Hack Subroutine
3
AI Routine — uncommon
Hack/Corrupt. Gain control of target enemy Drone for 2 turns.
Walks through the enemy's door, leaves a small note on their desk, stays awhile.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
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AI Routine — uncommon
Hack/Corrupt. Gain control of target enemy Drone for 2 turns.
Walks through the enemy's door, leaves a small note on their desk, stays awhile.

AI Routine — uncommon
Persistent Field. Your Weapons gain Overclock.
Keeps the reactor arguing with itself so the pilot does not have to.

Ship Core — uncommon
Passive: Your Overclock effects deal +1 damage.
The core that encourages the reactor to misbehave. The reactor is quietly flattered.

Defense — uncommon
Ablative Plating 3. Interceptor. Reinforced Hull.
Three patterns stitched together. Every line of ancestry. Still holds the one promise.

Drone — uncommon
Interceptor. Reinforced Hull.
Walks at the front. Waits at the front. Falls at the front, usually, not often.

Weapon — uncommon
Alpha Strike. Deal 4 damage twice to target.
Larger coil, same rhythm. The enemy still gets the same verdict, twice.

Ship Core — uncommon
Passive: Your ship has +2 Cargo slots.
A wider belly. Extra drawers. The pilot keeps secrets exactly as long as necessary.

Weapon — uncommon
Priority Fire. Flanking Fire. Deal 12 damage.
Field model. Shipped without ceremony. Arrives with consequences anyway.

Weapon — uncommon
Priority Fire. Rapid Launch. Deal 18 damage.
Spoken from high up. The answer is not written anywhere but the crater.

Drone — uncommon
Priority Fire. Rapid Launch.
Heavier frame. Patient pilot. Deliberate ending for whatever lines up in the crosshairs.

Weapon — uncommon
Rapid Launch. Cold Boot 1. Deal 9 damage; enters ready to attack.
Decides late in flight what it wanted to be. Turns out to be a funeral.

Maneuver — uncommon
All your Weapons attack ready targets immediately and gain Priority Fire.
No plan. No retreat. Just every weapon firing on the same loud chord, resolved early.

Module — uncommon
Place face-down in Cargo. When revealed, flip into Armed Warhead; played for 2 energy.
Sits in the hold. Pretends to be shipping. The crew forgets until needed.

Defense — uncommon
Interceptor. Evade 30%.
A polite umbrella in an impolite weather pattern. Mostly opens. Mostly stays up.

Drone — uncommon
Critical Strike. Any damage destroys target Drone or Weapon.
Short legs. Short patience. Short funeral service for whatever it locked onto.

Drone — uncommon
Critical Strike. Tracking Lock.
One quiet designation. One kind pilot. One very efficient shift change for the target.

Weapon — uncommon
Disable. Deal 3 damage; target cannot activate abilities next turn.
Cold enough to seize the control cables. Nothing moves. Nothing argues.

Drone — uncommon
Interceptor. Emergency Reboot. First time destroyed, revive with 1 HP.
Goes down clean, comes back asking politely who is next in line.

Drone — uncommon
Interceptor. Emergency Reboot. Auto-Repair 2.
Always the first wall up. Usually the last wall down. Hardly ever in a hurry.

Weapon — uncommon
Tracking Lock. Deal 6 damage and apply Tracking Lock to target.
Marks the target. Fires at the mark. Collects the mark for the next shot.