Turret Drone
3
Drone — common
A heavy-duty combat drone.
Stationary in spirit, terminal in practice, never asks permission to fire.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 400 cards (Common) — page 20 of 20

Drone — common
A heavy-duty combat drone.
Stationary in spirit, terminal in practice, never asks permission to fire.

Module — common
Gain 30 Shield Capacity.
The largest polite refusal you can bolt to a ship without reviewing the welds.

AI Routine — common
End Cycle: Deep Scan and Probe 2.
Reads the board, reads the deck, reads the pilot. Returns a single word: yes.

AI Routine — common
Upgrade Trigger. Gains +1/+1 when you play a card with cost 4 or higher.
Small code that learns politely, upgrades itself quietly, reviews its own patch notes.

Drone — common
Battle Hardened. Gains +1 power for each damage dealt to this unit.
Takes the punch. Returns it heavier. Keeps the change, pays no interest.

Maneuver — common
Your next 2 Weapon attacks this turn gain Priority Fire.
The pilot cuts the fight open along a clean seam, calmly, without apology.

Weapon — common
Flanking Fire. Deal 12 damage. Must be blocked by 2 or more units.
Decides its angle in flight. Does not consult the pilot or the fleet.

Drone — common
Escalation. Gains +1 defense per turn alive. At defense 6, draw 1 card.
A probe that does not probe. A probe that waits, then notices things quietly.

AI Routine — common
Overcharge. Pay 2 extra energy to deal 6 damage to any target.
Runs hotter than doctrine allows. Wins more often than doctrine admits.

Module — common
Deal 3 damage to target enemy unit or ship.
Simple. Cheap. Exceptionally good at the one thing it was asked to do.

Module — common
Deal 6 damage to target enemy unit or ship.
Second generation. Same yield. Better shipping container. The pilot notices neither.

Module — common
Deal 10 damage to target enemy unit or ship.
Third generation. Third manual. Third funeral budget line item the fleet reserves.

Module — common
Deal 14 damage to target enemy unit or ship.
Fourth generation. The engineers stopped numbering them informally after this one.

Module — common
Deal 18 damage to target enemy unit or ship.
The brochure does not list the model. The pilot does not list the name.

Weapon — common
Overflow Fire. Deal 8 damage; excess damage hits enemy ship.
Whatever is left goes home with the pilot.

Drone — common
Evade 30%. 30% chance to negate incoming damage.
Small stinger. Faster than the hand that reaches. Rarely the same hand twice.

Equipment — common
Attach to a Weapon. Host gains Linked Fire.
Joins two triggers with a short wire. The wire does most of the math.

AI Routine — common
Persistent Field. Your Weapons gain Priority Fire.
Moves every round to the top of the queue, politely, with teeth.

AI Routine — common
Persistent Field. Your next Weapon each turn costs 1 less.
The ship finds the bargain the pilot forgot to ask for.

Maneuver — common
Your ship gains Evade 50% this turn.
Left, right, left, right, always the wrong side for the incoming round.