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Crossfire Mission Contest Submissions

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dark_father:
Matrix Run
THE JOB
Your team almost made it out, but now you'll need to protect the Decker in the meatspace while he does his thing.
Difficulty: Medium (20 karma in upgrades recommended)   
Players: 3-4
MISSION SET UP
Separate Tech and other obstacles from each deck. Shuffle one non-Tech obstacle in each deck for each two Tech obstacles. The Decker is the starting runner.
MISSION GOAL
The Decker needs to hack a terminal. During his turn, he can discard a Tech card to get a hacking token. Each sends ends when the Decker has enough hacking tokens and no obstacles are in play.
OBSTACLES AND CROSSFIRE
At the start of each Scene, flip up obstacles following normal Crossfire rules.  If at the start of a round there are no obstacles in play but the Decker hasn't obtained enough Hacking tokens, flip one Obstacle from the Hard obstacle deck and place it in front of the Decker.
HACKING THE TERMINAL
During his turn, the Decker can discard one Tech card from his hand to take one token. During Scene 1, the terminal requires 3 tokens to be hacked. Each following scene requires one additional token. All tokens are discarded at the end of each scene. If the Decker becomes staggered, discard all hacking tokens.
WINNING THE MISSION
If the team survives the third scene, every runner wins.
If a runner goes critical, the mission ends in a loss.
KARMA AWARDS
If the team wins, each runner gets 5 Karma.
If the team aborts, each runner gets 1 Karma.
HEAVY ENCRYPTION Each scene requires one additional Hacking token: +1 Karma (In the same game, the team can choose this option up to once for each runner.)
HOSTILE INFRASTRUCTURE Tech obstacles deal one more damage against the Decker +3 Karma
KARMA SCALING
Each runner gains the following Karma award or penalty based on how much Karma they have.
KARMA IN UPGRADES      AWARD/PENALTY
0–30         Full Karma Award
30-50         -1 Karma Penalty
Each additional + 25   -1 Karma

Jamelfr:
Mr. Johnson’s friendsThe Job
Your team has barely survived an aborted run yesterday. Everything went wrong: the intel given by Mr. Johnson was completely misleading, a small army of mercs almost destroyed you and Lone Star patrols chased you for hours. You would usually disappear from the grid for a few weeks, but you have the feeling that the whole affair was an attempt to assassinate your team. You decide to confront Mr. Johnson right now, at his favorite meeting place.

[Texts to read when beginning a Scene]

* Scene 1 –Nightclub Fun : The nightclub is buzzing with loud music and an even louder crowd tonight. Mr. Johnson is drinking a cocktail in his usual booth. You are approaching him, but your commlinks and cyber-implants suddenly begin to act strangely and you pause some seconds to correct the situation. Mr. Johnson leaves promptly his booth as some of his "friends" are walking towards you.
* Scene 2 – Unfinished Business : Trying to catch up with Mr. Johnson, you are running through the small and dirty streets and alleys of the neighborhood. You see him entering an abandoned store and you rush forward. However, more of his goons exit the store to confront you. You recognize some of them as the same people who attacked you during your aborted run.
* Scene 3 – Just a Job : Mr. Johnson and his associates shoot at you as soon as you enter the store. You duck for cover as you catch a glimpse of a Lone Star Uniform. A corrupt cop. No wonder why the patrols were so active yesterday : « You were the field test for our new security team, Mr. Johnson says. You were not supposed to come back! Anyway, I will finish the job myself.»
Difficulty : Advanced (at least 30 points per runner in upgrades recommended)
Players : 2-4

Mission set up
At the beginning of the game (before drawing any cards), each runner may buy 1 card from the Black Market deck with a discount of 1 Nuyen and add it to their deck.
Each scene will use specific decks that will contain Johnson’s goons. All cards not included in those special decks will constitute the usual Normal and Hard obstacles decks.
Prepare those Mr. Johnson decks by shuffling together the following obstacle cards.

