NetRunner Spoiler/Rarity List [complete except for spoilers for some Rares] Corp Commons: Accounts Receivable Op-Trs 5 Gain 9. Asp I-S-Flatline 4 \ 4 Sub- _Trace^5_ - If trace is successful, end the run, and Runner cannot run again until Runner takes an action to pay 1. Audit of Call Records Op 0 Play only if Runner attempted two or more runs during his or her last turn. _Trace^5_ - If trace is successful, give Runner a tag. Banpei I-S-Killer 4 \ 0 Sub- Trash a _program_. Sub- End the run. BBS Whispering Campaign N-Ad 0 / 4 Put 16 from the bank on ~ when you rez it. When all the bits have been removed, trash ~. Act: Take 2 from ~. Bolter Cluster I-S-AP-Hellbolt 7 \ 4 Sub- Do 4 Net damage. Sub- Runner cannot break any subroutines of the next piece of _ice_ encountered during the run. Braindance Campaign N-Ad-GrayOps 6 / 7 Put 12 from the bank on ~ when you rez it. Take 2 from ~ at the start of each of your turns. When all the bits have been removed, trash ~. Cerberus I-S-BI-AP-Hellhound 11 \ 5 Sub- Do 3 Net damage. Sub- _Trace^5_ - If trace is successful, give runner a ~ counter. Each ~ counter does 2 Net damage at the start of each run. Runner may remove a ~ counter by taking an action to spend 4. Sub- End the run. Chance Observation Op 2 Play only if Runner attempted a run during his or her last turn. _Trace^5_ - If trace is successful, give Runner a tag. Cortical Scrub I-S-BI-AP-Brainwipe 7 \ 3 Sub- Do 1 brain damage. Sub- End the run. Crystal Wall I-W 4 \ 3 Sub- End the run. D' Arc Knight I-S-Killer 6 \ 2 Sub- Trash a _program_. Sub- End the run. Data Wall I-W 1 \ 0 Sub- End the run. Data Wall 2.0 I-W 2 \ 1 Sub- End the run. Efficiency Experts Op-Trs 0 Gain 3. Fang I-S-PitBull 5 \ 4 Sub- _Trace^4_ - If trace is successful, end the run, and Runner cannot run again until Runner takes an action to pay 2. Fang 2.0 I-S-PitBull 6 \ 5 Sub- _Trace^5_ - If trace is successful, end the run, and Runner cannot run again until Runner takes an action to pay 2. Fetch 4.0.1 I-S-Bloodhound 0 \ 3 Sub- _Trace^3_ - If trace is successful, give Runner a tag. Filter I-CG 0 \ 0 Sub- End the run. Fire Wall I-W 5 \ 4 Sub- End the run. Holovid Campaign N-Ad 4 / 7 Put 12 from the bank on ~ when you rez it. Take 1 from ~ at the start of each of your turns. When all the bits have been removed, trash ~. Homewrecker^{TM} I-S-BI-AP-Firestarter 7 \ 5 Sub- _Trace^5_ - If trace is successful, end the run, trash a piece of _hardware_, and do 2 meat damage. This damage cannot be prevented. Ice Pick Willie I-S-Killer 5 \ 1 Sub- Trash a _program_. Sub- End the run. Keeper I-CG 4 \ 4 Sub- End the run. Management Shake-Up Op 10 Add three advancement counters to any combination of installed cards that can be advanced. Netwatch Credit Voucher Op-GrayOps 0 Play only if Runner is tagged. Give Runner a tag, and gain 1. Neural Blade I-S-AP-Sword 4 \ 4 Sub- Do 1 Net damage. Sub- Runner cannot break any subroutines of the next piece of _ice_ encountered during the run. Night Shift Op 0 Gain 2 and draw one card. \pi in the 'Face I-S-DecKrash 5 \ 3 Sub- End the run. Planning Consultants Op-GrayOps 0 Look at the top five cards of R&D and arrange them in any order you choose. Quandary I-CG 2 \ 2 Sub- End the run. Rex I-S-PitBull 4 \ 3 Sub- _Trace^3_ - If trace is successful, end the run, and Runner cannot run again until Runner takes an action to pay 2. Rockerboy Promotion N-Ad 4 / 3 Put 15 from the bank on ~ when you rez it. When all the bits have been removed, trash ~. Act: Take 3 from ~. Scramble I-CG 3 \ 3 Sub- End the run. Setup! N-Ambush 0 / 0 When Runner accesses ~, it does 2 Net damage, even if it is not installed. Ignore this effect if Runner accesses it from the Archives. If ~ is accessed from R&D, Runner must show it to you. Sleeper I-CG 1 \ 1 Sub- End the run. Spinn^{@} Public Relations N-Trs 1 / 4 Take 1 from ~, if it has any bits, at the start of each of your turns. Act: Put 3 from the bank on ~. Systematic Layoffs Op 5 Add two advancement counters to any combination of installed cards that can be advanced. TKO 2.0 I-S-AP-Knockout 7 \ 4 Sub- End the run, and Runner forgoes his or her next action. Triggerman I-S-Killer 7 \ 3 Sub- Trash a _program_. Sub- End the run. Trojan Horse Op 2 Play only if Runner stole any _agendas_ during his or her last turn. Give Runner a tag. Urban Renewal Op-BlackOps 6 Play only if Runner is tagged. Do 5 meat damage. Wall of Static I-W 3 \ 2 Sub- End the run. Zombie I-S-BI-AP-Zombie 9 \ 4 Sub- Do 1 brain damage. Sub- Do 1 brain damage. Sub- End the run. Vitals: Corporate Boon A-Asset 6 | 2 Put four Boon counters on ~ when you score it. / _Boon counter_: Gain an action. Use this ability only once per turn and only during your turn. Corporate Coup A-BlackOps 5 | 2 Put 15 from the bank on ~ when you score it. / Act: Take 3 from ~, if it has any bits. Corporate Downsizing A-GrayOps 3 | 2 When you score ~, show to Runner any number of _agenda_ cards stored in HQ. Gain bits equal to twice the combined agenda points of these cards; then shuffle them into R&D. Corporate Retreat A-GrayOps 4 | 3 You lose the following ability as soon as you rez or install any card. Act: Gain 2. Corporate War A-BlackOps 3 | 3 If you have 12 or more bits in your pool when you score ~, gain 12; otherwise, lose all bits. Data Fort Reclamation A-GrayOps 4 | 2 Gain 10 and choose up to four cards stored in HQ when you score ~. Create a new data fort using the cards chosen. Install the cards one at a time; you may rez them when you install them. Then, return to the bank any of the 10 not spent. Detroit Police Contract A-BlackOps 4 | 1 Put 12 from the bank on ~ when you score it. Take 2 from ~, if it has any bits, at the start of each of your turns. Employee Empowerment A-GrayOps 4 | 3 You may choose to draw an additional card at the start of each of your turns. Act: Draw two cards. Hostile Takeover A-GrayOps 3 | 1 Gain 5 when you score ~. Ice Transmutation A-Research 5 | 3 Choose a piece of rezzed _ice_ when you score ~. That _ice_ now has +1 strength, and each subroutine on it is repeated once. Treat this as if each repeated subroutine appeared immediately after the original subroutine. Main-Office Relocation A-GrayOps 4 | 3 Hand size +2 Marine Arcology A-Asset 3 | 2 Act,Act: Gain 3. Netwatch Operations Office A-Asset 5 | 2 Act: _Trace^2_ - If trace is successful, give Runner a tag. On-Call Solo Team A-Asset 4 | 3 Act: Do 1 meat damage. Use this ability only if Runner is tagged. Political Coup A-BlackOps 4 | 2 Put 12 from the bank on ~ when you score it. Act: Take 3 from ~, if it has any bits. Polymer Breakthrough A-Research 6 | 3 Gain 1 at the start of each of your turns. Priority Requisition A-GrayOps 