
SGT. VANCE
Every unit you control that survives a turn gains +2 DEF permanently.
You command what is left of the machine corps against HELIOS, a Skynet-class AI that already won the optimization war. Build a deck. Drop units on a live 6×4 grid. Hit EXECUTE. Both sides fight for real.
An open column shoots the CORE. A living TAUNT blocks every CORE shot. STORM starts on turn 7 and bleeds both cores.
A 6×4 battlefield. Units shoot, repair, and die while you watch. Playback at 1×, 2×, or 3×.
Vance holds. Mira overcharges. Redline redraws free. Hark sells at full price. Starter modules are identity.
44 units, 24 weapons, 26 orders, 12 tech. Neutral plus Bulwark, Payload, Flank, Scrap, and HELIOS.
Lime cells rewrite the fight. Stand on FOG, RIDGE, BOG and the rest. Hover the name for the exact rule.

Every unit you control that survives a turn gains +2 DEF permanently.

Your first ORDER each turn costs 1 less cycle.

Your first REDRAW each turn costs 0 cycles.

The first SELL each turn refunds full cost, then draw 1.
Spend Cycles. Deploy units, attach weapons, move or sell. Either of your ranks is legal.
Both boards fire at once. The phase lasts 9.0 seconds at 1×. Then the next turn deals.
Three acts. Patrols, elites, shops, workshops, named bosses. Act 3 is GENERAL HELIOS.
Played a run? Tell us what broke, what felt wrong, and what you want next. Short form. It lands on the studio board.