Scene 1 Johnson decks :
* Normal obstacles : Sudden Fade (card #06), Trip Beams (#10), Light Combat Drone (#15), Aerial Combat Drone (#17), Combat Decker (#30)
* Hard obstacles : Drone Rigger (#47), IC (#51), Indentured Otaku (#56), Military Spec IC (#59), Guy in the Van (#64) Scene 2 Johnson decks A
* Normal obstacles : Wage Mage (#12), Spirit of Air (#24), Bonelaced Adept (#28), Spell Sniper (#29), Astral Scout (#35).
* Hard obstacles : Lightning Mage (#41), Spirit of fire (#44), Corporate Shaman (#68), Combat Shaman (#75), Mercenary Technomancer (#76). Scene 2 Johnson decks B
* Normal obstacles : Corporate Adept (#02), Freelance Assassin (#23), Jaguar Shifter (#26), Troll Enforcer (#32), Security Goons (#34).
* Hard obstacles : Security Chief (#48), Drake Enforcer (#49), Border War Vet (#54), Unusual Suspects (#66), Weapons Specialist (#67). Scene 3 – Johnson decks
* Normal obstacles: Ork Fixer (#03), Buzzback (#18).
* Hard obstacles: Lone Star Lieutenant (#57), Saeder-Krupp Observer (#70).
Mission goal
Your team must confront and defeat Mr. Johnson, who betrayed you during the last run. Each Scene ends when you have defeated all obstacles facing runners. Once the third Scene ends, the team wins the mission!
 
Scenes and Crossfire
At the start of each Scene, flip up obstacles as indicated in the list below.
Please note: When flipping obstacles from the Johnson decks, first flip obstacles from the Johnson Hard Obstacle deck equal to Crossfire level. Then if you still need more obstacles, flip obstacles from the Johnson Normal Obstacle deck for the remainder.
Unless indicated otherwise, place the first flipped obstacle facing the runner whose role color matches the obstacle’s color. Distribute the rest clockwise. The first round of the game begins with the starting runner.

* Scene 1 – Nightclub Fun
Flip obstacles equal to number of runners from the Johnson decks. Then, flip 1 obstacle from the usual Normal Obstacle deck
* Scene 2 – Unfinished Business
Reveal and discard the top card of the Black Market deck. If the revealed card is a hacking (green) or spell (blue) card, use Johnson decks A. If the revealed card is a weapon (black) or skill (red) card, use Johnson decks B.
Flip obstacles equal to number of runners from the appropriate Johnson decks. Then, flip 2 obstacles from the usual Normal Obstacle deck.

* Scene 3 – Just a Job
Place Ork Fixer and Buzzback in front of the Face runner. Distribute Lone Star Lieutenant and Saeder-Krupp Observer clockwise. Then, flip obstacles from the usual Hard obstacle deck equal to number of runners -1.Cards effects and obstacles decks
When a card effect requires to reveal cards from obstacles decks, the usual Normal and Hard Obstacles decks are used to resolve those effects.

Ending a scene
At the end of a turn, if there are no obstacles in play, each runner heals 1 HP and the starting runner removes the Crossfire event from play (it goes to the bottom of the Crossfire deck instead of the discard). Then, starting with the runner to the left of the runner who defeated the last obstacle, each runner, in order, can buy one card from the Black Market. This Scene ends after the last runner buys a card or passes. Play continues in the next Scene with the runner who had the first choice to buy a card.

Winning the mission
After the third Scene, the team wins the mission!

Playing with Fewer than Four Runners
If there are only three runners, do not flip a Crossfire card at the start of the first round of the game. If there are only two runners, do not flip a Crossfire card at the start of the first and second rounds of the game.