5 | 3 You may rez a piece of _ice_, at no cost, when you score ~. Private Cybernet Police A-Asset 7 | 2 Act: _Trace^5_ - If trace is successful, give Runner a tag. Project Babylon A-BlackOps 3 | 1 Score 1 additional agenda point for every two advancement counters over ~'s difficulty that are on ~ when you score it. Security Net Optimization A-GrayOps 5 | 3 Choose a fort when you score ~. That fort gives all _ice_ installed on it +1 strength. Subsidiary Branch A-GrayOps 6 | 1 Gain an action during each of your turns. Tycho Extension A-Asset 4 | 4 Uncommons: ACME Savings and Loan N-Trs 0 / 0 Rezzing ~ costs 1 agenda point, in addition to the normal cost. When you rez ~, gain 12 and trash ~. For the remainder of the game, pay 1 at the end of each of your turns, or lose the game. You can remove this effect and score 1 agenda point by taking an action to pay 12. Annual Reviews Op 0 Draw three cards. Antiquated Interface Routines Up 2 / 1 All _ice_ on this fort has +1 strength. Ball and Chain I-CG 2 \ 5 Sub- For the remainder of the run, Runner must pay 2 when encountering a piece of _ice_, in addition to any other costs, or end the run. Bizarre Encryption Scheme Up 0 / 1 Runner does not score any _agenda_ (or _agendas_) on a run during which ~ is accessed; return that _agenda_ to the fort instead. Runner scores the _agenda_ at the start of his or her next turn if neither you nor Runner has scored it by then. This does not affect any further runs. Canis Major I-S-Watchdog 0 \ 4 Sub- For the remainder of the run, all further _ice_ is encountered at +2 strength. Canis Minor I-S-Watchdog 0 \ 5 Sub- For the remainder of the run, all further _ice_ is encountered at +1 strength. Chicago Branch N-Asset 2 / 1 Act,3: Add two advancement counters to an installed card that can be advanced. Cinderella I-S-BI-AP-Firestarter 8 \ 6 Sub- _Trace^6_ - If trace is successful, end the run, trash a piece of _hardware_, and do 2 meat damage. This damage cannot be prevented. Closed Accounts Op-GrayOps 1 Play only if Runner is tagged. Runner loses all bits. Code Corpse I-S-BI-AP-Zombie 10 \ 5 Sub- Do 1 brain damage. Sub- Do 1 brain damage. Sub- End the run. Corporate Detective Agency Op 1 Play only if Runner is tagged. Trash up to two _resources_, at no cost. Corprunner's Shattered Remains N-Ambush 2 / 0 You may advance ~ before and after you rez it. When Runner accesses ~, it destroys one piece of _hardware_ for each advancement counter on it. Cowboy Sysop N 0 / 3 Act: Choose one of your installed cards to be uninstalled. Store it in HQ. Crystal Palace Station Grid Up-Region 5 / 5 Runner must pay 1, in addition to the normal cost, to break each subroutine of each piece of _ice_ encountered during runs on this fort. / Region text Data Darts I-Sentry-Ap-Hellbolt 5 \ 3 Sub- Do 3 Net damage. Sub- Runner cannot break any subroutines of the next piece of _ice_ encountered during the run. Data Naga I-S-Killer 9 \ 5 Sub- Trash a _program_. Sub- End the run. Data Raven I-S 5 \ 5 Sub- _Trace^5_ - If trace is successful, give Runner a tag and a ~ counter. Each ~ counter gives Runner a tag at the start of each of his or her turns. Runner may remove a ~ counter by taking an action to pay 1. Datapool^{@} by Zetatech Op-GrayOps 1 Play only if Runner is tagged. Give Runner two tags. Day Shift Op 0 Draw two cards and gain 1. Dedicated Response Team Up-Ambush 1 / 2 When Runner accesses ~, it does 3 meat damage. Ignore this effect unless Runner is tagged. Department of Truth Enhancement N-GrayOps 2 / 1 Act: Put 3 from the bank on ~. Act: Take all the bits from ~. Dr. Dreff Up_Sysop 0 / 3 Whenever Runner makes a successful run on this fort, you may choose an _ice_ card stored in HQ. Pay half of that card's rez cost, rounded down, to force Runner to encounter it; the run is not considered successful unless Runner passes that piece of _ice_. Trash that _ice_ after the encounter. Use this ability only once during each run on this fort. Edgerunner, Inc., Temps Op 1 Gain three consecutive actions, which you may use only to install cards. You are not required to take all three of these actions. ESA Contract N 0 / 3 Act: Draw two cards. Euromarket Consortium N 2 / 4 Hand size +2 / Act,1: Draw two cards. Experimental AI N-AI-Ambush 2 / 0 You may advance ~ before and after you rez it. When Runner accesses ~, it destroys one _program_ for each advancement counter on it. Fragmentation Storm I-S-Flatline 6 \ 4 Sub- _Trace^4_ - If trace is successful, end the run and trash a _program_, and Runner cannot run again until Runner takes an action to pay 1. Hacker Tracker Central N-Asset 0 / 2 After each trace attempt, whether successful or not, put 1 from the bank on ~. During a trace attempt, each bit you spend from ~ increases by 1 both your trace strength and your trace limit. Hunter I-S-Bloodhound 2 \ 5 Sub- _Trace^5_ - If trace is successful, give Runner a tag. Information Laundering N-Trs 0 / 1 You may advance ~ before and after you rez it. Act,Trash: Gain 4 for each advancement counter on ~. Investment Firm N-Trs 1 / 2 Take 1 from ~, if it has any bits, at the start of each of your turns. Whenever 1 or more bits are added to your pool, you may put 2 from the bank on ~ for each 1 you choose not to add to your pool. Effects that give you bits at the start of your turn cannot be used this way. Jack Attack I-S-AP 3 \ 3 Sub- For the remainder of the run, Runner cannot jack out. Sub- _Trace^5_ - If trace is successful, give Runner a tag. Liche I-S-BI-AP 14 \ 6 Sub- Do 1 brain damage. Sub- Do 1 brain damage. Sub- Do 1 brain damage. Sub- End the run. Mastiff I-S-BI-AP-Hellhound-Watchdog 12 \ 5 Sub- Do 1 brain damage. Sub- Do 1 Net damage. Sub- For the remainder of the run, all _ice_ is encountered at +1 strength. Sub- _Trace^5_ - If trace is successful, give Runner a ~ counter. Each ~ counter does 1 brain damage at the start of each run. Runner may remove a ~ counter by taking an action to spend 4. Sub- End the run. Mazer I-CG 5 \ 5 Sub- End the run. Namatoki Plaza Up 3 / 1 Rez ~ when you install it. Install ~ only if you can pay to rez it. Install only inside a subsidiary data fort. That fort may have an additional _agenda_ or _node_ installed inside it. If ~ leaves play while installed, and this results in the fort having too many _agendas_ and _nodes_ installed inside it, trash one of those _agendas_ or _nodes_. Newsgroup Taunting N 1 / 0 At the start of each run, Runner must pay 1, in addition to any other costs, or end the run. Off-Site Backups Op 0 Bring any card from the Archives into HQ. Olivia Salazar Up-Sysop 0 / 1 For half cost, rounded down, rez a piece of _ice_ installed on this fort. Derez that _ice_ at the