With @tiediedvortex review in mind, I'd like to throw in my two creds. Going off of the Vamp+Inside Job premise, I believe that Bribery could have a place in econ denial Criminal decks. The key to using this card correctly, I think, is to treat it as if it actually were an Inside Job and only ever spend 2 creds on it. This does two things: first, assuming the Corp doesn't take the bait, you are never paying more for Bribery than you would pay for the guaranteed effect of Inside Job. This is important because you aren't wasting your money on an effect you could get elsewhere for less creds. Second, if the Corp does decide to rez, you've forced them to lose 2 credits in addition to the rez cost of the ICE. 2 credits may not seem like much, but in a deck that is all about keeping the Corp poor (maybe Reina Roja: Freedom Fighter?) Those 2 creds could be the difference between clicking for creds and a Hedge Fund or rezzing a SanSan City Grid.

Now it's important to note than this is not a replacement for Inside Job. Bribery can function as one in select circumstances, but Inside Job can still get you past rezzed ice guaranteed. However, in an econ denial deck I believe it has potential (especially in Ken "Express" Tenma: Disappeared Clone, mitigating the tempo hit on yourself).

While I completely agree with jdharper's review of this card in relation to Adam: Compulsive Hacker and Apex: Invasive Predator, I feel there are more than a few serious drawbacks one needs to consider before including these in those decks.

First, e3 Feedback Implants costs 2 influence a piece. You will likely want multiple copies to see it early, so that's around 4-6 influence. Adam has no breakers in faction, and Apex has only one rather powerful breaker that (arguably) needs backup. Adam also has no money in faction outside of Multithreader, which as jd pointed out, can't be used for e3. Also no multiaccess for Apex, and Adam needs RnD multiaccess... My point is this: you are paying 4-6 influence on a card that you want early, but once you have it the rest are dead cards. That's a lot of influence and card slots for the functionality this card offers. Ask anyone who has been playing these new runners and you'll find that 25 influence, while it seems like a lot, in reality is a very precious resource.

Second, e3 still costs money and money is difficult for these new runners. Now, granted, they are going to be spending money on standard breakers anyway, but then this begs the question: why use e3 in the first place? Why not spend the extra influence and slots on efficient breakers and out of faction money cards? This is a difficult question for Adam in particular because he can only make use of e3 for one piece of ice per turn with his ability. Perhaps e3 can be used in conjunction with "2c to break" breakers like Sunny's, but is it really worth all the influence for such a small added utility?

Third, it is hardware and can't easily be tutored. So if you are building heavily around this card there isn't a real effective way around multiple copies, which as a mentioned earlier, ends with you have dead cards in your deck once it's installed.

I think e3 can be really strong. Adam being able to get through any ice in the game for a couple clicks and creds is particularly powerful. But it all comes at a cost, and influence is as tight as ever. In any case, I think it is a good card that requires careful consideration before inclusion.

I forgot Sunnys breakers can break any number of subs. So e3 does nothing there. my bad —
Apex doesn't mind dead draw so much, just more facedown fodder. It does, however, find influence very tight, as you mentioned. —

Obviously, this card is very important for Adam: Compulsive Hacker, lending him a great deal of early HQ aggression and in faction, turn one multi access. But there is something that really bugs me about it's design: influence cost.

There already exists an HQ multi access card: HQ Interface. It only costs two influence and has no drawbacks. Now, a runner might be inclined to use NAT and deal with the drawbacks of the card if the influence were lower than HQI. But that's not the case. I can't think of any reason why a objectively less powerful card in any other faction would cost more influence to import except for flavor. I'm assuming that was the design choice here: having Bioroid technology and programming in your human brain isn't something you can just peddle off the streets. You need some connections for that, so it costs more influence. Also, it makes it consistent with the influence cost of the other two directives. So unfortunately, what could have been an interesting choice to make in deckbuilding becomes a card you only want in one place. Ever.

Clearly, these mini faction cards are best suited to the Runner's they belong to, but there are a handful of new Runner cards that are great additions to other factions. Unfortunately, Neutralize All Threats is one of those situations where the flavor and the mechanics of a card clash.

