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Storm Front

It’s been a tense couple of years (or couple of decades, if we’re being accurate) in the Sixth World. Aztlan and Amazonia have been slugging it out. Great dragons have turned on each other, testing old alliances and forging new ones. Governor Kenneth Brackhaven of Seattle is facing pressure unlike ever he’s ever seen, and scandals seem on the verge of overwhelming him. In Denver, a powerful dragon and an angry elf are set to butt heads in ways that will shake up the whole city—and provide new opportunities for an old enemy. And on top of that, a new plague is spreading through the world, and the denizens of JackPoint aren’t immune to its effects.

All this tension has been building up, and in Storm Front, it breaks. Storm Front provides background and updates on these and other plotlines changing the shape of the Sixth World. The shadows are shifting, and runners need to move fast if they want to earn a paycheck—or if they want to keep from being crushed as the powers of the world slug it out. The world is changing, but some things remain the same. Power will corrupt. Money will flow to those who already have it. And shadowrunners will scramble to make a living without selling their soul.

Storm Front provides plot information as well as adventure hooks that are compatible with Shadowrun, Fourth Edition while also laying the groundwork for the upcoming Shadowrun, Fifth Edition. As a bridge between the two editions, this book is useful to all Shadowrun players, setting the stage for explosive stories and memorable campaigns.

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Sprawl Wilds

You live in any sprawl long enough, you’ll find out that there’s a lot more to it than businessmen and soykaf stalls. Any sprawl worth its mettle has its dark corners, its forgotten places, its spots that are just as wild and untamed as the deepest rainforest.

Seattle, the prime metroplex in the world for shadowrunning, is filled with such places, and Sprawl Wilds gives shadowrunners a chance to tour them. From a fortress-like Barrens farm recovering from a mysterious attack to a dark secret hidden in a clinic, runners have a chance to see the sites most people never encounter, and uncover information that some people want to stay secret at any cost. They’ll meet jaded smugglers, wary police officers, passionate activists, hardened criminals, wounded warriors, and at least one deranged killer. The questions are, will they survive long enough to collect a paycheck—and how much of the sprawl will be nothing more than dust when they’re done with it?

Sprawl Wilds is a collection of Shadowrun Missions developed for major summer gaming conventions. These adventures have been adapted for both Shadowrun, Twentieth Anniversary Edition and Shadowrun, Fifth Edition, and they provide hours of shadowrunning goodness for experienced street veterans and new shadowrunners alike. With complete game information, including NPC stats, these adventures are poised to plunge players into urban chaos!

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Year of the Comet

The Sky Is Falling!

The year 2061 marks the return of Halley’s Comet and the 50th anniversary of the Awakening—do you celebrate or run for cover? Each day brings a new surprise. Will you transform into a genetic changeling or fall prey to a doomsday cult? Will you be in Denver when the dragon runs amok or in Japan when the Ring of Fire deals death to the Empire? Will you fight toxic spirits in the Yucatán or run from the walking dead?Year of the Comet shakes and stirs the world of Shadowrun, describing a series of events around which gamemasters and players can build entire adventures and campaigns. It details a new dragon, new spirits, and new genetic expressions that can affect your character.Year of the Comet is intended for gamemasters and players of all experience levels.Year of the Comet contains some Shadowrun, Third Edition game mechanics and statistics.

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Shadowrun Beginner Box Set

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!

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The Shadowrun Digital Tools Box combines elements from both the Shadowrun Beginner Box Set and Shadowrun Runner’s Toolkit Alphaware into a single digital purchase.

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Never Deal With a Dragon: Secrets of Power #1

The year is 2050. The power of magic and the creatures it brings have returned to the earth, and many of the ancient races have re-emerged. Elves, Orks, Mages, and lethal Dragons find a home in a world where technology and human flesh have melded into deadly urban predators. And the multinational mega-corporations hoard the only thing of real value–information.

For Sam Verner, living in the womb of the Renraku conglomerate was easy, until his sister disappeared and the facade of the corporate reality began to disintegrate. Now Sam wants out, but to “extract” himself he has to slide like a whisper through the deadly shadows the corporations cast, through a world where his first wrong move may be his last…the world of Shadowrun.

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Choose Your Enemies Carefully: Secrets of Power #2

When Magic Returns to the Earth its power calls Sam Verner. As Sam searches for his sister through the slick and scary streets of 2050, his quest leads him across the ocean to England, where druids rule the streets…and the throne. But all is not what it seems, and Sam and his new shadow friends are plunged into a maze of madness on the trail of destruction.

Only when Sam accepts his destiny as a shaman can he embrace the power he needs. But what waits for him in the final confrontation of technology and human flesh is a secret much darker than anything he knew lay waiting in the shadows…

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Find Your Own Truth: Secrets of Power #3

He was only a “beginner” shaman, but Sam Verner had to find a cure to ward off the curse on his sister. Only something of great magic would do the trick. It was this quest that took him to a mystical citadel in Australia, where, with the aid of his shadowrunner friends, he recovered the strange artifact he hoped would prove helpful. But instead of anything that even remotely resembled help, an unexpected and ancient terror was released—a terror that erupted into a shadow war for dominion over an awakened earth. And while the evil kept growing, inexorably drawing him into battle, the curse’s power over his sister was also growing, bringing her closer and closer to death. Soon a truly desperate Sam realized that the last and only hope for saving his sister was to find the greatest shaman of the Sixth World, former leader of the Great Ghost Dance—a man who may no longer exist . . .

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World of Shadows

The Sixth World is a dangerous place, with deadly hazards lurking around every corner. Everywhere shadowrunners go, from the top of the world to the deepest, darkest Sprawl neighborhood, someone’s always looking to make their rep by taking you down.

World of Shadows is the second anthology of original Shadowrun short stories, each one showcasing some of the most far-flung, treacherous locations around the world. From a scientific mission gone wrong in the snowy wilds of Russia to an AR nightclub in Morocco sheltering runners on the lam to a recovering runner drawn into a deadly web of intrigue in the darkest alleys of Hong Kong, these eighteen original short stories explore exotic settings far off the beaten path. Featuring stories by Michael A. Stackpole, Mel Odom, Jean Rabe, Aaron Rosenberg, Phaedra Weldon, Annie Bellet, Chris A. Jackson and many others, find out what happens when shadowrunners have to battle not only with ever-present threat of the corps and Mr. Johnson, but also the dangers of the very land they stand on.

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Night’s Pawn

For years, Jason Chase was at the head of the pack, shadowrunning with the best in the business. When time dulled his flesh and cybernetic edge, he knew it was time to get out, or get dead.

Now, his past has come back to haunt him. To protect a young girl from the terrorists who want her dead, Chase must rely on his years of experience, and whatever his body has left to give. And everything he’s got, he’ll need as he comes face-to-face with a part of his life he thought he’d left behind, and an enemy left for dead.

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Never Trust an Elf

For years, Jason Chase was at the head of the pack, shadowrunning with the best in the business. When time dulled his flesh and cybernetic edge, he knew it was time to get out, or get dead.

Now, his past has come back to haunt him. To protect a young girl from the terrorists who want her dead, Chase must rely on his years of experience, and whatever his body has left to give. And everything he’s got, he’ll need as he comes face-to-face with a part of his life he thought he’d left behind, and an enemy left for dead.

