Shadowrun Play > Shadowrun Crossfire

Crossfire Mission Contest Submissions

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CHINCB:
Are you not entertained?

Noise… Flash… Bang… “What’s going on here?” Crash… Boom… “Where are we?”
“Ladies and gentlemen, welcome to the 27th annual runner roundup! Before you stands the scum of  the earth, the criminal element that plagues our city so. Many parasites will enter the arena today, only a handful will make it out alive!”

Difficulty
Medium (10+ in karma upgrades)
2-4 Runners

Mission goal
Remove cards 12, 21, 30, 23, 28, 39, 34 and 36 from the normal obstacle deck.
Remove cards 49, 53 and 65 from the hard obstacle deck.
Each runner may add one additional basic card of their choice per role.

Deck setup
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 does not match the role color of the selected runner.

Scene      Number of obstacles
     1         Number of runners + 1
     2         Number of runners + 1
     3         Number of runners + 2
     4         Number of runners + 2

Special rules
At the end of scene 1 and 3 each runner heals 1 HP. At the end of scene 2 each runner heals 2HP.

In this mission nuyen is not rewarded for defeating an obstacle and the black market is not available. At the end of each scene randomly reveal black market cards equal to the number of obstacles defeated in that scene. Cards revealed from the black market are distributed between the runners.

For 2 runners skip 3 turns before turning over the first crossfire card, for 3 runners skip 2 turns and for 4 runners skip 1 turn

Winning the Mission
If the team defeats each group of obstacles and clears both blocks, THE TEAM WINS! If any runner’s HP goes to critical, the fight ends
immediately.
Karma reward
Win: 3
Loss: 0

Karma modifiers

Karma in upgrades      Karma
10 - 20                                3
21 - 40                                2
41 - 50                                1
50+                                        0

 

Slow start
Each runner takes 1 less extra basic card at the start of the game. (+1)

At my signal, unleash hell
When revealing the first crossfire card place it directly into the discard
pile and reveal the next card.
This may be done once per runner. (+1 per card discarded)

karoath:
MR. JOHNSON'S FAREWELL

THE JOB

The runners know too much for their own good. They've been betrayed and set up by their own corporate contact. They must survive the ambush!

Difficulty: Advanced  (20 or more Karma per runner recommended)
Players: 1-4

MISSION SET UP

Each runner may purchase a single card from the black market (clockwise beginning with the starting runner). The cards are not replaced until after each player has had a chance to buy a card.

MISSION GOAL

The runners are exhausted trying to escape the  ambush. They must Survive three scenes while being slowly affected by attrition.

ATTRITION:

At the start of each scene, flip normal obstacles (set them aside as their text has no effect) equal to the current scene number. These cards are now considered to be Attrition cards.  They remain in play from scene to scene (unless discarded as described below).

At the beginning of the Starting Player's turn, players discard a number of cards equal to the number of Attrition cards in play. Any combination of players can elect to discard cards from hand as long as the total discarded among all players matches the number of Attrition cards in play.

During the Draw & Buy phase, an active runner may discard a card to discard an Attrition card of the same color (this may be done any number of times  in this phase).

SCENES AND CROSSFIRE

This mission consists of three scenes. At the start of each Scene, flip up obstacles as indicated in the list below. When flipping  obstacles, first flip obstacles from the Hard Obstacle deck equal to the Crossfire Level. Then if you still need more obstacles, continue flipping obstacles from the Normal Obstacle deck.

Scene   Obstacles to Flip
1           Equal to # of runners
2           Equal to # of runners +1
3           Equal to # of runners +2

ENDING A SCENE

At the end of a turn, if there are no obstacles, 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.

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.

WINNING THE MISSION

After the 3rd scene ends the runners win!

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 options:

1) Elite Enemies: Draw a Crossfire Event at the start of the game and place it in the discard pile.  +1 Karma
2) Endless Enemies: Draw an extra Obstacle at the start of each scene. This may be elected up to once per runner. +2 Karma
3) Extreme Fatigue: Draw +1 Attrition card at the start of each scene.  +1 Karma

KARMA SCALING

KARMA IN UPGRADES      AWARD/PENALTY
0-30                                  full Karma award
31-40                         -1 Karma penalty
41-60                         -2 Karma penalty
61-85                         -3 Karma penalty
Each additional +25 = additional -1 Karma penalty

Leevizer:
So, here're my missions. The first one is a 3-4 player normal mission. I was a bit confused due to the mission template, as it seemed to be missing a few things you had in your own missions, Catalyst?

