Monthly Archives: May 2014

Sprawl Gangers (& Miniatures!) Update

Shadowrun 5 Sprawl Gangers Logo

Been a number of months since the last update on Sprawl Gangers. Since it has been a while, gonna be a big update here…so brace yourself…

Why the long delay…production issues. We haven’t been able to produce the miniatures and without that, the game simply has been in a holding pattern.

We are excellent at making books. We are just starting to reach a points where we do card games and boardgames. But miniatures, particularly high quality miniatures, have kicked us in the teeth for years. For those that have following our BattleTech problems (which have finally been fixed!) and especially our Leviathans troubles (which are still unresolved), you know this has dogged us for a while.

Despite this, caught up in the enthusiasm of trying to do a plethora of crazy cool stuff for Shadowrun, we moved forward with Sprawl Gangers thinking we had a solution for miniatures. Not only did that burn out, but we’ve since gone through several other aborted attempts to find the appropriate combination of cost vs. quality.

That being said, we do appear to have finally met a team that may just be the ones we’ve been searching for for years. I was waiting to reach a few milestones with this company before I started talking about this. And since we’ve reached those milestones, well, I can start talking.

First, the team we’re working with is Jeff Gracia and Jed Wahl at Green Brier Games. If you’ve not heard of them before, feel free to check ’em out.

Second, as I’ve previously mentioned, we love being audacious and challenging ourself with aggressive schedules and really cool, big games. Sometimes it works, sometimes it doesn’t. After spinning our wheels for far too long on Sprawl Gangers, part of this process has been to scale way back on what we want to do “right now”, and instead take the entire process in steady but bite-sized chunks.

What exactly does that mean? We are hard at work on an “experiment” of just a few miniatures to ensure that neither side is taxed too far and there’s not too much of a commitment to get anyone into trouble should things go sideways (its Shadowrun after all). The miniatures ultimately will be released as a “roleplaying game aid” boxed set (no, no dates or anything yet this early in the process).

However, one part of the experiment is to produce a single Sprawl Ganger miniature and move it through the entire process to a rapid prototype.

We just received rapid prototypes of two miniatures, which I immediately shipped off to Peter Wort, one of our fantastic artists, who’ll clean up the burs on the miniature and base coat it so we can really see what it will look like.

While I don’t have photos of that rapid prototype just yet, I can share the details that moved us from concept sketches into a miniature on my table (and when I get the miniature back, have no fear I’ll share photos right away!).

So first of all, the Sprawl Ganger. Here’s the fantastic concept sketches for a Halloweener that I’ve been sitting on for over a year…


And here’s the 70% render:


And then the near final renders came in:




Almost leapt out of my chair with a shout. So amazing…and funny thing is, I think her hair might be the best part…so much motion captured in that hair. Brings the model to life in a fantastic way.

But remember, this isn’t just about Sprawl Gangers at this stage. It’s about those small bite-sized chunks, so it’s about creating a pack of 5 “RPG Game Aid” miniatures. We’ve been creating a cast of characters that will visually bridge between Shadowrun, Fifth Edition, Shadowrun: Beginner Box Set, Shadowrun Runner’s Toolkit: Alphaware, Shadowrun: Crossfire and even into Shadowrun: Hostile Takeover and Shadowrun: Sprawl Gangers. So it was logical to start with those images as the basis for our first pack of miniatures.

First out of the gate is our Dwarf rigger, Hardpoint. Here’s the reference art from both the Beginner Box Set and Runner’s Toolkit: Alphaware:


Brent then turned that into an appropriate orthographic that Jed could use to start his render process:


Jed took that and turned over an initial render:


Obviously the first attempt to create “smoke” for the drone wasn’t working well, so some good brainstorming resulted in this near final render:




Obviously we are incredibly excited about reaching this place and so far working with Jeff and Jed at Green Brier Games has been fantastic. Can’t wait to see what the final rapid-prototypes look like once they’re cleaned up and show them off (fingers crossed we’ll have them at Origins for those attending…and I’ll share photos as soon as I have them).

“So, those are really awesome looking, and RPG game aid miniatures is a cool idea, but what does this mean for Sprawl Gangers?” It means that we can potentially have an end in sight for production. However, this does not mean we’ll suddenly see Sprawl Gangers by Gen Con. Remember, this is about taking it slow and then appropriately spinning up to the type of production that Sprawl Gangers will require. This will ensure that the game gets the quality miniatures it deserves, while also helping to ensure that once we announce that “this is the date”, we’ll be able to hit it and support it.

Thanks to everyone that have continued to wait patiently for this update. It’s perhaps further out than you’d like, but we are still completely committed to getting this game out and ensuring that not only will it be well worth the wait but that we’ll be able to fully support the game.



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Hostile Takeover: Designer Blog Part 2


Oy, chummers! Guess what time it is? Time for Mister Steele to tell you a little bit more about Shadowrun: Hostile Takeover! When last we met, I had told you the general idea behind the game—become a megacorporation and take over the city of Seattle by any means necessary. This time around, let’s look at who is going to be actually turning the wheels and manipulating the pieces of the puzzle.

