The first time each turn a run on R&D begins, you may charge 1 of your installed cards. (Add 1 power counter to a card that already has one.)
Play only if you made a successful run on HQ, R&D, and Archives this turn.
The Corp must set aside the top 8 cards of R&D faceup. Access 1 of those cards. You may spend [click] to access another 1 of those cards. Then, the Corp shuffles the set-aside cards into R&D.
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:
Install 1 program or piece of hardware from your grip, paying 3[credit] less. You may charge that card if able. (If it has a power counter on it, add another.)
+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 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.
When you install this program, place 4 power counters on it.
Interface → 1[credit]: Break 1 barrier subroutine.
Hosted power counter: +2 strength.
Whenever an agenda is scored or stolen, you may charge 1 of your installed cards. (Add 1 power counter to a card that already has one.)
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].
[trash]: Draw 2 cards.
[trash]: Charge 1 of your installed cards.
When you score this agenda, you may derez 1 installed card.
When you score this agenda, draw 3 cards. Skip your discard step this turn.
When your turn begins, gain 2[credit].
When you rez this asset, choose 1 rezzed piece of bioroid ice.
Runner card abilities cannot break subroutines on the chosen ice.
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 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 rez this ice during a run against this server, you may search R&D for a piece of ice and reveal it. (Shuffle R&D after searching it.) Add that ice to HQ.
[subroutine] Gain 1[credit] for each rezzed piece of harmonic ice.
After you resolve this operation, your action phase ends.
Place 4 advancement counters on 1 installed card. You may score that card, if able.
Remove this operation from the game.
X is equal to the number of cards in the Runner's grip.
When you score this agenda, if no Corp cards have been added to Archives this turn, you may reveal 1 facedown agenda in Archives and add it to your score area.