Karma Awards
If the team wins, each runner gets 3 Karma. If the team aborts, and has a successful abort run round, each runner gets 1 Karma. The team can also choose the following bonus challenge options:

* Mr. Johnson infinite funds : At Scenes 1 and 2, flip up one additional obstacle from the usual Normal Obstacle deck. At Scene 3, flip up one additional obstacle from the usual Hard Obstacle deck : +1 Karma for each runner.
* Lone Star is watching you : Start the game with one card in the Crossfire discard. At the Scene 3, Lone Star Lieutenant’s first level of damage is 7 [Colorless] (instead of 3 [Colorless]) and he cannot be prevented from attacking : +2 Karma for each runner (In the same game, the team can add one card in the Crossfire discard up to once for each runner; each additional card gives +2 Karma for each runner). Karma Scaling
Each runner gains the following Karma award or penalty based on how much Karma they have.

* 0-40 Karma = full Karma award
* 40-75 Karma = - 1 Karma penalty
* Each additional +25 = additional -1 karma penalty

Jamelfr:
Gangs AttackThe Job
SINless squatters (mostly poor workers and families) have hired your team to protect their homes against street gangs wanting to evict them. They live in an old, barely functional building, but home is home and they won't give it up. The squatters can defend themselves most of the time, but they feel they’ll need some help pretty soon. They can't pay you much but contracts are rare lately, so you've accepted the job.
After some legwork, you learn that a local gang plans to attack the building tonight. And there is no doubt that rival gangs (or worse) will try to wreak havoc and take advantage of the chaos. With some chances, they will be busy attacking each other and you might survive.

Difficulty : Advanced (at least 20 points per runner in upgrades recommended)
Players : 2-4

Mission set up
Create the Normal Obstacle deck by removing the following obstacle card numbers: 02, 07, 10, 12, 13, 22, 25, 33, 34, 37. Then, remove and set aside (for later use in the mission) the cards Ancients Ganger (08), Ancients Sentry (20), Gang Leader (31). Shuffle the remainder of the deck.
Create the Hard Obstacle deck by removing the following obstacle card numbers: 42, 43, 48, 49, 50, 53, 57, 59, 60, 61, 62, 65, 68, 70, 78, 79. Shuffle the remainder of the deck.,

Mission goal
Your team must defend the squatters’ building currently under attack from gangers and worse foes. Lone Star will never come and the Corps have no use for the SINless, so you’re the only hope of your clients. Defeat quickly your opponents and you will be able to salvage more resources, but the gang leader will be enraged. Each Scene ends when you have defeated all obstacles facing runners. Once the third Scene ends, the team wins the mission!
 
Obstacles and Crossfire
At the start of each Scene, flip up obstacles as indicated below. When flipping obstacles, first flip obstacles from the Hard Obstacle deck equal to the Crossfire level. Then if you still need more obstacles, flip obstacles from the Normal Obstacle deck for the remainder. Place the first flipped obstacle facing the runner whose role color matches the obstacle’s color. Distribute the rest clockwise.
At Scenes 1 and 2, you will get a reward if you complete bonus objectives. At Scene 3, a sniper will continuously shoot at you. Also, the gang leader will do a surprise attack if you got too many rewards in the previous scenes.

* Scene 1 – Take down their first line!

* Obstacles: Flip obstacles equal to number of runners -1. Then, flip Ancients Ganger and place it facing the runner following the last obstacle in the normal clockwise rotation. Then, flip Ancients Sentry and place it facing the runner following Ancients Ganger clockwise.
* Bonus objective: If all obstacles are defeated in [number of runners +2] turns or less, you inspire courage among the squatters and even more foes are taken down: each runner gains immediately 1 Nuyen when the last obstacle is defeated.
* Scene 2 – Protect the building!

* Obstacles: Flip obstacles equal to number of runners +2.
* Bonus objective: If all obstacles are defeated in [number of runners +3] turns or less, the building is still standing and you can safely gather your remaining resources: each runner gains immediately 2 Nuyens when the last obstacle is defeated.
* Scene 3 – It ends now!