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Striper Assassin

For the world of humans knows her as Striper, the deadly Asian assassin and kick-artist. She has come to the City of Brotherly Love seeking revenge and made it her killing ground. But she is not the only predator stalking the dark underbelly of the Philadelphia metroplex. There are other hunters prowling the night, and some possess a power even greater than hers.

Some may even want her dead.

When the moon rises full and brilliant into the dark pall of the night, the bestial side of her nature battles for dominion, demanding vengeance and death.

Who will survive?

Who dares to hunt the hunter?

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Worlds Without End

Spawned in the realm between the worlds, a Horror comes. Defeated in battle centuries before by the elven mage Aina, it walks again, seeking vengeance on the mortal lands. If Aina fails to convince the courts of Tir na nOg and Tir Tairngire of the danger, she will have to face the Horror alone once more–or watch the world end.

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Face To Black

In 2055, Newark is an over-crowded urban nightmare populated by hordes of SINless indigents. Millions live in abject poverty. Violect is rampant. Brutal gangs and vicious criminals control many sections of the city like feudal lords. Amid this harrowing landscape, Rico gathers his team: Shank, Thorvin, Piper, and the eccentric shaman known as Bandit. The job is to free a man from a corporate contract that is the moral equalvent of slavery, but that is only the beginning. The runners’ diverse skills and talents are swiftly put to the test. Rico’s challenge is to keep the team alive as they sort through a maze of corporate intrigue and misdirection, but without discarding honor, for without honor a man is nothing. Honor alone distinguishes a man from the ravaging dogs that fill the streets, and as the runners soon learn, the price of honor is high.

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Burning Bright

MISSING: Mitch Truman, heir apparent to an entertainment megacorporation. He may have fled his parents for the sake of love, but if magic is involved the reason could be darker…

WEALTHY: Dan Truman, CEO of media giant Truman Technologies, doesn’t care how much it costs–he wants his son back. He’ll hire the best to find his heir, even if their motives are suspect…

EXPERIENCED: Kyle Teller’s done this job before. He knows the tricks of the trade, and not only because he’s a mage. He thinks finding the missing boy will be easy. Why shouldn’t it be?

But will money and experience be enough to defeat the terrible power growing beneath the city of Chicago?

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Dead Air

Jacked-In, Revved-Up, And Armed To The Teeth

It’s fast and furious inside the Combat Biker maze, where armor-plated hogs and juiced-up rice grinders blast, pound, and pummel each other for points. But it’s just barely up to speed for Jonathon and Tamara, two elven bikers at the head of the Los Angeles Sabers. With a simsense link between them that allows them to act virtually as one, they’re been tearing up the league and making headlines.

But all that changes when Tamara takes a brutal hit from the cyberspurs of Dougan Rose, lead linebiker for the New Orleans Buzzsaws and the most respected player in the league. When Tamara gets slammed, Jonathon’s out for revenge. But it isn’t going to be easy. Because there’s a lot more to this sabotage than meets the eye – and if the megacorp agents, simsense industry operatives, and hostile mages don’t kill him, the truth probably will….

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Steel Rain

Sword Of The Serpent

Machiko is second-in-command of the Green Serpent Guard, an elite corps of Elven samurai who are sworn to defend the Chairman of Nagato Corporation. But she soon gets a promotion – after her superior is ruthlessly cut down in a slew of attacks aimed at the famous Guard itself.

Only the wealthiest can afford assassins with enough muscle to take on the Green Serpent Guard, and Machiko turns up evidence that points ot Nagato’s biggest rival, Fuchi Corp. It looks like Fuchi has designs on Nagato’s sensitive research division, where the incredible future of the communications matrix is taking shape. When magical attacks and sabotage begin taking out more of Nagato’s personnel, things between the two megacorporations really heat up. But behind the growing hostilities with Fuchi looms a more sinister threat, requiring far more of Machikos talents than her flashing sword. And staying alive may require defeating a high-tech foe with virtually unlimited powers – and absolutely no mercy ….

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Stranger Souls

Dunkelzahn the dragon’s election as President of the United Canadian American States promised the dawn of a new era. But the hopes of a nation disintegrate with the powerful explosion that assassinates him. On that same fateful evening Dunkelzahn’s most trusted special agent, Ryan Mercury, is on a secret mission of great urgency involving dangerous magic. And only a miracle can save the world from total destruction…

In this first book of the Dragon Heart Saga, Dunkelzahn’s murder shocks the Awakened-world. Rumors and suspicions run rampant as shadowrunners, Secret Service agents, and megacorp execs scramble for the reins of power. Open these pages to see the story behind the great dragon’s death and the beginning of a new adventure…

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Shadowboxer

Too Hot To Handle

For Two Bears, a dwarf mercenary accustomed to running the shadows, the job sounded like an easy way to make a huge stack of cash: track down and discover the meaning of the word “IronHell.” But when the decker he approaches for help gets her brain fried on the Matrix, Two Bears konws he’s up to his stout little shoulders in drek.

Too Cool To Give Up

Realizing that IronHell must be the title of something – or somebody – very powerful, Two Bears looks for some backup to make sure he gets through this job alive. He lines up a street troll called Thumbs, a slick decker named Silver, a suit-wearing samurai called Delphia, and Moonfeather, a magic-wielding disciple of the Cat totem. Together they blast their way through a stream of megacorp] operatives, giant meta-beasts, and high-tech pirates, desperate to unravel the incredible secret of IronHell – before it unravels the world ….

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Blood Sport

Mama Grande streaked through Leni’s life like a bad dream. She arrived out of nowhere, claiming to be the ex-Lone Star detective’s grandmother. She prophesied rivers of blood and an earth in flames. But her murder was even more bizarre: she died at the hands of two Yucatán missionaries hiding a secret of the Gods.

With combat biker wannabe Rafael in tow, Leni dives into Mama Grande’s past… and hurtles into the dark heart of Aztlan – where human sacrifice is all the rage, and where ancient ceremonial games could trigger the end of the world. Are they crazy cultists of true harbingers of doom? The closer Leni and Rafael get to the answer, the nearer they move to the brink of oblivion. Either way, their futures could be cancelled….

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Technobabel

He awoke in a body bag, his brain fried, a black hole where his memory should be. If not for the cool carbon-fiber blade concealed in the bones of his arm, he would’ve been dead for sure. But Michael Bishop–a.k.a. Babel, messiah of the Matrix–is back in the game.

Renraku Computer Systems has defied the accords of the Corporate Court. Now they must decipher the secrets of the otaku–and Babel is the technoshaman reborn for the job. But Netwalking in the shadows of the electron jungle means initiation into deadly megacorporate intrigue–and discovering more about Babel’s own team than he fears he should know. As allies become adversaries, Babel breaks through the dreaded black ice security to find a doorway to the future–and signs of a corp war looming on the horizon–one that could destroy the technoworld and beyond…forever.

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Clockwork Asylum

In this second book of the greatest epic in Shadowrun history–the maelstrom of cyber-magic and political intrigue following President Dunkelzahn’s assassination rages out of control. Ryan Mercury, Dunkelzahn’s secret agent, is torn between his duty and his desire to find a killer. But when a spirit wrongly concludes that Ryan is working for the enemy, he anoints a cyberzombie to carry out a hit of its own. Now with an impressive arsenal of allies, weaponry, and the Dragon Heart, Ryan just might pull off the save of the century–if he doesn’t lose his life first!

