Observation Subroutine
2
AI Routine — uncommon
Persistent Field. End Cycle: Probe 1.
A quiet clerk in the ship's corner. Writes one line each evening, precisely.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 280 cards (Uncommon) — page 8 of 14

AI Routine — uncommon
Persistent Field. End Cycle: Probe 1.
A quiet clerk in the ship's corner. Writes one line each evening, precisely.

AI Routine — uncommon
Persistent Field. End Cycle: Probe 1. When you control 3 friendly AI, flip into Oracle Module.
One eye on the deck. Three eyes when the fleet gathers. The eyes coordinate quietly.

Defense — uncommon
Deploy Burst: Overclock. Enters with extra power for a turn.
Runs the shield coil hot for the first hour, then settles into quiet routine.

AI Routine — uncommon
Persistent Field. Cascading Power. Adaptive Learning.
Thinks in three directions. All three directions arrive at the same good answer, compiled.

Drone — uncommon
Cold Boot 3. After Cold Boot, attacks with 15 damage and Critical Strike.
Waits three turns. Then patience runs out. Then the room runs out of patience.

Drone — uncommon
Cold Boot 1. Critical Breach: deal 5 damage on destruction.
A patient bomber. Warms up slowly. Leaves a loud quiet space where it was, eventually.

Defense — uncommon
Ablative Plating 1. Emergency Reboot.
Waits for the hit. Absorbs the hit. Waits again. Patience is the whole specification.

Weapon — uncommon
Escalation. Manual Fire. Each turn unused, gains +2 attack.
A weapon that waits. A pilot that waits. A target that does not live to.

Drone — uncommon
Escalation. After 5 turns alive, gains +10/+10 and Priority Fire.
Listed as scrap. Listed as wrong. Listed as the problem five turns late.

Drone — uncommon
Outrider. First attack each turn does not cost your action.
Always first off the deck. Always first to the target. Always first home, usually.

Weapon — uncommon
Phase Drive. Gain Stealth. Deal 7 damage.
Nobody sees it. Nobody hears it. The hull finds out, once, in silence.

AI Routine — uncommon
Persistent Field. Your units gain Gain Stealth.
Stays half-lit. Writes half-sentences. The fleet fills in the rest of both.

Drone — uncommon
Cloaked Entry. Gain Stealth.
Never on the sensor, always on the hull. The enemy pilot adjusts to the absence.

Drone — uncommon
Gain Stealth. Critical Strike. Tracking Lock.
Names the target. Paints the target. Arrives on a schedule no one else knows.

Maneuver — uncommon
Phantom Echo. Create a decoy copy of target enemy unit that fights for you this turn.
Copies the enemy. Tells the copy whose side it is on. The copy listens.

Weapon — uncommon
Gain Stealth. Rapid Launch. Deal 10 damage; enters unseen.
Launches on no sensor. Lands on every one. Writes itself a short obituary after.

Defense — uncommon
Gain Stealth. Cloaked Entry. Evade 30%.
Nobody can target it. Nobody can see it. Nobody writes home about it either.

Maneuver — uncommon
Phase Drive. Evade 50% this turn.
Ship is elsewhere. Pilot is elsewhere. The enemy round is the only thing confused.

Defense — uncommon
Phase Drive. Reinforced Hull.
Half the wall is here. The other half argues with the next universe over.

Defense — uncommon
Phase Drive. Evade 30%.
Half of it is somewhere else. The enemy aims at where it was. Misses. Again.