Whenever you encounter a sentry, you may pay 2[credit] to bypass it. Use this ability only once per turn and only by spending credits from stealth cards.
Interface → 1[credit]: Break up to 2 sentry subroutines.
1[credit]: +2 strength. Use this ability only by spending a credit from a stealth card.
You can advance this ice.
While there are 3 or more hosted advancement counters, this ice gets +3 strength and the Runner cannot break more than 1 of its printed subroutines during each encounter.
[subroutine] Gain 1[credit]. Place 1 advancement counter on an installed card.
[subroutine] End the run.
+1[memory unit]
The first time each turn an event is trashed (from any location), draw 1 card.
Limit 1 console per player.
Play only if there is no active lockdown. This operation is not trashed until your next turn begins.
Whenever the Runner makes a successful run on a server protected by ice, do 2 meat damage.
[click], [trash]: Gain [click][click].
As an additional cost to steal this agenda, the Runner must pay 5[credit].
When you score this agenda, gain 5[credit].
When you install this hardware, choose 1 installed piece of ice. Use this hardware only during encounters with that ice.
[trash]: Break up to 2 subroutines. When this run ends, if it was successful, you may shuffle 1 copy of Boomerang from your heap into your stack.
Run a server protected by ice. When that run ends, gain 6[credit] plus 1[credit] for each piece of ice you passed during that run.
The first time each turn 1 or more cards are trashed from your grip or stack, you may add 1 of those cards to the bottom of your stack.
Remove this hardware from the game: Add 1 card from your heap to the top of your stack.
When your turn begins, place 1 advancement counter on a piece of ice protecting this server.
Whenever the Runner approaches this server, end the run unless they pay 2[credit] for each advanced piece of ice protecting this server.
Limit 1 region per server.
You can advance this asset.
When the Runner accesses this asset while it is installed, you may pay 3[credit] to do X core damage. X is equal to the number of hosted advancement counters.
You can advance this ice. It gets +1 strength for each hosted advancement counter.
[subroutine] Give the Runner 1 tag. If there are 3 or more hosted advancement counters, instead give the Runner 2 tags.
[subroutine] Trash 1 installed program. If there are 3 or more hosted advancement counters, instead trash 1 installed program and 1 installed resource.
When you install this program, place 2 virus counters on it.
Whenever you make a successful run on a central server, you may remove 1 hosted virus counter to swap 1 piece of ice protecting that server with another installed piece of ice. Use this ability only once per turn.
The first time each turn you purge virus counters, gain 4[credit].
When you score this agenda, you may purge virus counters.
+1[link]
Whenever you install a non-AI icebreaker, that icebreaker gets +2 strength for the remainder of the turn.
When you install this resource, load 8[credit] onto it. When it is empty, trash it.
When your turn begins, take 2[credit] from this resource.
Whenever you encounter a piece of ice, you may remove this hardware from the game. If you do, that ice gets −6 strength for the remainder of this run.
Play only if the Runner did not make a successful run on HQ during their last turn.
Search R&D for 1 agenda and reveal it. (Shuffle R&D after searching it.) Add that agenda to HQ. You may install 1 card from HQ in the root of a remote server.
You cannot score agendas for the remainder of the turn.
[subroutine] You may add 1 card from Archives to HQ.
[subroutine] You may install 1 card from Archives or HQ, ignoring all costs.
The first time each turn you make a successful run, draw 1 card. If your identity is digital or you have at least 2[link], also gain 1[credit].