* Obstacles: Flip obstacles equal to number of runners +2. Then, flip Gang Leader and place it facing the runner following the last obstacle in the normal clockwise rotation.
* Gang Leader Flipped effects: Resolve the usual “Flipped” effect of its card. Then, if your team completed both bonus objectives from Scenes 1 and 2, the gang leader goes berserk and showers your team with bullets: reveal and discard a numbers of cards from the top of the Black Market deck equal to the number of runners. For each card revealed, the runner whose role color matches the card’s color loses 1HP. 1 of those damages can be prevented if, between them, the team discards cards equal to a total value of at least 4 Nuyens (at least 3 Nuyens if it’s a two-runners team). This can be done as many times as wished (thus, a four-runners team discarding cards for a total of 13 Nuyens would prevent 3 damages).
* Sniper: A hidden sniper attacks your team continuously and you cannot stop it until you clear the field. At the beginning of every round during Scene 3 (after the Crossfire card is flipped), reveal and discard 1 card from the top of the Black Market: the runner whose role color matches the card’s color loses 1HP. This damage can be prevented if, between them, the team discards cards equal to a total value of 4 Nuyens or more (3 Nuyens or more if it’s a two-runners team). The sniper attacks cannot be prevented in any way; they only stop when Scene 3 ends. You can put a generic marker on the top of the Crossfire deck to remind you to resolve the Sniper attack.
Ending a scene
At the end of a turn, if there are no obstacles in play, each runner heals 1 HP and the starting runner removes the Crossfire event from play (it goes to the bottom of the Crossfire deck instead of the discard). Then, starting with the runner to the left of the runner who defeated the last obstacle, each runner, in order, can buy one card from the Black Market. This Scene ends after the last runner buys a card or passes. Play continues in the next Scene with the runner who had the first choice to buy a card.

Winning the mission
After the third Scene, the team wins the mission!

Playing with Fewer than Four Runners
If there are only three runners, do not flip a Crossfire card at the start of the first round of the game. If there are only two runners, do not flip a Crossfire card at the start of the first and second rounds of the game.

Karma Awards
If the team wins, each runner gets 3 Karma. If the team aborts, and has a successful abort run round, each runner gets 1 Karma. The team can also choose the following bonus challenge options:

* Where do they come from?: Flip up one additional obstacle at the start of each Scene: +1 Karma (Ancients Ganger, Ancients Sentry and Gang Leader are still the final obstacles placed in their respective Scene.)
* Spies among the squatters: Start the game with one card in the Crossfire discard: +2 Karma for each runner (In the same game, the team can choose this option up to once for each runner.) Karma Scaling
Each runner gains the following Karma award or penalty based on how much Karma they have.

* 0-40 Karma = full Karma award
* 40-75 Karma = - 1 Karma penalty
* Each additional +25 = additional -1 karma penalty

Jamelfr:
Note: Montgomery references are a really small tribute to one of my favorite character (created by Nigel Findley) in the Shadowrun universe. Learn more here:  http://shadowrun.wikia.com/wiki/Dirk_Montgomery.
 
Bugs HiveThe Job
Bug spirits. Insects. Some people want to destroy them. Some people want to capture them and harvest their powers. Everyone hates bugs.

Your client is a friend of a retired private investigator (a man named Montgomery or something like that). She wants you to infiltrate a hive under the city and defeat all the bug spirits there: this is a personal cause for her and her friend. She warns you that insects’ followers will defend the place and that Corps have hired teams to capture the spirits: the hive will be a war zone.

Your client shows you some guns you can buy, at a discount. “Insect spirits are hard to defeat, she says while shuddering. You’ll need special ammos that will shatter their link to our world. Those guns have them. Complete your contract and I might have more runs for you…”

Difficulty: Advanced (at least 30 points per runner in upgrades recommended)
Players: 2-4

Mission set up
At the beginning of the game (before drawing any cards), each runner may buy a Remington Roomsweeper card for a cost of [1 Nuyen + 1 Basic card] and add it to his/her deck. A runner may buy as many Remington Roomsweeper cards as wished.