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Crossroads

In the magical world of 2060, street mage Tommy Talon has hit the big time. He’s a member of Assets, Inc., one of the best shadow-teams in the business, but now he’s drawn back to his home town of Boston by secrets from his past. Secrets that lead him into conflicts with megacorporations, yakuza gangsters, and a powerful spirit that’s hunting for him. Talon must call on all of his magical powers and the abilities of his shadowrunning friends to unravel the mystery. Along the way, he finds out some unexpected things about his past, himself, and his true enemy: someone very close to him indeed…

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Drawing Destiny

THE TAROT HAS AWAKENED…

…And nothing will ever be the same again.

The Tarot, a mystical divination deck of cards, has appeared in the Sixth World as a powerful artifact. It works its will on anyone who finds one of its magical cards, from runners surviving on the street to corp executives battling in the boardroom. And not just people’s lives will be changed, for the Awakened Tarot deck is more than just a formidable magic item, it has an agenda all its own, and will seek to use those it comes in contact with to set its plans in motion…

Drawing Destiny is the latest original Shadowrun anthology, featuring twenty-three original stories about this brand-new artifact introduced into the game universe. Featuring stories from Michael A. Stackpole, Jennifer Brozek, Chris A. Jackson, Lucy A. Snyder, Aaron Rosenberg, R.L. King, Russell Zimmerman, Josh Vogt, and Jason M. Hardy, and 14 more authors, these stories reveal how the Awakened Tarot will impact the Sixth World for better, and sometimes, for much worse…

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The Burning Time

The year is 2050. The power of magic and the creatures it brings have returned to the earth, and many of the ancient races have re-emerged. Elves, Orks, Mages, and lethal Dragons find a home in a world where technology and human flesh have melded into deadly urban predators. And the multinational mega-corporations hoard the only thing of real value–information.

For Sam Verner, living in the womb of the Renraku conglomerate was easy, until his sister disappeared and the facade of the corporate reality began to disintegrate. Now Sam wants out, but to “extract” himself he has to slide like a whisper through the deadly shadows the corporations cast, through a world where his first wrong move may be his last…the world of Shadowrun.

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Psychotrope

LIFE SPAN: 12 MINUTES

It started out as a simple Matrix run, but now five deckers are trapped inside a nightmarish virtual landscape where jacking out is an impossibility–and what waits has all the hallmarks of the afterlife: tunnels of brilliant light, greetings from long-dead friends and family…and the terrifying sense of being juggled between Heaven and Hell. But in this computer-generated netherworld, there is only one thing that can be trusted. And it isn’t the senses….

…THE COUNTDOWN BEGINS

It’s the uncommon experience the deckers have in common: a near brush with death. It has brought them together in this hell-raising realm and under the influence of a twisted intelligence with diabolical plans for the unwary travelers in grid-time. Having their minds and souls extinguished before the Matrix-scape crashdown is only the beginning of the puzzle. Discovering why will be the end. A dead end.

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Way of the Adept

Something is happening to the adepts of the Sixth World. They’re becoming stronger, faster—some of them are even becoming more charming. Studies indicate that the improvements are fixing on the most disciplined of adepts, those who integrate their abilities into the greater whole known as a Way. By following these Ways, adepts are reaching new levels of power.The Way of the Adept is the first in the Shadowrun Options line of products. This line offers optional rules that can add new levels of fun to your Shadowrun game. The Way of the Adept presents fiction and in-character information to set the context for these optional rules, along with the information you need to develop characters who use their discipline to realize new strength.

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Shadowrun Runner’s Toolkit: Alphaware

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!

eBook Availability
The Shadowrun Digital Tools Box combines elements from both the Shadowrun Beginner Box Set and Shadowrun Runner’s Toolkit Alphaware into a single digital purchase.

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Runner’s Toolkit: Alphaware at BattleCorps.com

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Deniable Assets

Shadowrunner Katar Hawke knows the score on the streets. Every job is to be executed swiftly and simply—no muss, no fuss, and with as little help as possible. But when an extraction of a seemingly ordinary grad student from a Central American dig goes south in a big way, Hawke has to keep them both alive while he figures out what he’s stumbled into—and how to get out of it in one piece.

But nothing about this shadowrun is remotely ordinary. The student, Rachel Gordon, has unearthed an artifact linking the Sixth World and the long gone, magical Second World. The discovery sets off a lethal chain reaction of feuding megacorporations and cold-blooded killers who will do anything to get their hands on her and what she knows.

Caught in the hardest of hard places, Hawke must break his cardinal rule and assemble his own shadowrunning team to survive what’s coming at him. But in the end, it all comes down to one question: will he sell out Rachel to the highest bidder, or join her on a quest that could change the face of the Sixth World forever?

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War!

The diplomats have failed. The tensions have only grown worse. Each side has pushed the other too far, so there’s nothing left to do but fight. At the border of Aztlan and Amazonia, war has broken out. The streets of Bogotá are being pummeled, mercenaries are being hired and killed in approximately equal numbers, and blood is being spilled in dark rooms to give strength to mages on the battlefield. Most importantly, runners are being hired by the score.War! puts Shadowrun players into the world of open combat. From sabotage missions behind enemy lines to intelligence operations to small-squad mercenary tactics, War! provides the background information, gear, and rules players need to plunge into the chaos of battle.

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Shadowrun, Fifth Edition

There are cracks in the world. They’re slender, dark, and often cold, but they are the only things that keep you hidden. Keep you alive. They are the shadows of the world, and they are where you live.

You are a shadowrunner, thriving in the margins, doing the jobs no one else can. You have no office, no permanent home, no background to check. You are whatever you make yourself. Will you seek justice? Sow seeds of chaos? Sell out to the highest bidder? It’s up to you, but this much is certain—if you do nothing, the streets will eat you alive.

You can survive—even flourish—as long as you do what it takes. Sacrifice part of your soul for bleeding-edge gear. Push the limits of your will learning new and dangerous magic. Wire yourself into the Matrix, making your mind one with screaming streams of data. It’ll cost you something—everything does—but you can make it worth the price.

Shadowrun, Fifth Edition is the newest version of one of the most popular and successful role-playing worlds of all time—a fusion of man, magic and machine in a dystopian near-future. With rules for character creation, magic, combat, Matrix hacking, rigging, and more, you have everything you need to face the challenges of the Sixth World.

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Shaken (No Job Too Small)

Most folks see Puyallup as the worst Seattle’s got to offer; a tangled mess of metahumanity and greed, poverty and ghettoes, vice and corruption, where the crime is more organized than the government. They call it a Barrens, an armpit, a cesspool.

Jimmy Kincaid, though, calls it home. Walking the line between the shadows and the desperate light, semi-legit like only a Puyallup brat and former cop can be, he insists Puyallup has a heart and a soul, that it’s a place of life, magic, and starving hope. A former combat mage, now as burnt out as his neighborhood, he does what he can to police the worst excesses of the crime-riddled city he loves.

In the darkness of the Seattle Sprawl, what’s one more murder?

To Kincaid, it’s everything. He’s got a dead mentor, a hermetic group in need, and a mysterious file that might have been worth killing for. To unlock the data and get a little justice, he’ll face the worst the Sprawl has to offer, wading through blood, darkness, and a murderous web of lies.

It’s a good thing he’s got friends—in high and low places…

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Universal Brotherhood

    Unlock the potentials of your mind and body. Turn your back on the shallow and mundane—join the Universal Brotherhood and be a part of something wonderful!

