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Mission

INITIATION
THE JOB
Runners don’t need any namby-pamby training missions.
Live-fire all the way!
Difficulty: Moderate (designed for new runners)
Players: 2 – 4
Source: Demo Kit
Type: Introductory Official
MISSION GOAL
Survive. Your team will encounter some of the “local color” in a standard run. Once you’ve
defeated them, catch your breath, as you’ll quickly encounter another Shadowrun “welcoming
committee.”
SET UP
Each player selects a role and character card. Then flip a Normal Obstacle in front of each
runner. The player with the highest HP (as noted on their character card) is the starting runner.
CATCH YOUR BREATH
When there are no more obstacles in play, finish the current turn. Then remove the current
Crossfire event from play (put it on the bottom of the Crossfire deck), and heal each runner 1
HP. Finally, each runner may buy 1 card from the Black Market.

ONCE MORE WITH FEELING


Flip one obstacle opposing each player, the second and fourth obstacles flipped are drawn from
the Hard Obstacle deck (only flip obstacles up to the number of players). Play continues as
normal, starting with the runner who would have played next (before the break).

GAME END
If any player has their HP reduced below 1 (“staggered”), the mission is immediately ended,
return and try the run again.

If you defeat both groups of obstacles, YOU WIN!


Mission Successful abort: 1
DELIVERY Loss: 0
THE JOB KARMA MODIFIERS
Mr. Johnson has tasked you with delivering a special package to a science facility. On the way KARMA EARNED AWARD/PENALTY
to your destination, you are intercepted by a mercenary force intent on stopping you. Rout the 5–9 -1 Karma penalty
attackers and prevent the package from being seized. 10 – 19 -2 Karma penalty
Difficulty: Beginner (no upgrades needed) 20+ -3 Karma penalty
Players: 2 – 4 KARMA AWARDS
Author: Patrik Severinsson (Helikoputtrik) CAUGHT IN THE CROSSFIRE
Source: https://boardgamegeek.com/thread/1236891/beginner-mission-delivery Draw a crossfire event card at the start of each round. +1 Karma
MISSION GOAL
The team must eliminate the attacking force and prevent the package from falling into the wrong
hands. All obstacles must be destroyed and the runner holding the package is not allowed to be
staggered or go critical.
MISSION SETUP
After Step 4 of normal setup (Drawing starting hands):

Select one runner to receive the package. Give that player a token representing the package.

Step 5 (Obstacle decks) is changed from the normal setup rules:

Remove all obstacles with a nuyen value greater than 5 from the normal obstacle deck. Shuffle
the rest of the cards and then remove cards from the deck until it consist of a number of cards
equal to the number of runners * 3.
Remove the hard obstacles deck. It is not used.
Flip one obstacle for each runner. Place the first flipped obstacle facing the runner whose role
color matches the obstacle's color. Distribute the rest clockwise.

Obstacles and Crossfire

No hard obstacles are used.


Do not draw crossfire event cards at the start of each round. They are not used in this mission,
unless playing with the "Caught in the Crossfire" option.
SPECIAL RULES
At the start of each runner turn, before playing cards:
1: Flip the top card of the normal obstacle deck. Place that card in front of the runner with the
package token.
2: The current runner can take the package token from the runner who currently has the package
token. If the package token is taken, half of the obstacles (rounding down) facing that runner are
placed facing the current runner instead (players choose which obstacles are moved).

The "Abort run" rules on pg. 18 are used in this mission.


WINNING THE MISSION
There are no obstacles in play and the normal obstacle deck is empty.
LOSS CONDITION
The runner with the package token is staggered or goes critical. The package has been lost.
KARMA REWARDS
Win: 2
Mission THEY HAVE SLURPEE-DOOS
STUFFER SHACK During the Draw & Buy phase, runners may purchase a Slurpee-Doo for 2 Nuyen. This
THE JOB delicious, sugar-filled beverage immediately heals the runner 1 HP: -1 Karma
When the pangs hit, there’s only one place to go to find that kind of chow.
Difficulty: Beginner (no runner with 10+ Karma can attempt this mission) SHACK’S DEAD TONIGHT
Players: 1 – 4 Do not use the Food Fight special rule: +1 Karma
Author: Derek Kupper (Ergonomic Cat) & Maria Latham (mlatham1992)
Source: https://boardgamegeek.com/thread/1256816/beginner-mission-stuffer-shack BAD NEIGHBORHOOD
Add the Hard Obstacle and Crossfire decks. Reveal and discard Crossfire cards as usual during
MISSION GOAL play, but ignore all effects on the card. When distributing Obstacles at the start of a Scene, first
Survive a trip to the Stuffer Shack! flip obstacles from the Hard Obstacle Deck equal to the Crossfire level -1. Then if you still need
more obstacles, flip obstacles from the Normal Obstacle Deck for the remainder. If there are only
Your team will face off against groups of obstacles in three Scenes. Each Scene ends when you 3 runners, do not flip a Crossfire card at the start of the first round. For 2 runners, do not flip
have defeated all obstacles facing runners. Once the third Scene ends, the team wins the mission! until the second round. For 1 runner, do not flip until the fourth round: +1 Karma
OBSTACLES & CROSSFIRE
An explosion shatters the front window of the store, revealing… PIG-RIGS INBOUND
Before the game, set aside the Lone Star Lieutenant, Lone Star Sergeant, and Lone Star Trooper
The Hard Obstacle and Crossfire decks are not used in this mission. obstacles. At the beginning of Scene 3, flip up an obstacle from the relevant deck against the
matching runner, as normal. Distribute the next obstacles clockwise until only three obstacles
At the start of each Scene, flip up obstacles from the Normal Obstacle deck as indicated on the remain to be drawn. For the final three obstacles, flip up the Lone Star Lieutenant, Lone Star
chart below. Place the first flipped obstacle facing the runner whose role color matches the Sergeant, and Lone Star Trooper in a random order: +1 Karma
obstacle's color.
Distribute the rest clockwise. The first round begins with the starting runner.
SCENE FLIP OBSTACLES EQUAL TO
1 Number of Runners
2 Number of Runners + 1
3 Number of Runners + 2
FOOD FIGHT
Another customer tries to snag your kill!

At the beginning of each round, the starting player reveals one card from the Black Market. The
runner whose role matches that card's color may decide to play the card against any obstacle,
making choices as needed. If the runner defeats the obstacle with that card, reduce that obstacle’s
Nuyen reward by half (round up). Discard that card into the Black Market discard, and then the
first player’s turn begins.
ENDING A SCENE
Mmm, soykaf.

At the end of a turn, if there are no obstacles in play, 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 first choice to buy a card.

After the third Scene, the team wins the mission!


KARMA AWARDS
If the team wins, each runner gets 2 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 Challenge options:
Mission
TICK TOCK
THE JOB
We crossed the wrong people by stealing those blueprints. Even now I can sense the traps around every corner. Against these bombers, we are going to have to run quick and fast, eyes open at all
times. And there is no time to waste... Let's move!
Difficulty: Normal (no upgrades required)
Players: 2
Author: Greg Mahler (Phate999)
Source: https://boardgamegeek.com/geeklist/207505/item/4559161#item4559161
MISSION SETUP
This mission is for two Runners only. Select Roles as normal and add one extra Nuyen to the starting number of each Runner. Set up the Obstacle and Black Market decks as you would normally. For
the Crossfire deck, look through and find each event that has a Bomb icon and remove them from the main deck. There should be 7 total. Put the rest of the Crossfire cards back in the box. Shuffle
these 7 cards to form the Bomb deck.
MISSION GOAL
Your team will be racing against the clock in three scenes. Each scene ends when the last Obstacle has been defeated. If you complete scene 3, you win!
OBSTACLES & CROSSFIRE
Instead of the normal Crossfire Level rules, follow this static Obstacle progression for each scene:
SCENE OBSTACLES
1 2 Normal obstacles
2 1 Normal & 1 Hard obstacle
3 2 Hard obstacles
Draw a Crossfire event from the Bomb deck at the beginning of every round. If at any time you would draw a new Bomb card to replace the current one but cannot, the game is over and you lose.
BLACK MARKET RULES
At the beginning of each scene, flip the highest cost Black Market card face down (if a tie, flip the first one from left to right). This space can no longer hold a card because the bombers destroyed it!
See the chart below for clarification:
Scene 1 - 5 available cards to purchase
Scene 2 - 4 available cards to purchase
Scene 3 - 3 available cards to purchase
ENDING A SCENE
Immediately after the last Obstacle is defeated in Scenes 1 and 2, each Runner gains 2 nuyen. After that, each Runner heals 1 HP and may buy a card from the Black Market starting with the Runner to
the left of the Runner who defeated the last Obstacle.

At the end of each Scene, do not place the Active Event on the bottom of the Bomb deck. Instead place it in the Discard Pile but ignore it's effect.

After all obstacles are defeated in the third scene, the team wins the Mission!
KARMA AWARDS
If the team wins, each runner gets 2 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:
HARD MODE
Between Scenes, each runner gains only 1 nuyen instead of 2: +1 Karma

INSANE MODE
Between Scenes, each runner gains 0 nuyen instead of 2: +3 Karma
KARMA SCALING
Each runner gains the following Karma award or penalty based on how much Karma they have earned.
KARMA EARNED 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
Mission Round 2 - Draw a Crossfire card.
SPECIALISTS Round 3 - All runners heal 1 HP. Draw a Crossfire card. Flip one obstacle from each runner's
deck, facing that runner.
THE JOB Round 4 - Draw a Crossfire card.
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 SCENE TWO - EXTRACTION
pulls off their part. Of course, one of you messes up? You mess it up for everyone. Time to pull out, we got what we came for. Everyone did their jobs right, this should be a piece
Difficulty: Normal (no upgrades required) of cake...
Players: 2 – 4
Author: Dancer Round 5 - All runners heal 1 HP. Draw a Crossfire card. Shuffle all remaining Normal
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.15 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,
MISSION SETUP beginning with Hard Obstacles, and continuing instead with Normal Obstacles if the hard deck
Create the Crossfire deck by shuffling cards 02, 03, 04, 08, 11, 12, 14, 15, 19, 32, 33, 34, 39, is exhausted.
41, 42, 46, 47, 50. Round 6 - Draw a Crossfire card.
Round 7 - All Runners heal 1 HP. Draw a Crossfire card. Flip 4 new obstacles, beginning with
Set aside the following 2 Hard obstacles according to the role: Hard Obstacles, and continuing with Normal Obstacles if the hard deck is exhausted.
Decker - 51, 59. Face – 48, 52. Mage – 44, 63. Samurai – 50, 57. Subsequent Rounds - Continue to draw Crossfire cards at the beginning of each round until all
remaining obstacles are cleared.
Create Normal obstacle decks for each runner by shuffling the following according to the role :
Decker – 06, 10, 17, 21, 39. Face - 07, 20, 33, 36, 40. Mage – 05, 09, 24, 28, 35. Samurai – 19,
WINNING THE MISSION
22, 23, 32, 34. The team succeeds if they successfully extract. The mission can also end in an Abort as per the
normal Crossfire rules.
MISSION GOAL
The team need to nullify each of their respective fields of the security before the alert can be
PLAYING WITH FEWER THAN FOUR RUNNERS
raised and security stepped up. The team will face two waves of obstacles getting in, and two If playing with a lower number of players, simply remove the normal and hard obstacles for
waves of obstacles extracting from the run. Their performance during the infiltration phase will each secondary role from the game (Unless if using the “Last Minute Substitution” bonus
determine the difficulty of the extraction. challenge, in which case remove the obstacle cards from that player's primary role instead)
OBSTACLES & CROSSFIRE KARMA AWARDS
Flip obstacles as instructed by the mission progress track. In phase 1, flipped obstacles start If the team succeeds in clearing the extraction, each runner gains 3 Karma.
facing the runner matching their role, though this can be affected by cards played by runners, If they Abort during the extraction, each runner gains 1 Karma regardless of any bonuses or
or by abilities. In phase 2, the first flipped obstacle starts facing the runner of their matching penalties.
role, and following obstacles are distributed clockwise. No Karma is gained for an aborted run during the first Scene.
MISSION PROGRESS & ENDING A SCENE The following optional bonus challenges are also available:
Play progresses according to the mission progress track. If all obstacles are defeated before a LAST MINUTE SUBSTITUTION!
round ends, the current Crossfire card is placed on the bottom of the Crossfire deck and each If there are less than 4 players, replace a player's Hard and Normal Obstacle decks with those
player clockwise may buy one card from the black market. After this, play continues with the corresponding to the role whose initial deck they are not using: +1 Karma.
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. 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
Once Scene one ends, with the end of round four, Scene two begins with the creation of the the beginning of round 1, not round 2: +2 Karma
Hard Obstacle deck based on which runners' objectives were not met in Scene one.
LESS TIME THAN WE THOUGHT!
When phase 2 begins, shuffle the hard obstacle deck for the last runner who cleared their
The team succeeds if they successfully extract. The mission can also end in an Abort as per the obstacles in phase 1 into the hard obstacle deck: +1 Karma
normal Crossfire rules. KARMA SCALING
SCENE ONE - INFILTRATION Each runner gains the following Karma award or penalty based on how much Karma they have
You know your jobs. Get them done. We're on the clock. Synchronise on my mark... earned.
KARMA EARNED AWARD/PENALTY
Round 1 - Draw no Crossfire card. Flip one obstacle from each runner's deck, facing that 0 – 10 Full Karma award
runner. 11 – 30 -1 Karma penalty
31 – 50 -2 Karma penalty
51 – 75 -3 Karma penalty
Each additional +25 Additional -1 Karma
penalty
Mission
CACHE OUT!
THE JOB
You’ve got inside information on a “barely guarded” cache of Aztechnology’s finest illegal tech and magic. Just take out the guards before the alarm is tripped - Drek! New plan: grab everything
that’s not nailed down and shoot your way out before too many reinforcements show up.
Difficulty: Normal (no upgrades required)
Players: 2 – 4
Author: Keithric
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.15
MISSION SETUP
Divide the Black Market deck into two decks: the first deck should contain all cards that cost 2 or 3 nuyen. The second deck contains all cards that cost 4 or more nuyen, and is not used until the
end of the first scene. Deal out the Black Market from the first deck only. Each runner may select one card from the Black Market and add it to their hand.

