Operating Systems
Built for Quick Hacking. Higher tiers unlock more hacks, and every tier keeps the hacks before it.
| Netwatch Netdriver MK1 | Biotech MK4 | Arasaka MK5 | |
|---|---|---|---|
| RAM discount | −3 on Environmental & Defensive hacks | −2 on all hacks | −3 on all hacks (−1 if the hack costs over 3) |
| Other passives | Offensive hacks don’t alert your target | All hacks deploy 2 turns faster · OS Hack windup is 1 turn (instead of 7) · Gun Jam lasts +3 turns · System Overload permanently destroys 1 Cyberware | OS Hack takes +3 turns on you · Immune to Cyberware Jam · Counter Quick Hack is automatic (Tier 4+) |
| Tier 1 | Blinded, Camera Hack, Vehicle Hack | Camera Hack, Implant Control, Gun Jam | Camera Hack, OS Hack, Implant Control, Counter Quick Hack |
| Tier 2 | Counter Quick Hack, Turret Hack, Gun Jam (max) | Counter Quick Hack, Turret Hack, Cyberware Jam | Vehicle Hack, Optical Flashbang, System Overload |
| Tier 3 | — | Optical Flashbang, System Overload | Static Shock, Blinded, Gun Jam |
| Tier 4 | — | Static Shock, Blinded (max) | Turret Hack |
| Tier 5 | — | — | Every Quick Hack (max) |
Slow Time: speed up your neurons and body so the world slows down. Anyone below the Speed to match (and without a Sandevistan that keeps up) can be auto-hit while it’s active.
| Zetatech Sandevistan | Militech Falcon | Militech Apogee | |
|---|---|---|---|
| Time slowed | 55% | 82% | 90% |
| Power boost | +10 | +15 | |
| 12F+ | 13F+ | 15F+ | |
| Duration | 5 turns | 4 turns | 2 turns |
| Cooldown | 4 turns | 6 turns | 12 turns |
| Passives | Immune to Static Shock · OS Hack +5 turns · System Overload +5 RAM | Immune to System Overload · OS Hack +3 turns · Auto-activates when you’re attacked faster than you can react (within its threshold): +1 Auto-Dodge, 10-turn cooldown | None |
Berserk State can’t be turned on manually. It activates automatically once you take enough damage and stays on until you’re out of danger, so you can take on stronger enemies or escape.
| Zetatech Berserk | Militech Berserk | |
|---|---|---|
| Activates at | NL-Class 2+ injury | NL-Class 1+ injury |
| +8 | +7 | |
| +5 | +4 | |
| +2 | +5 | |
| +10 points | +15 points | |
| Recoil | Temporarily immune | Temporarily immune |
| Passives | Immune to Implant Control & System Overload · OS Hack +10 RAM · Cyberware Jam −2 turns | Immune to OS Hack · System Overload +10 RAM · Optical Flashbang stun −2 turns · Cyberware Jam +15 RAM |