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Shadowrun: Crossfire – Las Vegas Expansion

Expansion for Shadowrun: Crossfire

Shadowrun: Crossfire – Las Vegas Expansion Rulebook

Table of Contents

Table of Contents

  • The Job
  • Mission Set Up
  • Mission Goal
  • Obstacles & Crossfire
  • Using the Vegas Deck
  • Welcome to Las Vegas Stickers
    • Sticker Sheet
  • Karma Awards
  • Karma Scaling
  • Las Vegas Obstacles
    • Taxi Rigger
    • Elvis Troll
    • Showgirl
    • Pimped-Out Dwarf
    • Card Shark
    • Street Hawkers
    • Magician
    • Vegas Burnouts

The Job

Difficulty: Introductory (no upgrades needed)

Players: 2-4

Mission Set Up

Set aside the Las Vegas obstacles and shuffle them together to create the Vegas deck. Shuffle the Normal Obstacles together to create the Normal Obstacle deck. Shuffle the Hard Obstacles together to create the Hard Obstacle deck.

Each player selects a role and runner card. The players decide among themselves who will be the starting runner. Each runner applies two "Welcome to Las Vegas" stickers of their choice to their Runner card (see below).

Mission Goal

Your team will attempt to keep their wallets and skins intact while seeing the Las Vegas Strip. Each Scene ends when the team has defeated all obstacles facing the runners. Once the third Scene ends, the team wins the mission!

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 two obstacles from the Vegas deck. Then if you still need more obstacles, flip obstacles from the Normal Obstacle deck for the remainder. Place the first flipped obstacle facing the runner whose role color matches the obstacle's color. Distribute the rest clockwise.

SceneFlip obstacles equal to
1Number of Runners
2Number of Runners +1
3Number of Runners +2

Using the Vegas Deck

The only time you flip obstacles from the Vegas deck is at the start of a Scene (see Obstacles & Crossfire above). If any ability or effect causes you to flip a Normal Obstacle at any other time than the start of a Scene, flip from the Normal Obstacle deck, not the Vegas deck.

Welcome to Las Vegas Stickers

Stickers that happen in Vegas stay in Vegas.

"Welcome to Las Vegas" stickers are identified by their diamond shape and unique coloration. These stickers only have game effects in "VEGAS:" missions. Place them only in unused areas on a Runner card (not in the upgrade slots or covering stats). There is no Karma cost for applying them to your Runner card.

Sticker Sheet

The printed sheet has two copies of each of the five stickers below. Each sticker's printed text follows its name.

  • Credit Card Game: Once a game when an obstacle is defeated, you can discard the top card of the Market deck. The runner whose role matches gets the nuyen for that obstacle instead. [The printed text reads "Market deck," without "Black"; transcribed as printed.]
  • 21: When a runner applies exactly 21 damage during a turn, they can put any card from the Black Market into their hand.
  • Hit Me: Once per Scene when an obstacle deals damage, you can reveal the top card of the Black Market deck. If it matches your role color, take 1 damage. If it matches the obstacle's color, deal 1 level of damage to that obstacle.
  • Spin the Wheel: Once a Scene, you can discard the top card of the Black Market deck. If it matches your main role color, draw a card.
  • Tir Shark: Start the game with 2 additional nuyen. At the start of the second Scene, pay 3 nuyen or take 3 damage.

Karma Awards

If the team wins, each runner gets 2 Karma. Additionally, any runner with more than 30 nuyen worth of Black Market card purchases gets a bonus of 1 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 earned.

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

Las Vegas Obstacles

The eight Las Vegas obstacle cards are set aside to form the Vegas deck (see Mission Set Up). Each card has the same stats as a standard Obstacle card in the base game: a Damage Track, a Type, a Color, an optional Card Ability, an Attack Strength, a Nuyen value and a Card #.

Damage Track levels are listed from left to right. A gray circle with a number is a level that needs that much damage of any color. The other symbols are colored levels, named by color: red, blue, green and black (the pistol symbol). The colors match the four role colors in the base game. The Nuyen value is the red triangle at top right, the Attack Strength is the red seal at bottom right, and the Card # is the fraction beside the suit mark at bottom right.

Some readings were not certain from the photograph and are marked in square brackets. The two pale head-shaped symbols on Taxi Rigger are read as green, which matches the card's green color band, and the pale head-shaped symbol on Pimped-Out Dwarf is read the same way. [Inferred from the symbol shape and the band; the photograph is too pale to confirm.] The gray color bands on Elvis Troll and Vegas Burnouts are read as the black obstacle color, matching their black damage symbols. [Inferred from the band color and the damage symbols.] The printed card backs (which show difficulty) were not photographed; the Vegas deck does not use Normal or Hard difficulty.

Taxi Rigger

  • Type: Tech
  • Color: Green
  • Damage Track: Colorless 3, then green, then green.
  • Card Ability: None printed.
  • Attack Strength: 1
  • Nuyen: 4
  • Card #: 7/8

Elvis Troll

  • Type: Troll
  • Color: Black (gray band)
  • Damage Track: Colorless 2, then black, then colorless 2, then colorless 2, then blue.
  • Card Ability: None printed.
  • Attack Strength: 2
  • Nuyen: 6
  • Card #: 4/8

Showgirl

  • Type: Ork
  • Color: Red
  • Damage Track: Red, then colorless 3.
  • Card Ability: You can't buy cards.
  • Attack Strength: 1
  • Nuyen: 4
  • Card #: 1/8

Pimped-Out Dwarf

  • Type: Tech
  • Color: Green
  • Damage Track: Green, then colorless 3.
  • Card Ability: You can't draw cards.
  • Attack Strength: 1
  • Nuyen: 4
  • Card #: 6/8

Card Shark

  • Type: [Elf]
  • Color: Red
  • Damage Track: Blue, then colorless 3, then red.
  • Card Ability: None printed.
  • Attack Strength: 2
  • Nuyen: 5
  • Card #: 3/8

[The type band is too small and low-resolution to read with full certainty; "Elf" is the best reading from the close-up photograph, and "Ork" is the only other plausible reading.]

Street Hawkers

  • Type: Ork
  • Color: Red
  • Damage Track: Red, then colorless 5, then red.
  • Card Ability: FLIPPED: Each runner places 4 cards from the top of their deck into their discard. (If a runner has less than 4 cards in their deck, they don't reshuffle to discard more.)
  • Attack Strength: 1
  • Nuyen: 5
  • Card #: 8/8

Magician

  • Type: Elf
  • Color: Blue
  • Damage Track: Colorless 2, then colorless 2, then red, then colorless 2, then blue.
  • Card Ability: When ELF SHAMAN attacks, it heals 1 level.
  • Attack Strength: 1
  • Nuyen: 6
  • Card #: 5/8

Vegas Burnouts

  • Type: Human
  • Color: Black (gray band)
  • Damage Track: Colorless 2, then black, then colorless 3.
  • Card Ability: DEFEATED: Choose a runner. That runner heals 1 HP.
  • Attack Strength: 1
  • Nuyen: 5
  • Card #: 2/8