Create the Normal Obstacle deck by removing the following obstacle card numbers: 03, 04, 07, 08, 13, 17, 19, 20, 21, 22, 24, 26, 31, 36, 40. Then, shuffle the remainder of the deck.

Create the Hard Obstacle deck by removing the following obstacle card numbers: 43, 50, 52, 53, 56, 57, 59, 64, 72, 73, 78, 80. Then, remove and set aside (for later use in the mission) the card Bug Spirit (63). Shuffle the remainder of the deck.

Mission goal
Your team must infiltrate the insect spirits hive and eradicate those abominations. Each Scene ends when you have defeated all obstacles facing runners. Once the third Scene ends, the team wins the mission!
 
Obstacles and Crossfire
At the start of each Scene, flip up obstacles as indicated below. When flipping obstacles, first flip obstacles from the Hard Obstacle deck equal to the Crossfire level. Then if you still need more obstacles, flip obstacles from the Normal Obstacle deck for the remainder. Place the first flipped obstacle facing the runner whose role color matches the obstacle’s color. Distribute the rest clockwise.

Bug Spirit Endurance: Due to their particular nature, the Bug Spirits are hard to defeat with normal means. For this mission, your team will have to use the special ammos and guns sold by your client. When a runner clears the last level on a Bug Spirit, it is not defeated unless damage from a Remington Roomsweeper card was applied this turn on the Bug Spirit; if damage from a Remington Roomsweeper card was not applied this particular turn on the Bug Spirit, it heals all its levels.

* Scene 1 – The Followers Quarters

* Obstacles: Flip obstacles equal to number of runners -1. Then, flip Bug Spirit and place it facing the runner following the last obstacle in the normal clockwise rotation (please don't forget to trigger its "Flipped" ability).
* Scene 2 – The Altar

* Obstacles: Flip obstacles equal to number of runners. Then, flip Bug Spirit and place it facing the runner following the last obstacle in the normal clockwise rotation (please don't forget to trigger its "Flipped" ability).
* Scene 3 – Betrayal

* Context: The Hive is smaller than you thought and you complete your mission. Exhausted, your team comes back to the client. She smiles at you warmly, but the air around her makes you sick. “Thank you so much, she says. That hive was so weak and embarrassing: it had to be destroyed to appease the Queen. Don’t worry, the Queen is not here, but I will bring your bodies to her. I was not able to get Montgomery, but the Queen will be pleased with you…”. An insect spirit approaches while your client is unveiling her lies. You also hear some noises behind you, as if enemies from the Hive have followed you here... If you survive this, you’ll need to do some research about that Montgomery guy.
* Obstacles: Search the Normal Obstacle deck and its discard pile to find and set aside Elf Shaman (14). Shuffle the Normal Obstacle deck (without the discard pile). Flip obstacles equal to number of runners -1. Then, flip Elf Shaman and place it facing the runner following the last obstacle in the normal clockwise rotation. Then, flip Bug Spirit and place it facing the runner following Elf Shaman clockwise (please don't forget to trigger Bug Spirit's "Flipped" ability).
Ending a scene
At the end of a turn, if there are no obstacles in play, each runner heals 1 HP and the starting runner removes the Crossfire event from play (it goes to the bottom of the Crossfire deck instead of the discard). Then, starting with the runner to the left of the runner who defeated the last obstacle, each runner, in order, can buy one card from the Black Market. This Scene ends after the last runner buys a card or passes. Play continues in the next Scene with the runner who had the first choice to buy a card.

Winning the mission
After the third Scene, the team wins the mission!

Playing with Fewer than Four Runners
If there are only three runners, do not flip a Crossfire card at the start of the first round of the game. If there are only two runners, do not flip a Crossfire card at the start of the first and second rounds of the game.