end of the run. Use this ability only once during each run on this fort. Omniscience Foundation N-GrayOps 0 / 1 Give Runner a tag at the end of each turn during which Runner received a tag. Overtime Incentives Op 4 Gain two actions. Paris City Grid Up-Region 2 / 6 Put 3 from the bank on ~ when you rez it. Use these bits only to pay for traces made during runs on this fort. If you use any of these bits, replace them at the start of your next turn. / Region text Pocket Virtual Reality I-S 7 \ 4 Sub- _Trace^6_ - If trace is successful, give Runner a tag. Sub- _Trace^5_ - If trace is successful, give Runner a tag. Whenever ~ is encountered, gain 4. Use these bits only to pay for the above traces. When the encounter ends, return to the bank any of the 4 you did not spend. Power Grid Overload Op-GrayOps X Play only if Runner is tagged. Trash X pieces of _hardware_, other than _cybernetics_. Project Consultants Op 12 Add four advancement counters to any combination of installed cards that can be advanced. Punitive Counterstrike Op-BlackOps 0 Play only if Runner is tagged. Do 2 meat damage. Red Herrings Up 1 / 1 Runner must pay 5, in addition to any other costs, to steal _agendas_ accessed from this fort, even on the run during which Runner trashes ~. Remote Facility N-Asset 5 / 1 Gain an action during each of your turns. Rescheduler N-GrayOps 0 / 3 Act: Note the number of cards stored in HQ. Shuffle those cards into R&D, and then draw that many cards. Rio de Janeiro City Grid Up-Region-Random 1 / 6 Roll a die whenever Runner passes a piece of rezzed _ice_ during a run on this fort. On a 1, end the run. / Region text Rock Is Strong I-W 6 \ 5 Sub- End the run. Rustbelt HQ Branch N-Asset 0 / 2 Hand size +2 Scorched Earth Op-BlackOps 3 Play only if Runner is tagged. Do 4 meat damage. Sentinels Prime I-S-Killer 8 \ 4 Sub- Trash a _program_. Sub- End the run. Shock.r I-S-AP-Stun 1 \ 3 Sub- Runner cannot break any subroutines of the next piece of _ice_ encountered during the run, and cannot jack out until after that encounter. Solo Squad N 0 / 3 Act: Do 1 meat damage. USe this ability only if Runner is tagged. South African Mining Corp N-Trs 0 / 1 Act,Act,Act: Gain 6. Team Restructuring Op 1 Add one advancement counter to each of up to two installed cards that can be advanced. TRAP! N-Ambush 0 / 0 If you pay 4 when Runner accesses ~, it does 3 Net damage and gives Runner a tag, even if ~ is not installed. Ignore this effect if Runner accesses it from the Archives. If ~ is accessed from R&D, Runner must show it to you. Turbeau Delacroix Up-Sysop-Ambush 1 / 2 _Trace^10_ - If trace is successful, give Runner a tag. Use this ability only when Runner accesses ~, and only once during each run on this fort. Vacant Soulkiller N-Ambush 2 / 0 You may advance ~ before and after you rez it. When Runner accesses ~, it does one brain damage for each advancement counter on it. Vapor Ops N 0 / 1 You may advance ~ before and after you rez it. _~ advancement counter_: Gain 1. Act: Move any number of advancement counters from ~ to another installed card that can be advanced. Viral 15 I-S 5 \ 3 Sub- For the remainder of the run, Runner must pay 1 to jack out, in addition to any other costs. Sub- For the remainder of the run, Runner trashes an installed _program_ for passing each piece of rezzed _ice_, including ~, unless Runner jacks out. Virizz I-S 2 \ 4 Sub- For the remainder of the run, Runner must pay an additional 1 to break each _ice_ subroutine. Virus Test Site N-Ambush 0 / 0 You may advance ~ before and after you rez it. When Runner accesses ~, it does 2 Net damage per advancement counter on it, or 1 Net damage if it has no counters, even if it is not installed or rezzed. Ignore this effect if Runner accesses it from the Archives. If ~ is accessed from R&D, Runner must show it to you. Rares: Aardvark Up 0 / 4 Runner cannot use _worms_ during runs on this fort. If Runner uses a _worm_ during a run on this fort before ~ is rezzed, you may rez ~ to trash that _worm_, and any bits spent using that _worm_ on the current piece of _ice_ are lost to no effect. Runner may then use further _icebreakers_ to break the _ice_. AI Chief Financial Officer [A-Asset 5 | 2 Act: Shuffle cards stored in HQ and the Archives into R&D, then draw five cards.] Artificial Security Directors A-Research 3 | 1 Difficulty of _Black Ops agendas_ is reduced by 1. Bioweapons Engineering A-Research 4 | 3 Each source of meat damage inflicts +1 meat damage. Black Ice Quality Assurance A-Research-Blackops 5 | 2 All _black ice_ has +2 strength. Blood Cat N-AI 6 / 0 Act: _Trace^5_ - If trace is successful, give Runner a tag. Chester Mix Up-Sysop 0 / 3 Cost to install _ice_ on this fort is reduced by 2. Chimera Up-Ambush 2 / 3 When Runner accesses ~, trash a _daemon_. City Surveillance N-GrayOps 1 / 2 For each card Runner draws, give Runner a tag unless Runner pays 1, in addition to any other costs, to avoid receiving that tag. You may rez ~ just before the card is drawn. Corporate Negotiating Center N-Asset 0 / 3 At the start of each of your turns, gain 1 for each _agenda_ card stored in HQ that you show to Runner. Cortical Scanner I-CG 7 \ 3 Sub- End the run. Sub- End the run. Sub- End the run. Crybaby Up-Ambush 1 / 2 When Runner accesses ~, give Runner a Crying counter. Each Crying counter reduces Runner's link by 2 during each trace attempt. Runner can remove a Crying counter by taking an action to pay 2. Data Masons N 1 / 1 Cost to rez _walls_ is reduced by 2. All _walls_ have +1 strength. Dieter Esslin Up-Sysop-Ambush 0 / 3 When Runner accesses ~, ~ does 1 Net damage. Disinfectant, Inc. N 0 / 4 You may pay 1 to avoid receiving a _Virus_ counter. Use this ability only once each turn. Encoder, Inc. N 0 / 1 Cost to rez _code gates_ is reduced by 1. All _code gates_ have an additional subroutine, "Sub- End the run", after all other subroutines. Encryption Breakthrough A-Research 5 | 2 All _code gates_ have +1 strength. When you score ~, reveal as many _code gates_ as you wish. Then, gain 1 for each revealed or rezzed _code gate_. Endless Corridor I-CG 4 \ 2 Sub- End the run. Sub- End the run. Executive Extraction A-BlackOps 3 | 1 Difficulty of _Gray Ops agendas_ is reduced by 1. Falsified-Transactions Expert [Op 1 Move up to three advancement counters from one card to another installed card that can be advanced.] Fatal Attractor I-S-BI-AP 1 \ 4 Sub- The next time Runner encounters a piece of _ice_ during the run, do 3 Net damage unless Runner breaks all subroutines of that piece of _ice_. Fortress Architects N 0 / 3 Cost to install _ice_ is reduced by 1. Genetics-Visionary Acquisition A-GrayOps 3 | 1 Difficulty of _Research