Who are the Brotherhood? Possibly the largest humanitarian organization in the world? To the grime-encrusted inhabitants of the sprawl they are a shining ray of hope in an otherwise hopeless world. This is their way out of the darkness, their key to personal fulfillment and understanding. They are on every corner. THey knock on every door. And they want to save you too.

    Now someone has been on the inside of the Brotherhood. The objectives and purpose of the Brotherhood have been exposed. Some of the questions are answered. But the truth is even more chilling….

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Gamemaster Screen

Every shadowrunner knows the value of good information. The right fact, the perfect piece of data, can be the difference between success and failure on a run, between life and death. And in the right hands, information can be more than valuable-it can be powerful.

The Shadowrun Gamemaster Screen provides a collection of useful tables from Shadowrun, Fifth Edition for ease of reference in game play. With range tables, action lists, combat modifiers, social modifiers, and more, this is a critical game aid to make your Shadowrun games faster and more fun. And to provide that all-important secrecy so that the players don’t know what you’re up to. This screen is for use with Shadowrun, Fifth Edition.

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Borrowed Time

JackPointer mage Winterhawk left the shadows at the top of his game: these days he indulges his curiosity about all things mysterious and magical on his own terms. But he’s about to discover that the shadows are hard to leave behind, and old enemies have their ways of drawing him back in.

Dosed with an exotic arcane poison that will kill him in days unless he retrieves a powerful magical artifact, ‘Hawk has to assemble a team fast and think even faster, because he’s not the only one tracking down the prize. His team is hardly the well-oiled machine he’s accustomed to: an old friend with major trust issues, an old rival who hates everything ‘Hawk stands for, a decker who annoys everyone he meets, a samurai who’s only in it for the money, and a gunslinger who may have her own agenda.

With his life on the line and the clock ticking fast, ‘Hawk must survive the mean streets of Los Angeles and the magical hells cape of the Australian Outback while keeping his mismatched team from imploding before they finish the job. But when the artifact is revealed to be far more than it seems, Winterhawk is forced to make a choice that could affect the lives of millions—to say nothing of his own.

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Unfriendly Skies

It’s a big world, and not all of the work that’s available is sitting right outside your front door. Sometimes you might need to hop across a country, across a continent, or across an ocean. Other times you might look to the air to find a way across a border that’s too tough to cross on the ground. And then there are the times you might need something in the air that can pack a much-needed punch.Unfriendly Skies provides descriptions and game information for thirty-two aircraft, including the EuroWars-tested MiG-63, the slow but easy-to-overlook Skyswimmer, and the luxurious Platinum II. The book also includes information on the basics of air travel in 2073, including information on which paths you may or may not follow if you are trying to lay low.

Get your runners into the skies and moving fast with the options Unfriendly Skies provides..

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Splintered State

Federal Agent Seth Dietrich has a secret. Actually, multiple secrets. One of them made him go underground, hiding from the people desperate to learn just how much he knows. And the other is keeping him from surfacing, because he’s found he can’t even trust himself.

If Dietrich were in his right mind, he’d cover his tracks like a pro, and no one would find him. Especially not shadowrunners getting their feel for life on the streets. But he’s not in his right mind, which means a group of shadowrunners finds themselves in possession of some very valuable information—information the highest powers in Seattle want for themselves. What started as a simple job turns into a scramble for their lives, a scramble that could become profitable if the runners play their cards right.

Splintered State is an introductory adventure for Shadowrun, Fifth Edition. Whether you have played previous Shadowrun editions or are new to the setting, this adventure helps players and gamemasters learn the new rules while wrapping themselves in the intrigue, excitement, and danger of running in Seattle.

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Crimson

The Sixth World is a dangerous place, with deadly hazards lurking around every corner. Everywhere shadowrunners go, from the top of the world to the deepest, darkest Sprawl neighborhood, someone’s always looking to make their rep by taking you down.

World of Shadows is the second anthology of original Shadowrun short stories, each one showcasing some of the most far-flung, treacherous locations around the world. From a scientific mission gone wrong in the snowy wilds of Russia to an AR nightclub in Morocco sheltering runners on the lam to a recovering runner drawn into a deadly web of intrigue in the darkest alleys of Hong Kong, these eighteen original short stories explore exotic settings far off the beaten path. Featuring stories by Michael A. Stackpole, Mel Odom, Jean Rabe, Aaron Rosenberg, Phaedra Weldon, Annie Bellet, Chris A. Jackson and many others, find out what happens when shadowrunners have to battle not only with ever-present threat of the corps and Mr. Johnson, but also the dangers of the very land they stand on.

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Tir Tairngire: The Land of Promise

Long shrouded in mystery, now one brave voice dares to speak the truth of the Land of Promise, Tir Tairngire. How did it come to be? Who holds its reigns of power? And what does its future hold? The Tir Tairngire sourcebook reveals the Elven Nation for the first time, in all its glory and danger. Journey there and beware.Tir Tairngire is a Shadowrun, Second Edition sourcebook that details the history, society, politics, and mystery of the Tir, the land of the elves in North America.

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Run Faster

Every step, every advantage, every millisecond counts. The streets of the Sixth World are mean, and if they want to stay alive, shadowrunners need every advantage they can get to gain a step on the opposition. Fortunately, Run Faster is full of them. With it, you can learn about more metatypes for characters, including hobgoblins, giants, centaurs, and sasquatch; acquire new qualities, such as Disgraced, Hawk Eye, and Lightning Reflexes; and, if you dare, dabble with the dangerous and deadly Infected.

Run Faster also has advice on fleshing out characters of different metatypes, expanded contact and lifestyle rules, and alternate character creation methods to help ensure that players can build exactly the character they want.

All these options make Run Faster a crucial companion to players who want to get the most out of their Shadowrun, Fifth Edition core rulebook.

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Dark Resonance

Kazuma Tetsu is a technomancer—one of the rare people who can manipulate the Matrix without technology, using only the power of their mind. But he’s on a more personal mission—he’s searching for his missing sister, Hitori. Following her trail leads him into a tangled web of corp execs, mercenaries, and double-crossing rogues—usually just another day in the Sixth World.

But as Kazuma digs deeper, he uncovers a plot that could bring about the end of the world. Upon seeing a simulation of the Resonances Realms accessible to technomancers, an A.I. declares it will use the realms to ascend to a higher plane of consciousness. The intelligence’s goal seems impossible, until an imprisoned and manipulated group of technomancers accesses dissonance to open a gateway to a new realm—possibly the heaven the A.I. seeks. But opening this dissonant hole in the Matrix could trigger global disaster, and it’s up to a team of shadowrunners, including a couple of denizens of the fabled JackPoint, to free the trapped technomancers and stop the Dark Resonance before it destroys the entire Matrix—and worse …

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Tír na nÓg

The land of faery,
Where nobody gets old and godly and grave,
Where nobody gets old and crafty and wise….—W.B. Yeats, “The Land of Heart’s Desire”Tír na nÓg, the Land of Youth. Long protected by a powerful Veil, the former nation of Ireland now stands revealed in its Awakened power. Who are its masters? Where did they come from? And what does its emergence hold for the world of 2054?Tír na nÓg is a Shadowrun sourcebook that explores the emerging elven nation of Tír na nÓg. It is compatible with Shadowrun, Second Edition rules.Tir Tairngire is a Shadowrun, Second Edition sourcebook that details the history, society, politics, and mystery of the Tir, the land of the elves in North America.

