Okay then, here's my submission. Something along the lines of Ocean's Eleven, or possibly more like Farscape's "Liars, Guns and Money". A team of specialists, each with their own specific part to play on the job. Feel free to rename the "Infiltration" and "Extraction" scenes to "Nothing can possibly go wrong" and "Everything has gone wrong" as appropriate to your own experience of the mission.
The general setup is that the Decker needs to take down system security before higher grade ICE can be activated, the Mage is looking to keep astral security occupied, and prevent anything nastier from being summoned, the Samurai wants to tackle the guards, before they can call for Lone Star backup, and the Face is there to take care of physical security systems and handle any staff on the premises.
Just finished a bunch of playtesting, and a last minute addition of the heals, since it was getting a bit too punishing in most games where the runners were unlucky enough not to get more than one Doc Wagon Contract or Covering Fire. The last 6 games with the heals included had more of a 50/50 success rate, but I may add an option to reduce their frequency for extra Karma if the game starts to get too easy for high-Karma runners. The decks I tried to build around a theme whilst still keeping them more or less balanced with each other. The Crossfire deck leans more towards things which would restrict the players' abilities to help each other, reflecting each of them focusing on a specific task, and has had anything which spawns extra obstacles removed, as this would disrupt the flow of this mission, especially as it does not use single regular Hard and Normal Obstacle decks.
Karma rewards I considered tweaking to add extra rewards if things did go south but the team successfully made it out, but it was difficult to work out a way to balance it against the fact it would incentivise strategic failure of the first phase in order to up the karma rewards of a more difficult second phase. Instead players wanting something along these lines can take the "Less Time Than We Thought!" challenge.
In and out. Everyone tackles a different aspect of the security, we get what we came for and extract before they even know to call in anything heavier. Simple job, just so long as everyone pulls off their part. Of course, one of you messes up? You mess it up for everyone.
Difficulty: Normal (No upgrades needed)
MISSION SET UP
Create the Crossfire deck by shuffling cards 2, 3, 4, 8, 11, 12, 14, 15, 19, 32, 33, 34, 39, 41, 42, 46, 47, 50.
Set aside the following 2 Hard obstacles according to role: Decker - 51, 59. Face – 48, 52. Mage – 44, 63. Samurai – 50, 57.
Create Normal Obstacle decks for each runner by shuffling the following according to role : Decker – 6, 10, 17, 21, 39. Face -7, 20, 33, 36, 40. Mage – 5, 9, 24, 28, 35. Samurai – 19, 22, 23, 32, 34.
PLAYING WITH FEWER THAN FOUR RUNNERS
If playing with a lower number of players, simply remove the normal and hard obstacles for each secondary role from the game (Unless if using the “Last Minute Substitution” bonus challenge, in which case remove the obstacle cards from that player's primary role instead)
The team need to nullify each of their respective fields of the security before the alert can be raised and security stepped up. The team will face two waves of obstacles getting in, and two waves of obstacles extracting from the run. Their performance during the infiltration phase will determine the difficulty of the extraction.
OBSTACLES AND CROSSFIRE
Flip obstacles as instructed by the mission progress track. In phase 1, flipped obstacles start facing the runner matching their role, though this can be affected by cards played by runners, or by abilities. In phase 2, the first flipped obstacle starts facing the runner of their matching role, and following obstacles are distributed clockwise.
MISSION PROGRESS & ENDING A SCENE
Play progresses according to the mission progress track. If all obstacles are defeated before a round ends, the current Crossfire card is placed on the bottom of the Crossfire deck and each player clockwise may buy one card from the black market. After this, play continues with the next runner's turn. Any heals due on the next round are applied now as the runners take a moment to recover, and obstacles for the next round are flipped immediately, but no new Crossfire card is drawn until the beginning of the first runner's next turn.
Once Scene one ends, with the end of round four, Scene two begins with the creation of the Hard Obstacle deck based on which runners' objectives were not met in Scene one.
SCENE ONE – INFILTRATION
You know your jobs. Get them done. We're on the clock. Synchronise on my mark...
Round 1 – Draw no Crossfire card. Flip one obstacle from each runner's deck, facing that runner.
Round 2 - Draw a Crossfire card.
Round 3 – All runners heal 1 HP. Draw a Crossfire card. Flip one obstacle from each runner's deck, facing that runner.
Round 4 - Draw a Crossfire card.
SCENE TWO – EXTRACTION
Time to pull out, we got what we came for. Everyone did their jobs right, this should be a piece of cake...
Round 5 – All runners heal 1 HP. Draw a Crossfire card. Shuffle all remaining Normal Obstacle decks into a single Normal Obstacle deck. Shuffle the Hard Obstacles matching each role who still has matching obstacles in play into a Hard Obstacle deck. Flip 4 new obstacles, beginning with Hard Obstacles, and continuing instead with Normal Obstacles if the hard deck is exhausted.
Round 6 – Draw a Crossfire card.
Round 7 - All Runners heal 1 HP. Draw a Crossfire card. Flip 4 new obstacles, beginning with Hard Obstacles, and continuing with Normal Obstacles if the hard deck is exhausted.
Subsequent Rounds – Continue to draw Crossfire cards at the beginning of each round until all remaining obstacles are cleared.
WINNING THE MISSION
The team succeeds if they successfully extract. The mission can also end in an Abort as per the normal Crossfire rules.
If the team succeeds in clearing the extraction, each runner gains 3 Karma.
If they Abort during the extraction, each runner gains 1 Karma. No Karma is gained for an aborted run during the first Scene.
The following optional bonus challenges are also available.
LAST MINUTE SUBSTITUTION! If there are less than 4 players, replace a player's Hard and Normal Obstacle decks with those corresponding to the role whose initial deck they are not using. +1 Karma.
THIS ISN'T HOW IT WAS SUPPOSED TO GO DOWN! Start the game with an unresolved Crossfire card in the discard. Flip the first Crossfire card at the beginning of round 1, not round 2. +2 Karma
LESS TIME THAN WE THOUGHT! When phase 2 begins, shuffle the hard obstacle deck for the last runner who cleared their obstacles in phase 1 into the hard obstacle deck. +1 Karma
Each runner receives the following penalties to Karma based upon their current total Karma.
Each additional +25 Additional -1