Order The Shadowrun Beginner Box & Runner’s Toolkit: Alphaware Now!

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The Shadowrun Beginner Box Set is the first-ever introductory box set for one of the most enduring and popular role-playing settings in history. The box provide hours of excitement and adventure on the mean streets of the Sixth World, giving players to chance to inhabit enthralling characters and show the world what they’ve got.

With pre-generated characters, a simplified ruleset, a ready-to-run adventure, a solo adventure for one character, adventure hooks, and non-player characters to throw into any situation, the Beginner Box Set has everything players need to dive into the fantasy-infused cyberpunk of Shadowrun. Including, of course, a handful of six-sided dice. Players can take on the role of a powerful street samurai, a spell-slinging shaman, a charismatic troll, and more as they struggle against the mighty powers of the world and look for ways to survive—or even thrive.

With details on the backstory and history that made the setting a legend, the Shadowrun Beginner Box Set is a complete tool for players looking to launch on new and extraordinary adventures. The nuyen and the glory are yours for the grabbing. Go get ’em!

Shadowrun Beginner Box Set (Buy From BattleShop)

Don’t forget, if you purchase the Shadowrun Digitals Tool Box, there’s a PDF contained in the files with a code for $5 off the print order!

If you already purchased the Shadowrun Digital Tools Box, we just uploaded corrected files (if you’ve not already received your email update, you will be shortly), so don’t forget to grab your code!

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SCAN THIS, CHUMMERS

  • Have you tackled the Beginner Box Set and are ready to move up in the Sixth World?
  • Are you a game master easy to give Shadowrun a shot, and you want a few extra tools at your disposal from the first toss of your dice?
  • Do you play Shadowrun now, and are you looking for a set of tools that’ll allow you to easily introduce new gamers to your favorite RPG at your local game store or hangout?

Say yes to any of this? Then Runner’s Toolkit: Alphaware is the box set for you.

Designed as the perfect stepping-stone between the Shadowrun Beginner Box Set and Shadowrun, Fifth Edition, this box can fill a number of roles. Whether you’re looking for more adventures and options to move beyond the Beginner Box Set, laying the groundwork for your gaming group to move fully onto Shadowrun, Fifth Edition, or providing adventures, maps, and other tools to use in conjunction with the core rulebook, you’ll find this kit invaluable.

Runner’s Toolkit: Alphaware contains:

  • Fully detailed character booklets with statistics, background information, preferred tactics, and a solo adventure for each character;
  • Rules of the Street, a rulebook with spells, guns, combat options, and everything that makes Shadowrun great;
  • Plots and Paydata, a book with a collection of fully detailed adventures, a trove of non-player characters, and hooks for future adventures;
  • Eight double-sided maps to help players and gamemasters track the action;
  • A handful of six-sided dice;
  • And more tools to make playing and running the game easier!

Runner’s Toolkit: Alphaware (Buy From BattleShop)

Don’t forget, if you purchase the Shadowrun Digital Tools Box, there’s a PDF contained in the files with a code for $10 off the print order!

Or, if you order both the Beginner Box Set and Runner’s Toolkit: Alphaware, there’s a code in the Shadowrun Digital Tools Box for $20 off the print order!

Once again, if you already purchased the Shadowrun Digital Tools Box, we just uploaded corrected files (if you’ve not already received your email update, you will be shortly), so don’t forget to grab your codes!

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Shadowrun Magic Thursday!

Good news for all shadowrunners who use or encounter magic in some form or another (which covers about all of you, right?)–we have new resources out to boost your magic power! Not only is the Street Grimoire errata now available, but we have released Shadow Spells (Battleshop, DriveThruRPG), a new PDF-only book with new spells, adept powers, magical traditions, magical societies and more. Here’s the rundown:

The Universe of Magic

Magic cannot be contained or easily defined. It can barely be controlled. It is large, omnipresent, and multi-faceted. It contains multitudes.

A few of those multitudes are in this book, such as Pierre Dubois, media personality and Psionist researcher; a band of fortune seekers known as Treasure Hunters, Inc.; strange crystalline entities who may be forming a dangerous alliance; a spell to turn an unfortunate victim’s blood into a sludgy mess; and an adept power that temporarily blanks out memory, making an individual immune to interrogation.

These and more are here—spells, adept powers, rituals, and a host of magical knowledge. It may be a single meter would compared to the nigh-infinite length of the full scroll of magical knowledge, but as any shadowrunner can tell you, in a pinch a meter can make all the difference in the world.

Shadow Spells is for use with Shadowrun, Fifth Edition.

So get out there and make magic happen!

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Run & Gun and Street Grimoire errata is happening now

We have errata documents going out for distribution for the two core rulebooks released over the summer, Run & Gun and Street Grimoire. As with other errata documents, these are living works, and will be added to and adjusted as new errata are approved. They also focus on substantial changes rather than typos, and they at present do not include clarifications of some rules–those will be in FAQ documents to be shared in the future. Run & Gun errata can be found hereStreet Grimoire are here. Hope you find the documents useful!