Karma Awards
If the team wins, each runner gets 3 Karma. If the team aborts, and has a successful abort run round, each runner gets 1 Karma. The team can also choose the following bonus challenge options:

* More Mercs Than Expected: Flip up one additional obstacle at the start of each Scene: +1 Karma (Bug Spirit and Elf Shaman are still the final obstacles placed in their respective Scene.)
* Security System Still Active: Start the game with one card in the Crossfire discard: +2 Karma for each runner  (In the same game, the team can choose this option up to once for each runner.) Karma Scaling
Each runner gains the following Karma award or penalty based on how much Karma they have.

* 0-50 Karma = full Karma award
* 50-75 Karma = - 1 Karma penalty
* Each additional +25 = additional -1 karma penalty

CHINCB:
The Heist

The complete mission is given below but can also be downloaded at: https://www.dropbox.com/s/nsphn8iyhvaoxlu/The%20Heist%20-%20Rev%204.pdf?dl=0

Overview

Difficulty
Hard (20+ in karma upgrades needed)
2-4 Runners, The decker must be a main role

This campaign will take the runners through 3 grueling missions in order to complete a cash in transit heist. Mission 1 and 2 are preliminary missions that will help with the preparations in order to successfully rob the armored truck. In mission 3 the runners will go all out in order to steal the nuyen the truck is transferring to the bank.

Please note that this campaign consists of 3 separate missions, these missions may be played all in one marathon sitting or spread out over 3 game sessions. This campaign is meant to be finished before playing any other missions.
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Playing with less than 4 runners
•   When playing with only three runners, do not flip a Crossfire card at the start of the first round of each mission. If there are only two runners, do not flip a Crossfire card at the start of the first and second rounds of each mission.
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Campaign rules
•   After each mission runners enter the regroup phase.
•   For rules during the regroup phase see the regroup phase section.
•   At the start of mission 1 runners receive nuyen and starting cards as normal.
•   At the start of mission 2 and 3 each runners deck is shuffled and a new starting hand is drawn. The size of this starting hand is equal to number of cards held by the runner at the end of the previous mission.
•   If a mission is being retried your deck is shuffled and a new standard starting hand is drawn. This is the penalty for failing a mission.
•   Runners do not receive additional nuyen at the start of mission 2 and 3 but all unspent nuyen gained up to this point is kept by the runner.
•   Mission 1 may be retried until a win outcome is achieved.
•   Mission 2 may be retried until either a win or abort outcome is achieved.
•   Mission 3 may be retried until either a win or abort outcome is achieved.
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Regroup phase
•   Runners heal back up to full health.
•   Reset the crossfire level to 0. Place aside all cards currently in the crossfire discard pile. If the crossfire deck is empty any cards placed aside are shuffled together to form the new crossfire deck
•   Runners may keep up to (5 - runner health lost at the end of the previous mission) cards bought from the black market (non basic cards).
•   Any cards not kept are discarded to the black market discard pile.
•   Runners may buy cards from the black market, starting with the runner to the left of the last runner to deal damage in the previous mission. Do not refill the black market when cards are bought.
•   Any cards not bought during the regroup phase from part of the black market for the next mission.
•   Do not shuffle back the black market discard pile into the black market deck. The black market discard pile is reshuffled back only when the deck is empty
•   Each runner may exchange up to 2 cards with any of the other runners.
•   Runners may change the role distribution once during the campaign. The role redistribution has no effect on the starting cards (no base cards get exchanged).
Karma awarded

•   If runners complete mission 3 (either win or abort) see the below table for the karma awarded, karma is awarded based on performance across all 3 missions.

