Matrix

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Hacking the Matrix[edit | edit source]

The Matrix is a graphical interface for navigating computer networks. Hackers can infiltrate local Matrix networks through Matrix Hosts. The Hacker can then connect from node to node through the network, collecting Downloads, interfering with physical Security Devices, and achieving Objectives.

Matrix Hosts[edit | edit source]

A Matrix Host is a large multi-screen computer terminal with direct access to the local Matrix. Matrix Hosts are everywhere; at least one Matrix Host can be found on most map levels. Matrix Hosts are heavily secured; only a Hacker can connect to a Matrix Host without authorization. Matrix Hosts have a name which can be seen in the Matrix Interface. Matrix Hosts also have two attributes, the Rating and the Q-Sec AI.

Rating is the overall danger in the Host. It determines both what Intrusion Countermeasures spawn initially and the IC that can be spawned as Quantum Security Level escalates. The possible values of Rating are Blue, Green, Yellow, Orange, Red, and Ultra.

Q-Sec AI determines how quickly the response will ramp up to the Matrix Host's nastiest response. The possible values of Host Response Level are Bronze Boa, Silver Rattler, Gold Viper, Platinum Cobra, and Diamond King.

One hidden attribute of a Matrix Host is the set (or Deck) of possible responses that the Host selects from. Different factions tend to use a specific Deck of responses based on the strengths and attitude of the faction. Some may focus on a variety of IC spawns. Another might focus on boosting Node stats, hardening the infrastructure around the Hacker.

Connection[edit | edit source]

To hack to the local Matrix, the Hacker must locate a Matrix Host on the map and approach near it. Clicking on the Host initiates connection. The animation shows the Hacker connecting a physical wire from their skull to the terminal. Note that you can only connect to the Matrix if you have at least 1 Action Point.

Connection to the Matrix Host opens a Matrix Interface view. The strength of the connection is measured in connection health in percent. Certain Hacking Talents add strain to the system causing continuing connection damage. Some Intrusion Countermeasures can also cause connection damage. If connection health reaches zero, the Hacker is forced out of the Matrix and suffers Dump Shock.

The Hacker can disconnect at any time, from any Node. However, if any Intrusion Countermeasures are still active in the Node, only a Hard Disconnect is possible. In a Hard Disconnect, Hacker will suffer Dump Shock.

While connected, the Hacker takes their normal Turn in the Turn Timeline. On the Hacker's Turn, the view changes from the HUD to the Matrix Interface, and back again at the end of their Turn. Buffs and debuffs given to the Hacker by other characters will apply normally.

Disconnecting and reconnecting to a Matrix Host will put the Hacker back at the Node where they started previously. Nodes previously scanned will be at basic scan level 1/2, and previously detected Intrusion Countermeasures will still be visible but their state may be different. When disconnecting from the Matrix, you are guaranteed to exit with at least 1 Action Point less than when you connected.

Matrix Interface[edit | edit source]

The upper left corner of the Matrix Interface shows the image and name of the Hacker plus some statistics. First is the Hacker's Hit Points, then the Cyberdeck Health, the Cyberdeck Armor, and the Connection Health. To the right of the statistics, icons for the current hacking buffs will display; a number indicates how many turns the buff will last.

Below the statistics are several buttons. The first button will disconnect the Hacker. The second will End Turn; remaining Matrix Action Points will be lost.

The Quantum Security Level is in the upper right corner of the Interface. Similar to the Security Level bar, this displays the current Quantum Security Tally and Quantum Security Level. Above the bar the Quantum Security Tally is also displayed numerically, along with the amount of tally per security level and the base amount of tally added per action in the Matrix.

To the left of the Quantum Security Level is the name of the Matrix Host. There are also codes indicating the Rating and Q-Sec AI.

Several Cyberdeck values related to storing and loading Programs are displayed in the bottom left corner of the Matrix Interface. These are Matrix Action Points, Deck I/O, the Active Memory. To the right of the attributes are the Programs and Hacking Talents available to the Hacker.

Nodes are displayed as points on a connected web. Green highlight indicates the current Node. You can select another Node to look at by clicking on it, and return to the current Node by clicking V. A window to the left of the Node gives its type and description, if it has been given a basic scan. Below the Node are icons indicating the types of Intrusion Countermeasures which have been detected. If the selected Node is the current Node, a window to the right will display the Hacker's current Matrix Action Points, how many Matrix Action Points would be expended to perform a Scan, and the current level of Scan.

