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=0Overview
DifficultyHard (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 scalingHigh 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 penaltyKarma 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 LayoutAt 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 sceneAt 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 LayoutAt 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 sceneAt 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 LayoutAt 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 sceneAt 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.
MainfraimeSee attached image
Armoured truckSee attached image
Regards,
Mr. Bean