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Hostile Takeover: Designer Blog Part 4

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Greetings and salutations! I’m back, grabbing some notes and sharing some information about the upcoming Shadowrun: Hostile Takeover. Last time we took a peek at the Missions and Schemes that the players and their megacorporations will be using to create their stranglehold on Seattle… and it’s a big update for you! Today we are going to talk a bit more about whom the players will be portraying in the game. In this designer’s blog segment we are going to peel back the covers off a couple of the Megacorporation player cards.

Each player chooses or is randomly assigned a Megacorp Card, and it becomes their persona in that game of Hostile Takeover. These cards explain a number of different important “baseline” statistics. For instance where the player starts the game with some territory on the board, what kind of team or cards they begin with, and how well defended against Schemes the player will be before hiring any Wage Slaves to help out. The card also shows the maximum number of team members they can support, any modifiers they might have to Missions or Schemes, and any other special game effects they will have to make playing them unique and interesting.

Also included on each card is possibly the most important facet of Megacorp information – the Sudden Victory Condition. Every Megacorp has a difficult set of unique conditions under which they, at the end of a game turn, automatically win the game. Note – END of the game turn. This is one big strategy playtesters have been using to sneak wins out in otherwise hectic games, and a player getting close to achieving theirs can turn every other player at the table against them! It is a Shadowrun game, after all!

Let’s take a closer look at two of my personal favorite Megacorps used in the game, Ares Macrotechnology and Telestrian Industries Corporation.

ARES MACROTECHNOLOGY
“Big ideas, big business.”

Base Defenses: Combat 5 / Hacking 5 / Charisma 3
Starting Locations: Knight Offices and The Armory
Begins Game With: 2 Shadowrunners, 1 Mission; Notoriety 3

    Mission Modifiers: +1 Combat to active Riggers
    Scheme Modifiers: Re-roll one die during a Combat Defense
    Maximum Shadowrunners: 5
    Maximum Wage Slaves: 4

    Special: Ares Macrotechnology has access to major military gear and vehicular assets. Figureheads for this Megacorp may always add or subtract 1 to the number of segments they move during the Maneuver Phase (minimum of 1) at the cost of 1 Influence per Figurehead.

    Sudden Victory: Martial Law – Ares Macrotechnology wins the game automatically if it can end a game turn with Influence 15 or more, four or more Shadowrunners with a total Combat Ability of at least +12, four or more Wage Slaves with a Combat Defense of 6 or more, and in control of the Capitol Metroplex location.

So just by looking at the playtest card here, you can tell that Ares is all about Combat and downtown board dominance. Their special ability to pay Influence for movement adjustment is very big during game play, and their opening setup of 2 random Shadowrunners and a Mission can allow them a jump start on gaining turf straightaway. Their Sudden Victory condition is quite achievable, but knowing that several others will be watching the Metroplex very closely can easily make enemies out of your neighbors!

TELESTRIAN INDUSTRIES CORPORATION
“Luck of the Elvish.”

Base Defenses: Combat 4 / Hacking 2 / Charisma 6
Starting Locations: Boeing Field and Redmond Barrens
Begins Game With: 1 Elf Shadowrunner, 1 Mission, 1 Scheme; Notoriety 2

    Mission Modifiers: +1 to any dice roll made by a team containing an Elf Shadowrunner
    Scheme Modifiers: +1 Notoriety whenever gaining Notoriety
    Maximum Shadowrunners: 5
    Maximum Wage Slaves: 4

    Special: Telestrian Industries Corporation still has deep connections to the elven bloodlines. Any Shadowrunner or Wage Slave with “Elf” in their description is treated as having an Influence Cost of 1 less (minimum of 1).

    Sudden Victory: The New Shidhe – TIC wins the game automatically if it can end a game turn with Influence 15 or more, a Notoriety 15 or higher, three or more Elf Shadowrunners and/or Elf Wage Slaves, and in control of the Capitol Metroplex location.

The TIC has a completely different feel, upholding the idea of a primarily Elven megacorp. What is also readily apparent is how the company will be enjoying dealing with the darker side of business, rising in Notoriety very quickly (which will make keeping some Wage Slaves around difficult!). Their Sudden Victory revolves around searching out the decks for good Elves to maintain the team as well as—like Ares—grabbing the reins of the Metroplex.

Each Megacorp is different and game play for them will be unique, especially taking into consideration the actions and negotiations between the players. Sometimes you need to keep a smile on your face while you are stabbing your friends in the back! Next time, I think we should get a good look at the turn sequence and my favorite segment within it, the random chaos that is the Sprawl Event Phase! Until then…

Good gaming to you all,

Bryan C.P. Steele

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  • Shadowrun Tabletop
  • Quick-Start Rules
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  • BattleCorps