Nodes are linked by cyan lines, indicating the possible routes from Node to Node. If a node connection is blocked by IC or other issues, the connection is grayed out.

Matrix Action Points[edit | edit source]

Programs and Hacking Talents in the Matrix require expending Matrix Action Points, similar to Action Points. There are ten (10) Matrix Action Points for every Action Point, providing a finer measure of the cost of activities in the Matrix and reflecting the speed of a Matrix Interface compared to the "real world". When connecting to the Matrix, a Hacker's remaining Action Points are multiplied by 10 to become Matrix Action Points. When disconnecting, the remaining Matrix Action Points are divided by 10, rounded down, to become Action Points.

Cyberdeck Programs[edit | edit source]

A Hacker's Cyberdeck can contain programs used in hacking. Many programs of varying power exist but they fall into a small number of types.

Scan Programs[edit | edit source]

Scan programs allow the Hacker to find Intrusion Countermeasures (IC) in the current Node and to identify neighboring Nodes and some of their IC. Scanning is done in multiple stages.

Sleaze Programs[edit | edit source]

Sleaze programs are tools to disable Passive IC.

Deception Programs[edit | edit source]

Deception programs can disable Active IC.

Disarm Programs[edit | edit source]

Disarm programs will disable Trap IC.

Attack Programs[edit | edit source]

Attack programs can be used against any kind of IC. They are a brute force method of damaging Intrusion Countermeasures which are destroyed when they have 0 HP remaining. Basic Attack programs damages a single Intrusion Countermeasure program. Nuke programs are considered Area of Effect weapons -- they will damage all IC within the current Node.

Corruption Programs[edit | edit source]

Corruption programs deal damage over time to ICs. They are not currently available in the game (2024-02-29), but are referenced by some passive nodes on the Hacker's talent tree.

Utility Programs[edit | edit source]

Utility programs assist hacking in various other ways.

Clicking on a Program in the Matrix Interface loads it into Active Memory, allowing it to be used. The icon is highlighted in cyan and charges are displayed beneath. Loading a Program to Active Memory uses Deck I/O. If there is not enough Deck I/O or not enough Active Memory, the Program cannot be loaded. When all charges are expended, the Program is automatically unloaded from Active Memory. It can be reloaded to Active Memory as many times as desired in a Turn as long as there is enough Deck I/O and Active Memory. Certain Intrusion Countermeasures will forcibly unload programs from Active Memory or prevent programs from loading.

Utility programs are unusual in that they take effect as soon as they are loaded into Active Memory and have a limited duration. Utility programs provide one or more buffs, such as extra Deck I/O, Cyberdeck Armor, or Matrix Damage as long as the Program is loaded, usually at the expense of some debuffs. At the end of the duration, the Program is automatically unloaded but can be reloaded at any time to regain the buffs.

Clicking a loaded Program will unload it. A pop-up will ask to verify that you want to unload the program. Be careful not to accidentally unload a Program you want to use.

Programs have the following statistics:

Size
Size is the amount of memory that the Program will consume in Storage Memory or Active Memory, and thus how much I/O it will use up to load.
Rating
Rating is a power rating of the Program. Cyberdecks have a Max Power Rating; Programs with a Rating higher than the Max Power Rating cannot be installed into the Cyberdeck.
Action Points
Action Points is the number of Matrix Action Points consumed by using the Program.
Charges
Charges is the number of charges the Program gets when it is loaded. When the charges have all been used, the Program is automatically unloaded. If the Program is reloaded, its full charges will be restored. All Programs have charges except for utility programs which have duration instead.
Duration
Utility program provide a set of buffs and debuffs as soon as they are loaded which last until the duration has expired. After the duration number of Turns, the program is automatically unloaded.

Nodes[edit | edit source]

Nodes represent different subsystems within the Matrix network. These include storage units, processing units, external control units, internal security units, and connections to external systems. The Hacker usually starts in a Terminal Node, the connection to the physical Matrix Host. From there, the Hacker can connect to a neighboring Node by left-clicking the mouse to select the node and clicking the SPACE bar. Each Node may be defended by Intrusion Countermeasures which can be detected by Scanning. Some nodes, such as the Incinerator Node, are inherently dangerous.

