SystemsBringing the loadout online
Your four systems start offline. Pay to bring each one online, then pay its activation price each time you use it.
A ready system can activate. Pay the AP price on its activation line, it does what the line says, and it exhausts until the next Refresh. A weapon's attack line reads 2: Attack, and attacking always exhausts the gun. Some systems print a second ability, so the choice each round is which one this activation buys.
Systems have no HP. What hurts them is being shut down, whether by heat, by an enemy card, or as a cost you pay yourself. A shut-down system loses its installed Programs, but it keeps its bay and can be played again.
Programs install on an online system you control, or for a few cards on an enemy's, and stay until the host goes down. A Program is the permanent bonus. A damage counter is the one-shot one.
Bringing a whole loadout online takes several rounds, and the order is a plan of its own. Every system you turn over tells the other player something.