Whenever you rez a piece of harmonic ice, place 1 power counter on this ice.
This ice gains "[subroutine] End the run." for each hosted power counter.
When you score this agenda, you may derez 1 installed card.
+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.
When you rez this ice, place 4 power counters on it.
When your turn begins, remove 1 hosted power counter.
This ice gains "[subroutine] End the run." before its printed subroutine for each hosted power counter.
[subroutine] Trash this ice.
Whenever you install a program or piece of hardware, place 1 power counter on this resource.
When there are 4 or more hosted power counters, trash this resource and gain 9[credit].
The first time each turn you suffer core damage, you may draw 1 card and sabotage 2. (The Corp trashes 2 cards of their choice from HQ and/or the top of R&D.)
Gain 6[credit]. You may trash 1 of your installed cards to gain 3[credit].
When you install this hardware, suffer 1 core damage.
The play cost of each event is lowered by 1[credit].
When you rez this ice during a run against this server, you may derez another installed card. If you do, the Runner cannot use paid abilities printed on bioroid ice for the remainder of this turn.
Lose [click]: Break 1 subroutine on this ice. Only the Runner can use this ability.
[subroutine] Do 1 core damage.
[subroutine] End the run.
When you install this program, place 1 power counter on it.
This program gets +1 strength for each hosted power counter.
Interface → 1[credit]: Break 1 code gate subroutine.
2[credit]: Place 1 power counter on this program.
Run any server. If successful, for each time you passed ice this run, resolve 1 of the following that you have not yet resolved this run:
The rez cost of this ice is lowered by 1[credit] for each rezzed piece of code gate ice.
[subroutine] Do 2 net damage.
[subroutine] End the run.
[click], [trash], suffer 1 core damage: Run a remote server. During that run, cards in the root of the attacked server lose all abilities. When that run is successful, trash all cards in the root of the attacked server.
+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.
[subroutine] Gain 2[credit].
[subroutine] End the run.
While the Runner is accessing this upgrade in R&D, they must reveal it.
When the Runner accesses this upgrade, you may purge virus counters. If this upgrade is rezzed, do 1 net damage.
[trash]: Purge virus counters.
You can advance this ice.
When the Runner encounters this ice, you may remove 1 hosted advancement counter. If you do, the Runner loses 3[credit].
[subroutine] The Runner loses 3[credit].
[subroutine] End the run.
When you score this agenda, draw 3 cards. Skip your discard step this turn.
As an additional cost to play this operation, spend [click].
Install up to 2 cards from HQ, creating a new remote server each time. Place 2 advancement counters on each of those cards. You cannot score or rez either of those cards this turn.
Remove this asset from the game: Trash up to 2 cards from HQ. Reveal up to 2 facedown cards in Archives and shuffle them into R&D. For each agenda revealed this way, you may place 1 advancement counter on an installed card.