Types of Nodes
TYPE ABBREV DESCRIPTION END POINT
Terminal Node Login node where all hacks start; does not normally contain IC usually
Network Endpoint Never contains IC; can be considered a safe haven for reloading programs or exiting the Matrix usually
Access Node Security checkpoint node to verify user authorization usually not
Firewall Security checkpoint node to verify user authorization usually not
Incinerator Ending a Turn in this security node results in a Hard Disconnect with attendant Dump Shock usually not
IDS Intrusion Detection System, high strength security checkpoint node usually not
Tracing IDS Intrusion Detection System, applies Location Tracing debuffs usually not
Central Processing Unit CPU Conducts most secure quantum operations; allows a system scan; installing a spike will cut the Quantum Security Level in half and remove most of the possible escalation options.

Ending a Turn in this storage node results in a Hard Disconnect with attendant Dump Shock

usually not
Sub Processing Unit SPU Conducts secondary quantum operations and file routines; may contain downloadable files, blueprints, or accounts usually not
Security Control Unit SCU Manages remote security devices usually
Remote Control Unit RCU Manages doors, gates and machinery usually
Alarm Processing Unit APU AI processing and alarm management; installing a spike will reduce the Security Level on the physical map (removes 10 tallies)

Ending a Turn in this storage node results in a Hard Disconnect with attendant Dump Shock

usually
Data Warehouse Cold storage of files; may contain downloadable files usually
Data Fortress Cold storage of files; may contain downloadable files

Ending a Turn in this storage node results in a Hard Disconnect with attendant Dump Shock

always
Finance Records Processes on-going financial operations; may contain downloadable financial accounts usually
Financial Fortress Processes on-going financial operations; may contain downloadable financial accounts

Ending a Turn in this storage node results in a Hard Disconnect with attendant Dump Shock

usually
Manufacturing Data Cold storage for manufacturing blueprints and data; may contain downloadable blueprints usually
Manufacturing Vault Cold storage for manufacturing blueprints and data; may contain downloadable blueprints

Ending a Turn in this storage node results in a Hard Disconnect with attendant Dump Shock

usually

Intrusion Countermeasures[edit | edit source]

Intrusion Countermeasures, or IC (pronounced ICE), are defensive programs to prevent intrusion. There are three types of IC:

Passive IC
Passive countermeasures prevent things from happening. This can be done directly by preventing specific kinds of actions or indirectly by reducing Matrix Action Points. Passive IC can be disabled by Sleaze Programs.
Active IC
Active countermeasures take direct action against intruders. Active IC can damage the Matrix Connection, the Cyberdeck, or even the Hacker themself. Active IC can also buff the internal security system. Active IC can be disabled by Deception Programs.
Trap IC
Trap countermeasures are similar to Active IC in that they take direct action against intruders. The difference is that they are hidden deeper and only react to specific actions by the intruder. It takes extra Scanning to find Trap IC. Each trap is set to trigger on a specific action. Traps might be triggered by trying to load Programs, use Programs, download files, deactivate an external system, leave the Node, or disconnect. Trap IC can be disabled by Disarm Programs.

IC can be enabled, temporarily disabled, permanently disabled, or sleeping. Trap IC start out sleeping but will become enabled if they are triggered. Disabled IC will not function unless the Security AI reactivates it, or until the timer runs out if it is temporarily disabled.

Known IC on the current Node are displayed on the left side of the Matrix Interface with a description including what it does. If it is a Trap IC, the description includes how it is triggered. If any counter Programs effective against the IC are loaded, a button will display for each possible counter. Clicking the button will use a charge and either disable the IC or damage it. Doing this may also trigger a Trap IC configured to react to the use of a program. Disabling the Trap IC itself will disable it before it can trigger. Attacks reducing the health of an Intrusion Countermeasure to zero will disable the IC but will also incur some Quantum Security Tally as indicted in the IC description. However, disabling an IC before destroying it does not incur extra tally.

The counter programs can also be accessed from the keyboard. The SPACE button (labeled Hacking in the Matrix Interface) will select one of the counter programs on the known Intrusion Countermeasures. The left-right arrow buttons will select counter programs within an IC; the up-down arrow buttons will change IC.