I would assume part of the balancing for this card is the zero install cost making it a cheaper alternative to the likes of HQ interface. Though I agree that the influence in order to include it in out of faction decks is rather high. —
HQI costs 4, while NAT costs 0 to install. HQI will also not survive rotation, and NAT will. —
The real advantage of Neutralize All Threats is that Adam has it installed before the game even starts. —
I feel making an argument for this card's influence is pointless due to what you mention - flavor. It should have been 4 or 5 if you ask me, if only to make it more exclusive to Adam. Same with Heartbeat and Security Nexus. Having a few 4-5 influence cards for each D&D runner would have enhanced thier unique presence. —
I suppose I didn't think about the install cost. But, NAT is also Unique so you can't stack the effects. I think the point that the influence is rather high still stands. Thanks for the comments. —
There is one other thing about NAT that needs to be considered... it works with HQI. If you have out this and HQI, you get to see all 5 cards. —
I'd just like to point out that this card is absolutely tits when used with Whizzard - as forced trashing does him about nothing. —
Yeah, and the install cost difference is huge for Whizzard. He can plonk this down turn 1 and suddenly have a credible threat against HQ for little to no cost. —

Agreed. Pair this with whizzard and a scrubber, and you have a serious destructo-rig going for the measley cost of 2 credits and 2 clicks. The additional HQ accesses from NAT are not just to increase chances of hitting an agenda in HQ, but also to give Whizzard access to more trash fodder, makin g sure that you're sabotaging the corps assets and upgrades at an alarming rate. Five recurring credits and two HQ acesses per run are going to start seriously grinding through the corps HQ, limiting options, trashing the cards they were planning for next turn and creating disruption in their planning and strategy. Pure anarchy at its finest.

Due to the asymmetrical nature of Netrunner, there is more to consider when comparing similar Corp and Runner cards than simply face value. For instance, Kati Jones and Shell Corporation are functionally similar. However, Shell Corp can be trashed much easier than Kati. Also, since the Corp only has 3 clicks to spend per turn, it is significantly less efficient for the Corp than Kati is for Runner. But Shell Corp can also be bluffed as an agenda, protected by Snare!. These small, indirect interactions make comparing the two cards at face value very difficult.

The same is true for Employee Strike and Cerebral Static. Functionally they are the same, but because of the nature of Corp play, Employee Strike is much more potent than Cerebral Static. For one, it is much more difficult for the Corp to score agendas than the runner. The Corp needs scoring windows, and their ID ability is likely necessary at least in some small way to help create it. However, besides Employee Strike, which costs influence for every faction, runners are much less likely to run currents than Corps. So it is more likely that the Corp will have currents in their deck to turn Employee Strike off than the runner will have to turn off Cerebral Static.

It remains to be seen if Employee Strike will be a meta shifting card. On the one hand, some very popular Corp ID's, such as Replicating Perfection and NEH, suffer pretty heavily from this card. On the other hand, it is a deck slot and an influence per copy, and spending influence on cards that don't directly help you score points can be risky. But if one particular Corp ID tends to give your deck hell, it may be worth consideration as a one of in your deck.

So basically, don't play this card against MedTech. Even if you were to cause a tie, you would have been better off not playing it, because, you know...you'd win. Of course, if the Corp has played a current you need to get rid of, I guess it makes sense. But just don't do it. —

Unless there is a ruling otherwise, it would seem that this card can combo with TL;DR. So you can drop Awakening Center in a server behind a single TL;DR, host any scary Bioroid ice, say an Ichi 2.0 or Enforcer 1.0, install an agenda (or Snare!), and then say come get me. It's a little click intensive but for just a handful of credits you've potentially got a pretty scary server.

Enforcer still forces you to forfeit an agenda if used this way. Pretty much any other bioroid is a better choice. —
Oh man, that's brillant. —
@FarCry Domestic Sleepers? But yeah, Enforcer would be a weird choice. If the runner runs last click though... —