As an additional cost to play this event, trash an installed resource.
Gain 7credit.
+1memory unit
The trash cost of each Corp card is lowered by 1.
The first time each turn you trash a Corp card, gain 1credit.
Limit 1 console per player.
Install only on a piece of ice.
Host ice gets -1 strength for each hosted virus counter.
When you encounter host ice, if its strength is 0 or less, trash it. Otherwise, place 1 virus counter on this program.
click: Run R&D. If successful, instead of breaching R&D, reveal the top 3 cards of R&D. Trash 1 of the revealed cards. Use this ability only once per turn.
Interface → Xcredit: Break X code gate subroutines. Use this ability only once per run.
Interface → 1credit: Break 1 code gate subroutine. Use this ability only if you have 3 or more installed virtual resources.
1credit: +1 strength.
When your turn begins, remove this resource from the game. Choose a server protected by ice. The Corp may trash 1 piece of ice protecting that server. If they do not, the first time this turn you breach either R&D or HQ, access 2 additional cards.
When your turn begins or you steal an agenda, place 1credit on this resource.
Whenever you make a successful run, you may spend hosted credits for the remainder of that run.
When your turn ends, if there are 3 or more hosted credits, you must pay 1credit or trash this resource.
The first time each turn you install a virus program, place 2 virus counters on this resource.
When your turn begins, you may remove any 2 virus counters from your installed cards. If you do, draw 2 cards unless the Corp trashes the top card of R&D.
When your turn begins or you steal an agenda, place 1credit on this resource.
Spend hosted credits to use programs during runs.
When your turn ends, if there are 3 or more hosted credits, you must take 1 tag or trash this resource.
The first job resource, connection resource, or piece of hardware you install each turn costs 1credit less to install.
Run any server. When that run ends, if it was unsuccessful, you may run that server again, ignoring any additional costs to run. During the second run, when you encounter the last ice you encountered in the first run, bypass it.
Look at the top 2 cards of your stack. You may add 1 of those cards to the bottom of your stack. Draw 2 cards.
You cannot use this hardware during the Corp's turn.
trash: Jack out.
trash: Remove 1 tag.
interrupt → trash: Reduce the base trace strength of a trace to 0.
Remove this hardware from the game: Prevent a Corp card ability from ending the run. Use this ability only if you made a successful run on HQ this turn.
+1memory unit.
The first time each turn you install a piece of hardware, draw 1 card.
Whenever a run begins, you may install a piece of hardware, paying 1credit more.
Limit 1 console per player.
Interface → 1credit: Break 1 sentry subroutine.
1credit: +1 strength.
The first time each turn this program fully breaks a piece of ice, gain 2credit.
The first time each run you encounter a piece of ice, place 1 power counter on this resource.
trash: Derez the ice you are encountering if its strength is equal to or less than the number of hosted power counters. Take 1 tag.
When your discard phase ends, if you installed this resource this turn, draw 4 cards.
interrupt → The first time each turn you would draw any number of cards, look at the top X cards of your stack. Add 1 of those cards to the bottom of your stack. X is equal to the number of cards you will draw plus 1.
When your turn ends, if you have the same number of cards in your grip as the Corp has in HQ, you may draw 1 card.
Play only as your first click.
Whenever you install a card with a printed install cost of 1 or greater this turn, draw 1 card or gain 1credit.