Reveal 4 Hard Obstacles. In order, each runner selects a Hard Obstacle to flip in front of that runner, as well as a card from the Black Market to place under that obstacle (unselected obstacles are
discarded). When that obstacle is defeated, add that Black Market card to any runner’s hand. Next, draw a Crossfire card and place it face up in play. Follow the normal rules for Crossfire cards.
Reinforcements arrive at the start of each round, after the “Draw a new crossfire card” step: flip a Normal Obstacle in front of the runner whose role color matches the obstacle’s color.

MISSION GOAL
The team must survive through two scenes. Each scene ends when you have defeated all obstacles facing runners. In the first scene, you face a constant stream of reinforcements while you attempt
to open the vault. In the second scene, you use the vault’s contents to clear a path to freedom.

SCENE ONE - CATCH YOUR BREATH


When there are no obstacles in play, finish the current turn. Then remove the current Crossfire event from play (put it on the bottom of the Crossfire deck), and each runner heals 1 HP. Distribute
12 Nuyen evenly to the runners. Remove the Black Market entirely and build a new Black Market using the second deck of cards valued 4 or more Nuyen. Finally, each runner may buy 1 card
from the Black Market.
SCENE TWO - ALL THE GUNS & GLORY
Reveal 4 Hard Obstacles and 4 Normal Obstacles. In order, each runner selects a Hard Obstacle and a Normal Obstacle to flip in front of that runner, as well as a card from the Black Market to
place under the Hard obstacle. When the Hard obstacle is defeated, add that Black Market card to any runner’s hand.

Crossfire events and Reinforcements are added each round, exactly as in the first scene.
WINNING THE MISSION
After all obstacles are defeated in the second scene, the team wins the Mission!
PLAYING WITH FEWER THAN FOUR RUNNERS
If there are fewer than four runners, some of the runners will take more than one role. In a 3-player game, one of the runners will take two roles. In a 2-player game, both runners will take two
roles. If you have more than one role, choose a starting deck for one of those roles. If you take more than one role, increase your starting nuyen by 1.

If there are only 3 runners, do not flip a Crossfire card at the start of the first round. If there are only 2 runners, do not flip a Crossfire card at the start of the first or second rounds.
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:

EMPTY VAULTS
The runners do not start with a free Black Market card during Setup: +1 Karma

EARLIER ALARM
Start the game with one card in the Crossfire discard: +2 Karma
KARMA SCALING
Each runner gains the following Karma award or penalty based on how much Karma they have earned.
KARMA EARNED AWARD/PENALTY
0 – 10 Full Karma award
11 – 25 -1 Karma penalty
26 – 40 -2 Karma penalty
Each additional +20 Additional -1 Karma penalty
Mission - At any time, if you do two or more levels of damage to an Obstacle , it will not attack that
HACK FEST turn. (Thematically this represents a successful hack by The Decker, as he evades the foe.)
- At the beginning of each turn, discard the top card of your Runner's deck. If there are no
THE JOB cards in your deck, skip this step. (Thematically this represents the hacking from your enemies
They call me Decker. The best there is. No one knows who I am or what I look like. Things as they draw in on you.)
changed yesterday though. I blame it on luck, since nothing has ever evaded my security
measures, but "they" were able to hack into the system and are on my tail as we speak. I need ENDING A SCENE
to find out who these people are and put an end to them. Let's do this! After a player’s turn, if there are no obstacles in play, the Scene ends. You will not heal 1 HP
Difficulty: Normal (no upgrades required) in between scenes but you may buy one card after the last obstacle is defeated. (Thematically
Players: 1 (you must choose the Decker as your main role) this is because the pursuers are very hot on our tail and so there is not time to bleed.)
Author: Greg Mahler (Phate999)
Source: https://boardgamegeek.com/geeklist/207505/item/4559161#item4559161 After the fourth Scene, you win the mission!
MISSION SETUP KARMA AWARDS
This mission is for one Runner only. You must select the Decker Role, adding 2 extra Nuyen If you win, your runner gets 3 Karma. If your runner’s HP goes critical, the mission ends
to the starting number of your Runner. immediately in a loss.
KARMA SCALING
Search through the Normal Obstacle deck and find each of the 4 cards that provide 11 Nuyen Each runner gains the following Karma award or penalty based on how much Karma they have
and set these to the side. We will call this small stack the Boss Obstacle deck from now on. earned.
Shuffle both the Normal and Boss Obstacle decks afterwards. You will not use the Hard KARMA EARNED AWARD/PENALTY
Obstacle deck in this mission. 0 – 50 Full Karma award
51 – 80 -1 Karma penalty
For the Black Market deck, look through and find each Hacking card and set these to the side. 81 – 100 -2 Karma penalty
After that, count the number of Hacking cards and add in that many random cards from the rest Each additional +25 Additional -1 Karma penalty
of the Black Market deck and then put the remaining cards back in the box. Shuffle these cards
with the Hacking cards to become the customized Black Market deck. (Thematically this
represents the emphasis on Decker card abilities for our Runner.)
MISSION GOAL
Your Decker will be up against an ever-growing force in three scenes, ending with a Boss.
Each scene ends when the last Obstacle has been defeated. If you defeat the Boss in scene 4,
you win!
OBSTACLES & CROSSFIRE
Instead of the normal Crossfire Level rules, follow this static Obstacle progression for each
scene:
SCENE OBSTACLES
1 1 Normal obstacle
2 (Round 1) 1 Normal obstacle
2 (Round 2) 1 Normal obstacle
3 (Round 1) 1 Normal obstacle
3 (Round 2) 1 Normal obstacle
3 (Round 3) 1 Normal obstacle
4 1 Boss obstacle
Crossfire cards will be drawn every turn starting at the beginning of scene 2.

SPECIAL RULES
- Cards that have the Assist keyword can use that ability on any turn. Chose either the main
ability or the Assist when playing these cards.
- Any card that uses the phrase "another Runner" is changed to "your Runner".
- Any card that would move an Obstacle instead prevents the Obstacle from attacking that turn.
Mission (*) To determine (*) flip the bottom card of the Black Market deck. (*) equals the type of that
HACK ‘N’ RUN card. Discard that card.
THE JOB Nuyen Reward: 8 – number of players.
Getting into the mainframe was the easy part and now you have to hack into it. This would
have been a piece of cake too if you hadn’t triggered the alarm on floor 47… Optional (Can be used only in scene 1) :
Difficulty: Advanced (at least 5 points per runner in upgrades)
Players: 2 – 4 Door Control:
Author: a a (Grinning) - Green + discard 3 cards from your hand : Flip one less obstacle in the second scene.
Source: https://boardgamegeek.com/thread/1324571/homebrew-mission-hack-n-run
MISSION GOAL Security Camera:
Your team will attempt to complete two Scenes: - Green + cards from the Black Market cost +1 until the end of the game : Reveal the top card
In the first Scene the Decker/Rigger in your team will have to hack into the Mainframe while from the Crossfire Deck, the put that card back either on top or bottom
the rest of the team needs to defeat all obstacles. ENDING A SCENE
In the second Scene you need to escape the corporate facility with the downloaded data. 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
At least one player must play the Decker/Rigger Role. instead of the discard). Then, starting with the runner to the left of the runner who defeated the
OBSTACLES & CROSSFIRE last obstacle, each runner, in order, can buy one card from the Black Market. This Scene ends
At the start of the first Scene place the Mainframe card facing the Decker/Rigger role. after the last runner buys a card or passes. Play continues in the next Scene with the runner
- Flip Normal obstacles and place the first flipped obstacle facing the runner whose role who had the first choice to buy a card. After the second Scene, the team wins the mission!
matches the obstacle’s color. If the flipped obstacle is green, place it in front of the runner to PLAYING WITH FEWER THAN FOUR RUNNERS
the left of the Decker/Rigger. Distribute the rest clockwise, while skipping the Decker/Rigger. If there are only 3 runners, do not flip a Crossfire card at the start of the first round. If there are
- The first round begins with the Decker/Rigger. The other runners can’t attack the Mainframe only 2 runners, do not flip a Crossfire card at the start of the first or second rounds.
in their turn, but can assist the Decker/Rigger in his turn.

The hacking sequence shows the order and damage that need to be done to The Mainframe. KARMA AWARDS
Once you complete all 4 steps of the hacking sequence thus defeating The Mainframe AND If the team wins, each runner gets 3 Karma. If the team aborts, and has a successful abort run
defeat all obstacles Scene 1 ends. round, each runner gets 1 Karma regardless of any bonuses or penalties.
For every round you haven’t cleared at least one step in the hacking sequence The Mainframe
deals damage equal to the Crossfire level +1 to ALL runners.
KARMA SCALING
Each runner gains the following Karma award or penalty based on how much Karma they
You’re in! have.
Booting main drive… KARMA EARNED AWARD/PENALTY
Bypassing security algorithm… 0 – 10 Full Karma award
Downloading data… 11 – 30 -1 Karma penalty
13%... 40%... 67%... 85%... 100% 31 – 50 -2 Karma penalty
It’s time to run! 51 – 75 -3 Karma penalty
Each additional +25 Additional -1 Karma
At the start of the second Scene construct a Hard obstacles deck from the following cards: 43, penalty
46, 48, 55, 61, 67, 68, 70, 71, 74.
- Flip obstacles from the Hard obstacles deck equal to the Crossfire level + the number of
runners.
- Place the first obstacle facing the Decker/Rigger and the rest in clockwise order.

The Scene ends when there are no obstacles facing any runner.
THE MAINFRAME
Damage Track :

1 Green + 1 (*) / 1 Green + 1 (*) / 1 Green + 2 (*) / 2 Green + 2 (*)


Mission For 2 runners skip 3 turns before turning over the first Crossfire Card, for 3 runners skip 2
ARE YOU NOT turns and for 4 runners skip 1 turn.

ENTERTAINED? WINNING THE MISSION


THE JOB If the team defeats each group of obstacles and clears all scenes the team wins! If any runner’s
HP goes to critical the fight ends immediately.
CRASH! BANG! “What’s going on here?!”… FLASH! BOOM! “Where are we?”
“Ladies and gentlemen, welcome to the 27th annual runner roundup! Before you stand the KARMA REWARD
scum of the earth, the criminal element that plagues our city so. Many parasites will enter the Win : 4 Karma
arena today, but only a handful will make it out alive!” Loss : 0 Karma
Difficulty: Advanced (at least 10 points per runner in upgrades recommended) SLOW START
Players: 2 – 4 Each runner takes 1 less extra basic card at the start of the game: +1 Karma
Author: K2K df (CHINCB)
Source: https://boardgamegeek.com/thread/1252869/mission-are-you-not-entertained AT MY SIGNAL, UNLEASH HELL!
DECK SETUP When revealing the first Crossfire card, place it directly into the discard pile without resolving
Remove cards 12, 21, 23, 28, 30, 34 and 36 from the Normal obstacle deck. Remove cards 49, its effects and reveal the next Crossfire card: +1 Karma per card discarded (In the same game,
53 and 65 from the Hard obstacle deck. the team can choose this option up to once for each runner).

Each runner may add one additional basic card of their choice to their starting deck per Role KARMA SCALING
they have. Each runner gains the following Karma award or penalty based on how much Karma they have
MISSION GOAL earned.
You must fight through the waves of fighters to secure your release. You and your team will KARMA EARNED AWARD/PENALTY
only be allowed to leave the arena once all the obstacles have been eliminated. 0 – 20 Full Karma award
MISSION SETUP 21 – 40 -1 Karma penalty
At the start of each Scene, flip up obstacles as indicated in the chart below. When flipping 41 – 50 -2 Karma penalty
obstacles, first flip obstacles from the Hard Obstacle deck equal to the Crossfire level. Then if 51 – 60 -3 Karma penalty
you still need more obstacles, flip obstacles from the Normal Obstacle deck for the remainder. Each additional +25 Additional -1 Karma penalty
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 FLIP OBSTACLES EQUAL TO
1 Number of Runners + 1
2 Number of Runners + 1
3 Number of Runners + 2
4 Number of Runners + 2
SPECIAL RULES
After a player’s turn, if there are no obstacles in play, the Scene ends. At the end of Scene 1
and Scene 3 each runner heals 1 HP. At the end of Scene 2, each runner heals 2 HP.

At the start of each Scene, reveal Black Market cards equal to the number of obstacles.

For each defeated obstacle at the end of a turn the current runner may buy one card not
exceding the value of the obstacle from the Black Market. Any Nuyen not spent in this way is
distributed to the rest of the runners starting with the runner on the right. If the runner decides
not to buy anything from the black market distribute all nuyen as normal. The black market is
not restocked after buying an item.