<<<Rogue Runners>>>

THE JOB

A group of “runners” hired by your fixer flatlined their Mr. Johnson during the meet. Your fixer's reputation is on the line so he hired you to take care of these murderers. Don't let him down or you might be out of a job, too...

Difficulty: Advanced (Atleast 5 Karma in upgrades)   

Players: 3-4

MISSION SET UP

Opposing Runners: The runners need to dispatch of a group of Rogue Shadowrunners. These are chosen by choosing five randomly from the following: Drone Rigger, Guy in the Van, Fomorian Mage, Weapons specialist, Chromed Samurai, Lightning mage, Combat Shaman, Elf Blademaster, Warded decker, Gunslinger Adept and Trickster initiate. Shuffle the five chosen cards together to form the Opposing Runner deck. Shuffle the rest back into the Hard obstacle deck. If there are three players, then only four cards will be chosen for the Opposing Runner deck.

Runner's Edge: Either due to good planning, someone's help or just dumb luck, the Runners gain a slight edge for this mission. The players can choose one of the following Crossfire cards and set it aside: Grenade, Top Shelf, Scavenging, Reversal of Fortune or Drekstorm. Shuffle the rest back into the Crossfire deck. At any moment when a Crossfire card would be played, the First Runner can elect to instead draw the Crossfire card that was set aside instead of drawing a card from the Crossfire deck.

MISSION GOAL

Your team will hunt down the team of rogue Runners in three scenes. Each scene changes when you have defeated all the obstacles facing the runners. After the third scene, your team wins the mission!

Scene 1

Flip up Obstacles equal to the amount of players from the Normal Obstacle deck. Place the first flipped obstacle facing the runner whose role color matches the obstacle's color. Distribute the rest clockwise. The first round begins with the starting runner.

Scene 2

Flip up Obstacles equal to the amount of players plus one. Start by flipping obstacles from the Hard Obstacle deck equal to the current Crossfire level.  If you still need any obstacles, draw the remainder from the normal obstacle deck. Place the first flipped obstacle facing the runner whose role color matches the obstacle's color. Distribute the rest clockwise. The first round begins with the starting runner.

Scene 3

Flip all the obstacles from the Opposing Runner deck. Place the first flipped obstacle facing the runner whose role color matches the obstacle's color. Distribute the rest clockwise. The first round begins with the starting runner.

ENDING A SCENE

At the end of a turn, if there are no obstacles in play, the starting runner removes the Crossfi re event
from play (it goes to the bottom of the Crossfi re deck instead of the discard). Then each runner heals
1 HP. 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 fi rst choice to buy a
card.

WINNING THE MISSION

 After the third Scene, the team wins the mission!

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 regardless of any bonuses or penalties. The team can also choose the
following bonus challenge options:

Shamanic support: Set aside Astral Scout. At the start of the first scene, place Astral scout against the player who has the mage role card. Shuffle together the Spirit of Fire and the Spirit of Earth. Shuffle one into the Hard obstacle deck and the other into the Opposing Runner deck. +2 Karma per runner

My little friends: Set aside Light combat drone and Aerial combat drone. At the start of the second scene, play them as additional obstacles after the normal obstacles have been played. +2 Karma per runner

Wiz decker: Place the IC card into the Opposing Runner deck. +1 Karma per runner

Ambushed: At the start of the game, each player takes one point of damage. +2 Karma per runner

They're hiding somewhere: Set aside Unusual Suspects. At the start of the second scene, play it as an additional obstacle after the normal obstacles have been played. +2 Karma per runner

KARMA SCALING

each Runner gains the following Karma award or penalty based on how much Karma they have.

KARMA IN UPGRADES      AWARD/PENALTY

0–10         Full Karma award
11-30         -1 Karma penalty
31-50         -2 Karma penalty
51-75         -3 Karma penalty
Each additional +25      Additional -1 Karma penalty



That was the first one. The following four missions are all one-player missions which can be either played separately and alone or at the same time, either still as separate games and only sharing the crossfire deck and the Black Market or by allowing players to play cards against each others obstacles, just meaning that the obstacles each players face are independent from each other, as are their victory conditions.