Types of Intrusion Countermeasures
IC TYPE ACTION
Blackhole Trap Relocates Hacker
Blaster Active Damages Cyberdeck
Buster Active Damages Connection
Daemon Active Summons New Active IC
Datalock Passive Prevents Downloads
Diamond Trap Permanently increases the per Action Tally penalty of the Node
Firewall Passive Prevents Link Use
Hammer Active Damages Cyberdeck & Hacker
Ice Pick Active Damages Hacker, Applies Wounds
Jammer Passive Reduces Matrix Action Points
Locker Passive Prevents Remote Control of Security Devices
Overlord Passive Prevents Program Loading
Red Tiger Trap Damages Hacker
Scrambler Active Unloads Cyberdeck Programs
Slapfish Trap Disconnects Hacker, with attendant Dump Shock
Tarpit Passive Prevents Connection Use
Tiger Trap Damages Cyberdeck
Tracer Active Generates Quantum Security Tally
Tripwire Trap Sets All IC on Node to Enabled
Tunnel Trap Relocates Node Loot

Hacking Talents[edit | edit source]

Scan[edit | edit source]

The Scan Program enables the Scan action in the Matrix. Scanning allows the Hacker to detect Intrusion Countermeasures. There are several degrees of scanning. An unscanned Node will appear in the Matrix Interface as an unidentified blob. On the current Node, a window to the right will display the current scan level: 0/2, 1/2, or 2/2.

A Scan action in an unscanned Node, i.e. 0/2 scan level, will identify the type of Node and any Passive or Active Intrusion Countermeasures on the Node, bringing the node to a 1/2 basic scan level. The basic scan level does not initially determine whether there are sleeping Trap IC on the Node.

From the basic scan level, running the Scan Program again will reveal sleeping Trap IC, if there are any, without changing the scan level from 1/2. If there were no sleeping Trap IC, the Node advances straight to full scan level 2/2. Once detected, sleeping Trap IC continue to be visible in the Matrix Interface. If a sleeping Trap IC is triggered, it moves from sleeping to enabled, and will be visible at basic scan level 1/2.

If all Intrusion Countermeasures including Traps have been detected at basic scan level 1/2, running the Scan Program again will change the scan level to full scan 2/2. On any Node except a Central Processing Unit (CPU), this will run a basic Scan on every neighboring unscanned Node, moving them from 0/2 to scan level 1/2. Running a full scan on a CPU will execute a System Scan. A System Scan will run a basic scan on one-half of the remaining unscanned Nodes in the Matrix Host. This can only be done once.

If the Hacker does a full scan 2/2 on a Node, then leaves the Node and comes back to it, the scan level will be 1/2. This is because the Hacker cannot tell whether the Matrix Host has added new sleeping Intrusion Countermeasures in the meantime. A careful watch on the system log in the upper right corner of the Matrix Interface may tell the Hacker whether the Host has deployed more IC but cannot tell the Hacker where new IC has been deployed.

Performing a full scan allows the Hacker to detect Passive and Active IC on the neighboring Nodes so they can prepare to face the IC or decide to take a different route.

Damage in the Matrix[edit | edit source]

Some forms of Intrusion Countermeasures can cause damage to the Cyberdeck or the Hacker, or both. Extreme IC can cause lingering Wounds. Some Security AI can inflict damage as a result of security escalation. Cyberdeck Armor can provide some protection against damage to both Cyberdeck and Hacker. Damage to the Cyberdeck will linger until it can be repaired in the Safehouse. A Cyberdeck reduced to zero Cyberdeck Health cannot be used until it is repaired.

Dump Shock is an affliction caused by a hard disconnect from the Matrix. Certain types of Intrusion Countermeasures such as Slapfish will force a hard disconnect and Dump Shock. Losing all Connection strength or losing all Cyberdeck Health will also force a hard disconnect. Ending a Turn in particular Nodes, such as Incinerator or CPU will force a hard disconnect. The hacker can also deliberately disconnect while there is active IC in the Node; this will be a hard disconnect and result in Dump Shock.

Dump Shock causes the debuff "Dump Shock" which imposes -25% Wound Res, -10% Evasion, -25% Move Speed, -1 AP to the Hacker for 3 turns. (Other versions of this debuff have been hinted at by the developers for the game's future.) Additionally, Dump Shock will apply 10% Stress (resisted by Stress Resistance) and 1-2 days of Injury time (resisted by Wound Resistance). As always when injured you're injured, there's a chance of gaining a Wound as well. The Dump Shock debuff lasts for 3 Turns.