At the end of a scene reveal black market cards until six are shown. Runners may now buy
from this supply. The black market is not restocked after buying an item. Any cards not bought
in from the Black Market is discarded before the next scene starts.
Mission After the third Scene, the team wins the mission!
MR. JOHNSON’S PLAYING WITH FEWER THAN FOUR RUNNERS
FAREWELL If there are only 3 runners, do not flip a Crossfire card at the start of the first 3 rounds. If
there are only 2 runners, do not flip a Crossfire card at the start of the first 4 rounds.
THE JOB KARMA AWARDS
The runners know too much for their own good. They've been betrayed and set up by If the team wins, each runner gets 3 Karma. If the team aborts, and has a successful abort
their own corporate contact. They must survive the ambush! run round, each runner gets 1 Karma regardless of any bonuses or penalties. The team
Difficulty: Advanced (at least 20 points per runner in upgrades recommended) can also choose the following bonus challenge options:
Players: 1 – 4 ELITE ENEMIES
Author: karoath Draw a Crossfire Event at the start of the game and place it in the discard pile: +1 Karma
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.msg332006#msg332006
MISSION SETUP ENDLESS ENEMIES
Each runner may purchase a single card from the black market (clockwise beginning Draw an extra Obstacle at the start of each scene. This may be elected up to once per
with the starting runner). The cards are not replaced until after each player has had a runner: +2 Karma
chance to buy a card.
MISSION GOAL EXTREME FATIGUE
The runners are exhausted trying to escape the ambush. They must Survive three scenes Draw +1 Attrition card at the start of each scene: +1 Karma
while being slowly affected by attrition. KARMA SCALING
OBSTACLES & CROSSFIRE Each runner gains the following Karma award or penalty based on how much Karma
This mission consists of three scenes. At the start of each Scene, flip up obstacles as they have earned.
indicated in the list below. When flipping obstacles, first flip obstacles from the Hard KARMA EARNED AWARD/PENALTY
Obstacle deck equal to the Crossfire Level. Then if you still need more obstacles, 0 – 30 Full Karma award
continue flipping obstacles from the Normal Obstacle deck. 31 – 40 -1 Karma penalty
SCENE FLIP OBSTACLES EQUAL TO 41 – 60 -2 Karma penalty
1 Number of Runners 61 – 85 -3 Karma penalty
2 Number of Runners + 1 Each additional +25 Additional -1 Karma penalty
3 Number of Runners + 2
ATTRTION RULES
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).

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.
Mission IS THAT A GLITCH ON MY GLITCH EFFECTS
At the beginning of the starting player turn (after drawing a Crossfire card), reveal and discard
SCREEN? the top card of the Black Market deck. If the revealed card is a weapon (black), spell (blue) or
skill (red) card, move all obstacles one runner clockwise. If the revealed card is a hacking
THE JOB (green) card, do not move obstacles.
Mr. Johnson and his sponsor (an A corporation) have asked your team to infiltrate the corp's Also, if the revealed card color matches the glitched runner’s main role, the Glitch gains one
own headquarters. All systems and drones went crazy 3 hours ago and all outside marker (a Glitch can have more markers than its starting number).
communications were cut. Also, there are hints of hired mercs patrolling the halls and These effects cannot be prevented by any abilities or cards, only removing a Glitch will
shooting any employees unfortunate enough to be still there. terminate its effects. A Glitch does not affect runner’s actions or HP in any other way.

The corp thinks that the new head of tech department is behind the situation and that he might GLITCH REMOVAL
be in fact a spy from a rival company. The corp’s regular staff cannot help and it's up to your Hacking (green) damage must be dealt to a Glitch to remove it. Remove one Glitch marker for
team to solve the situation. Mr Jonhson has provided more info and some equipment to help each hacking (green) damage dealt to the Glitch. Any other types of damage are ignored.
your prep work. Level-removal attacks (like Lightning Bolt) are ignored by the Glitch. The glitched runner is
not affected by attacks made on the Glitch. If all generic markers are gone at the end of a
While walking in the shadows of the streets, you review the plan: go inside the building using runner turn, the Glitch is removed.
the maintenance tunnels, navigate towards the servers room and shut down the mainframe. As
soon as you enter the underground tunnels, your team's commlinks and hardwares begins The Glitch is only affected by hacking (green) damage applied during the Apply Damage
acting strangely. Augmented limbs are moving erratically, cybereyes and AR glasses are sequence of a runner turn - It cannot be affected by Crossfire events or by any card abilities.
seeing things that are not really there. Your decker will block those attacks, but teamwork will Karma upgrades (such as Button Masher) can be used to deal hacking damage.
be needed.
Difficulty: Advanced (at least 5 points per runner in upgrades recommended) If a glitched player is staggered, the Glitch is still active. If a glitched player goes critical, the
Players: 2 – 4 Glitch is immediately removed.
Author: Jamel Rha (Jamelrha)
Source: https://boardgamegeek.com/thread/1251307/homebrew-mission-glitch A Scene cannot end if a Glitch is still active.
MISSION SETUP Mission IS THAT A GLITCH ON MY SCREEN? (cont…)
Each runner may put one extra basic card in their starting deck (use the extra cards included in OBSTACLES & CROSSFIRE
the box set). At the start of each Scene, flip up obstacles as indicated in the list below. When flipping
obstacles from the decks, first flip obstacles from the Hard Obstacle deck equal to (Crossfire
Prepare the Crossfire deck by shuffling together the following Crossfire event cards: 01, 02, level – 1). Then if you still need more obstacles, flip obstacles from the Normal Obstacle deck
03, 04, 05, 06, 07, 09, 12, 14, 15, 17, 18, 19, 23, 30, 31, 33, 36, 37,38, 42, 43, 45, 46, 47, 50. for the remainder.
Prepare the Normal Obstacle deck by shuffling together all the green Normal obstacles AND Unless indicated otherwise, place the first flipped obstacle facing the runner whose role color
the following obstacle cards: 01, 02, 03, 04, 07, 09, 11, 12, 14, 23, 24, 29, 31, 33, 34, 35, 40. matches the obstacle’s color. Distribute the rest clockwise. The first round of the game begins
with the starting runner.
Prepare the Hard Obstacle deck by shuffling together all the green Hard obstacles AND the
following obstacle cards: 41, 48, 49, 54, 55, 66, 67, 68, 70, 76, 79. Take out GODwire (card
78) and set it aside for later use in the mission.
SCENE 1 – MAINTENANCE TUNNELS
Flip obstacles equal to the number of runners. Add Glitch generic markers equal to the number
of runners.
MISSION GOAL
Your runners must reach and shut down the main server in three Scenes, while fighting against You are travelling through the maintenance tunnels leading to the corp’s HQ. The wireless
obstacles and against glitches infecting their equipment. Each Scene ends when you have network is all around you and the decker is having a hard time with the hacking attacks.
defeated all obstacles facing runners and when you have removed the Glitch bugging a runner. Earlier, Mr Jonhson said those tunnels would be unguarded but, obviously, unplanned things
Once the third Scene ends, the team wins the mission! are meant to happen.
GLITCHES
GLITCH REVEALING SCENE 2 – TECH DEPARTMENT
Flip obstacles equal to the number of runners + 1. Add Glitch generic markers equal to the
At the beginning of each Scene, reveal and discard the top card of the Black Market deck.
number of runners.
Place the required number of Glitch markers on the runner whose role matches the revealed
card color: he is the runner bugged by a Glitch for this Scene.
Finally exiting the poorly lit tunnels, you go straight to the tech department, trying to find the
door of the servers room. You walk low and silently through the deserted cubicles farm,
avoiding unnecessary attention. Suddendly, dozens of AR windows are spamming the view of a
runner, who hits loudly a chair in the confusion. Bullets are now flying over your heads. Oh
well, you hate the decoration anyway…

SCENE 3 – SERVER ROOM


Place the GODWire obstacle facing the Decker. Then, flip obstacles equal to the number of
runners + 1 and distribute them clockwise from the Decker. Add Glitch generic markers equal
to the number of runners - 1.

Pushing aside broken furniture, your team walks toward the server room. Entering it, your
decker curses and types frenetically on his AR keyboard. Motion can be seen at the edge of
your AR and physical vision, as virtual and meat spaces converge to attack your team. The
corporate spy is nowhere to be seen, but for now you must focus on what he have left behind...

ENDING A SCENE
At the end of a turn, if there are no obstacles and no Glitch in play, each runner heals 1 HP and
the starting runner places the current Crossfire event on the bottom of the Crossfire deck.
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!
PLAYING WITH FEWER THAN FOUR RUNNERS
If there are only 3 runners, do not flip a Crossfire card at the start of the first round. If there are
only 2 runners, do not flip a Crossfire card at the start of the first or second rounds.
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 penalties. The team can also choose the
following bonus challenge options:

SURVEILLANCE CAMERA
Flip up one additional obstacle at the start of each Scene: +1 Karma

OVERCLOCKING
Start the game with one card in the Crossfire discard: +2 Karma (In the same game, the team
can choose this option up to once for each runner.)

DARN CARPETS. SO. MUCH. STATIC!


The Glitch begins every Scene with markers equal to the number of runners + 1: +1 Karma
KARMA SCALING
Each runner gains the following Karma award or penalty based on how much Karma they have
earned.
KARMA EARNED 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
Mission damage levels remaining on the Drake Assassin. Place the first flipped obstacle facing the
CORPORATE WETWORK runner whose role color matches the obstacle's color. Distribute the rest clockwise. If at any
time you run out of cards in one obstacle deck instead flip them from the other obstacle deck.
THE JOB If there are no obstacles remaining in either deck you have cleared the entire building of
Mr. Johnson's employer has a small dispute with an up and coming corp. The chief of security reinforcements.
has defected to this new corp, for a bigger position with better pay, and is sharing all of their SCENE FLIP OBSTACLES EQUAL TO
latest security secrets. Mr. Johnson's employer would like you to have a "meeting" with the 1 Number of Runners + 1
new executive of security at this up and coming corp that ends with him never being able to 2 Number of Runners + 2
work for anyone again.
3 Number of Runners + 3
Difficulty: Advanced (at least 40 points per runner in upgrades recommended)
4 Drake Assassin flipped
Players: 2 – 4
Author: Alex Ender (alex ender) ENDING A SCENE
Source: https://boardgamegeek.com/thread/1270504/mission-corporate-wetwork At the end of a turn, if there are no obstacles in play, the starting runner removes the Crossfire
event from play (it goes to the bottom of the Crossfire deck instead of the discard).
MISSION SETUP
Create the Normal Obstacle deck by shuffling together the following obstacle card numbers:
01, 02, 06, 07, 10, 12, 13, 16, 17, 19, 27, 28, 32, 33, 34, 35, 37, 38, 39, and 40. LOCK AND LOAD
At the end of the first Scene each runner heals 1 HP and draws 1 card. Then, starting with the
Create the Hard Obstacle deck by shuffling together the following obstacle card numbers: 41, runner to the left of the runner who defeated the last obstacle, each runner, in order, can buy
42, 43, 46, 48, 51, 54, 55, 56, 60, 67, 68, 69, 70, 74, 75, 76, 77, 78, and 80. Remove and set one card from the Black Market. This Scene ends after the last runner buys a card or passes.
aside Drake Assassin. Play continues in the next Scene with the runner who had the first choice to buy a card.
MISSION GOAL AT LEAST THE ELEVATOR STILL WORKS
Your team has been hired to enter the corp's small security headquarters and reach the office of At the end of the second Scene each runner heals 1 HP and draws 2 cards. This Scene ends and
the new executive on the fourth floor in order to "meet" him. Your team must clear each floor play continues in the next Scene with the runner to the left of the runner who defeated the last
before moving to the next to allow for a safe exit once the objective is completed. Each floor obstacle.
has its own Scene. When and if you reach the fourth floor, geek the executive. Once the fourth
Scene ends, the team wins the mission!
I DON'T KNOW HOW MUCH MORE I CAN TAKE!
OBSTACLES & CROSSFIRE At the end of the third Scene each runner heals 2 HP. Then, starting with the runner to the left
Use the normal Crossfire rules. Flip obstacles as indicated in the chart below. When flipping of the runner who defeated the last obstacle, each runner, in order, can buy one card from the
obstacles at the beginning of a scene flip them from the Normal Obstacle deck only. Place the Black Market. This Scene ends after the last runner buys a card or passes. Play continues in the
first flipped obstacle facing the runner whose role color matches the obstacle's color. Distribute next Scene with the runner who had the first choice to buy a card.
the rest clockwise.
After the fourth Scene, the team wins the mission!
If all obstacles are not cleared from the board at the beginning of the third round played in
Scenes 1, 2, and 3, then the corp security is able to trigger the silent alarm and call for
PLAYING WITH FEWER THAN FOUR RUNNERS
reinforcements. (In a four player game when two or more runners take a turn before the If there are only three runners, do not flip a Crossfire card at the start of the first round of the
starting player at the beginning of a scene it counts as a full round toward the three round count game. If there are only two runners, do not flip a Crossfire card at the start of the first and
for the purposes of this rule. This does not affect the round count or when Crossfire cards are second rounds of the game. If playing with fewer than four runners, when flipping obstacles at
drawn.) Flip obstacles from the Hard Obstacle deck equal to the Crossfire level. Place the first the end of a round in the fourth Scene, still flip a number of obstacles from the Hard Obstacle
flipped obstacle in front of the runner whose role color matches the obstacle's color. Distribute deck equal to the number of damage levels left on Drake Assassin but do not exceed flipping
the rest of the obstacle's clockwise. more obstacles than the number of runners + 2.
KARMA AWARDS
At the start of the fourth scene only flip the Drake Assassin (you didn't plan on the executive If the team wins, each runner gets 4 Karma. If the team aborts, and has a successful abort run
being a young dragon!) and place it at the center of the table. This obstacle is considered to be round, each runner gets 1 Karma regardless of any bonuses or penalties. The team can also
facing each runner on their turn. At the end of any runner’s turn in which they could not choose the following bonus challenge options:
damage the executive he is able to call for reinforcements. Flip one obstacle from the Normal TRAINED, EFFICIENT, AND DEADLY
Obstacle deck and place it in front of that runner. At the end of each round in the fourth scene, In Scenes 1, 2, and 3 reinforcements are sounded at the beginning of the second round played
if the executive has not been waxed, a strike team shows up. (In a four player game when two in each scene: +1 Karma
or more runners take a turn before the starting player at the beginning of the Scene it counts as
a full round for the purposes of this rule. This does not affect the round count or when
Crossfire cards are drawn.) Flip obstacles from the Hard Obstacles deck equal to the number of
NOTHING EVER GOES RIGHT
Start with one Crossfire card in the Crossfire discard: +1 Karma
THEY’VE BEEN TIPPED OFF!
Flip one additional obstacle from the Hard Obstacle deck at the start of Scenes 1, 2, and 3: +2
Karma

BODYGUARDS, HE HAS BODYGUARDS!