Mission       Abort   Win
Mission 1   0     2
Mission 2   1   3
Mission 3   1   4

Example
•   Runners complete the campaign after winning mission 1, aborting mission 2 and winning mission 3, the runners would receive 7 karma for this campaign (2 karma from mission 1, 1 karma from mission 2 and 4 karma from mission 3)
•   Runners complete the campaign after winning mission 1, winning mission 2 and aborting mission 3, the runners would receive 6 karma for this campaign (2 karma from mission 1, 3 karma from mission 2 and 1 karma from mission 3)

Karma scaling

High value target
Whenever flipping over obstacles flip over one additional obstacle.
+3 Karma

The time is now
Add 2 additional cards to the initial crossfire discard pile at the start of each mission.
+3 Karma
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Karma penalty

Karma in upgrades   Karma penalty
20 - 50                           0
50 - 70                           -1 per mission
70 - 80                           -2 per mission
80+                                   -1 additional karma per mission for each additional 10 karma in upgrades


Mission 1 - All you need is the plan, the road map, and the guts to press on

"The loan repayment by a AAA corporation will be delivered to Z-OG Bank in three day's time, before we can hope to steal that nuyen we need to know what route the armored truck will take." - Mr. Johnson

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Deck Setup


Remove all cards except 1, 2, 8, 9, 13, 16, 19, 20, 24, 26, 28, 29, 31, 32 and 34 from the normal obstacle deck.

Remove all cards except 41, 42, 43, 46, 49, 53, 55, 57, 60, 62, 66, 68, 73, 74, 75, 79 and 80 from the hard obstacle deck.

Remove all cost 9 cards from the black market deck.
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Mission Layout
At the start of each scene, flip up obstacles as indicated in the chart below. When flipping obstacles, first flip obstacles from the Hard Obstacle deck equal to the Crossfire level. Then if you still need more obstacles, flip obstacles from the Normal Obstacle deck for the remainder. Place the first obstacle so that it matches the role color of the selected runner then continue clockwise.

Scene                     Number of obstacles
1 - Breach            Number of runners + 1
2 - Hack                    Number of runners + Mainframe obstacle (All obstacles start facing the decker)
3 - Extract            Number of runners + 2
           
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Ending a scene


At the end of a turn, if there are no obstacles in play, each runner heals 1 HP and the starting runner removes the Crossfire event from play (it goes to the bottom of the Crossfire deck instead of the discard). Then, starting with the runner to the left of the runner who defeated the last obstacle, each runner, in order, can buy one card from the Black Market. This Scene ends after the last runner buys a card or passes. Play restarts with the runner to the left of the Decker. After the third Scene, the team wins the mission!


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Special Rules
•   The street samurai may buy a whip before this mission starts. This is considered to be a basic card for regroup phase purposes.
•   During any scene, before taking a turn, a runner may move one obstacle of the current runners color currently facing the decker to face the current runner instead.
•   If any runner goes critical during scene 1 or 2 the game is immediately lost.
•   During scene 2, select the appropriate damage track on the mainframe according to the number of runners in the game.
•   During scene 2, while the mainframe obstacle is still active, the decker may only do damage to the mainframe, the other runners may assist the decker if possible.
•   During scene 2, if a non-decker runner is staggered all obstacles facing that runner moves to face the decker.
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Winning the mission
•   If all obstacles have been cleared AND the decker is still alive the team wins.
•   Do not heal 1 HP at the end of scene 3.
•   Runners may not buy any cards from the black market once the last obstacle has been killed. Go directly to the regroup phase.
•   No abort is possible in this mission.
•   Karma for this mission will only be awarded on successful completion of the campaign.
•   Winning this mission is a prerequisite for "Shadowrun becomes more fun when I get a bigger gun"

Mission 2 - Shadowrun becomes more fun when I get a bigger gun
"If we have any hope of getting into that armored truck we are going to need some serious fire power. I know just the place." - Mr. Johnson

Winning "All you need is the plan, the road map, and the guts to press on" is a prerequisite for this mission.
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Deck Setup

All cards not used during mission 1 are used to form the normal and hard obstacle decks.

Remove cost 9 cards  from the black market deck and place them face up next to the black market. This will be the loot pile.
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Mission Layout
At the start of each scene, flip up obstacles as indicated in the chart below. When flipping obstacles, first flip obstacles from the Hard Obstacle deck equal to the Crossfire level. Then if you still need more obstacles, flip obstacles from the Normal Obstacle deck for the remainder. Place the first obstacle so that it matches the role color of the selected runner then continue clockwise.

