Battle Uplink
2
AI Routine — uncommon
Persistent Field. Your Weapons gain Priority Fire.
Hands every gun a small schedule. Every gun fires on the early side of it.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 280 cards (Uncommon) — page 2 of 14

AI Routine — uncommon
Persistent Field. Your Weapons gain Priority Fire.
Hands every gun a small schedule. Every gun fires on the early side of it.

AI Routine — uncommon
Persistent Field. Priority Fire. Overclock.
Every ship reads the same page at the same moment. The page turns together.

Drone — uncommon
Hot Deploy. Critical Breach: deals 5 damage when destroyed.
Takes the run. Takes the hit. Takes someone else along for the paperwork.

Drone — uncommon
Critical Breach: deal 5 damage when destroyed. Hot Deploy.
Launches loud. Detonates louder. Files its last postcard on the way down, calmly.

Drone — uncommon
Rapid Launch. Critical Breach: deal 4 damage to the unit that destroyed this.
Rolls the bomb off the rack. Rolls itself onto the hull shortly after, without regret.

Ship Core — uncommon
Passive: Your next Module each turn costs 1 less energy.
The core that reads the expense ledger a little optimistically every turn.

Equipment — uncommon
Escalation. Attach to a Drone. Host gains +1 defense per turn alive.
The drone wears a little more metal every day. Never admits the weight.

Defense — uncommon
Escalation. Gains +2 defense per turn alive.
Thin at first. Thick by the end. The metal thickens on its own, quietly.

Drone — uncommon
Cloaked Entry. Deploy Burst: Probe 1.
Arrives already reading the enemy's shelf. The shelf never notices being read.

Maneuver — uncommon
Your next Weapon this turn deals +3 damage.
Short pulse to the capacitor. Short pulse to the pilot. Longer conclusion to the target.

Weapon — uncommon
Alpha Strike. Deal 3 damage twice to target.
Pulls the trigger once. The mechanism pulls the trigger again, more thoroughly.

Drone — uncommon
Priority Fire. Hot Deploy.
Takes the room. Takes the hall. Takes the corridor the enemy thought was safe.

Module — uncommon
Deal 10 damage. May store face-down in Cargo; cost becomes 2 when played from Cargo.
A small package in the hold. Pretends to be shipping. Waits for the signature.

Drone — uncommon
Crew Pooling. Auto-Repair 1.
Carries pieces of everyone home. Carries the bills back, too, signed.

Weapon — uncommon
Cascading Power. Deal 8 damage, +1 per non-unit card played this turn.
Waits for the other cards to speak first. Delivers the compiled summary.

Weapon — uncommon
Breach Cascade. Chain Catalyst. Deal 7; adjacent take 2; next non-unit card +2 damage.
The arc hunts the crowd. Each hop is politely measured. Each hop lands.

Weapon — uncommon
Breach Cascade. Chain Catalyst. Deal 9; adjacent take 3; next non-unit card +2 damage.
Jumps ship to ship, carrying the grievance without ever being introduced.

Weapon — uncommon
Escalation. Gains +1 attack at the start of each of your turns (cap 15).
Starts small. Grows. Grows. Grows. The pilot remembers to fire eventually.

Weapon — uncommon
Linked Fire. Priority Fire. Deal 5; +2 if another Weapon fires this turn.
Sings with the next gun in line. The song finishes the target before verse two.

Maneuver — uncommon
Your ship gains Gain Stealth until your next turn.
A small white lie to the enemy sensor. The sensor believes it long enough.