Assault Coordinator
2
AI Routine — common
Persistent Field. Your Weapons gain Assault Protocol 1.
Speaks in commands no pilot hears, to guns that listen for nothing else.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 400 cards (Common) — page 2 of 20

AI Routine — common
Persistent Field. Your Weapons gain Assault Protocol 1.
Speaks in commands no pilot hears, to guns that listen for nothing else.

Drone — common
Rapid Launch. Enters ready to attack an enemy unit.
Clamps released, checklist ignored, target already acquired before the launch alarm.

Field — common
Environmental. At start of each turn, Drones without Evade or Skyward Maneuver take 2 damage. Replaces any active Environmental.
Nothing bigger than a boulder, nothing smaller than a truck, and a lot of both.

AI Routine — common
Auto-Repair 3. Heals 3 HP at end of your turn.
The calm voice that orders the wounded to keep working and be careful.

AI Routine — common
End Cycle: if you played no Weapon this turn, draw 1 card.
The magazine fills itself. The pilot pretends not to notice.

Defense — common
A redundant structural bulkhead.
Installed after the first time. Never removed after the second.

Equipment — common
Attach to a Weapon you control. Host gains Priority Fire.
An extra inch of metal, an extra moment of accuracy, an extra ghost.

Maneuver — common
Play only if an enemy is attacking you. Dodge the next incoming attack entirely.
Old trick. Old saying. Older grave for the pilots who tried it twice.

Defense — common
Reactive. Play only when your ship is attacked. Enters with 3 defense.
Every pilot learns the deflector sigil before they learn their name.

Ship Core — common
Passive: Your Weapons deal +1 damage.
The oldest frame in the yard. Still welded on more ships than any newer model.

Module — common
Draw 1 card.
Small black box. Smaller label. The pilot never reads the label. The box still works.

AI Routine — common
A standard ship-side subroutine.
Old code, clean code, code that nobody ever thought worth rewriting.

Defense — common
Interceptor. Enemy must attack this unit first.
Stands at the gap. Fills the gap. Dies in the gap. Paid in full.

Maneuver — common
All units you control gain Reactive this turn.
Time bends. The fleet finds itself speaking mid-sentence on the opposing turn.

Weapon — common
Overclock. Deal 4 damage.
Runs hot. Fires hotter. The gloves were never optional.

Drone — common
Critical Breach: deal 3 damage to the unit that destroyed this.
Goes up fine, comes down louder, lands in somebody else's rear hangar.

Drone — common
Critical Breach: deal 4 damage to the unit that destroyed this.
Bigger warhead. Same temperament. Still friendly until touched.

Drone — common
Critical Breach: deal 4 damage to the unit that destroyed this.
Dies well, dies loudly, dies on purpose, writes its own brief obituary.

Equipment — common
Attach to a Drone. Host gains +2 attack.
Extra thrust, extra heat, extra chance the drone is the one who wins the exchange.

Module — common
Bounce. Return target enemy Drone to its owner's hand.
The drone takes a long rest on the hangar rack. Somebody else wears the war.