The missions are rather similar. I playtested it for the Street Samurai and found it hard but possible to complete. I would think the same of the others.

<<<Thug Trouble>>>

THE JOB

Lately I've noticed an explosion in the amount of gang activity around my neighbourhood in the barrens, and a few actual explosions too. I should do something about it before they start an all-out war.

Difficulty: Advanced (Atleast 5 Karma in upgrades)   

Players: 1 (Use the Street Samurai deck and give the player +1 Nuyen)

MISSION SET UP

In this mission, the player will “convince” different gang members into submission. Afterwards, he will need to escape as a large police force decides to intervene on the situation.

Gang Deck: Take the Gutter Punks, Troll Enforcer, Lone Star Trooper, Ancients Ganger, Ancients Sentry , Deckhead, Fire adept and Yak Muscle cards from the normal obstacle deck. Shuffle them together to form the Gang deck.

Police Deck: Set aside Armored Trooper. Shuffle together the Lone star sergeant, Lone star lieutenant and the Knight Errant Field agent. Place the Lone Star trooper on the bottom of these three cards. This will be the Police Deck.

Scavenge: At the end of each turn where you defeated an obstacle, draw an additional card when drawing cards from your deck (so 3 if you would draw 2 or 1 if you would draw 0).

MISSION GOAL

Scene 1:

Draw two obstacles from the gang deck. Flip one of them, facing you. At the start of the next turn, flip the other one, also facing you.

Scene 2:

Flip obstacles from the gang deck equal to the crossfire level, facing you. If the deck runs out, draw the rest from the Normal Obstacle deck.

Scene 3:

Draw cards from the Police Deck equal to half of the current crossfire level, rounded up. If there are not enough cards to draw, draw from the normal Hard Obstacle deck. Flip the first one, facing you. At the start of each turn, flip one card from the amount you drew until you run out. After the cards have been flipped, the player wins at the start of the next turn if he isn't Staggered.

ENDING A SCENE

At the end of a turn, if there are no obstacles in play, the runner removes the Crossfi re event from play (it goes to the bottom of the Crossfi re deck instead of the discard). Then he heals 1 HP after Scene 1 and 2 HP after Scene 2. he can then buy one card from the Black Market. This Scene ends after the last runner buys a card or passes. Then the next scene begins.

WINNING THE MISSION

At the start of a round where there are no obstacles to draw from the cards drawn at the beginning of Scene 3, the player wins!

KARMA AWARDS

if the runner wins, he gets 3 Karma. There is no abort round. The runner can also choose the following bonus challenge options:

Caught with your pants down: Set “Out of Ammo” aside. At the start of Scene 3, flip it after drawing the normal obstacles. +1 Karma

Even more thugs: At the start of scenes 1 and 2, draw an additional ganger. +2 Karma

Bring it on!: Place an additional card to the Crossfire discard at the start of the game. +1 Karma

KARMA SCALING

The runner gains the following Karma award or penalty based on how much Karma they have

KARMA IN UPGRADES      AWARD/PENALTY
0–20         Regular Karma Award
21-40         -1 Karma Penalty
41-60         -2 Karma Penalty
61-85         -3 Karma penalty
Each additional +25 Karma   -1 Additional penalty

<<<Astral Abominations>>>

THE JOB

You've been feeling a disturbance in the astral lately, and whilst assensing have spotted an abnormal amount of awakened creatures and spirits in the vicinity. Better check this out.

Difficulty: Advanced (5-20 points in upgrades)   

Players: 1 (Use the Mage deck and give the player +1 Nuyen)

MISSION SET UP

Magic deck: Take the Spell Sniper, Astral Shiver, Elf Shaman, Bonelaced Adept, Spirit of Air, Wage Mage and Astral scout cards. Shuffle these together to form the magic deck.

Spirit deck: Set aside the Bug Spirit card. Take the Spirit of Fire, Lightning mage and Spirit of earth and shuffle these to form the spirit deck. Place the Bug spirit card at the bottom of the Spirit deck.

Astral affinity: At the end of each turn where you defeated an obstacle, draw an additional card when drawing cards from your deck (so 3 if you would draw 2 or 1 if you would draw 0).

MISSION GOAL

In this mission, the player needs to stop a group of mages from summoning an insect spirit by disrupting them in scene 3. If the player can survive through scene 3, he wins.

