Breach DVX

Impair Movement DV6

Sonic Shock DV6

Overheat DV8

Short Circuit DV8

Cyberware Malfunction DV10

Lure DV10

Slow DV10

Synapse Burnout DV10

Puppet DV12

Shard Ejection DV12

System Reset DV12

Breach

Breach one Self-ICE passwall the target has installed. You must Breach each passwall before you can apply any quickhacks. The DV to Breach each passwall is based on the number of passwalls (DV 6, 8, or 10).

Impair Movement

Target's MOVE is lowered by 1 for the next 60 seconds (20 Rounds). If reduced to 0 MOVE, they cannot take a Move Action.

Sonic Shock

Target suffers the Damaged Ear Critical Injury but not the Bonus Damage. The Effect lasts 60 seconds (20 Rounds).

Overheat

Target is now on fire. They take 4 points of damage directly to their HP at the end of their Turn until the fire is extinguished. This damage bypasses armor but does not ablate it. Extinguishing the fire requires an Action (ROF1) that can only be performed on the target’s Turn.

Short Circuit

The GM chooses three pieces of cyberware other than a Cyberarm, Cyberleg, Cybereye, Cyberaudio Suite, Neuroport, or a Neuroport Cyberdeck Expansion. Options attached to the listed cyberware, such as Mantis Blades or Low Light/Infrared/UV can be selected. The selected cyberware ceases to function for 60 seconds (20 Rounds).

Cyberware Malfunction

Select a piece of cyberware on the target other than a Neuroport or a Neuroport Cyberdeck Port to become inoperable for 60 seconds (20 Rounds). Cyberlimbs rendered inoperable act as if they have the Broken Arm or Broken Leg Critical Injury. Any options attached to the selected cyberware also cease to function. For example, if a Cyberarm becomes inoperable, so does its implanted Mantis Blade.

Lure

At the start of the target's next Turn, they are forced to undertake a Move Action controlled by you, as they feel compelled to investigate a phantom noise only they can hear. Lure only works if the target is unaware you have Jacked In. Unlike other Quickhacks, Lure doesn't alert the target that they’ve been hacked. You can't Lure someone off a cliff or into obvious physical danger, like into a spinning blade or a building on fire.

Slow

Target's MOVE is lowered by 1d6 for the next 60 seconds (20 Rounds). If reduced to 0 MOVE, they cannot take a Move Action.

Synapse Burnout

Deal 3d6 damage directly to the target’s HP. This damage bypasses armor and does not ablate it.

Puppet

You control the target's Action and Move Action during their next Turn. You can make them attack themselves with their gun, pull a pin on their grenade, or shoot their choomba. All Checks are made using the target’s STATs and Skills instead of your own.

Shard Ejection

Forcibly uninstall and eject one piece of a target's chipware (your choice if there are multiple installed) into an adjacent square. This will not work if the user has a shard slot cover (or even a piece of tape over the slot).

System Reset

Target falls Unconscious for 60 seconds (20 Rounds) or until they are woken by taking damage. In addition, they fall Prone.