SR5:Cyberdecks:Modules

From Shadowrun Wiki
Revision as of 15:45, 3 April 2016 by Adragon202 (talk | contribs)
Jump to: navigation, search
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

Hardening

Blank.png

AVAIL COST SOURCE
3R 1,500¥ SR5:DT

Induction Receiver

Blank.png

AVAIL COST SOURCE
10R 1,200¥ SR5:DT

Multidimensional Coprocessor

Blank.png

AVAIL COST SOURCE
7R 1,400¥ SR5:DT

Overwatch Mask

Blank.png

AVAIL COST SOURCE
9F 4,200¥ SR5:DT

Program Carrier

Blank.png

AVAIL COST SOURCE
2 900¥ SR5:DT

Self-Destruct

Blank.png

AVAIL COST SOURCE
12F 200¥ SR5:DT

Vectored Signal Filter

Blank.png

AVAIL COST SOURCE
3 800¥ SR5:DT