Scene 1:

Draw two obstacles from the Magic deck. Flip one of them, facing you. At the start of the next turn, flip the other one, also facing you.

Scene 2:

Flip obstacles from the Magic deck equal to the crossfire level, facing you. If the deck runs out, draw the rest from the Normal Obstacle deck.

Scene 3:

Draw cards from the Spirit Deck equal to half of the current crossfire level, rounded up.  Flip the first one, facing you. At the start of each turn, flip one card from the amount you drew until you run out. After the cards have been flipped, the player wins at the start of the next turn if he isn't Staggered.

ENDING A SCENE

At the end of a turn, if there are no obstacles in play, the runner removes the Crossfire event from play (it goes to the bottom of the Crossfi re deck instead of the discard). Then he heals 1 HP after Scene 1 and 2 HP after Scene 2. he can then buy one card from the Black Market. Then the next scene begins.

WINNING THE MISSION

At the start of a round where there are no obstacles to draw from the cards drawn at the beginning of Scene 3, the player wins!

KARMA AWARDS

If the runner wins, he gets 3 Karma. There is no abort round. The runner can also choose the following bonus challenge options:

More Mages: At the start of scenes 1 and 2, draw one additional obstacle. +2 Karma

Ambushed: Set Mage Hunter aside. At the start of Scene 2, flip Mage hunter facing the player. +2 Karma

Bring it on!: Place a card in the crossfire discard at the start of the game. +1 Karma

KARMA SCALING

The runner gains the following Karma award or penalty based on how much Karma they have

KARMA IN UPGRADES      AWARD/PENALTY
0–20         Regular Karma Award
21-40         -1 Karma Penalty
41-60         -2 Karma Penalty
61-85         -3 Karma penalty
Each additional +25 Karma   -1 Additional penalty

<<<Matrix Mayhem>>>

THE JOB

Alright, the rest of the team is doing their thing, and now it's my turn. Jack into the Matrix, defeat their security, get the paydata and get o- Wait, what's that?

Difficulty: Advanced (5-20)   

Players: 1 (use the Decker deck and give the player +1 Nuyen)

MISSION SET UP

Decker deck: Set aside the Buzzback, Aztlan Decker, Chipped Decker, Mercenary Elf Decker, Combat Decker, Light Combat Drone and the Sudden fade cards.

GOD deck: Set aside GODwire. Take the Drone rigger, IC and Military Spec IC cards and shuffle them into a deck. Place GODwire at the bottom of this deck.

Rerouting power: At the end of each turn where you defeated an obstacle, draw an additional card when drawing cards from your deck (so 3 if you would draw 2 or 1 if you would draw 0).

MISSION GOAL

In this mission, the player needs to defeat opposing Matrix security and get out before GOD catches him in the third scene. If he survives through the third scene, he wins!

Scene 1:

Draw two obstacles from the Decker deck. Flip one of them, facing you. At the start of the next turn, flip the other one, also facing you.

Scene 2:

Flip obstacles from the Decker deck equal to the crossfire level. If the deck runs out, draw the rest from the Normal Obstacle deck.

Scene 3:

Draw cards from the GOD Deck equal to half of the current crossfire level, rounded up.  Flip the first one, facing you. At the start of each turn, flip one card from the amount you drew until you run out. After the cards have been flipped, the player wins at the start of the next turn if he isn't Staggered.

WINNING THE MISSION

At the start of a round where there are no obstacles to draw from the cards drawn at the beginning of Scene 3, the player wins!

KARMA AWARDS

If the runner wins, he gets 3 Karma. There is no abort round. The runner can also choose the following bonus challenge options:

Hacker Hijinx: At the start of scenes 1 and 2, draw one additional obstacle. +2 Karma

Infected system: Set Banshee Virus aside. At the start of Scene 2, flip Banshee Virus facing the player. +2 Karma

Bring it on!: Place a card in the crossfire discard at the start of the game. +1 Karma

KARMA SCALING

The runner gains the following Karma award or penalty based on how much Karma they have

KARMA IN UPGRADES      AWARD/PENALTY

0–20         Regular Karma Award
21-40         -1 Karma Penalty
41-60         -2 Karma Penalty
61-85         -3 Karma penalty
Each additional +25 Karma   -1 Additional penalty

<<<Social Sneaking>>>

THE JOB

It's your time to shine. The true professional. You won't even need a gun. All you need is your silver tongue and sharp wits about you to steal the data without getting caught.

