Remotes are devices that have initiative, agility, and hull values, and can be attacked. Ships can move through, overlap, or be at range 0 of remotes.
A remote can be declared as the defender. While attacking a remote, treat it as a ship, with the following exceptions and notes:
If a remote suffers 1 or more / damage, deal 1 facedown damage card to it. If it has a number of damage cards greater than or equal to its hull value, it is destroyed. After a remote is destroyed, remove it from the play area. If the attack occurred at the same initiative as the remote’s initiative, it is removed after all effects at that initiative are resolved, per Simultaneous Fire.
A remote activates during the Activation Phase and engages during the Engagement Phase at its listed initiative value, but only behaves as listed in its entry. Additionally, the following apply to remotes: