As an additional cost to play this event, suffer 1 core damage.
Run R&D. If successful, access 3 additional cards when you breach R&D.
Run any server. If successful, add 1 card from your heap to your grip.
Run any server. Whenever a subroutine resolves during that run (including a subroutine that ends the run), place 1 power counter on this event.
When that run ends, draw 1 card for each hosted power counter and gain 3[credit].
Install only if you made a successful run on a central server this turn. When you install this hardware, place 1 power counter on it.
When your turn begins, if there are 3 or more hosted power counters, trash this hardware and sabotage 3. (The Corp trashes 3 cards of their choice from HQ and/or the top of R&D.) Otherwise, place 1 power counter on this hardware.
The first time each turn this program fully breaks a piece of ice, you may trash 1 card from your grip to draw 1 card.
Interface → 1[credit]: Break 1 code gate subroutine.
2[credit]: +2 strength.
Install only on a piece of ice.
Host ice cannot gain abilities and loses all abilities except its printed subroutines.
[click]: Host this program on another installed piece of ice.
When you install this program, load 3 power counters onto it. When it is empty, trash it.
The first time each turn you make a successful run, you may remove 1 hosted power counter to sabotage 1. (The Corp trashes 1 card of their choice from HQ or the top of R&D.)
Interface → 2[credit]: Break 1 sentry subroutine.
When your turn begins, you may choose a server.
During the first encounter each turn with a piece of ice protecting the chosen server, whenever the Corp would resolve a subroutine, instead they resolve "[subroutine] Do 1 net damage.".
Reveal the top card of your stack and place credits equal to its printed play or install cost on this event. Add the revealed card to your grip.
Run any server. You can spend hosted credits during that run.
Play only if you stole an agenda this turn.
Add 1 installed Corp card to HQ. You may run any server.
When you install this hardware, load 3 power counters onto it. When it is empty, trash it.
Hosted power counter: Break up to 2 subroutines. Use this ability only if you have already broken a subroutine during this encounter.
When you install this hardware, suffer 1 meat damage.
Whenever you make a successful run on HQ, place 1 power counter on this hardware.
Whenever you breach R&D, you may remove up to 3 hosted power counters to access that many additional cards.
When you install this hardware, suffer 1 core damage.
The first time each turn you make a successful run on a central server, draw 1 card.
Interface → 3[credit]: Break up to 2 barrier subroutines. This ability costs 1[credit] less to use for each installed piece of cybernetic hardware.
2[credit]: +2 strength.
When your turn begins, identify your mark. (If you donʼt have a mark, a random central server becomes your mark for this turn.)
Interface → 2[credit]: Break up to 2 subroutines on a piece of ice protecting your mark.
2[credit]: +2 strength.
When you install this resource, search your stack for up to 2 virus or weapon cards with different names. Host those cards faceup on this resource. (They are not installed.)
When your turn begins, you may add 1 hosted card to your grip. If there are no more hosted cards, trash this resource.
When your turn begins, identify your mark. (If you donʼt have a mark, a random central server becomes your mark for this turn.)
The first time each turn a run on your mark ends, gain 2[credit] if you breached that server during that run.
Set aside cards from the top of your stack faceup until you set aside a program. You may install that program, paying 10[credit] less. Shuffle the set-aside cards into your stack.
When you install this hardware, place 2 power counters on it and suffer 1 meat damage.
You get +1 maximum hand size for each hosted power counter.