. It hears more than anyone realizes.

Drone — rare
Interceptor. Reinforced Hull. Emergency Reboot.
Goes down. Comes back. Goes down again. The pilot stopped asking which run.

Drone — rare
Gain Stealth. When this deals damage to an enemy ship, flip into Revealed Agent.
Works in the shadow. Finishes one job. Signs the second name on the contract then.