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Shadowrun: Crossfire» Forums » Variants

Subject: Mission: CORPORATE WETWORK rss

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Alex Ender
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Here is a new homebrew mission that I have already submitted for the new contest. It can be brutal:

CORPORATE WETWORK

THE JOB
Mr. Johnson's employer has a small dispute with an up and coming corp. The chief of security has defected to this new corp, for a bigger position with better pay, and is sharing all of their latest security secrets. Mr. Johnson's employer would like you to have a "meeting" with the new executive of security at this up and coming corp that ends with him never being able to work for anyone again.

Difficulty : Advanced (at least 40 points per runner in upgrades recommended)
Players : 2-4

MISSION SET UP
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.

Create the Hard Obstacle deck by shuffling together the following obstacle card numbers : 41, 42, 43, 46, 48, 51, 54, 55, 56, 60, 67, 68, 69, 70, 74, 75, 76, 77, 78, and 80. Remove and set aside Drake Assassin.

MISSION GOAL
Your team has been hired to enter the corp's small security headquarters and reach the office of the new executive on the fourth floor in order to "meet" him. Your team must clear each floor before moving to the next to allow for a safe exit once the objective is completed. Each floor 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!

OBSTACLES & CROSSFIRE
Use the normal Crossfire rules. Flip obstacles as indicated in the chart below. When flipping obstacles at the beginning of a scene flip them from the Normal Obstacle deck only. Place the first flipped obstacle facing the runner whose role color matches the obstacle's color. Distribute the rest clockwise. 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 reinforcements. (In a four player game when two or more runners take a turn before the starting player at the beginning of a scene it counts as a full round toward the three round count for the purposes of this rule. This does not affect the round count or when Crossfire cards are drawn.) Flip obstacles from the Hard Obstacle deck equal to the Crossfire level. 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. At the start of the fourth scene only flip the Drake Assassin (you didn't plan on the executive being a young dragon!) and place it at the center of the table. This obstacle is considered to be facing each runner on their turn. At the end of any runners turn in which they could not damage the executive he is able to call for reinforcements. Flip one obstacle from the Normal Obstacle deck and place it in front of that runner. At the end of each round in the fourth scene, if the executive has not been waxed, a strike team shows up. (In a four player game when two 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 damage levels remaining on the Drake Assassin. Place the first flipped obstacle facing the 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. If there are no obstacles remaining in either deck you have cleared the entire building of reinforcements.

SCENE..........................................FLIP OBSTACLES EQUAL TO
FLOOR 1.........................................Number of Runners +1
FLOOR 2.........................................Number of Runners +2
FLOOR 3.........................................Number of Runners +3
FLOOR 4......................Drake Assassin is the only obstacle flipped

ENDING A SCENE
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).

LOCK AND LOAD: At the end of the first Scene each runner heals 1 HP and draws 1 card. 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.

AT LEAST THE ELEVATOR STILL WORKS: At the end of the second Scene each runner heals 1 HP and draws 2 cards. This Scene ends and play continues in the next Scene with the runner to the left of the runner who defeated the last obstacle.

I DON'T KNOW HOW MUCH MORE I CAN TAKE!: At the end of the third Scene each runner heals 2 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 fourth Scene, the team wins the mission!

PLAYING WITH FEWER THAN FOUR RUNNERS
If there are only three runners, do not flip a Crossfire card at the start of the first round of the game. If there are only two runners, do not flip a Crossfire card at the start of the first and second rounds of the game. If playing with fewer than four runners, when flipping obstacles at the end of a round in the fourth Scene, still flip a number of obstacles from the Hard Obstacle deck equal to the number of damage levels left on Drake Assassin but do not exceed flipping more obstacles than the number of runners + 2.

KARMA AWARDS
If the team wins, each runner gets 4 Karma. If the team aborts, and has a successful abort run round, each runner gets 1 Karma. The team can also choose the following bonus challenge options:

TRAINED, EFFICIENT, AND DEADLY In Scenes 1, 2, and 3 reinforcements are sounded at the beginning of the second round played in each scene: +1 Karma

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.
KARMA...............................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


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LordHelmchen
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Just finished testing this.
Our team, beginning with the starting Player, was:
1)Ork Face with Living Fast
2)Elf Mage with Just Tough; Got Your Backs & Been There,Killed That
3)Oni Streetsam with Oni Evoution & Shopping Agent
4)Dwarf Decker with Prep Work & Duble Move

All considered, the mission was fun, but probably a bit too easy (or alternatively, too well rewarded).
We started with three of our four obstacles worth 11 Nuyen each, so buying cards never was a problem at all. Burned through the first floors in 1.5 ,2 and 2.25 rounds, and arrived with almost full health at the 4th floor. At the end of the first round, the exec could only call 2 bodyguards, before he was downed. Mopping up the remaining Bodyguards was not a problem afterwards.
I like how the end-of-scene-effects change through the course of the game, but the allocation of hard vs simple obstaces probably has to be tweaked a bit.
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Alex Ender
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Thank you for the feedback! I will definately look at the difficulty. I was worried about it being too hard!
 
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Alex Ender
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Edited for difficulty. This should help balance the run. Please play test as I am and let me know! Much appreciated, all!!
 
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Brendan Little
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So just to confirm, the 3 rounds before reinforcements show up thing resets each scene? So, in other words, we have 3 rounds each scene to clear the enemies before hard obstacles show up (besides scene 4)?
 
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Kurt R
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All life is only a set of pictures in the brain, among which there is no difference betwixt those born of real things and those born of inward dreamings, and no cause to value the one above the other.
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Hi, I'm collecting a list of fan-made variants to possibly make my own mini-campaign. Is this one tested enough and ready to go? If so, any chance someone could put it into the nice template?
 
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Tommy Rayburn
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enzo622 wrote:
Hi, I'm collecting a list of fan-made variants to possibly make my own mini-campaign. Is this one tested enough and ready to go? If so, any chance someone could put it into the nice template?


Are you putting them on the cards? Second, tell me how it goes. Would love to try.
 
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