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Hell On Water

Six shadowrunners. Three mysterious packages. And twelve kilometers of a dangerous, dilapidated bridge across one of the wildest sprawls of the Sixth World.

It should be a simple job. Retrieve three sealed packages, then take them across the city of Lagos to their destination. All the runners’ skills will be tested—they’ll face ambushes, double-crosses, and more, and along the way they might be able to answer the question of just what’s in those packages, and why they’re so important.

The team has a lot on their side, including a street samurai who’s a legend on the streets, a hotshot rigger with a lot of enemies, a young shaman seeking justice, a decker with a dark secret, and a pair of pros from Seattle trying to keep up with everything the unfamiliar sprawl throws at them. But the deadly streets and sinister neighborhoods of Lagos contain their own unique dangers, and it’ll take every trick the runners know to complete their mission and escape the city in one piece…

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This Old Drone

They’re Not Old—They’re Classic

We’d all like access to bleeding-edge, state-of-the-art tech, but we can’t always have it. Sometimes your nuyen’s gotta be spent somewhere else, or sometimes you haven’t got any nuyen to spend. And sometimes those old designs that everyone’s written off show up and kick your ass, proving it’s too soon for them to be forgotten.

This Old Drone is a Shadowrun supplement containing information on 30 classic drones that appeared in older Shadowrun sourcebooks but haven’t made the transition to Shadowrun, Fourth Edition—until now. From the rail-mounted, wireless-shunning Ares Sentinel “P” Series to the old MQ-8 Fire Scout roto-drone, This Old Drone contains the info, rules, and stats you need to bring classic drones into the modern era of Shadowrun.

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Fire & Frost

Arcano-archaeologist Elijah knows that digging into the past can be its own reward—or peril. When he’s hired to find an ancient map purported to lead to a mysterious location at the bottom of the world, his professional curiosity is more than roused. But his quest to simply get his hands on the map is more dangerous than he expected—even for a shadow runner.

He and his own team of runners—including everything from a goblin rigger to a troll street samurai—follow a murky trail that takes them from the ruins of Chicago to the jungles of Amazonia. Along the way, they discover that they’re not the only ones looking for this map—and that it may lead to a treasure even greater than anyone could have known. Elijah and his crew plan to get both the map and to its riches first—assuming they survive the very dangerous road trip to get there…

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Spells and Chrome

Welcome to the year 2072…

…And a world unlike anything you’ve ever imagined. A world where magic and machines exist side-by-side. Where cybernetics can replace organs or entire limbs with ease, and arcane spells can make the impossible happen. Where the Matrix has become an artificial world of its own, filled with all kinds of pleasure, treasure, and trouble. Where dwarves, elves, orks and trolls walk alongside humans every day. Some work for megacorporations whose invisible tentacles wrap around every aspect of modern life. Others choose a much less legal career, doing whatever dirty work the corp executives need done—for a price.

Welcome to Shadowrun

Featuring fifteen new stories about the men and women who make their living in the shadows of the Sixth World, Spells & Chrome takes you into the dark and dirty streets of the future. Whether risking their lives to execute a mission for an employer who might be planning to double-cross them anyway, or just doing whatever they need to do to survive another day, shadowrunners use everything they’ve got—cyberware, spells, or a very big gun—to get the job done.

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The Twilight Horizon

The Horizon Corporation is everywhere. They’re in the trids you watch, the music you listen to, and the news you consume. They’re propping up hundreds of major brands of products across the planet with their public relations skill. And they’re spending countless hours studying how you—that’s right, you—think so that they can lead your mind like a master leads a spaniel.

Denizens of the Sixth World have long suspected that there is a dark side to Horizon, if only because the corporation seemed too good to be true. If there is a dark side, it seems likely to come out soon, as the corporation has been under tremendous pressure recently—technomancers are plotting against it, spirits are causing problems in the Mojave, and Aztechnology is on the offensive, intent on keeping the competition down. That pressure is going to result in an explosion somewhere, and when it does, Horizon and the Sixth World will be changed forever.

The Twilight Horizon is a campaign book involving shadowrunners in the inner workings of Horizon and the troubles surrounding the corporation. Everything is leading to a crisis, and the runners will need to use all their skills to come out alive on the other side. Filled with plot details, location information (including details about Las Vegas in the Sixth World), and NPC write-ups, the book throws Shadowrun players into a cyclone of corporations, spirits, criminals, and others looking to grab a small piece of Horizon’s immense power.

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The Rotten Apple: Manhattan

Dominated by the Manhattan Development Consortium (MDC), the City represents the largest contiguous corporate enclave in the Sixth World. This volume grants a look into the neighborhoods of Manhattan, the constant scrutiny of its security, and the activities of the thirteen corporations that oversee its development.This setting is a crucial part of the New York City Shadowrun Missions campaign. This 32-page volume serves as a guide to players so that they can prepare their characters to deal with the finer details of the setting. Gamemasters are also well suited to use this book, as it grants them a deeper insight into the neighborhoods of Manhattan than can be provided in scenarios.

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Target: UCAS

HOW MANY DIFFERENT WAYS CAN THINGS GO WRONG?

UCAS, 2058. Less than a year earlier, the great dragon Dunkelzahn had stunned the world by being elected president. Then stunned the world again by dying on his inauguration day. The unrest unleashed by that event hasn’t faded, and it’s not like everything else in the UCAS is going well. Travel to three of the nation’s great cities, and you’ll find plenty of trouble to go around.In Boston, Richard Villiers of the Fuchi Corporation gained a fair amount of stock from Dunkelzahn’s will, but he also lost his head of security to Renraku. He’s feeling both powerful and insecure, which is bad news for the city’s powers that be but great news for the shadows. Meanwhile, in Detroit, everyone and their Doberman are lining up against Damien Knight and Ares, and Knight is going to have to scramble to keep his power. And in Chicago, a nuke and an astral “disease” supposedly cleaned the town up, so the Chicago Containment Zone is open. Outsiders can get inside the core city now—and whatever is inside can get out.Target: UCAS takes Shadowrun players back to one of the most tumultuous years in the Sixth World’s history, providing the information they need to pull off runs in each of these three key cities. Ghouls and bug spirits await, but they’re nothing compared to the fiends that wear suits.

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System Failure

The year is 2064, and all is not well. A struggling megacorp makes a drastic decision to stave off impending doom. A psychopathic artifical intelligence thought to be dead rises again, attempting to take over the entire Matrix. And behind the scenes, apocalyptic terrorists prepare to strike at key points around the world, completing their first steps towards a vision of Armageddon. Across the globe, shadowrunners find themselves caught up in these events—how will their actions impact the Sixth World?System Failure details the events leading up to and following these dramatic, world-shaking events. In addition to in-depth treatments of the three main plotlines and adventure frameworks for involving the runners in each, it also details numerous aftershocks and spin-off events, with scenario suggestions for how runners can play a role in the years to come.For use with Shadowrun.