Set aside random drawn obstacles from the Hard Obstacle deck equal to the number of runners
along with Drake Assassin. At the start of the fourth Scene, place the first flipped obstacle in
front of the runner whose role color matches the obstacle's color. Distribute the rest of the
obstacle's clockwise: +3 Karma (If this option is chosen, you can't also choose any other bonus
challenge.)
KARMA SCALING
Each runner gains the following Karma award or penalty based on how much Karma they have
earned.
KARMA EARNED AWARD/PENALTY
0 – 40 Full Karma award
41 – 60 -1 Karma penalty
61 – 70 -2 Karma penalty
71 – 80 -3 Karma penalty
Each additional +25 Additional -1 Karma
penalty
Mission
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: Advanced (at least 20 points per runner in upgrades recommended)


Players: 3 – 4
Author: dark_father
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.msg332006#msg332006
MISSION SETUP
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 scene ends when the Decker has enough hacking tokens and no obstacles are in play.
OBSTACLES & 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, 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:
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 earned.

KARMA EARNED AWARD/PENALTY


0 – 30 Full Karma award
31 - 50 -1 Karma penalty
Each additional +25 Additional -1 Karma penalty
Mission earned.
ASSASSINATION KARMA EARNED AWARD/PENALTY
50 – 70 Full Karma award
THE JOB
71 – 90 -1 Karma penalty
One of the many pitfalls of being a runner is that you're bound to piss some people off sooner
Each additional +25 Additional -1 Karma
or later. Sooner or later some one is going to found out who hit them and come looking for
penalty
some payback. One of your former marks has found you between runs and plans to make sure
you never bother them again. Bad news is they hired a real pro.
Difficulty: Advanced (at least 10 points per runner in upgrades recommended)
Players: 2 - 4
Author: Bret Callender (ultralogan)
Source https://boardgamegeek.com/thread/1230257/mission-idea-assasssination
MISSION SETUP
Set aside the Drake Assassin from the Hard Obstacles deck. Shuffle both the Hard and Normal
Obstacle decks separately. Draw the top 10 Hard obstacles and set them aside. Then take the
top 6 Normal obstacles and place them face down on top of the ten set aside Hard obstacles.
Place the remaining Normal and Hard obstacles back in the box. This stack of 16 cards forms
the Mission Obstacle deck.
MISSION GOAL
Your role is to take out the hitmen dead set on ending your running career for good. The
mission is successful when there are no obstacles facing any runner.
A REAL PRO
TOUGH AS NAILS
The Drake Assassin may only be dealt at most 1 level of damage each player turn.

RELENTLESS
At the end of each player turn, the Drake Assassin moves to face the runner whose role color
matches the Drake Assassin’s next uncleared damage level.
OBSTACLES & CROSSFIRE
After players have drawn their starting hands place the Drake Assassin facing the starting
runner. Then, flip a card from the Mission Obstacle deck facing every runner (including the
starting runner).

Reveal a new Crossfire event each round as normal. If a Crossfire event or flipped ability
instructs you to draw a Hard or Normal obstacle, draw an obstacle from the Mission Obstacle
deck instead. Any time a runner defeats all obstacles facing them, that runner heals 1 HP.
Then, flip a new obstacle from the Mission Obstacle deck to face that runner.
PLAYING WITH FEWER THAN FOUR RUNNERS
If there are only 3 runners, do not flip a Crossfire card at the start of the first round. In
addition, draw only 8 Hard obstacles during the mission setup instead of 10.

If there are only 2 runners, do not flip a Crossfire card at the start of the first or second rounds.
In addition, draw only 6 Hard obstacles during the mission setup instead of 10.
KARMA AWARDS
If the team wins, each runner gets 5 Karma. If the team aborts, and has a successful abort run
round, each runner gets 1 Karma regardless of any bonuses or penalties.
KARMA SCALING
Each runner gains the following Karma award or penalty based on how much Karma they have
Mission cyber-implants suddenly begin to act strangely and you pause some seconds to correct the
MR. JOHNSON’S FRIENDS situation. Mr. Johnson leaves promptly his booth as some of his "friends" are walking towards
you.
THE 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
SCENE 2 – UNFINISHED BUSINESS
and Lone Star patrols chased you for hours. You would usually disappear from the grid for a Reveal and discard the top card of the Black Market deck. If the revealed card is a hacking
few weeks, but you have the feeling that the whole affair was an attempt to assassinate your (green) or spell (blue) card, use Johnson decks A. If the revealed card is a weapon (black) or
team. You decide to confront Mr. Johnson right now, at his favorite meeting place. 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.
Difficulty: Advanced (at least 30 points per runner in upgrades recommended)
Players: 2 – 4
Trying to catch up with Mr. Johnson, you are running through the small and dirty streets and
Author: Jamelfr
alleys of the neighborhood. You see him entering an abandoned store and you rush forward.
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.msg332006#msg332006
However, more of his goons exit the store to confront you. You recognize some of them as the
MISSION SETUP same people who attacked you during your aborted run.
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. SCENE 3 – JUST A JOB
Place Ork Fixer and Buzzback in front of the Face runner. Distribute Lone Star Lieutenant and
Each scene will use specific decks that will contain Johnson’s goons. All cards not included in Saeder-Krupp Observer clockwise. Then, flip obstacles from the usual Hard obstacle deck
those special decks will constitute the usual Normal and Hard obstacles decks. Prepare those equal to number of runners -1.
Mr. Johnson decks by shuffling together the following obstacle cards:
Mr. Johnson and his associates shoot at you as soon as you enter the store. You duck for cover
Scene 1 Deck: Normal - 06, 10, 15, 17, 30; Hard - 47, 51, 56, 59, 64. as you catch a glimpse of a Lone Star Uniform. A corrupt cop. No wonder why the patrols
Scene 2A Deck: Normal - 12, 24, 28, 29, 35; Hard - 41, 44, 68, 75, 76. were so active yesterday : « You were the field test for our new security team, Mr. Johnson
Scene 2B Deck: Normal - 02, 23, 26, 32, 34; Hard - 48, 49, 54, 66, 67. says. You were not supposed to come back! Anyway, I will finish the job myself.»
Scene 3 Deck: Normal – 03, 18; Hard – 57, 70.
ENDING A SCENE
At the end of a turn, if there are no obstacles in play, each runner heals 1 HP and the starting
MISSION GOAL runner removes the Crossfire event from play (it goes to the bottom of the Crossfire deck
Your team must confront and defeat Mr. Johnson, who betrayed you during the last run. Each instead of the discard). Then, starting with the runner to the left of the runner who defeated the
Scene ends when you have defeated all obstacles facing runners. Once the third Scene ends, last obstacle, each runner, in order, can buy one card from the Black Market. This Scene ends
the team wins the mission! after the last runner buys a card or passes. Play continues in the next Scene with the runner
OBSTACLES & CROSSFIRE who had the first choice to buy a card.
At the start of each Scene, flip up obstacles as indicated in the list below.
After the third Scene, the team wins the mission!
Please note: When flipping obstacles from the Johnson decks, first flip obstacles from the PLAYING WITH FEWER THAN FOUR RUNNERS
Johnson Hard Obstacle deck equal to Crossfire level. Then if you still need more obstacles, flip If there are only 3 runners, do not flip a Crossfire card at the start of the first round. If there are
obstacles from the Johnson Normal Obstacle deck for the remainder. only 2 runners, do not flip a Crossfire card at the start of the first or second rounds.
Cards effects and obstacles decks : When a card effect requires to reveal cards from KARMA AWARDS
obstacles decks, the usual Normal and Hard Obstacles decks are used to resolve those effects. 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
Unless indicated otherwise, place the first flipped obstacle facing the runner whose role color choose the following bonus challenge options:
matches the obstacle’s color. Distribute the rest clockwise. The first round of the game begins
with the starting runner. MR. JOHNSON’S INFINITE FUNDS
At Scenes 1 and 2, flip up one additional obstacle from the usual Normal Obstacle deck. At
SCENE 1 – NIGHTCLUB FUN Scene 3, flip up one additional obstacle from the usual Hard Obstacle deck : +1 Karma
Flip obstacles equal to number of runners from the Johnson decks. Then, flip 1 obstacle from
the usual Normal Obstacle deck. LONE STAR IS WATCHING YOU
Start the game with one card in the Crossfire discard. At the Scene 3, Lone Star Lieutenant’s
The nightclub is buzzing with loud music and an even louder crowd tonight. Mr. Johnson is first level of damage is 7 [Colorless] (instead of 3 [Colorless]) and he cannot be prevented
drinking a cocktail in his usual booth. You are approaching him, but your commlinks and 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
earned.
KARMA EARNED AWARD/PENALTY
0 – 40 Full Karma award
41 – 75 -1 Karma penalty
Each additional +25 Additional -1 Karma
penalty
Mission SCENE 2 – UNFINISHED BUSINESS
GANGS ATTACK Flip obstacles equal to number of runners +2.
THE JOB Bonus objective: If all obstacles are defeated in [number of runners +3] turns or less, the
SINless squatters (mostly poor workers and families) have hired your team to protect their building is still standing and you can safely gather your remaining resources: each runner gains
homes against street gangs wanting to evict them. They live in an old, barely functional immediately 2 Nuyens when the last obstacle is defeated.
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 SCENE 3 – JUST A JOB
contracts are rare lately, so you've accepted the job. Flip obstacles equal to number of runners +2. Then, flip Gang Leader and place it facing the
After some legwork, you learn that a local gang plans to attack the building tonight. And there runner following the last obstacle in the normal clockwise rotation.
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. GANG LEADER FLIPPED EFFECTS:
Difficulty: Advanced (at least 20 points per runner in upgrades recommended) Resolve the usual “Flipped” effect of its card. Then, if your team completed both bonus
Players: 2 – 4 objectives from Scenes 1 and 2, the gang leader goes berserk and showers your team with
Author: Jamelfr bullets: reveal and discard a numbers of cards from the top of the Black Market deck equal to
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.msg332006#msg332006 the number of runners. For each card revealed, the runner whose role color matches the card’s
MISSION SETUP 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 nuyen (at least 3 nuyen if it’s a two-runners team). This
Create the Normal Obstacle deck by removing the following obstacle card numbers: 02, 07,
can be done as many times as wished (thus, a four runner team discarding cards for a total of
10, 12, 13, 22, 25, 33, 34, 37. Then, remove and set aside (for later use in the mission) the
13 nuyen would prevent 3 damages).
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, SNIPER:
49, 50, 53, 57, 59, 60, 61, 62, 65, 68, 70, 78, 79. Shuffle the remainder of the deck. 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
MISSION GOAL discard 1 card from the top of the Black Market: the runner whose role color matches the
Your team must defend the squatters’ building currently under attack from gangers and worse card’s color loses 1HP. This damage can be prevented if, between them, the team discards
foes. Lone Star will never come and the Corps have no use for the SINless, so you’re the only cards equal to a total value of 4 nuyen or more (3 nuyen or more if it’s a two runner team). The
hope of your clients. Defeat quickly your opponents and you will be able to salvage more sniper attacks cannot be prevented in any way; they only stop when Scene 3 ends. You can put
resources, but the gang leader will be enraged. Each Scene ends when you have defeated all a generic marker on the top of the Crossfire deck to remind you to resolve the Sniper attack.
obstacles facing runners. Once the third Scene ends, the team wins the mission!
ENDING A SCENE
OBSTACLES & CROSSFIRE At the end of a turn, if there are no obstacles in play, each runner heals 1 HP and the starting
At the start of each Scene, flip up obstacles as indicated below. When flipping obstacles, first runner removes the Crossfire event from play (it goes to the bottom of the Crossfire deck
flip obstacles from the Hard Obstacle deck equal to the Crossfire level. Then if you still need instead of the discard). Then, starting with the runner to the left of the runner who defeated the
more obstacles, flip obstacles from the Normal Obstacle deck for the remainder. Place the first last obstacle, each runner, in order, can buy one card from the Black Market. This Scene ends
flipped obstacle facing the runner whose role color matches the obstacle’s color. Distribute the after the last runner buys a card or passes. Play continues in the next Scene with the runner
rest clockwise. who had the first choice to buy a card.
At Scenes 1 and 2, you will get a reward if you complete bonus objectives. At Scene 3, a After the third Scene, the team wins the mission!
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. PLAYING WITH FEWER THAN FOUR RUNNERS
If there are only 3 runners, do not flip a Crossfire card at the start of the first round. If there are
only 2 runners, do not flip a Crossfire card at the start of the first or second rounds.
SCENE 1 – TAKE DOWN THEIR FIRST LINE!
Flip obstacles equal to number of runners -1. Then, flip Ancients Ganger and place it facing KARMA AWARDS
the runner following the last obstacle in the normal clockwise rotation. Then, flip Ancients If the team wins, each runner gets 3 Karma. If the team aborts, and has a successful abort run
Sentry and place it facing the runner following Ancients Ganger clockwise. round, each runner gets 1 Karma regardless of any bonuses or penalties. The team can also
choose the following bonus challenge options:
BONUS OBJECTIVE:
If all obstacles are defeated in [number of runners +2] turns or less, you inspire courage among WHERE DO THEY COME FROM?
the squatters and even more foes are taken down: each runner gains immediately 1 Nuyen Flip up one additional obstacle at the start of each Scene: +1 Karma (Ancients Ganger,
when the last obstacle is defeated. 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
earned.
KARMA EARNED AWARD/PENALTY
0 – 40 Full Karma award
41 – 75 -1 Karma penalty
Each additional +25 Additional -1 Karma
penalty
Mission Flip obstacles equal to number of runners -1. Then, flip Bug Spirit and place it facing the
BUGS HIVE runner following the last obstacle in the normal clockwise rotation (please don't forget to
trigger its "Flipped" ability).
THE JOB
Bug spirits. Insects. Some people want to destroy them. Some people want to capture them and
harvest their powers. Everyone hates bugs.
SCENE 2 – THE ALTAR
Flip obstacles equal to number of runners. Then, flip Bug Spirit and place it facing the runner
Your client is a friend of a retired private investigator (a man named Montgomery or following the last obstacle in the normal clockwise rotation (please don't forget to trigger its
something like that). She wants you to infiltrate a hive under the city and defeat all the bug "Flipped" ability).
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 SCENE 3 – BETRAYAL
will be a war zone. 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
Your client shows you some guns you can buy, at a discount. “Insect spirits are hard to defeat, runners -1. Then, flip Elf Shaman and place it facing the runner following the last obstacle in
she says while shuddering. You’ll need special ammos that will shatter their link to our world. the normal clockwise rotation. Then, flip Bug Spirit and place it facing the runner following
Those guns have them. Complete your contract and I might have more runs for you…” Elf Shaman clockwise (please don't forget to trigger Bug Spirit's "Flipped" ability).
Difficulty: Advanced (at least 30 points per runner in upgrades recommended)
Players: 2 – 4 The Hive is smaller than you thought and you complete your mission. Exhausted, your team
Author: Jamelfr comes back to the client. She smiles at you warmly, but the air around her makes you sick.
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.msg332006#msg332006 “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
MISSION SETUP bodies to her. I was not able to get Montgomery, but the Queen will be pleased with you…”.
At the beginning of the game (before drawing any cards), each runner may buy a Remington An insect spirit approaches while your client is unveiling her lies. You also hear some noises
Roomsweeper card for a cost of [1 Nuyen + 1 Basic card] and add it to their deck. A runner behind you, as if enemies from the Hive have followed you here... If you survive this, you’ll
may buy as many Remington Roomsweeper cards as they wish. need to do some research about that Montgomery guy.
Create the Normal Obstacle deck by removing the following obstacle card numbers: 03, 04, ENDING A SCENE
07, 08, 13, 17, 19, 20, 21, 22, 24, 26, 31, 36, 40. Then, shuffle the remainder of the deck. 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
Create the Hard Obstacle deck by removing the following obstacle card numbers: 43, 50, 52, instead of the discard). Then, starting with the runner to the left of the runner who defeated the
53, 56, 57, 59, 64, 72, 73, 78, 80. Then, remove and set aside (for later use in the mission) the last obstacle, each runner, in order, can buy one card from the Black Market. This Scene ends
card Bug Spirit (63). Shuffle the remainder of the deck. 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.
MISSION GOAL
Your team must infiltrate the insect spirits hive and eradicate those abominations. Each Scene After the third Scene, the team wins the mission!
ends when you have defeated all obstacles facing runners. Once the third Scene ends, the team
wins the mission!
PLAYING WITH FEWER THAN FOUR RUNNERS
OBSTACLES & CROSSFIRE If there are only 3 runners, do not flip a Crossfire card at the start of the first round. If there are
At the start of each Scene, flip up obstacles as indicated below. When flipping obstacles, first only 2 runners, do not flip a Crossfire card at the start of the first or second rounds.
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 KARMA AWARDS
rest clockwise. 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:
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 MORE MERCS THAN EXPECTED
runner clears the last level on a Bug Spirit, it is not defeated unless damage from a Remington Flip up one additional obstacle at the start of each Scene: +1 Karma (Bug Spirit and Elf
Roomsweeper card was applied this turn on the Bug Spirit; if damage from a Remington Shaman are still the final obstacles placed in their respective Scene.)
Roomsweeper card was not applied this particular turn on the Bug Spirit, it heals all its levels.
SECURITY SYSTEM STILL ACTIVE
SCENE 1 – THE FOLLOWERS QUARTERS 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
earned.
KARMA EARNED AWARD/PENALTY
0 – 50 Full Karma award
51 – 75 -1 Karma penalty
Each additional +25 Additional -1 Karma
penalty
Mission ENDING A SCENE
ROGUE RUNNERS At the end of a turn, if there are no obstacles in play, the starting runner removes the Crossfire
THE JOB event
A group of “runners” hired by your fixer flatlined their Mr. Johnson during the meet. Your from play (it goes to the bottom of the Crossfire deck instead of the discard). Then each runner
fixer's reputation is on the line so he hired you to take care of these murderers. Don't let him heals
down or you might be out of a job, too... 1 HP. Then, starting with the runner to the left of the runner who defeated the last obstacle,
Difficulty: Advanced (at least 5 points per runner in upgrades) each
Players: 3 – 4 runner, in order, can buy one card from the Black Market. This Scene ends after the last runner
Author: Leevizer buys
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.msg332006#msg332006 a card or passes. Play continues in the next Scene with the runner who had the first choice to
buy a
MISSION SETUP card.
OPPOSING RUNNERS
The runners need to dispatch of a group of Rogue Shadowrunners. These are chosen by After the third Scene, the team wins the mission!
choosing five randomly from the following: Drone Rigger, Guy in the Van, Fomorian Mage, KARMA AWARDS
Weapons specialist, Chromed Samurai, Lightning mage, Combat Shaman, Elf Blademaster, If the team wins, each runner gets 3 Karma. If the team aborts, and has a successful abort run
Warded decker, Gunslinger Adept and Trickster initiate. Shuffle the five chosen cards together round,
to form the Opposing Runner deck. Shuffle the rest back into the Hard obstacle deck. If there each runner gets 1 Karma regardless of any bonuses or penalties. The team can also choose the
are three players, then only four cards will be chosen for the Opposing Runner deck. following bonus challenge options:

