+2[memory unit]
Your maximum hand size is increased by 2.
Limit 1 console per player.
+1[memory unit]
Your maximum hand size is increased by 1.
Whenever the Corp scores an agenda, you may search your stack for a card and add it to your grip. Shuffle your stack.
Limit 1 console per player.
+2[memory unit]
Whenever you breach HQ during a run, access 1 additional card for each piece of ice protecting HQ that you fully broke during that run.
Limit 1 console per player.
+2[memory unit]
Once per turn, immediately after you access a card from R&D, you may add that card to the bottom of R&D. If you do, take 1 tag.
Limit 1 console per player.
+3[memory unit]
Use the MU on Deep Red only for Caïssa programs.
Whenever you install a Caïssa program, you may trigger its [click] ability without spending [click].
Limit 1 console per player.
+1[memory unit]
You get +3 maximum hand size.
When you install this hardware, suffer 1 core damage.
Whenever the Corp scores an agenda, sabotage 1. (The Corp trashes 1 card of their choice from HQ or the top of R&D.)
Limit 1 console per player.
+1[memory unit]
When your turn begins, identify your mark. (If you don’t have a mark, a random central server becomes your mark for this turn.)
The first time each turn you make a successful run on your mark, if that server is HQ, access 1 additional card when you breach HQ. Otherwise, breach HQ when the run ends.
Limit 1 console per player.
+2[memory unit]
When you install this hardware, place 3 power counters on it.
The first time each turn you make a successful run, place 1 power counter on this hardware.
2 hosted power counters: Break up to 2 subroutines.
Limit 1 console per player.
+1[memory unit]
When your turn begins, if the Corp has cards in HQ equal to their maximum hand size, draw 1 card.
Limit 1 console per player.
+2[memory unit]
Once per turn, when you encounter a piece of ice, you may reduce your maximum hand size by 1 until the beginning of your next turn. If you do, the strength of that ice is lowered to 0 for the remainder of the encounter.
Limit 1 console per player.
+1[memory unit]
When your turn ends, place 1 power counter on this hardware if you are tagged.
Whenever you remove 1 or more tags, you may remove 1 hosted power counter to draw 2 cards.
Limit 1 console per player.
+1[memory unit]
Whenever you make a successful run on R&D, you may place 1 power counter on this hardware.
[click], 3 hosted power counters: Breach R&D. You cannot access cards in the root of R&D during this breach.
Limit 1 console per player.
+1[memory unit], 2[recurring credit]
You can spend hosted credits to use icebreakers.
Whenever there is a successful trace during a run, suffer 1 core damage.
Limit 1 console per player.
+1[memory unit]
Once per turn, you may immediately make another run when a successful run ends.
Limit 1 console per player.
+2[memory unit]
Whenever a Corp card is exposed, you may gain 1[credit].
Limit 1 console per player.
+1[memory unit]
[interrupt] → Whenever you would play or install a card, you may trash 1 card from your grip. If you do, instead play or install that card paying 2[credit] less. Use this ability only once per turn.
Limit 1 console per player.
+1[memory unit]
The first time you make a successful run each turn, you may gain 1[credit] and look at the top card of your stack. If you do, you may add that card to the bottom of your stack.
Limit 1 console per player.
Dinosaurus can host a single non-AI icebreaker. The memory cost of the hosted icebreaker does not count against your memory limit.
Hosted icebreaker has +2 strength.
Limit 1 console per player.
+1[memory unit]
Access → Trash 2 cards from your grip: Trash the card you are accessing. Use this ability only once per turn.
Limit 1 console per player.
+1[memory unit]
Whenever you make a successful run, place 1[credit] on this hardware.
[click]: Place 1[credit] on this hardware, then take all credits from it.
Limit 1 console per player.