Difficulty: Advanced (5-20 points in upgrades)   

Players: 1 (Use the Face deck and give the player +1 nuyen)

MISSION SET UP

Security deck: Take the Jaguar shifter, Eye alarm, Trip beams, Courier, Ork Fixer, Cover Ops Specialist, Scrybot Tracer and Customs Officer cards. Shuffle these together to form the Security deck.

Spotted deck: Set aside the Renraku Red Samurai card. Take the Ares Field Rep, Security Chief and Warded Decker and shuffle these to form the Spotted deck. Place the Renraku Red samurai card at the bottom of the Spotted deck.

Fast hands: At the end of each turn where you defeated an obstacle, draw an additional card when drawing cards from your deck (so 3 if you would draw 2 or 1 if you would draw 0).

MISSION GOAL

In this mission, you navigate through security systems by using your wits and street smarts alone through three scenes. . After the third scene, your team wins the mission!

Scene 1:

Draw two obstacles from the Security deck. Flip one of them, facing you. At the start of the next turn, flip the other one, also facing you.

Scene 2:

Flip obstacles from the Security deck equal to the crossfire level. If the deck runs out, draw the rest from the Normal Obstacle deck.

Scene 3:

Draw cards from the Spotted Deck equal to half of the current crossfire level, rounded up.  Flip the first one, facing you. At the start of each turn, flip one card from the amount you drew until you run out. After the cards have been flipped, the player wins at the start of the next turn if he isn't Staggered.

ENDING A SCENE

At the end of a turn, if there are no obstacles in play, the runner removes the Crossfi re event from play (it goes to the bottom of the Crossfi re deck instead of the discard). Then he heals 1 HP after Scene 1 and 2 HP after Scene 2. he can then buy one card from the Black Market. Then the next scene begins.

WINNING THE MISSION

At the start of a round where there are no obstacles to draw from the cards drawn at the beginning of Scene 3, the player wins!

KARMA AWARDS

If the runner wins, he gets 3 Karma. There is no abort round. The runner can also choose the following bonus challenge options:


Stepped up security: At the start of scenes 1 and 2, draw one additional obstacle. +2 Karma

Surprise!: Set Trickster initiate aside. At the start of Scene 2, flip Trickster initiate facing the player. +2 Karma

Bring it on!: Place a card in the crossfire discard at the start of the game. +1 Karma

KARMA SCALING

The runner gains the following Karma award or penalty based on how much Karma they have

KARMA IN UPGRADES      AWARD/PENALTY

0–20         Regular Karma Award
21-40         -1 Karma Penalty
41-60         -2 Karma Penalty
61-85         -3 Karma penalty
Each additional +25 Karma   -1 Additional penalty


I would appreciate any feedback anyone might have about these missions for future reference, thanks!

karoath:
INCUBUS

THE JOB

Lured by the illusions of an Incubus, the runners must defeat the monster!

Difficulty: Advanced  (20 or more Karma per runner recommended)
Players: 1-4

MISSION SET UP

Set this card aside to represent the Incubus (a boss monster) that attacks in scene three. At start of the Starting Players turn, assign the Incubus to the runner that has the most (or tied for most) illusion tokens. In the Deal Damage phase, the Incubus deals 2 damage (1 damage if the runner has no illusion tokens). The Incubus damage bar is as follows:

     5 Colorless / Blue / Blue / 4 Colorless / Black / 5 Colorless / Black

MISSION GOAL

An Incubus has created a series of illusions that have lured the runners into a trap. Survive the attack and defeat the Incubus by the end of 3 scenes.

THE INCUBUS

The incubus cannot be attacked until the 3rd scene. A player with 1 or more illusion tokens can not attack the incubus. In scene 3, each time the Starting Player begins a turn, assign the Incubus to the runner with the most illusion tokens. If tied, assign to the Starting Player.

SCENES AND CROSSFIRE

At the start of each scene, draw obstacles equal to the number of illusion counters in play divided by 3 (round up). If the result is less than the number of runners then draw obstacles equal to the total number of runners plus the scene number -1. First flip from the Hard Obstacles equal to Crossfire level. Then flip from the Normal Obstacles. First, assign to the runner whose color matches and proceed clockwise.