RUNNER'S EDGE SHAMANIC SUPPORT


Either due to good planning, someone's help or just dumb luck, the Runners gain a slight edge Set aside Astral Scout. At the start of the first scene, place Astral scout against the player who
for this mission. The players can choose one of the following Crossfire cards and set it aside: has the mage role card. Shuffle together the Spirit of Fire and the Spirit of Earth. Shuffle one
Grenade, Top Shelf, Scavenging, Reversal of Fortune or Drekstorm. Shuffle the rest back into into the Hard obstacle deck and the other into the Opposing Runner deck: +2 Karma per runner
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. MY LITTLE FRIENDS
Set aside Light combat drone and Aerial combat drone. At the start of the second scene, play
MISSION GOAL them as additional obstacles after the normal obstacles have been played: +2 Karma per runner
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 WIZ DECKER
wins the mission! Place the IC card into the Opposing Runner deck: +1 Karma per runner

OBSTACLES & CROSSFIRE AMBUSHED!


SCENE 1 At the start of the game, each player takes one point of damage: +2 Karma per runner
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 THEY’RE HIDING SOMEWHERE
the rest clockwise. The first round begins with the starting runner. 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.
SCENE 2 KARMA SCALING
Flip up Obstacles equal to the amount of players plus one. Start by flipping obstacles from the Each runner gains the following Karma award or penalty based on how much Karma they have
Hard Obstacle deck equal to the current Crossfire level. If you still need any obstacles, draw earned.
the remainder from the normal obstacle deck. Place the first flipped obstacle facing the runner
KARMA EARNED AWARD/PENALTY
whose role color matches the obstacle's color. Distribute the rest clockwise. The first round
0 – 10 Full Karma award
begins with the starting runner.
11 – 30 -1 Karma penalty
31 – 50 -2 Karma penalty
SCENE 3 51 – 75 -3 Karma penalty
Flip all the obstacles from the Opposing Runner deck. Place the first flipped obstacle facing
Each additional +25 Additional -1 Karma
the runner whose role color matches the obstacle's color. Distribute the rest clockwise. The
penalty
first round begins with the starting runner.
Mission If there are only three runners, do not flip a Crossfire card at the start of the first round of the
INCUBUS 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.
THE JOB
Lured by the illusions of an Incubus, the runners must defeat the monster!
Difficulty: Advanced (20 points per runner in upgrades) KARMA AWARDS
Players: 1 - 4 If the team wins, each runner gets 3 Karma. If the team aborts, and has a successful abort run
Author: karoath round, each runner gets 1 Karma regardless of any bonuses or penalties. The team can also
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.msg332006#msg332006 choose the following bonus challenge options:
MISSION SETUP ENHANCED ILLUSION
At start of a scene, draw obstacles equal to the number of illusion counters divided by 2 instead
Set this card aside to represent the Incubus (a boss monster) that attacks in Scene three. At start
of 3 (round up): +2 Karma
of the Starting Player’s 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 GREATER INCUBUS
runner has no illusion tokens). The Incubus damage bar is as follows: The Incubus deals +1 damage during scene 3: +1 Karma
MESMERIZING ILLUSIONS
5 Colorless / Blue / Blue / 4 Colorless / Black / 5 Colorless / Black If an active runner has the most (or tied for most) illusion tokens at start of his turn then he
MISSION GOAL must discard a card from hand: +1 Karma
An Incubus has created a series of illusions that have lured the runners into a trap. Survive the POWERFUL BEAK
attack and defeat the Incubus by the end of 3 scenes. 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
THE INCUBUS
The incubus cannot be attacked until the 3rd scene. A player with 1 or more illusion tokens can KARMA SCALING
not attack the incubus. In scene 3, each time the Starting Player begins a turn, assign the Each runner gains the following Karma award or penalty based on how much Karma they have
Incubus to the runner with the most illusion tokens. If tied, assign to the Starting Player. earned.
KARMA EARNED AWARD/PENALTY
OBSTACLES & CROSSFIRE 0 – 30 Full Karma award
At the start of each scene, draw obstacles equal to the number of illusion counters in play 31 – 40 -1 Karma penalty
divided by 3 (round up). If the result is less than the number of runners then draw obstacles
41 – 60 -2 Karma penalty
equal to the total number of runners plus the scene number -1. First flip from the Hard
61 – 85 -3 Karma penalty
Obstacles equal to Crossfire level. Then flip from the Normal Obstacles. First, assign to the
runner whose color matches and proceed clockwise. Each additional +25 Additional -1 Karma
penalty
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.
After the 3rd scene ends the runners win!
PLAYING WITH FEWER THAN FOUR RUNNERS
Mission At end of a scene, if the Traitor has been discovered and no obstacles remain (including the
THE TRAITOR Traitor), the team wins the mission!
THE JOB PLAYING WITH FEWER THAN FOUR RUNNERS
Flush out and eliminate the corporate traitor. If there are only three runners, do not flip a Crossfire card at the start of the first round of the
Difficulty: Advanced (10 points per runner in upgrades) game. If there are only two runners, do not flip a Crossfire card at the start of the first and
Players: 1 – 4 second rounds of the game
Author: karoath KARMA AWARDS
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.msg332006#msg332006 If the team wins, each runner gets 3 Karma. If the team aborts, and has a successful abort run
MISSION SETUP round, each runner gets 1 Karma regardless of any bonuses or penalties. The team can also
Shuffle the Normal Obstacle deck and draw cards until you find a Human card. Reveal the choose from the following options:
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. CORPORATE RESOURCES
MISSION GOAL When a clue has been found, advance the damage 1 level on any 1 obstacle: -1 Karma
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 HIGH PROFILE TRAITOR
the end of the 6th scene then the mission is a total loss. Draw the Traitor from the Hard Obstacle deck: +1 Karma
THE TRAITOR STUBBORN INFORMANTS
When Hidden, the Traitor doesn’t face a runner, deal damage, utilize abilities, and doesn't
A runner that earns a clue skips the next Draw & Buy phase: +1 Karma
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. PROTECTED TRAITOR
Draw 1 additional obstacle at the start of each scene: +1 Karma (may be selected once per
CLUES runner)
EARNING CLUES KARMA SCALING
Each time the Traitor is defeated, the runners earn a clue (max of 1 per scene). Place a token on
Each runner gains the following Karma award or penalty based on how much Karma they have
the Traitor as a reminder, each runner heals 1 HP, and the Traitor heals all damage.
earned.
KARMA EARNED AWARD/PENALTY
DISCOVERED 0 – 20 Full Karma award
The traitor is Discovered after clues are found equal to the number of runners. Immediately 21 – 30 -1 Karma penalty
move the Traitor to face the runner whose role matches the Traitor's color, it is now treated
31 – 50 -2 Karma penalty
exactly like other obstacles (deals damage, uses abilities, and rewards Nuyen).
51 – 75 -3 Karma penalty
OBSTACLES & CROSSFIRE Each additional +25 Additional -1 Karma penalty
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 OBSTACLES 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.
Mission until he jacks in.
DATA GRAB
In Scene 2, the data grab on the host has started. During each End Step on the decker’s turn,
THE JOB the decker flips an obstacle from the Host deck if he is not already facing an obstacle from the
Get in, get the data, get out. Host deck. Obstacles from the Host deck are treated normally with the following exceptions.
Simple, right? What could go wrong? Obstacles from the Host deck always face the decker, and may not be moved away from the
Difficulty: Advanced (at least 10 - 15 points per runner in upgrades recommended) decker except as the result of effects from Hacking cards or cards played from the effects of
Players: 3 – 4 Hacking cards (such as Pair Programing or Hack the World).
Author: Kiirnodel Obstacles from the Host deck that are defeated should be set aside, representing the valuable
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.15 pay data the decker has collected. Each time an obstacle from the Host deck is defeated, the
MISSION SET UP decker can choose to jack out and end the data grab. Starting with the decker, each runner, in
Remove the following obstacles from the Normal and Hard obstacle decks: 21, 25, 30, 39, 45, order, can buy one card from the Black Market. This Scene ends after the last runner buys a
51, 59, 69, 77, and 78. Combine these removed cards together to create the Host deck. (Note, card or passes. Play continues in Scene 3 with the runner to the left of the runner that defeated
the Host deck is comprised of a combination of Normal and Hard obstacles. The decker has a the last Host card.
certain amount of foresight into what is going to be encountered in the Host as it approaches. WINNING THE MISSION
See “The Host” below) During Scene 3, at the end of any round, if the number of obstacles is less than the number of
MISSION GOAL runners the team has managed to get a hole through the security’s defenses. The team gets out
First, the team must get past the initial security to get to the host terminal. Once there, the with the pay data and wins the mission.
decker must try to recover as much pay-data as possible. But even while the hacker deals with PLAYING WITH FEWER THAN FOUR RUNNERS
the host, security will continue to come at the runners with increasing force. The goal is to get If there are only 3 runners, do not flip a Crossfire card at the start of the first round.
as much of the data as possible before the security gets too heavy for the team so that everyone
can still get out safely. KARMA AWARDS
If the team wins, each runner earns 1 Karma plus an amount of Karma equal to the total Attack
OBSTACLES & CROSSFIRE Strength of the obstacles retrieved from the Host. If the team aborts, and has a successful abort
Use the normal crossfire rules. Each scene flips obstacles differently, both in number of total run round, each runner earns 1 Karma plus an amount of Karma equal to half (round down) the
obstacles and the number of Hard Obstacles, as indicated by the chart below. When flipping total Attack Strength from the Host obstacles regardless of any bonuses or penalties. The team
obstacles, first flip obstacles from the Hard Obstacle deck as indicated by the chart. Then if can also choose the following bonus challenge options:
you still need more obstacles, flip obstacles from the Normal Obstacle deck for the remainder.
At the beginning of each scene, place the first flipped obstacle facing the runner whose role
color matches the obstacle’s color. Distribute the rest clockwise. For the obstacles being BLACK IC
distributed each round during Scene 2, place the first flipped obstacle facing the runner to the The Attack Strength of each obstacle from the Host deck is increased by 1: The increased
left of decker. Distribute the rest clockwise. In addition, should Scene 2 start at the same time Attack Strength increases Karma as well.
as a new round is beginning,do not distribute the obstacles for the new round, only those for
the start of scene. HYPERACTIVE HOST
SCENE TOTAL OBSTACLES HARD OBSTACLES The decker flips the next obstacle from the Host deck at the Start of his turn, instead of the
1 Number of Runners Crossfire level end: +2 Karma.
2 (Start) Number of Runners Crossfire level
2 (Each round) Crossfire level Crossfire level – HIGH-THREAT RESPONSE
(Max = Number of Runners) Number of Runners Start the game with one card in the Crossfire discard: +2 Karma (in the same game, the team
3 Crossfire level Number of Runners can choose this option up to once for each runner).
(Max = 2 x Number of
Runners HEAVY SECURITY
Flip up one additional obstacle at the start of each Scene: +1 Karma.
THE HOST & ENDING A SCENE KARMA SCALING
During Scene 1, at the end of a turn, if there are no obstacles in play, each runner heals 1 HP Each runner gains the following Karma award or penalty based on how much Karma they have
and the starting runner removes the Crossfire event from play (it goes to the bottom of the earned.
Crossfire deck instead of the discard). Then starting with the runner to the left of the runner KARMA EARNED AWARD/PENALTY
who defeated the last obstacle, each runner, in order, can buy one card from the Black Market. 0 – 25 Full Karma award
This Scene ends after the last runner buys a card or passes. Play continues in the next Scene 26 – 50 -1 Karma penalty
with the runner who had the first choice to buy a card. At this point, the Host deck should be 51 – 75 -2 Karma penalty
shuffled, the decker has some insight into the difficulty of the upcoming obstacles, but not Each additional +25 Additional -1 Karma
penalty
Mission Scene.
THE PIT
The players win the mission if they complete 5 Scenes or elect to end the mission between
THE JOB Scenes.
A crew of runners are going into The Pit: a live bloodsport arena carved out of the Puyallup
Barrens. It is almost as good of a way to get noticed by the right people as it is to get geeked. KARMA AWARDS
