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 1000 cards — page 4 of 50

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.

Drone — rare
Battle Hardened. Priority Fire. Outrider.
The veteran at the front of the wedge. Takes first hit. Gives the next seven.

Drone — uncommon
Alpha Strike. Priority Fire. Attack triggers twice.
Paints the enemy's afternoon in two coats. The second arrives before the first dries.

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.

AI Routine — uncommon
Persistent Field. Emergency Reboot on your ship once.
A quiet subroutine in the corner. Wakes when the main AI is in trouble, once.

Weapon — uncommon
Priority Fire. Breach Cascade. Deal 7; adjacent units take 2.
Spreads the conversation. Nobody near the target gets to keep out of it.

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.

Equipment — uncommon
Attach to a Weapon. Host gains Priority Fire and Overclock.
A longer muzzle. A louder gun. A pilot who earned the nickname the hard way.

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.

Ship Core — legendary
Passive: +10 starting Hull Integrity; your Defense units gain +1 defense.
A core beaten from an older flagship's hull. The older flagship still hums inside.

Weapon — rare
Priority Fire. Alpha Strike. Overclock. Deal 10 damage twice, first.
The whole battery talks at once. The enemy listens, briefly, as a courtesy.

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