Difference between revisions of "SR5:Cyberdecks:Modules"

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Revision as of 15:40, 3 April 2016

5th Edition Lists
Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures
Armor/Clothing // Cyberware // Magical // Vehicles/Drones // Vehicle Mods // Weapons // Electronics // Security // Medical // Others

A cyberdeck module is a prefabricated component that extends the capabilities of your deck. Each cyberdeck has one module slot inside its case. Inserting, removing, or swapping modules requires a Hardware + Logic [Mental] (1) Test and about half a minute of time (10 Combat Turns).

Modules aren’t as robust as your average deck and are vulnerable to Matrix damage. If your deck is ever bricked, any module in it becomes a useless hunk of slag, even if you repair the deck.

MODULES AVAILABILITY COST SOURCE
Hardening 3R 1,500¥ SR5:DT
Induction Receiver 10R 1,200¥ SR5:DT
Multidimensional Coprocessor 7R 1,400¥ SR5:DT
Overwatch Mask 9F 4,200¥ SR5:DT
Program Carrier 2 900¥ SR5:DT
Self-Destruct 12F 200¥ SR5:DT
Vectored Signal Filter 3 800¥ SR5:DT