Downloads[edit | edit source]

Several kinds of Nodes can contain downloadable files and data. The left side of the Matrix Interface will display downloadable material along with a Download button. Downloading will cost some Matrix Action Points. Downloading may also set off Trap IC configured to trigger on download. Some IC will block downloads; disabling the IC will enable the download. Files, blueprints, and accounts can be used or sold to Contacts from the Safehouse.

Quantum Security Level[edit | edit source]

The Matrix Host measures the state of security escalation in the Matrix with a Quantum Security Level similar to the Security Level in the HUD. Each level is broken into a large number of Quantum Security Tally measuring individual intrusion activities. A certain amount of tally is automatically added for every action, marked in yellow above the Quantum Security bar. This is the Node Security Tally, and will be different in each Node. Certain Intrusion Countermeasures can increase the Node Security Tally in that Node, making every action much more costly. Other Intrusion Countermeasures will directly increase the Quantum Security Tally, beyond that added by the Node Security Tally.

When the Quantum Security Tally reaches the number of tally per Quantum Security Level, the Quantum Security Level is escalated; excess Quantum Security Tally is added to the new security level. When Quantum Security Tally escalates, the Matrix Host will choose which responses to make. The responses are similar to what active and trap Intrusion Countermeasures can do. Possible responses include (but are not limited to):

Spiking[edit | edit source]

The Alarm Processing Unit (APU) and the Central Processing Unit (CPU) can be "spiked". This is a direct attack on critical processing units for the Security AI.

Every Matrix Host has a CPU, the heart of the system. Spiking it can complete mission objectives and will remove 2 Quantum-Security-Level's worth of Tally. The reduction will be 200% of the Quantum Security Tally required to escalate from 0 Tally. This reduction will reduce your Quantum Security Level by two (2) Escalations that have already happened (or reduce QSL and Tally to 0 if you are less than QSL 2). Repeating an Escalation which you had already passed will not result in new Security AI responses. For example, if the Matrix Host is at QSL 4 Tally 5, spiking the CPU takes you back to QSL 2 Tally 5; the Security AI will not respond when QSL again reaches 3 or 4.

Matrix Hosts that have APUs are directly tied into the Security AI's brain. Spiking an APU will reduce the Security Tally in the "real" world by 1 entire Security Level immediately. This reduction takes the Sec Tally below an Escalation that has already happened (e.g. you Escalated at Sec Level 2, spiking the APU takes you back to Sec Level 1, Tally 5); the Escalation will not be repeated (to your advantage).

To spike a processing unit, the Hacker must destroy all Intrusion Countermeasures in the Node. Disabling the IC is not sufficient, but it may be useful to disable the IC before attacking their hit points. The Hacker must also perform a system scan by raising the scan level to 2/2. Once IC is gone and scan level is 2/2, the Hacker can spike the Node.

Cyberdeck[edit | edit source]

A Cyberdeck is a Hacker's primary tool. The Deck is a small computer which the Hacker configures for hacking into the Matrix. Advanced Cyberdecks can be extremely expensive. Every Deck has a set of attributes; most of these attributes can be buffed by Hacking Talents or by utility Programs. Cyberdecks can be purchased in the Marketplace.

Cyberdeck Health[edit | edit source]

Cyberdeck Health is a measure of how much electronic damage the unit can withstand. Several kinds of Intrusion Countermeasures can cause damage to Cyberdeck Health. Some Hacking Talents give a buff called Cyberdeck Shield which buffs Cyberdeck Health. Damage is taken first from the Cyberdeck Shield. If accumulated damage exceeds the Shield, further damage is taken by the Cyberdeck itself. Damage to the Cyberdeck cannot be repaired during a mission.

A Cyberdeck with zero Health will not function; the Hacker is forced out of the Matrix with Dump Shock. However, up until that point, damage does not affect other Cyberdeck attributes and functionality. Cyberdeck Health will linger until it can be repaired in the Safehouse. Programs cannot be uninstalled if the Cyberdeck is damaged. Damaged Cyberdecks will get lower sale offers. The greater the damage, the more costly in time and money it will be to restore the Cyberdeck to full Health. Choose carefully when to place a Cyberdeck into repair.

Cyberdeck Armor[edit | edit source]

Cyberdeck Armor, aka. Matrix Armor or DeckArmor, provides an armor soak, absorbing some of the damage from an attack on the Cyberdeck or Hacker. Each point of DeckArmor reduces Deck Damage by 1 point. Each 2 points of DeckArmor reduces Brain Damage by 1 point. All DeckArmor functions are applied before other sources of damage reduction or damage absorption. DeckArmor will always be the highest priority damage reducer.