Difficulty: Advanced (15 points per runner in upgrades) Each runner gains Karma equal to number of completed scenes, minus 1. E.g. if the team chose
Players: 1 – 4 to end the mission at the end of Scene 3, each runner would gain 2 karma. There is no option to
Author: reed makamson (reebomak) abort in this mission. If all runners went critical, the runners lose and get no karma, regardless
Source: https://boardgamegeek.com/thread/1345334/homebrew-mission-pit of scenes completed. The team can also choose the following bonus challenge options:
MISSION SETUP SPONSORSHIP
the runners have a shared pool of 12 nuyen to pay for Gearing Up, in addition to their normal
Gear Up: Each runner draws starting cards, then players may (in any order) purchase black
starting nuyen; any unspent is lost: -1 Karma
market cards using their starting nuyen.
MISSION GOAL SUDDEN DEATH
The pit challenge is over when scene 5 is completed, the runners walk away, or all runners are Flip one extra Hard obstacle each Scene: +1 Karma
critical.
YOU KEEP WHAT YOU KILL FLAWLESS VICTORY
Runners cannot buy cards normally and no nuyen is distributed when an obstacle is defeated. The team loses as soon as one runner goes critical: +1 Karma
Instead, when a player defeats an obstacle, that player can take any 1 card from the Black
Market with the same color as that obstacle and a cost equal or less than the payout of that ALL OR NOTHING
obstacle. Alternately, they can cycle 1 card that does not match the obstacle's color for each The team can no longer choose to end the mission between Scenes: +1 Karma
nuyen rewarded by the defeated obstacle. Effects that alter buying cards (forbid buying, alter
costs, etc.) also affect this action. KARMA SCALING
Each runner gains the following Karma award or penalty based on how much Karma they have
DOWN BUT NOT OUT earned.
When a runner goes critical, all obstacles in front of that runner move clockwise to the next KARMA EARNED AWARD/PENALTY
runner. While critical, a runner cannot draw or play cards. Healing 1 HP will restore the runner 0 – 20 Full Karma award
to staggered. A critical runner cannot choose or be chosen to take damage for any card effect,
21 – 30 -1 Karma penalty
but any further damage to them is ignored.
31 – 40 -2 Karma penalty
If all runners went critical, the runners lose and get no karma, regardless of scenes completed. 41 – 50 -3 Karma penalty
Each additional +15 Additional -1 Karma
OBSTACLES & CROSSFIRE penalty
At the start of a scene, reveal obstacles as per the chart below. The first obstacle is dealt to the
player whose role matches that obstacle, distribute the rest clockwise. Flip one Crossfire card
and resolve it. Play begins with the starting runner.
SCENE FLIP OBSTACLES EQUAL TO
1 1 Normal obstacle per runner
2 1 Normal obstacle per runner +
1 Hard obstacle
3 1 Normal obstacle per runner +
2 Hard obstacles
4 1 Normal obstacle per runner +
3 Hard obstacles
5 1 Normal obstacle per runner +
4 Hard obstacles
ENDING A SCENE
At the end of a turn, if there are no obstacles in play, each staggered or critical runner heals 1
HP. Then, the starting runner removes the current Crossfire event from play (place it on the
bottom of the Crossfire deck). Then, the runners elect to end the mission or carry on to the next
Mission phase.
DATA RETRIEVAL OBSTACLES & CROSSFIRE
THE JOB At the start of the Matrix phase, heal all runners to their starting HP. Then, the runner with the
The piece of data you are after is stored on an isolated matrix node inside Aztechnology Decker role draws as many Green obstacles as the current Crossfire level. First flip cards from
cyberspace. You had better gear up and gather some intel if you’re gonna hit the megacorp, the Normal Green Obstacles deck, up to number of successfully completed Scenes during the
but be aware that shaking trees also makes noise and the megacorp has it's ears in the Preparations phase. Then if you still need more obstacles, flip obstacles from the Hard Green
shadows. Obstacle deck for the remainder. Shuffle these cards together to form the Matrix deck.
Difficulty: Advanced (at least 30 points per runner in upgrades recommended)
Players: 2 - 4 The runner with the Decker role flips a card from the Matrix deck and places it facing them.
Author: Itai Sanders (ItaiSanders)
Source https://boardgamegeek.com/thread/1488957/data-retrieval-role-oriented-mission Any time a Green obstacle is defeated, the runner with the Decker role immediately heals 1
HP, then draws a new obstacle from the Matrix deck and places it facing them.
MISSION SETUP
Sort the Normal Obstacle cards into a Red deck, a Green deck and a Black & Blue deck. Do Flip one obstacle from the Normal Black & Blue deck facing every other runner. When all
the same for the Hard obstacles. The Red deck is used during the Preparations phase, the Green Black & Blue obstacles are defeated, each non-Decker runner heals 1 HP. Then, flip a new
deck is used for the Hacking portion of the Matrix phase, and the Black & Blue deck are the obstacle from the Black & Blue deck facing every other runner. The first X waves of Black &
forces you will have to repel in the meat world during the Combat portion of the Matrix phase. Blue obstacles are drawn from the Normal Black & Blue deck, where X is the number of
MISSION GOAL successfully completed Scenes during the Preparations phase. The remaining waves are drawn
The mission is divided into two phases - The Preparations phase, where you must buy your from the Hard Black & Blue deck.
gear and collect the intel that will help you get in and out alive, and the Matrix phase, where SPECIAL RULES
you must hack into the Aztechnology network while repelling security forces. When you While the decker runs the matrix, the other runners may help him normally.
complete the second phase, the team wins the mission!
PREPARATIONS PHASE At the beginning of their turn, the runners with the Mage and Street Samurai roles may move
During the beginning of each Scene, the runner with the Face role draws four obstacles from an obstacle of their color to face themselves.
the Red deck. First flip cards from the Hard Red Obstacles deck, up to the current Crossfire
level. Then if you still need more obstacles, flip obstacles from the Normal Red Obstacle deck If any runner except the Decker gets staggered, the obstacle facing that runner will move to
for the remainder. The runner with the Face role will distribute the obstacles among the team face the Decker. If the Decker becomes staggered, he is jacked out of the matrix: the green
as he sees fit. After the obstacles are dealt, you cannot move them with the exception of the obstacle facing him will not affect him or deal damage, but also cannot be damaged. At the
Face being able to move one obstacle to face himself at the beginning of his turn. beginning of each subsequent turn, the Decker must decide whether or not he is jacking back
in. Every round that the Decker spends out of the matrix the Green obstacle heal one level. If
If at any point during a Scene a runner becomes staggered, he can choose to end the Scene. If the team completes a wave of Black & Blue obstacles while the Decker is jacked out, the
he decides to continue the stage but the team could not heal him or end the Scene by his next Decker may heal one HP.
turn, they are forced to end the Scene. If a runner ever goes critical, the team fails the mission. ENDING A SCENE
ENDING A SCENE If at any time a runner goes critical, the Decker is jacked out, all Green obstacles are discarded
and an abort round starts.
When all obstacles are defeated, the current Scene ends. The starting runner places the current
Crossfire event aside, to track how many Scenes have been completed. Then, each runner heals
If the Decker completes all obstacles in the Matrix deck, he has retrieved the data and the team
1 HP. Then, starting with the runner to the left of the runner who defeated the last obstacle,
will start an Escape round. An Escape round is the same as an Abort round, except that if at
each runner, in order, can buy one card from the Black Market. This Scene ends after the last
least one runner is neither staggered nor critical at the end of the round, the team wins the
runner buys a card or passes. Finally, the runner with the Face role decides whether to begin a
mission!
new Preparation phase Scene or move on to the Matrix phase.
KARMA AWARDS
MATRIX PHASE If the team wins, each runner gets 5 Karma. If the team aborts, and has a successful abort run
During the Matrix phase, the runners enter the megacorp to complete the job. During this round, each runner gets 1 Karma regardless of any bonuses or penalties.
phase, runners cannot purchase Black Market cards at the end of their turn (note, however, that KARMA SCALING
certain card effects such as Black Market Contacts still allow runners to purchase Black Each runner gains the following Karma award or penalty based on how much Karma they have
Market cards). earned.
KARMA EARNED AWARD/PENALTY
During this phase, the Crossfire deck is static: If the team completed the Preparations phase by 50 – 70 Full Karma award
completing a Scene, there is no Crossfire effect. If the last Scene of the Preparations phase was 71 – 90 -1 Karma penalty
ended with early due to having one or more staggered runners, discard the previous Crossfire
Each additional +25 Additional -1 Karma
event and draw a new one. This new Crossfire event will persist throughout the entire Matrix
penalty
Mission If more female obstacles is flipped from the Snow White deck, discard from the top of the
SNOW WHITE Black Market deck until a Weapon card is revealed (Weapon only, not dual color cards); tuck
that Weapon card under the female Hard obstacle.
THE JOB
Gunrunner dwarfs and a female gang acting like princesses? Doesn’t sound too heavy. They Looting: When an obstacle with a Weapon card is defeated, the Weapon card is left in the
are loaded with heavy guns, though. There’s talk of a queen too, Snow White, or was it obstacle area. During his turn, a runner may forfeit his Play Cards phase to pick up and place
Cinderella? one Weapon card from the obstacle area into his hand (that runner may still draw and buy
Whatever, she’s carrying an Aztech Striker. That gun alone would be worth it. cards).
Difficulty: Advanced (at least 20 Karma per runner in upgrades recommended. If playing
Prime Runner edition, at least 5 Karma per runner recommended). OBSTACLES & CROSSFIRE
Players: 4 At the start of each Scene, flip up obstacles as indicated in the chart below. When flipping
Author: metonymous obstacle, first flip obstacles from the Snow White deck equal to the Crossfire level. If you still
Source: https://boardgamegeek.com/filepage/221755/snow-white-mission need more obstacles, flip obstacles from the Normal Obstacle deck for the reminder. Place the
first flipped obstacle facing the runner whose role color matches the obstacle’s color.
MISSION SETUP Distribute the rest clockwise.
Normal Obstacle deck: Remove the two Dwarf obstacles (Wired Merc and Squad Leader) SCENE FLIP OBSTACLES EQUAL TO
from the deck. Search the deck from the bottom and remove ten female obstacles. Shuffle the
ten female obstacles together with the two Dwarf obstacles, and place those twelve cards on 1 Number of runners + 1
top of the Normal obstacle deck. 2 Number of runners +
1 obstacle from the Snow White
Hard Obstacle deck: Remove the five Dwarf obstacles (T-Bird Jockey, Guy in the Van, Knight deck
Errant Field Agent, Corp Tactician, Corporate Shaman) from the deck. In addition, remove the 5 Number of runners +
four female obstacles Chromed Samurai, Vampire Operative, Banshee Virus, and Mage 2 obstacles from the Snow White
Hunter. Shuffle the remaining Hard obstacles to create the Hard obstacle deck. deck
Snow White Obstacle deck: Shuffle the four female Hard obstacles and randomly set aside one ENDING A SCENE
of those four cards face down (this female obstacle will be the top card of the Snow White As the Crossfire mission.
deck). Take four cards from the top of the Hard obstacle deck, and shuffle them together with KARMA AWARDS
the three remaining female obstacles, and the five Dwarf obstacles. If the team wins, each runner gets 4 Karma. If the team successfully aborts, 1 Karma.
Lastly, place the set aside female obstacle on top of this deck. These thirteen cards are the
Snow White deck.
KARMA SCALING
Each runner gains the following Karma award or penalty based on how much Karma they have
Black Market: Before creating the initial Black Market, remove the Aztechnology Striker and earned.
one Katana from the Black Market. As a reminder, place the Katana on top of the Normal KARMA EARNED AWARD/PENALTY
obstacle deck, and the Aztechnology Striker on top of the Snow White deck. 0 – 30 Full Karma award
31 – 50 -1 Karma penalty
MISSION GOAL 51 – 75 -2 Karma penalty
Your team needs to get in and get hold of the Aztechnology Striker. Each Scene ends when the
Each additional +25 Additional -1 Karma
team has defeated all obstacles facing the runners. Once the third Scene ends, the team wins
penalty
the mission.
USING THE SNOW WHITE DECK
The only time you flip obstacles from the Snow White deck is at the start of a Scene (see
Obstacles & Crossfire below). If any ability or effect causes you to flip a Hard obstacle at any
other time than the start of a Scene, flip from the Hard Obstacle deck, not the Snow White
deck.
WEAPONS & LOOTING
When the first female obstacle from the Normal obstacle deck is flipped, tuck the Katana under
that obstacle (this is the only time a weapon card is added to a Normal obstacle).