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Street Samurai Catalog

When the going get tough, the tough go shopping!You’re the ultimate fighting machine. A predator-for-hire in the savage urban world of Shadowrun. You’ve devoted your life to honing your combat and martial skills. The tools of your trade are airfoil grenades, form-fitting body armor, and an Ares Crusader machine pistol. An expansion for Shadowrun, the Street Samurai Catalog will let you outfit yourself with the latest equipment available on the black market: retractable hand razors, ultrasonic sights, enhanced reflexes, and maybe a rangefinder for your cybereyes. Whatever you need to get the job done, you can find it here, but it won’t be cheap. And remember to watch your back before someone decides to make you yesterday’s news….eBook Availability 
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Street Legends Supplemental

Ten people. Ten very different people. A pirate who has made himself into one of the most wanted men in the world. A datathief whose skill is only matched by his flair and panache. Two corporate giants whose personalities—and actual physical makeup—couldn’t be more different. A troll whose name has a history much older than herself. And other individuals with stories and secrets of their own.Some of them are people you want on your side, and some of them are people who could be very dangerous enemies if you aren’t careful. All of them are people you should know, because all of them have something—money, power, knowledge, or all three—that you can use.

Street Legends Supplemental follows the format of the Street Legends book by presenting information on ten characters from the Shadowrun universe, sharing stories about their activities in the Sixth World and also offering complete game information and statistics for them. Each character also comes with plot information gamemasters can use as they develop their campaigns. While it is a companion to Street LegendsStreet Legends Supplemental can be enjoyed entirely on its own.

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State of the Art 2073

Some people think that being state-of-the-art means being on the bleeding-edge of technology. That’s part of it, but only a small part. If you really want to be current, if you want to know what’s going on in the world and how it might affect you, you need to know about a lot more than new tech. You need to know about current events—like the speech Hestaby gave to the United Nations that put the dragons of the Sixth World into an uproar. You need to know what you’ll see on the roads, from new vehicles to re-purposed classics. You need to know about the latest research on Awakened plants and the exceedingly creative uses scientists are putting them to.Take those elements and stir in up-to-date information on important people and places—like cagey intelligence ace Samantha Roth and the tumultuous nation of Thailand—and you have a dossier that can help runners stay current and make sure they know what’s happening now in the Sixth World. Because the runner caught up in yesterday is a runner that’s been left behind.

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SRM 04-00 – Back In Business

It’s a simple job, to find a missing girl. Of course, nothing is ever simple in the shadows, chummer, and everyone seems to be interested in this job for one reason or another.

Wallpaper of the cover available in 1680 x 1050 and 1600 x 1200.

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SRM 04-01 – Hiding in the Dark (Buried Underground, Part 1)

 When the law puts a bounty on a small time crime boss, it’s time to go collect a payday. The hunt leads down into the Ork Underground where the Tourist Highway is still trying to recover from a devastating fire just a couple short months ago. When your bounty turns out to be more than he seems, there’s a choice to be made. Turn him in, or help him out?

Wallpaper of the cover art available in 1680 x 1050 and 1600 x 1200.

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SRM 04-02 – Extraction (Artifact Rush, Part 1)

Horizon has some of the best and brightest college grads working for it in every field of study. Arcanoarcheology is a new field, and Horizon has just hired on one of the most promising minds to ever graduate from MIT&T. Both Draco and the Atlantean Foundation want this student working for them, and they’re both willing to pay big to get what they want.

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SRM 04-03 – Rally Cry (Buried Underground, Part 2)

Project Freedom, the initiative to have the Ork Underground recognized as a full district, is underway, and the O.R.C. is holding a public rally on the steps of the Seattle capitol building. Humanis is holding a counter rally, and sparks are expected to fly. Who would be crazy enough to get in the middle of that?

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SRM 04-04 – Smuggler’s Blues (Artifact Rush, Part 2)

An arcanoarcheologist is in trouble, and she needs a team of runners to help her out. She’s gotten her hands on an artifact that the Foundations will pay big bucks for. Problem is, she stole it and the original owners aren’t real happy with her. Can the runners keep her safe while she finds them all a big payday?

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SRM 04-05 – On a Silver Platter (Buried Underground, Part 3)

Your fixer’s daughter was killed by a copycat of the Mayan Cutter last summer, and he’s finally managed to track down the man responsible. He wants revenge, and wants a team of runners to handle that for him. Ready to serve up a side of revenge?

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SRM 04-07 – Burn (Buried Underground, Part 4)

Deadly accidents have been plaguing the Ork Underground for months now, and your fixer suspects that it may be the work Alamos 20K, the group responsible for torching the Tourist Highway months earlier. Investigate and put an end to these accidents before more innocents get hurt!

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SRM 04-06 – “Hard Target” (Artifact Rush, Part 3)

A mysterious artifact is in the hands of the Illuminates of the New Dawn, and the only way to find it is a rather unlikely source who’s not going to talk to the runners willingly. Take down a particularly “hard target” and find out where the Illuminates are holed up before they complete their ritual, or things will get a whole lot nastier in Seattle.

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SR3 Gamemaster Screen

This gamemaster’s aid contains all the charts and tables needed to run Shadowrun in a convenient, easy-to-use format.For use with Shadowrun Third Edition.

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ShadowTech

The Best Just Got Better!

Think you’re already hot stuff, eh chummer? Guess again. There’s a leaner, meaner machine on the streets these days, a machine whose parts aren’t built, they’re grown.

ShadowTech is an advanced technology sourcebook for Shadowrun. All the latest cybernetic bionetic technology is here, plus chemical and genetic technology on the cutting edge of deadly. Information about the whys and hows of the new tech, equipment availability and technology and hte law are also included.

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Shadowrun, Third Edition

Where Man Meets Magic & Machine

The year is 2060. Magic is as real as the mean streets of the mega-sprawls. Corporations call the shots while nailing each other through covert operatives in cutthroat competition. Flesh and machines have merged — the street samurai with his smartguns and impossibly fast reflexes, the decker who can plug his own brain into the worldwide computer network, the rigger who links his mind to his vehicle and takes hairpin turns at fantastic speeds. And you’re a part of this wired world, where corporate skyscrapers glitter over the dark shadows they cast. You live in those shadows. You’re a shadowrunner — a street operative.

You may be human or troll, dwarf or elf. You may throw fireballs, pull out your trusty Uzi or slice through computer security with a program as elegant and deadly as a stiletto. No matter what, you get the job done. You’re a shadowrunner — a professional. You don’t just survive in the shadows — you thrive there … for now.

Shadowrun, Third Edition is a complete rulebook for gamemasters and players. It contains all the rules needed to create characters and ongoing adventures set in the popular Shadowrun universe. Shadowrun, Third Edition updates, revises, expands and clarifies the rules from previous Shadowrun rulebooks. It is compatible with previous versions of Shadowrun and with previously published Shadowrun source material.

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Shadowrun, First Edition

The Year is 2050

The blending of technology and human flesh began in the 20th Century. Interfacing the human mind with computers was just the first step. Implants the “jack up” reflexes and cybernetic replacements followed quickly. The came the Awakening. A five-thousand-year lull in the flow of mystical energies subsided, and Magic returned to the world. Elves, Dwarfs, and Trolls assumed their true form, throwing off their human guise.

In the world of 2050, the megaplexes are monsters casting long shadows. As shadowrunners, that’s where you live, in the cracks between the giant corporate structures. When the megacorps want something done but they don’t want to dirty their hands, it’s a Shadowrun they need and they come to you. Though your existence is not acknowledged by any governmental or corporate database, the demand for your services is hgh. You might be a Technomancer, sliding like a whisper through the databases of giant corporations, spiriting away the only thing of real value-information. Or perhaps you are a Street Samurai, an enforcer for hire whose combat skills and reflexes make you the ultimate urban predator. Or perhaps a Mage, one with an ancient gift, the ability to wield and shape the magical energies that now surround the Earth. And that’s exactly the kind of firepower you’ll need if you get hired to make a Shadowrun

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Shadowrun Companion

Been There. Run That.For Players:
—Expanded character creation rules allow you to customize your character’s background with Edges and Flaws and play ghouls or shapeshifters. Also includes rules for running, jumping and even being an escape artist!