Despite Armor, there is a minimum amount of damage that an attack in the Matrix can give. Intrusion Countermeasures give a minimum of 2 HP. Escalations give a minimum of 6 HP.

Deck I/O[edit | edit source]

Deck Input/Output, or Deck IO or IO Speed, is a limit on how many Programs can be loaded each Turn. Each Program requires some amount of Deck I/O processing to load. Hovering over an unloaded Program in the Matrix Interface will mark how much I/O would be expended to load the Program. If there is insufficient I/O, the Program cannot be loaded. Deck I/O is refreshed each Turn.

Active Memory[edit | edit source]

Active Memory is the memory core that stores Programs ready for use. The amount of Active Memory available in a Cyberdeck limits the number of Programs that can be kept in Active Memory. Hovering over a Program highlights on the Active Memory bar how much space that Program takes (if it is already loaded) or would take (if it has not yet been loaded).

Max Programs[edit | edit source]

Each Cyberdeck can hold only a limited number of Programs. Typically this ranges from 8 to 12 Programs. A Program can be uninstalled to make room for a different Program.

Max Program Rating[edit | edit source]

Max Program Rating is a limit on the Programs that can be loaded into the Cyberdeck. Each Program has a Rating. Programs with a higher Rating than the Max Program Rating cannot be loaded into the Cyberdeck.

Action Boost[edit | edit source]

Action Boost is the number of Matrix Action Points that the Cyberdeck adds to the Hacker each Turn.

Hacking Mission Objectives[edit | edit source]

Several types of mission Objectives may require hacking to fulfill:

  • Taking down security devices:  click to Disable individual alarms at a Security Control Unit; often requires taking down Locker IC and possible traps
  • Collecting files, blueprints, or accounts:  click to Download at Data Warehouse, Finance Records, or Manufacturing Data nodes, and sometimes at Sub Processing Units; often requires taking down Datalock IC and possible traps
  • Opening door, activating machinery:  controlled by a Remote Control Unit; often requires taking down Locker IC and possible traps
  • Scanning the CPU:  must _fully_ scan the CPU (i.e. a System Scan), requiring minimum of two scans, or three scans if there is an IC trap
  • Spiking the CPU or APU:  must destroy (not merely disable) all IC at the node, raise , then click the Spike button

Managing the Cyberdeck[edit | edit source]

A Hacker can modify or exchange his Cyberdeck in the Safehouse. The Hacker can install and uninstall Programs on their Cyberdeck, change the order of the Programs, and swap Cyberdecks. To reach the Cyberdeck menu, click the Change/Programs button on the Hacker's profile. The left side of the screen displays the statistics for the Hacker's current Cyberdeck. A button at the bottom, or the ALT key, lets you change the current deck if you have any extras in Inventory. Swapping Cyberdecks does not change the Programs on either Cyberdeck. The Cyberdeck swapped out will go into Inventory and can be swapped back in by the same Hacker or by another Hacker.

The right side of the screen lists the Programs installed on the current Cyberdeck. Click on a Program to select it. You can move the selected Program up or down, or delete it. Changing the order will affect the order displayed in the Matrix Interface. Uninstalling a Program move it to the Available Programs section (and also into Cold Storage. Uninstalling can be used to transfer a Program to a different Cyberdeck.

The center section of the screen shows the Available Programs. These are Programs the team has on storage media in Cold Storage have not been installed into a Cyberdeck. Selecting an available Program and clicking SPACE will install the Program into the current Cyberdeck. Each Cyberdeck can hold a limited number of Programs, specified in the Max Programs value. If the Cyberdeck has reached Max Programs or if the Rating of the Program is higher than the Max Program Rating of the Cyberdeck, the Program will not be installed. If the Program is successfully installed, the Program will be removed from Available Programs (and Cold Storage) and will be added to the Cyberdeck. You cannot make copies of a Program or install a single copy in more than one Cyberdeck at a time.

Programs and Cyberdecks can be purchased from the Marketplace. Which Programs and Cyberdecks are available will depend on your Contacts. New Cyberdecks come with the following Programs pre-installed: Scan, Sleaze, Deception, Disarm, and Attack. More powerful Cyberdecks may start with higher-level Programs.