SR5:Cyberdecks:Modules
Revision as of 15:40, 3 April 2016 by Adragon202 (talk | contribs) (Created page with "{{SR5:List Navigation}} {{SR5:Gear Navigation}} A cyberdeck module is a prefabricated component that extends the capabilities of your deck. Each cyberdeck has one module slot...")
5th Edition Lists |
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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 |
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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 |