For Gamemasters:
—Provides expanded contact rules and introduces Enemies‹the evil side of contacts. Plus campaign and scenario creation, prime runners, training rules and security rules for gas traps, trip wires and sensor plates!

For New Campaigns:
—Play a street gang or a government covert ops team, a DocWagon high-threat response team or even the cops!

The Shadowrun Companion offers advanced and alternate rules for players and gamemasters. This indispensable book includes a guide to creating adventures and campaigns, and suggests step-by step techniques to help gamemasters get the most out of the Shadowrun universe. The Shadowrun Companion is revised for use with Shadowrun, Third Edition, and is compatible with all Shadowrun sourcebooks.

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Safehouses

If it hasn’t happened to you yet, it will. A run will go south. People will be looking for you. Their eyes will be everywhere—your home, your friends’ houses, the places you hang out, even the spots where you buy your soykaf. They’re looking for you, waiting for you, and when they find you, they’re not going to talk. It’ll be a single shot, or a flash of sharp steel, and you’ll be done.To avoid this, you need to lay low. You need a place where no one will look for you, and where you’ll have enough of life’s basics to get you by. Don’t know where to find such a place? You’re in luck, chummer—we’ve got the guide for you. Whether your acquiring and stocking your own bolt hole or engaging professional safehouse managers, we’ve got the info you need to live to fight another day.

Safehouses is a supplement for Shadowrun, Twentieth Anniversary Edition that provides both flavor text and rules to help runners acquire or find the hideouts they need to stay out of harm’s way. It includes sample safehouses, equipment suggestions for the well-stocked hideaway, and safehouse creation rules that work with the Advanced Lifestyles rules from Runner’s Companion. Get Safehouses, stay safe, and be ready to charge back into the shadows once the trouble you’re in has blown over.

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Portfolio of a Dragon: Dunkelzahn’s Secrets

On Inauguration Night 2057, the newly sworn-in President of the UCAS is assassinated—and the Awakened world will never be the same. Dunkelzahn, the powerful and charismatic great dragon, has been murdered by unknown enemies… but he left behind a Last Will and Testament, a legacy that will change the world. Some will get rich—others will learn that dealings with the dragon can extend beyond the grave. Will Dunkelzahn’s legacy be a gift to the world… or a curse?Portfolio of a Dragon: Dunkelzahn’s Secrets is a unique Shadowrun product. It describes the assassination of President Dunkelzahn and the resulting fallout in the political, business and shadow worlds. Its centerpiece is the dragon’s will, which includes more than 200 items around which gamemasters and plyers can build entire adventures and campaigns. Dunkelzahn’s bequests expose other people’s secrets that may mean life or death to anyone from the guy next door to the highest-level corporate executive.For use with Shadowrun.

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MilSpecTech

Things That Go Boom in the Night

The corporations of the Sixth World love a good challenge—as long as it suits them. Ending world hunger? Not interested. Eliminating poverty? There’s no margin in that. Finding creative and more effective ways to blow things up and/or reduce them to rubble? That, they can do.

War is raging on the Aztlan-Amazonia border, and there are plenty of other places in the world where people are willing to fork over piles of nuyen to buy that tank or fighter that would help them sleep better at night. There is good demand for military technology, and the corps are stepping up with the supply.

MilSpecTech presents new vehicles (including groundcraft, watercraft, and aircraft), missiles, and vehicle weapons for use with Shadowrun, Twentieth Anniversary Edition. It can be used as a companion piece to War!, or on its own to add extra danger to any war zones characters may be running in—or if they’re lucky, to give them more ways to cause havoc.

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Mercurial

A blast of light punches my eyes as I walk down the ramp from street level. The dance floor is an amorphous beast, writhing with a thousand limbs, and the beat of the music red-lines my pulse into overdrive. On the stage, a nova is dancing.Searing beams of the spotlights catch the mirror-bright metal arms, legs, and face, reflecting them back in a dazzling cascade of color and light. The next thing you see is the hair flaring golden in the glare, surrounding her face like a solar corona around a silver moon. While Maria Mercurial dances, nothing else matters.Of course, something else does matter – biz. That’s why you’re here, chummier, to protect the silver lady with no past. The money’s good, the job’s easy; what could go wrong? Except maybe the lady’s past is catching up with her.Mercurial is a Shadowrun adventure, designed for gamesters who must already have a copy of ShadowrunMercurial includes all the information needed to introduce a party of shadowrunners to the “glamorous” world of megahit rock stars, dreamchip addiction, sleazy talent agents, corp hitmen, toxic waste, and Yakuza sorceresses. A world where double-dealing is an art form and nothing is quite what it seems.

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Matrix

Matrix expands on the basic decking rules and offers advanced rules for programming, deck construction, system security and accessing the Matrix. This book also describes how all character types can conduct on-line searches, and covers datatrail tracking and Matrix security. It also introduces rules for artificial intelligences and otaku characters. For use with Shadowrun, Third Edition.
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Man & Machine: Cyberware

Man… or Monster?Cyberware can increase your speed, enhance your strength and sharpen your reflexes. It can put a computer in your head, armor under your skin and weapons in your arms. There are implants to improve every internal organ and devices that let you interface with machines… but you’d better know when to stop. Too much cyberware and you’re a cyberzombie—more machine than man.

Man & Machine expands on the basic cybernetic gear offered in Shadowrun, Third Edition, and provides advanced rules for implanting, surgery, healing and damage. This sourcebook offers more than 200 new pieces of gear, features advancements in biotechnology and chemistry, and introduces nanotechnology.

For use with Shadowrun, Third Edition.

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Magic in the Shadows

Chummer, I can write a book on wht you don’t know. Can you design a spell or enchant a dagger? Can you invoke a great spirit or divine the future? Have you bared your soul to the Dweller on the Threshold during an astral quest? You’ve got a lot to learn—not even dragons know all there is to know about Magic in the Shadows.Magic in the Shadows expands on the basic magic concepts in Shadowrun and provides advanced magic rules. For players, this book offers new magical paths, metamagic, totems and more than 75 new spells. For the gamemaster, there are rules for initiation, spirits, astral security, magical threats and more! For use with Shadowrun, Third Edition.

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Jet Set

Step this way! There’s no need for you to wait in line with the riff-raff, the common clay of dirty humanity. You can have something better. You can have the good life, filled with the finest food, the most expensive wines, and the most interesting people in the world. There’s a price to pay, of course. There always is. But take a ride, just once, in the aircraft the upper crust uses, and see if you don’t like it. Get a taste of this lifestyle, and see if you won’t do anything to keep it.

In Jet Set, shadowrunners get the chance to rub elbows with the rich and powerful of the world—the socialites, the corporate elite, the royalty, the movers, and the shakers. These are people who know how to get what they want, no matter who they need to step over to get it. The runners may be the help they need to get rid of their latest obstacle—or they could be the next bodies the rich and powerful leave in an expanding trail behind them.