When the first female obstacle from the Snow White obstacle deck is flipped, tuck the
Aztechnology Striker under that obstacle. The Attack Strength of the obstacle carrying the
Aztechnology Striker is increased by +1.
Mission start of a round where there are no obstacles to draw from the cards drawn at the beginning of
THUG TROUBLE Scene 3, the player wins!
THE JOB
Lately I've noticed an explosion in the amount of gang activity around my neighbourhood in KARMA AWARDS
the barrens, and a few actual explosions too. I should do something about it before they start if the runner wins, he gets 3 Karma. There is no abort round. The runner can also choose the
an all-out war. following bonus challenge options:
Difficulty: Advanced (at least 5 points per runner in upgrades)
Players: 1 (Use the Street Samurai deck and give the player +1 Nuyen) CAUGHT WITH YOUR PANTS DOWN
Author: Leevizer Set “Out of Ammo” aside. At the start of Scene 3, flip it after drawing the normal obstacles: +1
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.msg332006#msg332006 Karma

MISSION SETUP EVEN MORE THUGS


In this mission, the player will “convince” different gang members into submission. At the start of scenes 1 and 2, draw an additional ganger: +2 Karma
Afterwards, he will need to escape as a large police force decides to intervene on the situation.
Take the Gutter Punks, Troll Enforcer, Lone Star Trooper, Ancients Ganger, Ancients Sentry, BRING IT ON!
Deckhead, Fire adept and Yak Muscle cards from the normal obstacle deck. Shuffle them Place an additional card to the Crossfire discard at the start of the game: +1 Karma
together to form the Gang 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 KARMA SCALING
on the bottom of these three cards. This will be the Police Deck. Each runner gains the following Karma award or penalty based on how much Karma they have
earned.
Scavenge: At the end of each turn where you defeated an obstacle, draw an additional card KARMA EARNED AWARD/PENALTY
when drawing cards from your deck (so 3 if you would draw 2 or 1 if you would draw 0). 0 – 20 Full Karma award
21 – 40 -1 Karma penalty
MISSION GOAL 41 – 60 -2 Karma penalty
Your goal is to survive the onslaught. At the start of a round where there are no obstacles to 61 - 85 -3 Karma penalty
draw from the cards drawn at the beginning of Scene 3, you win! Each additional +25 Additional -1 Karma penalty

OBSTACLES & CROSSFIRE


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. At the
Mission following bonus challenge options:
ASTRAL ABOMINATIONS
THE JOB SHAMANIC SUPPORT
Set aside Astral Scout. At the start of the first scene, place Astral scout against the player who
You've been feeling a disturbance in the astral lately, and whilst assensing have spotted an
has the mage role card. Shuffle together the Spirit of Fire and the Spirit of Earth. Shuffle one
abnormal amount of awakened creatures and spirits in the vicinity. Better check this out.
into the Hard obstacle deck and the other into the Opposing Runner deck: +2 Karma per runner
Difficulty: Advanced (5 - 20 points per runner in upgrades)
Players: 1 (Use the Mage deck and give the player +1 Nuyen)
Author: Leevizer
MORE MAGES
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.msg332006#msg332006 At the start of scenes 1 and 2, draw one additional obstacle: +2 Karma

AMBUSHED!
MISSION SETUP Set Mage Hunter aside. At the start of Scene 2, flip Mage hunter facing the player: +2 Karma
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. Set aside
the Bug Spirit card. Take the Spirit of Fire, Lightning Mage and Spirit of earth and shuffle
BRING IT ON!
Place a card in the crossfire discard at the start of the game: +1 Karma
these to form the spirit deck. Place the Bug spirit card at the bottom of the Spirit deck. 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). KARMA SCALING
Each runner gains the following Karma award or penalty based on how much Karma they have
MISSION GOAL earned.
In this mission, the player needs to stop a group of mages from summoning an insect spirit by KARMA EARNED AWARD/PENALTY
disrupting them in scene 3. If the player can survive through scene 3, he wins. 0 – 20 Full Karma award
21 – 40 -1 Karma penalty
41 – 60 -2 Karma penalty
OBSTACLES & CROSSFIRE 61 - 85 -3 Karma penalty
SCENE 1 Each additional +25 Additional -1 Karma penalty
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.

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
Mission If the runner wins, he gets 3 Karma. There is no abort round. The runner can also choose the
MATRIX MAYHEM following bonus challenge options:
THE JOB HACKER HIJINX
Alright, the rest of the team is doing their thing, and now it's my turn. Jack into the Matrix, At the start of scenes 1 and 2, draw one additional obstacle: +2 Karma
defeat their security, get the paydata and get o- Wait, what's that?
Difficulty: Advanced (5 - 20 points per runner in upgrades) INFECTED SYSTEMS
Players: 1 (use the Decker deck and give the player +1 Nuyen) Set Banshee Virus aside. At the start of Scene 2, flip Banshee Virus facing the player: +2
Author: Leevizer Karma
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.msg332006#msg332006
BRING IT ON!
MISSION SETUP Place a card in the crossfire discard at the start of the game: +1 Karma
Decker deck: Set aside the Buzzback, Aztlan Decker, Chipped Decker, Mercenary Elf Decker,
Combat Decker, Light Combat Drone and the Sudden Fade cards. Set aside GODwire. Take KARMA SCALING
the Drone Rigger, IC and Military Spec IC cards and shuffle them into a deck. Place GODwire Each runner gains the following Karma award or penalty based on how much Karma they have
at the bottom of this deck. earned.
KARMA EARNED AWARD/PENALTY
Rerouting power: At the end of each turn where you defeated an obstacle, draw an additional 0 – 20 Full Karma award
card when drawing cards from your deck (so 3 if you would draw 2 or 1 if you would draw 0). 21 – 40 -1 Karma penalty
41 – 60 -2 Karma penalty
MISSION GOAL 61 - 85 -3 Karma penalty
In this mission, the player needs to defeat opposing Matrix security and get out before GOD Each additional +25 Additional -1 Karma penalty
catches him in the third scene. If he survives through the third scene, he wins!

OBSTACLES & CROSSFIRE


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.

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.

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
Mission KARMA AWARDS
SOCIAL SNEAKING If the runner wins, he gets 3 Karma. There is no abort round. The runner can also choose the
THE JOB following bonus challenge options:
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. STEPPED UP SECURITY
Difficulty: Advanced (5 - 20 points per runner in upgrades) At the start of scenes 1 and 2, draw one additional obstacle: +2 Karma
Players: 1 (Use the Face deck and give the player +1 nuyen)
Author: Leevizer SURPRISE!
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.msg332006#msg332006 Set Trickster initiate aside. At the start of Scene 2, flip Trickster initiate facing the player: +2
Karma
MISSION SETUP
Security deck: Take the Jaguar Shifter, Eye Alarm, Trip Beams, Courier, Ork Fixer, Covert BRING IT ON!
Ops Specialist, Scrybot Tracer and Customs Officer cards. Shuffle these together to form the Place a card in the crossfire discard at the start of the game: +1 Karma
Security 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 KARMA SCALING
samurai card at the bottom of the Spotted deck. Each runner gains the following Karma award or penalty based on how much Karma they have
earned.
Fast hands: At the end of each turn where you defeated an obstacle, draw an additional card KARMA EARNED AWARD/PENALTY
when drawing cards from your deck (so 3 if you would draw 2 or 1 if you would draw 0). 0 – 20 Full Karma award
21 – 40 -1 Karma penalty
MISSION GOAL 41 – 60 -2 Karma penalty
In this mission, you navigate through security systems by using your wits and street smarts 61 - 85 -3 Karma penalty
alone through three scenes. . After the third scene, your team wins the mission! Each additional +25 Additional -1 Karma penalty

OBSTACLES & CROSSFIRE


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.

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!
Mission 1 Number of Runners + 2
THE RUN OF YOUR LIFE 2 Number of Runners + 3
3 Number of Runners + 4
(OR DEATH)! 4 Number of Runners + 5
5+ Number of Runners + increase the number
THE JOB of obstacles by 1 more in each subsequent
Renraku Corp has just created a super-weapon that will ultimately seat them as the biggest round
military, political, and economical corporation in the world. Mr. Johnson's employer(s)
would like to see that they do not possess this kind of power and here is your chance to claim
ENDING A SCENE
Shadowrunning fame! Renraku is moving both pieces of this weapon from it's R&D facility, in At the end of a turn, if there are no obstacles in play, the starting runner removes the Crossfire
separate cases tonight, and has hired everything it can to see that these cases make it to their event from play (it goes to the bottom of the Crossfire deck instead of the discard). Each
destination. The team is going to have to go through everything one of the biggest mega-corps runner heals 1 HP. Then, starting with the runner to the left of the runner who defeated the last
can throw at them to acquire these packages. obstacle, each runner, in order, can buy one card from the Black Market. This Scene ends after
Difficulty: Legendary (at least 120 points per runner in upgrades recommended) 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.
Players: 4, a complete team is needed to attempt this mission.
Author: Alex Ender
If the team possess both cases at the end of a Scene, the team wins the mission!
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.msg332006#msg332006

MISSION SETUP KARMA AWARDS


If the team wins, each runner that completes the mission alive gets 15 Karma. Each runner who
Remove the Courier card from the Normal Obstacle deck and replace it with the Courier card
successfully completes the mission alive will also receive the 75 cost Karma upgrade: I
that has the case symbol on the far left of the card art. Shuffle the Normal Obstacle deck and
EARNED MY B.A. (Receive +1 to each of your starting stats.) The team can also choose the
set the deck aside for normal play. Remove the Chromed Samurai card from the Hard Obstacle
following bonus challenge options:
deck and replace it with the Chromed Samurai card that has the case symbol on the far left of
the card art. Shuffle the Hard Obstacle deck and set the deck aside for normal play.
I AM LEGENDARY
Start the game with two Crossfire event cards in the discard pile: +5 Karma
MISSION GOAL
Find and defeat the Courier and Chromed Samurai, take possession, and escape with as many
of the team alive as you can! Once a character goes critical they are permanently dead and their
THEY JUST KEEP COMING!
Draw one additional objective each turn: +7 Karma
body becomes the property of Renraku Corp.(Attach a permanent Renraku Corp sticker to the
character. This character is no longer legal for Organized Event play). If the runners have both KARMA SCALING
cases in their possession at the end of a Scene then the team wins! There is no option to abort Each runner gains the following Karma award or penalty based on how much Karma they have
this mission. Any runner(s) going critical do not end this mission unless it is the last runner earned.
alive. KARMA EARNED AWARD/PENALTY
0 – 120 Full Karma award
OBSTACLES & CROSSFIRE 121 – 140 -1 Karma penalty
Use the normal Crossfire rules. Flip obstacles as indicated in the chart below. First flip 141 – 160 -2 Karma penalty
obstacles from the Hard Obstacle deck equal to the Crossfire level. Then if you still need more 161 – 180 -3 Karma penalty
obstacles, flip obstacles from the Normal Obstacle deck for the remainder. When you flip Each additional +25 Additional -1 Karma
obstacles, place the first flipped obstacle facing the runner whose role color matches the penalty
obstacle's color. If there are no runners remaining that match the obstacle's color then place
the first one in front of the starting player and distribute the rest clockwise. Once the Courier
or the Chromed Samurai objectives are defeated do not discard them. Instead, place them in
the hand of the runner who defeated that obstacle. This shows the runner is carrying that case.
Those runners holding a case may not discard the case even if a card would have them discard
a random card or their entire hand. The cases do count toward hand size. If a runner holding a
case should get staggered then the runner "drops" the case and Renraku corp takes possession
of the case and the runners must get it back. Take the objective card they are holding and
shuffle it back into it's corresponding objective deck.