Scene 1: At start of a runners turn, the runner gains 1 illusion token. He also gains 1 illusion token for each point of damage suffered during his turn.

Scene 2: At start of a runners turn, the runner gains 1 illusion token if he has the most (or tied for most) illusion tokens. When playing cards, he may discard 1 blue card to discard 1 of his illusion tokens.

Scene 3: When playing cards, an active runner may discard 1 blue card to discard 1 of his illusion tokens. When an active runner plays 2 or more blue cards on his turn, he may discard any 1 illusion token in play.

ENDING A SCENE

At the end of a turn, if there are no obstacles or bosses 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.

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.

WINNING THE MISSION

After the 3rd scene ends the runners win!

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 options:

1) Enhanced Illusions: At start of a scene, draw obstacles equal to the number of illusion counters divided by 2 instead of 3 (round up). +2 Karma
2) Greater Incubus: The Incubus deals +1 damage during scene 3. +1 Karma
3) Mesmerizing Illusions: If an active runner has the most (or tied for most) illusion tokens at start of his turn then he must discard a card from hand. +1 Karma
4) Powerful Beak: A runner damaged by the Incubus goes critical if he would become staggered. The runner may discard a black card to cancel the effect. +1 Karma

KARMA SCALING

KARMA IN UPGRADES      AWARD/PENALTY
0-30                                  full Karma award
31-40                         -1 Karma penalty
41-60                         -2 Karma penalty
61-85                         -3 Karma penalty
Each additional +25 = additional -1 Karma penalty

karoath:
THE TRAITOR

THE JOB

Flush out and eliminate the corporate traitor.

Difficulty: Advanced  (10 or more Karma per runner recommended)
Players: 1-4

MISSION SET UP

Shuffle the Normal Obstacle deck and draw cards until you find a Human card. Reveal the card and set it aside... it will be the Traitor for the duration of this mission and starts the game Hidden. Reshuffle the Normal Obstacle deck as usual.

MISSION GOAL

A corporate employee has been discovered selling secret information. He has gone into hiding in territory owned by his sponsor. Find and eliminate the traitor. If the runners haven't won by the end of the 6th scene then the mission is a total loss.

THE TRAITOR

When Hidden, the Traitor doesn’t face a runner, deal damage, utilize abilities, and doesn't reward Nuyen for being defeated. The Traitor must be defeated like other obstacles, at which time a clue is awarded. The Traitor remains in play and damage done to the Traitor is retained after a scene ends.

CLUES

Earning Clues: Each time the Traitor is defeated, the runners earn a clue (max of 1 per scene). Place a token on the Traitor as a reminder, each runner heals 1 HP, and the Traitor heals all damage.

Discovered: The traitor is Discovered after clues are found equal to the number of runners. Immediately move the Traitor to face the runner whose role matches the Traitor's color, it is now treated exactly like other obstacles (deals damage, uses abilities, and rewards Nuyen).

SCENES AND CROSSFIRE

At start of a Scene, flip obstacles as shown below. First flip from the Hard Obstacles equal to Crossfire level -1. Then flip from the Normal Obstacles. First, assign to the runner whose color matches and proceed clockwise.

Scene      Flip Obstacle Equal To
1 - 2         Number of Runners
3 - 4         Number of Runners +1
5 - 6              Number of Runners +2         

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 chance to buy a card.

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.

WINNING THE MISSION

Win at end of scene, if the Traitor has been discovered and no obstacles remain (including the Traitor).

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 from the following options:

1) Corporate Resources: When a clue has been found, advance the damage 1 level on any 1 obstacle. -1 Karma
2) High Profile Traitor: Draw the Traitor from the Hard Obstacle deck. +1 Karma
3) Stubborn Informants: A runner that earns a clue skips the next Draw & Buy phase. +1 Karma
4) Protected Traitor: Draw 1 additional obstacle at the start of each scene. +1 Karma (may be selected once per runner)

KARMA SCALING

KARMA IN UPGRADES      AWARD/PENALTY
0-20                                  full Karma award
21-30                         -1 Karma penalty
31-50                         -2 Karma penalty
51-75                         -3 Karma penalty
Each additional +25 = additional -1 Karma penalty

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