Key Stats

StatDescription
SlotsTotal programs and hardware modules the deck can run simultaneously. Slots are shared between software (quickhacks, passive programs) and hardware (physical upgrades, co-processors, signal boosters). Each quickhack occupies one slot regardless of tier — all unlocked tiers are available once loaded. You cannot use a quickhack that isn't loaded.
Base RAMYour total RAM pool. Quickhacks cost RAM when activated. If you can't afford the cost, you can't use the hack.
RAM RecoveryRAM recovered at the start of each of your turns during combat, or fully between encounters.
NET ActionsAll decks grant up to 3 NET Actions per round (traded from your 1 standard Action). This does not vary by deck tier.

Swapping Loadouts

Programs can be swapped out between encounters with 10 minutes of access to your deck. Swapping during combat or in the field requires a DV 14 Interface + Electronics/Security Tech check and takes your full Action for the round. Failure means the deck resets entirely — all currently loaded programs are wiped.

Tiers

Basic

The starter deck. Off-the-shelf hardware, consumer grade. Widely available, easily modified, and frequently cracked. Most runners start here.

Slots3
Base RAM6
RAM Recovery2 / turn
Cost500eb
AvailabilityCommon — any Netrunner supply shop or back-alley vendor

Balance: Three slots sounds generous until hardware competes for them. A new runner will typically load two or three quickhacks with little room for extras. Six RAM covers two or three activations — forces meaningful choices about when to act and what to prioritize.

Standard

The working runner's deck. Reliable, mid-range hardware used by freelance Netrunners and corporate security contractors alike. The baseline for a professional.

Slots5
Base RAM10
RAM Recovery3 / turn
Cost2,000eb
AvailabilityUncommon — specialty tech shops, licensed vendors
FeaturePassive Slot: One of the five slots can hold a passive program that runs continuously without RAM cost (GM discretion on what qualifies).

Balance: Five slots cover a solid quickhack selection with a couple left for hardware, but not both. Ten RAM means four to five activations — enough to contribute meaningfully across most encounters without feeling unlimited.

Hardened

Corporate-grade hardware. Shielded internals, optimized RAM cycling, and architecture designed to survive hostile ICE encounters. Not cheap, not subtle.

Slots7
Base RAM14
RAM Recovery4 / turn
Cost8,000eb
AvailabilityRare — corporate vendors (with credentials), black market
FeatureRAM Surge: Once per encounter, as a free action, you may accept +2 Heat to instantly recover 4 RAM. Represents pushing the deck past safe thermal limits.

Balance: Seven slots let a runner carry a broad quickhack selection and still have room for meaningful hardware. The RAM Surge feature rewards risk-taking but escalates detection — fits the Heat system well.

Black Site

Military and black-ops hardware. Illegal to own without authorization. Encrypted at the hardware level. If you have one, someone important either sold it to you or you took it from them.

Slots9
Base RAM20
RAM Recovery6 / turn
Cost25,000eb+
AvailabilityVery Rare — black market, military caches, high-stakes rewards
FeatureHardened Trace: The first time per encounter that your Heat would reach Traced (7+), the deck suppresses it. Heat still increases, but the Trace Countdown doesn't begin until the second time you cross that threshold.

Balance: Nine slots and 20 RAM make this deck oppressively capable. The Hardened Trace feature doesn't reduce Heat — it buys one more beat before the walls close in.

Legendary

One-of-a-kind artifacts. Prototypes that never reached production. Jury-rigged masterworks built by runners who spent a career learning what hardware should actually do. No two are the same.

Slots12
Base RAM28
RAM Recovery8 / turn
CostPriceless / not for sale
AvailabilityUnique — found, built, or stolen, never bought
FeatureCustom — work with your GM. Examples: full RAM restore on a critical success, a 13th ghost slot invisible to enemy scans, a built-in AI co-processor that can spend 1 RAM per round autonomously.

Balance: Legendary decks are campaign rewards, not starting gear. At this level, the Netrunner should feel genuinely elite. The custom feature is deliberately vague because the right feature depends on the character, the campaign, and what the table finds interesting.

Quick Comparison

TierSlotsBase RAMRecoveryFeature
Basic362/turn
Standard5103/turnPassive Slot
Hardened7144/turnRAM Surge (+2 Heat → 4 RAM)
Black Site9206/turnHardened Trace (delays Countdown once)
Legendary12288/turnCustom

Running Out of RAM

When your RAM hits 0, you cannot activate quickhacks until you recover some. You can still use NET Actions for non-RAM actions (jacking into cameras, attempting Hardline connections, etc.). This is intentional — a depleted runner is vulnerable, not useless.