SCENE FLIP OBSTACLES EQUAL TO


Mission passes. Play continues in the next Scene with the runner who had the first choice to buy a
THE DATA STEAL card.
THE JOB Each Scene has a unique ending condition. In addition, each Scene grants a special award
A milk run, the Johnson says. We’ll see about that. Time for a good ol’ fashion data steal. That depending on the obstacles defeated.
corp server won’t know what hit them.
Difficulty: Hard (at least 50 points per runner in upgrades recommended) SCENE 1
Players: 4, a complete team is needed to attempt this mission. When you defeat an obstacle facing a runner in the first round of Scene 1, you gain a special
Author: william Johnson (dethstrobe) reward depending on that runner’s main role:
Source https://boardgamegeek.com/thread/1234104/homebrew-run-data-steal Face – Everyone gets 2 nuyen
Decker – Do not draw the Crossfire card for the first round of combat in Scene 2
MISSION GOAL Street Samurai – One Less Obstacle during Scene 2
Your team will break into a corporate facility to get the pay data for Mr. Johnson in 3 scenes. Mage – All obstacles take 1 level of damage in Scene 2
First Scene is leg work, where you’ll probe the facility for weaknesses or help your contacts
resolve problems. Be warned, you might alert the corporation or your contacts might sell you When you defeat an obstacle in the second round of Scene 1, you receive no special reward.
out if you don’t help them. Second scene is breaking in to the facility and stealing the data. Its
possible to brute force your way in and just steal the hardware on the host. Or you can have When you defeat an obstacle facing a runner in the third (or later) round of Scene 1, you suffer
your decker try to break the Host’s security and steal the data that way. Third scene is getting a penalty in Scene 2 depending on that runner’s main role:
out of dodge. Fight off the HTR team or people looking for the bounty the corp just put on Face – Reduce the size of the black market by 1 card by discarding the most expensive card.
your heads. If two cards are tied, the Face chooses which card to discard.
Decker – Add one Crossfire card to the discard deck, do not resolve any of its abilities
Street Samurai – Add 1 Obstacle to Scene 2
Mage – All Players receive 1 point of damage
OBSTACLES & CROSSFIRE
Use the normal Crossfire rules. Flip obstacles as indicated in the chart below. First flip
obstacles from the Hard Obstacle deck equal to the Crossfire level. Then if you still need more SCENE 2
obstacles, flip obstacles from the Normal Obstacle deck for the remainder. When you flip You need to get the pay data off the server. The server acts as a 5th player, similar to the Client
obstacles, place the first flipped obstacle facing the runner whose role color matches the in the Extraction Run or the Dragon in the Dragon Encounter.
obstacle's color. If there are no runners remaining that match the obstacle's color then place
the first one in front of the starting player and distribute the rest clockwise. Once the Courier On the server's turn draw obstacles equal to the Crossfire level. Place the first obstacle on the
or the Chromed Samurai objectives are defeated do not discard them. Instead, place them in runner with the same color, then distribute the rest clockwise.
the hand of the runner who defeated that obstacle. This shows the runner is carrying that case.
Those runners holding a case may not discard the case even if a card would have them discard You can either physically steal the hardware running the Host, by doing 4 skill damage, 4
a random card or their entire hand. The cases do count toward hand size. If a runner holding a magic damage, and 4 weapon damage in any order, followed lastly by 6 colorless damage.
case should get staggered then the runner "drops" the case and Renraku corp takes possession Alternatively, you can hack the host by dealing 1, 2, 3, 4, 5 hacking damage in that order.
of the case and the runners must get it back. Take the objective card they are holding and
shuffle it back into it's corresponding objective deck. Once the server is defeated, survive for one more round starting from the person that defeated
the server and then Scene 2 ends.

SCENE FLIP OBSTACLES EQUAL TO


1 Number of Runners; SCENE 3
Do not draw Crossfire cards for this Scene Defeat all Obstacles to end the Scene. If the team passes the third Scene, the team wins the
2 Number of Runners + 1 (+/- 1 depending on mission!
Street Samurai reward/penalty)
3 Number of Runners + 2 KARMA AWARDS
If the team wins, each runner gets 5 Karma. If the team aborts, and has a successful abort run
ENDING A SCENE round, each runner gets 1 Karma regardless of any bonuses or penalties.
When a Scene ends, the starting runner removes the Crossfire event from play (it goes to the
bottom of the Crossfire deck instead of the discard). Each runner heals 1 HP. Then, starting KARMA SCALING
with the runner to the left of the runner who defeated the last obstacle, each runner, in order, Each runner gains the following Karma award or penalty based on how much Karma they have
can buy one card from the Black Market. This Scene ends after the last runner buys a card or earned.
KARMA EARNED AWARD/PENALTY
50 – 70 Full Karma award
71 – 90 -1 Karma penalty
Each additional +25 Additional -1 Karma penalty
Mission role redistribution has no effect on the starting cards (no base cards get
THE HEIST exchanged).
THE JOB
This campaign will take the runners through 3 grueling missions in order to complete a cash PLAYING WITH FEWER THAN FOUR RUNNERS
in transit heist. Mission 1 and 2 are preliminary missions that will help with the preparations When playing with only three runners, do not flip a Crossfire card at the start of the first round
in order to successfully rob the armored truck. In mission 3 the runners will go all out in order of each mission. If there are only two runners, do not flip a Crossfire card at the start of the
to steal the nuyen the truck is transferring to the bank. first and second rounds of each mission.

Please note that this campaign consists of 3 separate missions, these missions may be played KARMA AWARDS
all in one marathon sitting or spread out over 3 game sessions. This campaign is meant to be
If runners complete mission 3 (either win or abort) see the below table for the karma awarded,
finished before playing any other missions.
karma is awarded based on performance across all 3 missions.
Difficulty: Advanced (at least 20 points per runner in upgrades recommended)
Players: 2 – 4, the Decker must be a main role
Mission Abort Win
Author: CHINCB
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.msg332006#msg332006 1 0 2
2 1 3
CAMPAIGN RULES 3 1 4
After each mission runners enter the Regroup Phase (see below).

At the start of mission 1 runners receive nuyen and starting cards as normal. At the start of HIGH VALUE TARGET
mission 2 and 3 each runners deck is shuffled and a new starting hand is drawn. The size of Whenever flipping over obstacles flip over one additional obstacle: +3 Karma
this starting hand is equal to number of cards held by the runner at the end of the previous
mission. THE TIME IS NOW
Add 2 additional cards to the initial crossfire discard pile at the start of each mission: +3
If a mission is being retried your deck is shuffled and a new standard starting hand is drawn. Karma
This is the penalty for failing a mission. Runners do not receive additional nuyen at the start of
missions 2 and 3 but all unspent nuyen gained up to this point is kept by the runner.
KARMA SCALING
Mission 1 may be retried until a win outcome is achieved. Each runner gains the following Karma award or penalty based on how much Karma they have
Mission 2 may be retried until either a win or abort outcome is achieved. earned.
Mission 3 may be retried until either a win or abort outcome is achieved.
KARMA EARNED AWARD/PENALTY
REGROUP PHASE 20 – 50 Full Karma award
51 – 70 -1 Karma per mission
1) Runners heal back up to full health.
71 - 80 -2 Karma per mission
2) Reset the crossfire level to 0. Place aside all cards currently in the crossfire
Each additional +10 Additional -1 Karma per
discard pile. If the crossfire deck is empty any cards placed aside are mission
shuffled together to form the new crossfire deck
3) 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.
4) 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
5) Each runner may exchange up to 2 cards with any of the other runners.
6) Runners may change the role distribution once during the campaign. The
Mission runner’s color currently facing the Decker to face the current runner instead.
MISSION 1 – ALL YOU NEED • 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
IS THE PLAN, THE ROAD number of runners in the game.
• During scene 2, while the mainframe obstacle is still active, the decker may only do damage
MAP AND THE GUTS TO 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
PRESS ON face the decker.

THE JOB WINNING THE MISSION


"The loan repayment by a AAA corporation will be delivered to Z-OG Bank in three day's • If all obstacles have been cleared AND the decker is still alive the team wins.
time, before we can hope to steal that nuyen we need to know what route the armored truck • Do not heal 1 HP at the end of scene 3.
will take." - Mr. Johnson • Runners may not buy any cards from the black market once the last obstacle has been killed.
Difficulty: Advanced (at least 20 points per runner in upgrades recommended) Go directly to the regroup phase.
Players: 2 – 4, the Decker must be a main role • No abort is possible in this mission.
Author: CHINCB • Karma for this mission will only be awarded on successful completion of the campaign.
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.msg332006#msg332006 • Winning this mission is a prerequisite for "Shadowrun becomes more fun when I get a
bigger gun"
MISSION SETUP
Remove all cards except: 01, 02, 08, 09, 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. The street samurai may buy a whip before this mission starts. This is considered
to be a basic card for Regroup Phase purposes.

OBSTACLES & CROSSFIRE


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 (all
obstacles start facing the Decker)
3 – Extract 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 restarts with the runner to the left of the
Decker. After the third Scene, the team wins the mission!

SPECIAL RULES
• During any scene, before taking a turn, a runner may move one obstacle of the current
Mission your hand.
MISSION 2 – SHADOWRUN • Any loot cards not placed in runner decks are placed aside, they will not be used for the
remainder of the campaign.
BECOMES MORE FUN WHEN • If a runner goes critical during scene 3 follow the abort rules in the "Winning the mission"
section.
I GET A BIGGER GUN
THE JOB WINNING THE MISSION
• If all obstacles have been cleared the team wins.
"If we have any hope of getting into that armored truck we are going to need some serious fire
• If a runner goes critical during scene 3 follow standard abort rules. Remove the loot card
power. I know just the place." - Mr. Johnson
from the critical runners deck.
• Do not heal 1 HP at the end of scene 3.
Winning "Mission 1 - All you need is the plan, the road map, and the guts to press on" is a
• Runners may not buy any cards from the black market once the last obstacle has been killed.
prerequisite for this mission.
Go directly to the regroup phase.
• Karma for this mission will only be awarded on successful completion of the campaign.
Difficulty: Advanced (at least 20 points per runner in upgrades recommended)
• Completing this mission is a prerequisite for "The best things in life are free"
Players: 2 – 4, the Decker must be a main role
Author: CHINCB
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.msg332006#msg332006

MISSION 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.

OBSTACLES & CROSSFIRE


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

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!

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
Missio
n
MISSION 3 – THE BEST SPECIAL RULES
THINGS IN LIFE ARE • Start the mission with 1 cards in the crossfire discard pile.
• Select the appropriate armored truck damage track according to the number of

FREE 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.
THE JOB • During scene one and two, after the last obstacle is killed the armored truck engages
"The time is on us, let’s go and finish this." a self-destruct sequence and must be destroyed within 3 turns (not rounds). If the
- Mr. Johnson 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
Completing "Mission 2 - Shadowrun becomes more fun when I get a bigger gun" is a mission" section.
prerequisite for this mission.

Difficulty: Advanced (at least 20 points per runner in upgrades recommended) WINNING THE MISSION
Author: CHINCB • If all obstacles have been cleared the team wins.
Source: http://forums.shadowruntabletop.com/index.php?topic=18578.msg332006#msg332006 • If a runner goes critical during scene 3 follow standard abort rules.
• For karma awards see the overview page.

MISSION SETUP
Use the complete normal and hard decks.

OBSTACLES & CROSSFIRE


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

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!


Mission 0 – 20 Full Karma award
HOODLUMS 21 – 40 -1 Karma penalty
41 – 50 -2 Karma penalty
MINI-CAMPAIGN 51 – 60 -3 Karma penalty
Each additional +25 Additional -1 Karma
THE JOB penalty
Mr. Johnson sent you to infiltrate the Ancients. Unfortunately, you’ve been uncovered! Now
it’s time to get out of dodge, maybe you could take cover at the Aztec’s hideout…
Difficulty: Normal (no upgrades required)
Players: 2 – 4
Author: Kurt R (enzo622); embellished by Chris van Someren (Christianv)
Source: https://boardgamegeek.com/video/87969/shadowrun-crossfire/shadowrun-mini-campaign-pt-1-against-ancients

CAMPAIGN SETUP
Play through 3 consecutive missions:
1) Against the Ancients
2) Crossfire
3) Freefire-For-All
CAMPAIGN GOAL
Your goal is to survive a botched infiltration job. In the first mission, you must escape from the
Ancients gang after they discover that you have infiltrated their ranks. In the second mission,
you must survive as the gang members try to hunt you down. Finally, you will try to take
shelter near the rival Aztec gang’s hideout – chaos ensues. If you successfully complete all 3
missions consecutively, your Karma reward will be divine. But any time you lose or abort,
your Karma will take a hit. Good luck!
RESETTING BETWEEN MISSIONS
Reset everything between missions - as you are on the run, you don’t have time to pick up your
gear and bring it with you. However, you are able to stop by a Med shack and heal back up to
full health.

KARMA AWARDS
Each runner gains Karma awards for each mission as normal. In additions, each runner also
gets a Campaign Karma award based on their overall performance in the campaign.
Wins Aborts Losses Bonus Karma Award
3 0 0 5
2 1 0 4
2 0 1 3
1 2 0 2
1 1 1 1
1 0 2 0
0 - - 0

KARMA AWARDS
Each runner gains the following Campaign Karma award or penalty based on how much
Karma they have earned.
KARMA EARNED AWARD/PENALTY

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