agendas_ is reduced by 1. Haunting Inquisition I-CG 8 | 6 Sub- Runner cannot make another run during his or her next six actions. Sub- End the run. I Got a Rock N-BlackOps 3 / 2 Act,3_agenda points_: Do 15 meat damage to Runner. Use this ability only if Runner has two or more tags. Jenny Jett Up-Sysop 1 / 1 Whenever Runner makes a succesful run on this fort, you may choose an _ice_ card stored in HQ. Install that piece of _ice_ on this fort in the innermost position, paying an installation cost of 1 for each piece of _ice_ already on the fort. Runner is now considered to be approaching that piece of _ice_. Use this ability only once during each run on this fort. Jerusalem City Grid Up-Region 2 / 5 Cost to rez _walls_ on this fort is reduced by 2. All _walls_ on this fort have +1 strength. / Region text Krumz N-AI 0 / 2 Put 1 from the bank on ~ when you rez it. Use this bit only to pay for traces. If you use this bit, replace it at the start of your next turn. Laser Wire I-W 4 \ 2 Sub- Do 1 Net damage. Sub- End the run. Nerve Labyrinth I-CG 6 \ 4 Sub- Do 2 Net damage. Sub- End the run. Nevinyrral N-AI-Unique 3 / 5 Gain an action during each of your turns. If ~ leaves play while rezzed, you lose the game. / Unique text New Blood Op 0 Conceal all revealed but unrezzed _ice_; then rearrange your installed _ice_ by swapping pairs of _ice_ while Runner looks away. New Galveston City Grid Up-Region 1 / 4 All _nodes_ and other _upgrades_ installed inside this fort cost 2 to trash, in addition to the normal cost. / Region text Omni Kismet, Ph.D. Up-Sysop 0 / 3 Swap a piece of unrezzed _ice_ on this fort with an _ice_ card stored in HQ. The new _ice_ card comes into play concealed. Use this ability only once during each run on this fort. Pacifica Regional AI N-AI 0 / 0 You may advance ~ before and after you rez it. _~ advancement counter_: Gain an action. Political Overthrow A-BlackOps 9 | 6 Act: Gain 3. Razor Wire I-Wall 6 \ 3 Sub- Do 2 Net damage. Sub- End the run. Reinforced Wall I-Wall 8 \ 4 Sub- End the run. Sub- End the run. Roving Submarine Up-Region 3 / 0 Install only inside a subsidiary data fort. This fort may be run only if you installed or advanced a card inside or on this fort during your last turn. / Region text Schlaghund N-Random-BlackOps 2 / 4 Act: Roll a die. If you roll less than or equal to the number of tags Runner has, ~ does 10 meat damage and you trash ~. Security Purge A-GrayOps 3 | 2 Show the top three cards of R&D to Runner when you score ~. If any of those cards are _ice_, install and rez them, at no cost. Trash the rest of those cards. Shotgun Wire I-Wall 8 \ 5 Sub- Do 2 Net damage. Sub- End the run. Silver Lining Recovery Protocol Op 0 If any _agendas_ were stolen during Runner's last turn, gain bits equal to three times the number of advancement counters those _agendas_ had. Singapore City Grid Up-Region 0 / 5 Swap a piece of unrezzed _ice_ on this fort with an _ice_ card stored in HQ. The new _ice_ card comes into play concealed. Use this ability only once during each run on this fort. / Region text Sk\"alderviken SA Beta Test Site N 0 / 2 Cost to rez _black ice_ is reduced by 2. Strike Force Kali A-Asset 6 | 3 Act: Do 2 meat damage. Use this ability only if Runner is tagged. Superior Net Barriers A-Research 6 | 3 All _walls_ have +1 strength. When you score ~, reveal as many _walls_ as you wish. Then, gain 1 for each revealed or rezzed _wall_. Tesseract Fort Construction Up 2 / 3 All _ice_ on this fort has an additional subroutine, "Sub- End the run unless Runner pays 1", after all other subroutines. Tokyo-Chiba Infighting Up-Region 0 / 6 Gain 2 after each unsuccessful run on this fort. / Region text Too Many Doors I-S 1 \ 3 Sub- Secretly spend 0, 1, or 2; Runner does the same. Then you and Runner reveal how much each of you spent. End the run unless you spent as many bits as the Runner spent. Tutor I-CG 4 \ 5 Sub- For the remainder of the run, all _ice_ encountered has an additional subroutine, "Sub- End the run", after all other subroutines. Twenty-Four Hour Surveillance Up 1 / 2 During runs on this fort, Runner cannot use bits from _stealth_ sources. Vacuum Link I-S-Random 3 \ 5 Sub- Roll a die. If you roll a 1, 2, or 3, Runner resumes the run from that many pieces of rezzed _ice_ back, or jacks out. If there are not that many pieces of _ice_, Runner returns to the first piece of _ice_. Wall of Ice I-Wall 13 \ 6 Sub- Do 2 Net damage. Sub- Do 2 Net damage. Sub- End the run. Sub- End the run. Washington, D.C., City Grid Up-Region 7 / 6 The difficulty of _agendas_ installed inside this fort is reduced by 1. / Region text Runner Commons: All-Nighter Pp 0 Make a run; whether or not that run is successful, you may then make another run. Back Door to Hilliard R-BaseLink 0 0: Base link 2 / 3: +1 link / BaseLink text Baedeker's Net Map Pm-BaseLink-<1> 1 0: Base link 1 / 1: +1 link / BaseLink text Broker R-Connec 3 Each of your turns, you may take only one action to use ~. Act: Put 3 from the bank on ~. Act: Take all the bits from ~. Cloak Pm-Stealth-<1> 7 Put 3 from the bank on ~ when it is installed. Use these bits only to pay for using _icebreakers_ during runs, but not for using _noisy icebreakers_. If you use any of these bits, replace them at the start of your next turn. Clown Pm-<1> 4 All _ice_ is encountered with its strength reduced by 1. Corolla Speed Chip H-Chip 1 Put 1 from the bank on ~ when it is installed. Use this bit only to pay for using _killers_ during runs. If you use the bit, replace it at the start of your next turn. Crash Everett, Inventive Fixer R-Connec-Unique 2 Whenever you draw one or more cards from your stack, draw an extra card; then choose one of the cards drawn and either trash it or return it to the top of your stack. / Unique text Custodial Position Pp 2 Make a run on R&D. If run is successful, access two additional cards from R&D. Dwarf Pm-Ibr-Worm-<1> 6 / 3 1: Break _wall_ subroutine. / 1: +1 strength Edited Shipping Manifests Pp 1 Make a run on HQ. If run is successful, and the Corp has any bits when you would access HQ, do not access cards from HQ; instead, the Corp loses 1 and gives you a tag, and you gain 10. Executive Wiretaps Pp 2 Make a run on HQ. If run is successful, access two additional cards from HQ. Force Shield Pm-<1> 2 Prevents up to 2 Net and/or brain damage total each turn. Forgotten Backup Chip Pp 0 Search your trash for a _program_ and bring it into your hand. Gideon's Pawnshop Pp 2 Search your trash for a card and bring it into your hand. "Green Knight" Surge Buffers H 0 Prevents 1 Net damage each turn. HQ Interface H 4 Whenever you access cards from HQ, access an additional card from