First off are the Figureheads. Each player gets two of these pawns, both literal and narrative, to represent their influential agents driving, flying and sneaking around the city. The Figureheads travel to and from iconic Shadowrun Seattle locations from the roaring Renraku Omnidome to the smoky atmosphere of Dante’s Inferno. While visiting these locations the Figurehead spreads their megacorporation’s money and influence around town, vying for control over the locations themselves as well as recruiting shadowrunners and hiring Wage Slaves.

Controlling map locations is a key element to the game itself. This is measured by a limited number of Territory Tokens that each player has to spread around; where they have the most tokens they have the most control. Figureheads will be zooming around the board wining, dining and bribing the city of Seattle in order for their megacorporation to create and maintain a stranglehold upon it. Some locations will be more important than others, and players will quickly decide what Influence battles are worth waging—or whose side to back in battles already waging.

While they are planting their figurative flags in the real estate, megacorporations will begin to put together their plans and the teams to complete them. Shadowrunners from all walks of the trade can be hired on to be part of their machinations. The shadowrunners are drawn from a deck of many different personalities; some of which Shadowrun fans will recognize. Putting teams together with the likes of Rigger X and Ethernaut along with new faces like Aargh and Twitch, important Missions can be undertaken to gain power and resources—or vicious Schemes can knock down the competition a peg or three. We’ll talk more on Missions and Schemes in a future blogpost, but rest assured they are a HUGE part of Hostile Takeover.

If Shadowrunners are the tools with which a megacorp manipulates the world, Wage Slaves are the furnishings of the home and the armor it wears for protection. Hiring on a staff of “regular” agents like Mister Johnsons, Security staff and even putting the Mayor on the payroll adjusts the megacorporation itself. They help keep the megacorp safe from outside attack, but also grant special benefits like additional movement for Figureheads, more control over who goes when, and the number of employees a team can have. While not as necessary as a Shadowrunner team to take over Seattle, trying to do so without Wage Slaves would be a helluva uphill climb.

So basically, while you are moving your Figureheads around the map trying to build a powerbase, your opponents are going to do the same. You know what they say about big fish in a small pond… well, in Hostile Takeover, you are all going to be sharks. Your Shadowrunners, Wage Slaves and all the things they do for you will your teeth.

Next time, maybe we’ll look at exactly how you will be taking bites out of the city—and each other!

Good gaming to you all,

Bryan C.P. Steele

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Shadowrun Fifth Edition is Now Available for Hero Lab!

The wait is over – Shadowrun 5th Edition is now available within Hero Lab! Battle for survival in the Sixth World, with rules for character creation, combat, rigging, magic, Matrix hacking, and more!


You can purchase Hero Lab on our webstore for $29.99, which includes one game system of your choice. If you’re already a Hero Lab user, you can add Shadowrun 5th Edition to your license for only $20.00.

Read Full Article.

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Stolen Souls now available! Plot action, extraction advice, and more!

The latest book in the Deep Shadows line for Shadowrun is now out (BattleShop, DriveThruRPG)! Building on plot threads presented in Storm Front and Splintered State, Stolen Souls details a crisis shaking up all parts of the Sixth World, including the refuges of the richest and most powerful individuals on the planet. People are losing something they can’t replace–themselves. Their minds and their personalities are being taken from them, with few prospects of getting it back. People are running scared, and they want answers. That means the market for people who might have answers has skyrocketed, and corporations are working over time to snatch the best and brightest minds from each other, in order to find answers to the growing problem–and perhaps discover who was behind it in the first place.

Stolen Souls introduces a new focus for the Deep Shadows book. They have always focused on a particular subject, giving tactics, game advice, gear, and rules associated with this area, but with Fifth Edition, each Deep Shadows book will focus on a particular type of shadowrun. Stolen Souls focuses on extractions, providing advice on how to successfully carry them out and gear, spells, and other rules to help you get the job done. With plot information and details on one of the extraction hotspots of the world–the corporate haven of Manhattan–Stolen Souls is full of information to rocket your game ahead and send it catapulting through twists and turns that will make your game memorable.

Need more info? Here you go:

The War Within

Not all has been right in our shadows of late. Especially in the dark shadows of my mind.

Those were among FastJack’s parting words to JackPoint when he left, the victim of a condition that divided his mind against itself. And the condition is spreading. Across the Sixth World, people’s minds are in schism, as new personalities emerge and battle the old. The world is in chaos, and there is a dramatically increased demand for extractions, to get infected people out of sensitive positions and to steal the insights of people who might know what’s gone wrong.

Stolen Souls is a Deep Shadows sourcebook for Shadowrun with plot updates and adventure hooks, as well as information, techniques, and gear to help make runners extraction aces. It also contains setting information about Manhattan, where key extractions are taking place. Players will get the chance to dig deeper into a new mystery that has torn through the Sixth World—and discover just how deep the conspiracies and cover-ups go.

Stolen Souls is for use with Shadowrun, Fifth Edition.


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