Helix

Operator Brief · Orientation

Lab Primer

How signal cards work, what the readings mean, and how grid duels play out across the Helix sectors.

Root Cable Walker
4
2
4

Hover for full card preview

  • BandwidthTop-left cost
  • SignalBottom-left power
  • IntegrityBottom-right durability
  • AtriumRealm affinity

The Four Labs

Aboard the Spire, four labs still keep a clean link. Atrium's living Hab, Reservoir's frost circuit, Core's warm engine, and Antenna's open relay are home to Frames, thoughtful decks, and players who compete without drowning in Static. Tour the labs before the last Signal dissolves into noise.

  • Atrium

    The Living Hab

    The Living Hab — hydroponic halls, root-cables, and soft canopy light under steel ribs.

  • Reservoir

    The Frost Circuit

    The Frost Circuit — cryo vaults, coolant rivers, and frost-glass terraces.

  • Core

    The Warm Engine

    The Warm Engine — reactor rings, plasma conduits, and amber instrument halls.

  • Antenna

    The Open Link

    The Open Link — observation spines, void radio dishes, and signal-mist galleries.

Stabilize the grid

You and a rival operator trade turns deploying frames and drones. Drop their health to zero before your integrity fails.

Reading a card

Each card is a deployable unit on the grid — frames, drones, and conduits with calibrated stats.

  • BandwidthBandwidth cost — how much signal budget you spend to deploy this unit.
  • SignalSignal strength — output when the unit engages in combat.
  • IntegrityIntegrity — structural tolerance before the unit is purged from the grid.
  • DomainSector affinity — Atrium, Reservoir, Core, or Antenna.
  • AbilityProtocol text describing special behaviour when the unit enters or fights.
  • KeywordsSystem tags that alter timing, targeting, or combat order.

The grid

Four deployment lanes. Occupy them to maintain pressure, absorb incoming signal, and line up finishers.

Turn structure

  1. Refresh bandwidth each turn — start at five, gain +1 max each round.
  2. Deploy affordable units from hand to open lanes.
  3. Initiate Battle so your units transmit first.
  4. End turn — opponent deploys, then combat resolves.
  5. Survivors hit the rival operator directly until one health pool hits zero.

Loadout design

Matches run on twenty-card loadouts. Mix low-bandwidth scouts with high-integrity anchors and burst finishers.