Scene            Number of obstacles
1 - Smash   Number of runners + 1
2 - Grab           Number of runners + 2
3 - Go           Number of runners + 3
           
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Ending a scene


At the end of a turn, if there are no obstacles in play, each runner heals 1 HP and the starting runner removes the Crossfire event from play (it goes to the bottom of the Crossfire deck instead of the discard). Then, starting with the runner to the left of the runner who defeated the last obstacle, each runner, in order, can buy one card from the Black Market. This Scene ends after the last runner buys a card or passes. Play continues in the next Scene with the runner who had the first choice to buy a card. After the third Scene, the team wins the mission!


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Special Rules
•   If any runner goes critical during scene 1 or 2 the game is immediately lost. No abort is possible during scene 1 or 2.
•   At the end of scene 2 take the card matching your main role from the loot pile and add it to your hand.
•   Any loot cards not placed in runner decks are placed aside, they will not be used for the remainder of the campaign.
•   If a runner goes critical during scene 3 follow the abort rules in the "Winning the mission" section.
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Winning the mission

•   If all obstacles have been cleared the team wins.
•   If a runner goes critical during scene 3 follow standard abort rules. Remove the loot card from the critical runners deck.
•   Do not heal 1 HP at the end of scene 3.
•   Runners may not buy any cards from the black market once the last obstacle has been killed. Go directly to the regroup phase.
•   Karma for this mission will only be awarded on successful completion of the campaign.
•   Completing this mission is a prerequisite for "The best things in life are free"

Mission 3 - The best things in life are free
"The time is on us, lets go and finish this." - Mr. Johnson

Completing "Shadowrun becomes more fun when I get a bigger gun" is a prerequisite for this mission.
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Deck Setup

Use the complete normal and hard decks.
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Mission Layout
At the start of each scene, flip up obstacles as indicated in the chart below. When flipping obstacles, first flip obstacles from the Hard Obstacle deck equal to the Crossfire level. Then if you still need more obstacles, flip obstacles from the Normal Obstacle deck for the remainder. Place the first obstacle so that it matches the role color of the selected runner then continue clockwise. Place the armored truck in the center of the table. For ruling purposes all runners are considered to be facing the truck and their own obstacles and the truck is considered to be of neutral color.

Scene    Number of obstacles
1 - Rush   Number of runners + 1+ armored truck
2 - Reinforce   Number of runners + 2 + armored truck
3 - Run   Number of runners + 3
           
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Ending a scene

At the end of a turn, if there are no obstacles in play, each runner heals 1 HP and the starting runner removes the Crossfire event from play (it goes to the bottom of the Crossfire deck instead of the discard). Then, starting with the runner to the left of the runner who defeated the last obstacle, each runner, in order, can buy one card from the Black Market. This Scene ends after the last runner buys a card or passes. Play continues in the next Scene with the runner who had the first choice to buy a card. After the third Scene, the team wins the mission!



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Special Rules
•   Start the mission with 1 cards in the crossfire discard pile.
•   Select the appropriate armored truck damage track according to the number of runners in the game.
•   If any runner goes critical during scene 1 or 2 the game is immediately lost. No abort is possible during scene 1 or 2.
•   During scene one and two, after the last obstacle is killed the armored truck engages a self destruct sequence and must be destroyed within 3 turns (not rounds). If the truck is not destroyed within 3 turns the mission fails.
•   If a runner goes critical during scene 3 follow the abort rules in the "Winning the mission" section.
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Winning the mission

•   If all obstacles have been cleared the team wins.
•   If a runner goes critical during scene 3 follow standard abort rules.
•   For karma awards see the overview page.

Mainfraime

See attached image

Armoured truck
See attached image


Regards,
Mr. Bean

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