HQ. Hunt Club BBS Pp-BBS 1 Expose up to three installed cards. If You Want It Done Right... Pp 0 Look through the top five cards of your stack. Bring one of those cards into your hand, and arrange the rest in any order you choose. Invisibility Pm-Stealth-<1> 0 Put 1 from the bank on ~ when it is installed. Use this bit only to pay for using _icebreakers_ during runs, but not for using _noisy icebreakers_. If you use the bit, replace it at the start of your next turn. Jack 'n' Joe Pp 0 Draw three cards. Leland, Corporate Bodyguard R 2 1: Prevent 1 meat damage. Trash: Avoid receiving a tag. Livewire's Contacts Pp 0 Gain 3. Mantis, Fixer-at-Large Pp 3 Search your stack for a card, and bring it into your hand. Reshuffle your stack afterwards. Microtech Backup Drive H 0 Whenever one or more installed _programs_ are being sent to the trash at the same time, you may instead choose to put any or all of the _programs_ on top of ~ in any order you choose. If ~ is removed from play, trash any cards on it. Act: Bring the top card on ~ into your hand. Open-Ended^{@} Mileage Program Pp 0 Remove a tag, at no cost. You may pay 1 when you play ~ to take it back into your hand instead of trashing it. Parraline 5750 H-Deck 5 Provides +1 MU. Put 1 from the bank on ~ when it is installed. Use this bit only to pay for using _icebreakers_ during runs. If you use the bit, replace it at the start of your next turn. / Deck text PK-6089a H-Deck 4 Provides +1 MU. Put 3 from the bank on ~ when it is installed. Use this bit only to pay for increasing your link. If you use any of these bits, replace them at the start of your next turn. / Deck text R&D Interface H 4 Whenever you access cards from R&D, access an additional card from R&D. Raven Microcyb Eagle H-Deck 6 Provides +1 MU. Prevents 1 Net damage each turn. Put 1 from the bank on ~ when it is installed. Use this bit only to pay for using _icebreakers_ during runs. If you use the bit, replace it at the start of your next turn. / Deck text Rigged Investments R 4 Put 12 from the bank on ~ when it is installed. At the start of each of your turns, take 1 from ~. When all the bits have been removed, trash ~. Score! Pp 5 Gain 9. SeeYa Pm-Detec-<1> 3 Act,1: Expose an installed card. Shield Pm-<1> 0 Prevents up to 2 Net damage each turn. The Short Circuit R-BBS 1 Act,1: Search your stack for a _program_. Show that _program_ to the Corp, and then bring it into your hand. Reshuffle your stack afterwards. Short-Term Contract R-Position 1 Put 12 from the bank on ~ when it is installed. When all the bits have been removed, trash ~. Act: Take 2 from ~. Smarteye Pm-Detec-<1> 2 Once during each run, you may expose a piece of unrezzed _ice_ as you approach it. You may then jack out before the Corp decides whether to rez the _ice_. The Springboard R-BBS 0 1: +1 link. Use this ability only once during each trace attempt, and only after you and the Corp have revealed how much each of you have spent. Temple Microcode Outlet Pp-BBS 1 Search your stack for a _program_. Show that _program_ to the Corp, and then bring it into your hand. Reshuffle your stack afterwards. Tycho Mem Chip H-Chip 5 Provides +3 MU. Vewy Vewy Quiet Pm-Stealth-<1> 4 Put 2 from the bank on ~ when it is installed. Use these bits only to pay for using _icebreakers_ during runs, but not for using _noisy icebreakers_. If you use any of these bits, replace them at the start of your next turn. WuTech Mem Chip H-Chip 1 Provides +1 MU. Zetatech Mem Chip H-Chip 3 Provides +2 MU. ZZ22 Speed Chip H-Chip 5 Put 2 from the bank on ~ when it is installed. Use these bits only to pay for using _killers_ during runs. If you use any of these bits, replace them at the start of your next turn. Vitals: Access to Arasaka R-BaseLink 2 2: Base link 4 / 2: +1 link / BaseLink text Access to Kiribati R-BaseLink 1 1: Base link 1 / 1: +1 link / BaseLink text Back Door to Orbital Air R-BaseLink 0 1: Base link 2 / 2: +1 link / BaseLink text Black Dahlia Pm-Ibr-Killer-<1> 10 / 5 2: Break _sentry_ subroutine. / 2: +1 strength Codecracker Pm-Ibr-<1> 2 / 0 0: Break _code gate_ subroutine. / 1: +1 strength Codeslinger Pm-Ibr-Killer-<1> 7 / 3 1: Break _sentry_ subroutine. Cyfermaster^{TM} Pm-Ibr-<1> 4 / 5 2: Break _code gate_ subroutine. / 1: +1 strength Fall Guy R 0 Trash: Avoid receiving a tag. Hammer Pm-Ibr-Noisy-<1> 2 / 2 1: Break _wall_ subroutine. / 1: +1 strength / Whenever you break a _wall_ subroutine with ~, lose a total of 2 from _stealth_ cards. Jackhammer Pm-Ibr-Noisy-<1> 1 / 0 0: Break _wall_ subroutine. / 1: +1 strength / Whenever you break a _wall_ subroutine with ~, lose 1, if you can, from a _stealth_ card. Loony Goon Pm-Ibr-Killer-<1> 4 / 0 1: Break _sentry_ subroutine. / 1: +1 strength Nasuko Cycle H-Vehicle 1 3: Avoid receiving a tag. Nomad Allies R-Connec 2 Act,1: Remove a tag, at no cost. Trash: Avoid receiving a tag. Pile Driver Pm-Ibr-Noisy-<1> 1 / 7 3: Break up to four _wall_ subroutines on a single piece of _ice_. / 1: +1 strength / Whenever you use ~'s break-_walls_ subroutine, lose a total of 3 from _stealth_ cards. Raffles Pm-Ibr-<1> 7 / 4 1: Break _code gate_ subroutine. / 2: +1 strength Ramming Piston Pm-Ibr-Noisy-<1> 4 / 5 2: Break _wall_ subroutine. / 1: +1 strength / Whenever you break a _wall_ subroutine with ~, lose a total of 2 from _stealth_ cards. Raptor Pm-Ibr-Killer-<1> 1 / 1 2: Break _sentry_ subroutine. / 1: +1 strength Shaka Pm-Ibr-Killer-<1> 4 / 2 1: Break _sentry_ subroutine. / 2: +1 strength Tinweasel Pm-Ibr-<1> 5 / 3 0: Break _code gate_ subroutine. Wild Card Pm-Ibr-Killer-<1> 0 / 0 0: Break _sentry_ subroutine. / 3: +1 strength Wizard's Book Pm-Ibr-<1> 5 / 2 0: Break _code gate_ subroutine. / 2: +1 strength Worm Pm-Ibr-Worm-<1> 4 / 2 0: Break _wall_ subroutine. / 3: +1 strength Uncommons: Afreet Pm-Daemon-<1> 2 ~ can have up to 3 MU of _programs_ installed in it. All _icebreakers_ installed in ~ have their strength reduced by 1. If ~ leaves play, trash all _programs_ installed in it. "Armadillo" Armored Road Home H-Vehicle 2 Put 2 from the bank on ~ when it is installed. Use these bits only to pay for removing tags. If you use any of these bits, replace them at the start of your next turn. Trash: Prevent up to 3 meat damage. Armored Fridge H 3 Put seven Ablative counters on ~ when it is installed. When the last Ablative counter has been removed, trash ~. _Ablative counter_: Prevent 1 meat damage. Artemis 2020 H-Deck 10 Provides +2 MU. Put 2 from the bank on ~ when it is installed. Use these bits only to pay for using _icebreakers_ during runs. If you use any of these bits, replace them at the start of your next turn. / Deck text Bakdoor^{TM} Pm-BaseLink-<2> 2 0: Base link 3 / 2: +1 link / BaseLink text Blink Pm-Ibr-Random-<1> 5 / 5 0: Roll a die. On a 4, 5, or 6, break _ice_ subroutine; otherwise, suffer that much Net damage. Use this ability only once on each subroutine during each encounter with a piece of _ice_. Boardwalk Pm-Virus-<1> 0 Whenever you make a successful run on HQ, give the Corp a ~ counter. At the start of each of your turns, every two ~ counters require the Corp to show you, at random, a card stored in HQ. If the Corp does not have enough cards stored in HQ, the Corp shows you as many cards as it has. / Virus text Bodyweight^{TM} Synthetic Blood Pp 2 Draw five cards. Butcher Boy Pm-Virus-<1> 2 Whenever you make a successful run on HQ, give the Corp a ~ counter. Every two ~ counters gain you 1 at the start of each of your turns. / Virus text Cascade Pm-Virus-<1> 4 Whenever you make a successful run on R&D, give the Corp a ~ counter. Every two ~ counters require the Corp to trash faceup one card stored in R&D, at the start of each of its turns. / Virus text Cockroach Pm-Virus-<1> 0 Whenever you make a successful run on HQ, give the Corp a ~ counter. Two or more ~ counters cause all discards from HQ to become random. / Virus text Core Command: Jettison Ice Pp-Sabotage 0 Play only if you made a successful run on HQ this turn. Pay the rez cost of a piece of rezzed _ice_ to trash it. Danshi's Second ID R 0 Act,Trash: Remove up to three tags, at no cost. Databroker R-Connec 0 Act,Trash,1_agenda point_: Gain 10. Dermatech Bodyplating H-Cyb 0 Prevents 1 meat damage each turn. Dogcatcher Pm-Ibr-<1> 3 / 3 1: Break _pit bull_, _hellhound_, _bloodhound_, or _watchdog_ subroutine. / 1: +1 strength "Drifter" Mobile Environment H-Vehicle 0 Put 2 from the bank on ~ when it is installed. Use these bits only to pay for removing tags. If you use any of these bits, replace them at the start of your next turn. Dropp^{TM} Pm-Ibr-<1> 3 / 4 0: Break _ice_ subroutine. / 1: +1 strength / Using ~ ends your run. Expert Schedule Analyzer Pm-<1> 0 After you access cards from HQ, look at all cards stored in HQ. Fait Accompli Pm-Virus-<1> 1 Whenever you make a successful run on a subsidiary data fort, put a ~ counter in that fort. Every two ~ counters in a fort give +1 difficulty to all _agendas_ installed inside that fort. / Virus text Flak Pm-Ibr-<1> 4 / 2 1: Break _AP_ subroutine. / 1: +1 strength Floating Runner BBS R-BBS-Position 6 Gain 1 at the start of each of your turns. Gremlins Pm-Virus-<1> 2 Whenever you make a successful run on HQ, give the Corp a ~ counter. Every two ~ counters decrease the Corp's hand size by 1. / Virus text Grubb Pm-Ibr-Worm-<1> 0 / 0 1: Break _wall_ subroutine. / 2: +1 strength for the remainder of the run Hell's Run R 0 Put 1 from the bank on ~ when it is installed. Use this bit only to pay for increasing your link. If you use the bit, replace it at the start of your next turn. I Spy Pm-<1> 0 Trash: Put a Spy counter in a data fort. A Spy counter exposes all cards installed inside or on a fort containing it. The Corp may remove a Spy counter by taking an action to pay 4. Use this ability only immediately after a successful run on that fort. -Ice and Data-'s Guide to the Net Pp 0 Expose the outermost _ice_ of each data fort. Imp Pm-Daemon-<1> 0 ~ can have up to 2 MU of _programs_ installed in it. All _icebreakers_ installed in this way have their strength reduced by 1. If ~ leaves play, trash all _programs_ installed in it. Inside Job Pp 2 Make a run. You automatically pass the first piece of _ice_ you encounter during that run. Junkyard BBS R-BBS 1 Act,1: Bring the top card from your trash into your hand. Karl de Veres, Corporate Stooge R-Connec-Unique 2 Gain 1 each time you make a successful run. / Unique text Kilroy Was Here Pp-Sabotage 0 Make a run on R&D; you may trash, at no cost, any cards you access that were stored in R&D, even if the cards cannot normally be trashed. Krash Pm-Ibr-<1> 0 / 0 2: Break _ice_ subroutine. / 2: +1 strength Loan from Chiba R 0 Gain 12 when ~ is installed. At the start of each of your turns, lose 1. If ~ leaves play, pay 10 or lose the game. You may trash ~ at the end of any of your turns. Lucidrine^{TM} Booster Drug Pp 0 Make a run, and gain 9, which you may only use during that run. After that run is completed, suffer 1 brain damage; this damage cannot be prevented. Then, return to the bank any of the 9 not spent. Militech MRAM CHip H-Chip-Cyb 2 Hand size +3 Mouse Pm-Detec-<1> 2 Act: Expose a card installed inside a data fort. MRAM Chip H-Chip-Cyb 1 Hand size +2 Newsgroup Filter Pm-<2> 5 Act: Gain 2. Pandora's Deck H-Deck 6 Provides +2 MU. Put 3 from the bank on ~ when it is installed. Use these bits only to pay for increasing your link. If you use any of these bits, replace them at the start of your next turn. / Deck text Pattel's Virus Pm-Virus-<1> 1 Whenever you make a successful run, put a Pattel counter on a piece of _ice_ that had all its subroutines broken during that run. Each Pattel counter on a piece of _ice_ reduces its strength by 1. / Virus text Pox Pm-Virus-<1> 0 Whenever you make a successful run, put a ~ counter in the fort that was run. Every two ~ counters in a fort requires the Corp to pay 1, in addition to any other costs, to install a card inside or on that fort. / Virus text Private LDL Access Pp 0 Make a run on HQ. If run is successful, do not access cards from HQ; instead, treat run as a successful run on R&D. R&D-Protocol Files Pm-<1> 0 Act: Make a run on R&D, but instead of accessing cards, look at the top five cards of R&D. Rabbit Pm-<1> 0 _Ice_ that attempts to trace you has its trace limit reduced by 1. Raven Microcyb Owl H-Deck-Stealth 11 Provides +1 MU. Put 3 from the bank on ~ when it is installed. Use these bits only to pay for using _icebreakers_ during runs, but not for using _noisy icebreakers_. If you use any of these bits, replace them at the start of your next turn. / Deck text Replicator Pm-Ibr-<1> 5 / 2 0: Break _ice_ subroutine that traces. / 1: +1 strength Restrictive Net Zoning R 1 Choose a data fort when ~ is installed. The Corp must pay 2, in addition to the normal cost, to install _ice_ on that fort. Romp through HQ Pp-Sabotage 2 Make a run on HQ; you may trash, at no cost, any cards you access that were stored in HQ, even if the cards cannot normally be trashed. Security Code WORM Chip Pp-Sabotage 0 Play only if you made a successful run on HQ this turn. Trash a piece of unrezzed _ice_. Shredder Uplink Protocol Pm-<2> 4 Act: Make a run on the Archives. If run is successful, do not access cards from Archives; instead, treat run as a successful run on HQ. Signpost Pm-<1> 2 1: +2 link. Use this ability only once during each trace