When a player scores or steals this agenda, do X net damage. X is equal to 1 plus the number of copies of Sting! in the other playerʼs score area.
When your turn begins, reveal the top card of R&D and gain 2[credit].
The first time each turn you trash a card that matches the faction of the Runnerʼs identity (from any location), place 1 power counter on this asset.
[click], hosted power counter: Do 1 net damage.
When the Runner encounters this ice, choose a card type. For the remainder of the encounter, whenever you trash a card of the chosen type with net damage from a subroutine on this ice, do 1 net damage.
[subroutine] Do 1 net damage.
[subroutine] Do 1 net damage.
[subroutine] Do 1 net damage.
Play only if the Runner has 3 or more agenda points and they made a successful run during their last turn.
After you resolve this operation, your action phase ends.
Choose a card name, then do 1 net damage. If you trash a card with the chosen name this way, repeat this process.
The first time the Runner approaches this server during each run, play a Psi Game. (Players secretly bid 0–2[credit]. Then each player reveals and spends their bid.) If the bids differ, you may trash this upgrade. If you do, the Runner moves to the outermost position of this server. They may jack out.
When you score this agenda, place 1 agenda counter on it.
Hosted agenda counter: Place 1 advancement counter on an installed card.
Rez only during your action phase.
Whenever the Runner makes a successful run on this server, they gain 2[credit].
When your turn begins, if the Runner did not make a successful run on this server during their last turn, gain 3[credit].
The first time each turn a run begins, gain 1[credit].
When the Runner passes this ice, gain 1[credit].
[subroutine] Gain 2[credit]. The Runner gains 1[credit].
[subroutine] End the run unless the Runner pays 2[credit].
[subroutine] Reveal the top 3 cards of the stack. Add 1 of those cards to the grip and gain X[credit], where X is equal to that cardʼs play or install cost. The Runner shuffles the stack. Trash this ice.
Play only if the Runner made a successful run during their last turn.
Choose a card type, then reveal the grip. Choose a value for X equal to or less than the number of revealed cards of the chosen type. You may pay X[credit] to place X advancement counters on 1 installed card.
Play only if the Runner stole an agenda during their last turn.
Choose a Runner card type. Trash all installed non-icebreaker cards of the chosen type. For each card that would be trashed this way, the Runner may pay 3[credit] to prevent that card from being trashed.
Take 1 bad publicity.
While the Runner is accessing this upgrade in R&D, they must reveal it.
When the Runner accesses this upgrade, remove 1 bad publicity unless they take 1 tag.
Whenever the Runner steals another agenda, you may forfeit this agenda to gain 5[credit] and add the stolen agenda to HQ.
As an additional cost to steal this agenda, the Runner must trash 1 installed program.
When you score this agenda, trash 1 installed program.
[click][click][click]: Gain 6[credit]. You may remove 1 bad publicity.
While this ice is protecting HQ, the Runner cannot break more than 1 of its printed subroutines during each encounter.
[subroutine] The Runner loses 2[credit].
[subroutine] End the run.
When you rez this ice, take 1 bad publicity.
[subroutine] Trash 1 installed Runner card.
[subroutine] Trace[6]. If successful, the Runner cannot steal or trash Corp cards for the remainder of this run.