attempt, and only after you and the Corp have revealed how much each of you spent. Skivviss Pm-Virus-<1> 3 Whenever you make a successful run on R&D, give the Corp a ~ counter. Each ~ counter requires the Corp to draw one extra card at the start of each of its turns. / Virus text Smith's Pawnshop R-Connec-Unique 0 At the start of each of your turns, you may trash one of your other installed programs to gain 2. / Unique text Social Engineering Pp 1 Hide at least 2 from your pool in your hand; the Corp then guesses how many bits you hid. If the Corp guesses correctly, lose that many bits. Otherwise, choose a data fort and a piece of _ice_ on that fort. Then make a run on that fort, during which you automatically pass that piece of _ice_. Speed Trap Pm-Detec-<1> 0 0: Jack out before an _upgrade_ or _node_ takes effect. Use this ability only immediately after the Corp has rezzed that _upgrade_ or _node_. Startup Immolator Pm-<1> 0 Trash: Pay the rez cost of a piece of _ice_ to trash that piece of _ice_. Use this ability only if you have just broken all the subroutines of that piece of _ice_. Submarine Uplink R-BaseLink 0 0: Base link 4 / 1: +1 link / You may use ~ only during a run. Using ~ forces you to jack out after the current encounter ends. / BaseLink text Technician Lover R 2 Act: Look at the top card of R&D. Techtronica^{TM} Utility Suit H-Deck 6 Provides +1 MU. Prevents 1 meat damage each turn. Put 5 on ~ when it is installed. Use these bits only to pay for increasing your link. If you use any of these bits, replace them at the start of your next turn. / Deck text Trauma Team^{TM} R 0 Put two Trauma counters on ~ when it is installed. _Trauma counter_: Prevent 1 meat damage. Act: Put 1 Trauma counter on ~. Umbrella Policy R 0 Trash: Prevent an installed _program_ or _hardware_ card from being trashed. Valu-Pak Software Bundle Pp 0 Gain up to five consecutive actions, which you may use only to install _programs_, and gain 1. If you do not spend the bit during these actions, return it to the bank afterwards. Weather-to-Finance Pipe Pp-Sabotage 0 Make a run on HQ. If run is successful, do not access cards from HQ; instead, the Corp loses 4. Wilson, Weeflerunner Apprentice R 4 Each of your turns, you may choose to gain an action, which you may use only to make a run. You cannot spend more than 3 during that run to pay for using icebreakers or increasing your link. Use this ability only once per turn and only during your turn. Trash: Avoid receiving a tag. Trash: Prevent any amount of meat damage. Zetatech Software Installer Pm-<1> 0 Put 2 on ~ when it is installed. Use these bits only to pay for installing _programs_. You may use these bits to install a _program_ overwriting ~ itself. If you use any of these bits, replace them at the start of your next turn. Rares: Access through Alpha R-BaseLink 9 1: Base link 9 / BaseLink text AI Boon Pm-Ibr-Random-<1> 12 / * 1: Break _sentry_ subroutine. / 1: +1 strength / At the start of each run, roll a die to determine ~'s strength* for that run. Anonymous Tip Pp-Sabotage 3 Derez a piece of _black ice_ of your choice. Arasaka Owns You Pp 0 Do not play ~ as a normal action; instead, play it when you would suffer enough damage to flatline you. Prevent all of that damage, trash ~, remove any brain damage you have suffered, and then refresh your hand to its maximum size. Gain 10 and remove all tags, at no cost. You forgo your next four actions, and you forfeit the next 3 agenda points you score. Arasaka Portable Prototype H-Deck 11 Provides +3 MU. Installing ~ costs 1 agenda point, in addition to the normal cost. Put 3 from the bank on ~ when it is installed. Use these bits only to pay for using _icebreakers_ during runs. If you use any of these bits, replace them at the start of your next turn. / Deck text Aujourd'Oui R-BBS 0 Act: Look at the top five cards of your stack. You may bring any _program_ cards among them into your hand. Pay 1 for each card taken in this way, and show those cards to the Corp. Shuffle your stack. Bartmoss Memorial Icebreaker Pm-Ibr-Random-<1> 5 / 0 1: Break _ice_ subroutine. / 1: +1 strength / After passing each piece of _ice_, roll a die if you used ~ to break any subroutines of that _ice_. On a 1, trash ~. Bodyweight^{tm} Data Cr\`eche H-Deck 3 Provides +1 MU. Once per turn, right after making a successful run, you can choose to make another run without taking an action to do so. / Deck text Code Viral Cache R 1 Play only if you made a successful run on HQ this turn. If the Corp forgoes actions to lose _Virus_ counters, two counters of your choice are not removed. The Corp may trash ~ by taking an action to pay 5. Corporate Ally R-Connec-Unique 3 Installing ~ costs 1 agenda point, in addition to the normal cost. The difficulty of all _agendas_ is +1. / Unique text Deal with Militech Pp 0 Play only if you liberated any _Research agendas_ this turn. Put a Militech counter on each of your _icebreakers_. A Militech counter gives the _icebreaker_ it is on +1 strength. Deep Thought Pm-Virus-<1> 0 Whenever you make a successful run on R&D, give the Corp a Thought counter. Three or more Thought counters allow you to look at the top card of R&D at the start of each of your turns. / Virus text Desperate Competitor Pp 0 Play only if you liberated any _Gray Ops agendas_ this turn. Score 1 agenda point. Diplomatic Immunity R-Unique 1 Prevents all meat damage. The Corp may pay 1 agenda point to cancel this effect until end of turn. / Unique text Dupr\'e Pm-Ibr-<1> 1 / 0 1: Break _code gate_ subroutine. / 2: +1 strength / Put a +1 strength counter on ~ after each run during which it was used to break a subroutine. All strength counters on ~ are lost if you use ~ on a fort other than the one you last used it on. Emergency Self-Construct Pm-<1> 0 Trash: Prevent yourself from being flatlined, though you still lose all cards in your hand. Remove all brain damage. For the remainder of the game, you have only three actions per turn, instead of four; your hand size is reduced by 1; and all meat damage is automatically prevented. Evil Twin Pm-Ibr-Killer-<1> 6 / 3 3: Break _sentry_ subroutine. / 1: +1 strength / Prevents up to 2 Net and/or brain damage total each turn. False Echo Pm-<1> 0 2: The Corp must rez as much _ice_ as possible on a fort, beginning with the outermost _ice_ and working in. Use this ability only after a successful run on that fort. Field Reporter for -Ice and Data- R-Position 0 At the end of each of your turns, gain 1 for each piece of _ice_ the Corp rezzed during that turn. Forged Activation Orders Pp-Sabotage 1 Choose a piece of _ice_. The Corp either rezzes that piece of _ice_ or trashes it. Fortress Respecification Pp-Sabotage 0 Play only if you made a successful run this turn. Rearrange the _ice_ installed on the last fort on which you made a successful run. This does not expose any concealed _ice_. Full Body Conversion H-Cyb 0 Prevents all meat damage. For each 1 the Corp pays when meat damage is done, 1 point of meat damage is not prevented by this card. Hot Tip for WNS Pp 0 Score 1 agenda point if you liberated any _Black Ops agendas_ this turn. Incubator Pm-Virus-Random-<1> 0 Whenever you make a successful run, give the Corp an ~ counter. Each ~ counter necessitates a die roll at the start of each of your turns; on each 6, choose a _Virus_ counter and exchange that counter for two counters of the same type. / Virus text Japanese Water Torture Pm-Ibr-<1> 7 / 2 0: Break _wall_ subroutine. / X: +X strength, and forgo your next X actions. Joan of Arc Pm-<1> 0 Trash: Prevent one or more of your other installed _programs_ from being trashed. 1: Prevent one or more of your other installed _programs_ from being trashed, and bring ~ into your hand. Lifesaver^{TM} Nanosurgeons H-Cyb 1 Act: Draw two cards. Use this ability only if you were damaged during any of your last three actions. Trash: Prevent 1 brain damage. Microtech AI Interface Pm-<1> 0 Whenever you are about to access cards from R&D, you may first choose to cut any number of cards from the top of R&D to the bottom of R&D. Microtech 'Trode Set H 1 Pay 1, in addition to the normal cost, to break each _ice_ subroutine. Ignore all _AP_ subroutines except those that trace, or that do Net damage. Prevents all but 1 Net damage from each _AP_ subroutine you do not break. misc.for-sale Pp-BBS 0 Trash any number of your installed cards. Gain 3 for each card trashed in this way. MIT West Tier Pp 3 Shuffle your hand, trash, and stack together, and then draw five cards. When you play ~, remove it from the game instead of trashing it. Mystery Box Pm-<1> 3 0: Show the top five cards of your stack to the Corp. If any of those cards are _programs_, trash ~ and then install one of those _programs_, at no cost. Shuffle your stack afterwards. Use this ability only during a run and only once each run. N.E.T.O. R-BBS 0 Act: Look at the top four cards of your stack. You may bring any _prep_ or _resource_ cards among them into your hand. Pay 1 for each card taken in this way, and show those cards to the Corp. Shuffle the rest back into your stack. Netspace Inverter Pm-<1> 0 Reverse a fort's _ice_ cards so that the outermost piece of _ice_ becomes the innermost piece of _ice_, and so forth. Use this ability only immediately after a successful run on that data fort. Organ Donor Pp 0 Trash up to five cards from your hand. Gain 2 for each card trashed in this way. Playful AI Pp-AI-Random 1 Roll a die. On a 1, 2, or 3, gain that many bits, set aside that many dice to roll again, or choose some combination thereof. Repeat until you have rolled all the dice you set aside. Poltergeist Pm-<1> 0 Put 2 on ~ when it is installed. Use these bits only to pay for trashing _nodes_. If you use any of these bits, replace them at the start of your next turn. Preying Mantis R-Connec 0 Each of your turns, you may choose to gain an action. If you do, suffer 1 brain damage at the end of the turn. This damage cannot be prevented. Priority Wreck Pp-Sabotage 0 Make a run on HQ. If run is successful, do not access cards from HQ; instead, pay any number of bits to force the Corp to lose that many bits. Quest for Cattekin R-Random 4 At the start of each of your turns, roll a die. On a 6, trash ~, and you gain an action on each of your turns for the remainder of the game. On a 1, suffer 1 brain damage. On a 2, suffer 1 Net damage. Damage from ~ cannot be prevented. Record Reconstructor H 0 Act: Make a run on the Archives. If run is successful, do not access cards from the Archives; instead, shuffle the face-up pile of the Archives and then put the top two cards from that pile on R&D. Reflector Pm-Ibr-<1> 2 / 4 0: Break _stun_, _hellbolt_, or _knockout_ subroutine. Ronin Around R-BBS 3 Act: Look at the top five cards of your stack. You may bring any _hardware_ cards among them into your hand. Pay 1 for each card taken in this way, and show those cards to the Corp. Shuffle the rest back into your stack. Act,2: Expose any card. Scatter Shot Pm-<1> 0 Put 2 from the bank on ~ when it is installed. Use these bits only to pay for trashing _upgrades_. If you use any of these bits, replace them at the start of your next turn. Self-Modifying Code [Pm-<2> 2 Trash: search your stack for a _program_ and install that _program_, if you can. Shuffle your stack afterwards. Use this ability only during a run.] The Shell Traders R 0 Act: Choose a _program_ or _hardware_ card from your hand. Set that card aside, and put a number of Shell counters on it equal to its installation cost. When the last Shell counter on that card has been removed, install that card, at no cost. Remove one Shell counter from one card at the start of each of your turns. 1: Remove one Shell counter from a card. Silicon Saloon Franchise R-Position 8 Act: Gain 1 and draw one card. Sneak Preview Pp 3 Choose a _program_ from your trash or search your stack for a _program_. Install that _program_, at no cost. Shuffle your stack afterwards. At the end of the turn, take the _program_ into your hand. Snowball [Pm-Ibr-Killer-<1> 10 / 0 ~ has +1 strength for each subroutine it has broken during a run, until the end of that run. 1: Break _sentry_ subroutine. 1: +1 strength.] Stumble through Wilderspace Pp 2 Make a run. You have +9 link for every trace attempt made during that run. Succubus Pm-Daemon-<1> 3 ~ can have up to 3 MU of _programs_ installed in it. If ~ leaves play, trash all _programs_ installed in it. Synchronized Attack on HQ Pp 4 Play only if you made a successful run on HQ this turn. The Corp discards all cards. The Corp can retain cards by paying 2 for each card not discarded. Terrorist Reprisal Pp 2 Play only if the Corp scored any _Black Ops agendas_ during its last turn. The Corp discards five cards at random. Top Runners' Conference R 0 Gain 2 at the start of each of your turns. Trash ~ when you make a run. Total Genetic Retrofit Pp 3 Remove all tags, at no cost, and automatically avoid receiving your next tag. ~: Name of card. Wizards of the Coast owns the copyright and trademarks to NetRunner, in conjunction with R. Talsorian Games, and nothing in here should be construed as challenging that; all card texts included here are copyright WotC and RTG, and several of the gaming terms are their trademarks. You may not sell this list for profit or use it for non-educational purposes.