Jet Set is a campaign book with information on the growing tension between Sixth World dragons, the mysterious motives and questions surrounding Nadja Daviar, the opening salvos in political battles that will shake cities and nations in the next year, and more. Filled with plot details, location information, and NPC write-ups, the book is a resource all Shadowrun players can use.

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Gun Heaven

Look, we all know that there are plenty of runs that go best when you don’t fire a shot. But we also know how foolish you’d be to go out without your trusted sidearm, because you never know when things are going to go south. Or when you’re going to be hired simply because you’re the person who’s got the right weapons for the job.If you’re looking for a new weapon to add to your arsenal, Gun Heaven is the place to go. Featuring thirty-two guns—complete with descriptions, information on their use, game statistics, and full-color illustrations of each item—Gun Heaven collects older weapons and newer designs, ranging from the SIG P298 hold-out pistol, with its slim-line design, to the massive Ogre Hammer and its devastating punch. Get caught up on the predecessors of the legendary Ares Predator IV, or check out one of the most recent offerings from Onotari Arms, the assault-rifle/shotgun combo Xfactor III.

Gun Heaven will help any team of runners pack out the way they want, while also providing opportunities to make a few nuyen by finding and selling pristine versions of older models to collectors.

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Germany Sourcebook

Forged in the chaos of the Awakening and the Euro-Wars, the German Alliance is a land torn by strife, rebellion, political turmoil and powerful magic. From the towering glass-and-chrome skyscrapers of Frankfurt to the anarchy of Berlin, from the GreenWar camps of the Rhine-Ruhr megaplex to the Troll Kingdom of the Black Forest, 21st-century Germany teems with opportunities and unseen dangers for the shadowrunner

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Fields of Fire

The streets are a violent place, as dangerous as any battlefield. And the lessons men and women learn on those fields of fire can save their reputations-and their lives-in any combat situation.Fields of Fire is the mercenary sourcebook for Shadowrun. Information on how to act like a professional merc, and pages of new weapons, support gear, and optional combat-rules clarifications and expansions make this book something no merc, or runner, should live without.

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Dragon Hunt

In this Shadowrun adventure, the shadowrunners are hired to find a lost identity. The only problem is that some of the biggest corporations in Seattle don’t want it found. Hide and seek, cross and double-cross, a dragon’s deeds and desires… Ah, business as usual in the shadows…

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Digital Grimoire

Digital Grimoire is the Master’s Class of Magic–expanding on Street Magic, it details additional traditions, magical groups & threats, spirits, enchanting expansions, and a handful of new spells and adept powers.Traditions: Egyptian, Rastafarian, Psionic
Magical Groups: Shrine of the Southern Winds, The Oxford Grand Lodge, Código 515
Magical Threats: Toxic Paths, Shadow Spirits, Insect Spirits

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Deadly Waves

More than two-thirds of the Earth’s surface is covered by water. That means that two-thirds of the Earth is covered in escape routes, infiltration points, and hiding places that people stuck on land constantly overlook. If you want to know how to use all that blue to your advantage, you need to know the boats that are out there, what they can do, and how your competition is putting them to use.Deadly Waves collects information about thirty different watercraft, from the fast and agile Wave Cutter to the luxurious, self-maintaining Zeppelinwerke Elite Cruiser to the hulking yet surprisingly quick Maersk-Jorgenson Fast Freighter. Runners can use this book to gain all sorts of options for taking to the water, whether they’re planning a quick jaunt or embarking on a long voyage.

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Critters

Originally included with the Shadowrun, Third Edition Gamemaster’s Screen, this book is a complete catalogue of paranormal critters for Shadowrun.In addition to critter stats and short descriptions, it includes all of the rules you need for using critter powers.

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Corporate Security

Think corps security means a donut-snarfing security guard and a high fence? Think again, chummer! You want inside the corp enclaves, first get past the security wage mages, drek-hot deckers, and really big guys with really big guns … plus a few hellhounds and watcher spirits just to keep you on your toes. The blackest ice, the toughest barriers, and the trickiest booby traps are just waiting for you to make one mistake … your last! Want to survive your next run against the megacorps? Read this book and learn how they’ll try to stop you. Once you know how the enemy thinks, you’ve won the first battle.

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Corporate Intrigue

You could dabble in organized crime. You could do some smash-and-grabs. You could find all sorts of ways to pick up a few nuyen here and there. But everyone in the Sixth World knows that if you want to make a play for the big bucks, the real high-level stuff, you’ve got to get in bed with the corps.

The corps have the money, and they’ve got all the power that comes with it. If you want to have some of that cash and some of that pull for yourself, you’re going to need to stay alert, move quickly, and remember that while corps are willing to pay for things that help them, deep down they really hate sharing what they’ve got with anyone. Including shadowrunners. Especially shadowrunners.

Corporate Intrigue provides a wealth of plot points and adventure ideas to allow gamemasters to develop corporate-centered campaigns, including plotlines the lead to the discovery of a secret one megacorporation is struggling to contain. Building on information provided in Corporate GuideCorporate Intrigue provides the story information, location details, and NPC statistics to make running a corporate-themed campaign as easy, fun, and brutal as you want it to be.

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Cannon Companion

More Bang for the Buck…When the shadows are full of flying lead, chummer, you need an edge — and I got it right here. You want a specialized blade? I can sell you a monosword. You want a gun to make the other guy think twice? How about the new laser pistol? Maybe you want to forge your whole body into a weaponãI know someone who can train you in Wildcat-style martial arts. The big boys don?t have all the best toys …

Cannon Companion offers more than 150 new weapons, with new accessories, gear, armor and explosives. Expanding on the combat gear introduced in Shadowrun, Third Edition, it provides advanced rules for the martial arts, firearm design and modification, simsense and underwater combat.

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Bug City

In The Darkness, Something Terrible Breeds…For years, a shadow war has raged against the Universal Brotherhood and its savage masters — parasitic insect spirits that feed on human hosts. Now, Chicago has become the final battleground in the war against the bugs. Overrun by the horrible predators, the city has been quarantined by the UCAS military, leaving its inhabitants to fend for themselves while “other solutions” are considered. Hundreds of thousands remain trapped within the walled Containment Zone, at war with brutal gangs and ruthless warlords that rage unchecked — and the unnatural menance that threatens them all.Bug City is a Shadowrun sourcebook that picks up where the novel Burning Bright left off. It provides a detailed description of life in the Containment Zone and includes game information on the changes in Chicago’s physical and magical nature, profiles of the city’s important residents, and expanded rules for the city’s terrible ravages — the insect spirits themselves.Bug City contains statistics for Shadowrun, Second Edition.This PDF includes a full-color fold-out map!

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Blood in the Boardroom

Killing the competition is no longer a figure of speech…The boardrooms become war rooms as the movers and shakers shift their fights from the stock exchange to the streets. Using everything from military-scale assaults on ultra-secure company compounds to stealth missions and sabotage, the fat cats have gone to war. Dunkelzahn’s will made the head of security for Fuchi Industrial Electronics a voting member of Renraku’s board of directors – and all hell broke loose. Now Fuchi is in a civil war that may destroy the corporation. Renraku is under siege on every front and must turn to an old enemy to survive, as Ares goes on the offensive to purge itself of traitors. Even minor-leaguer Yamatetsu must fight its way out of Japan when a metahuman takes over the helm.The most desired asset in this upheaval isn’t a stack of stocks or a portfolio of investments, but a professional shadowrun team willing to keep its mouth shut and do the job.

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Bad Moon Rising

In Bad Moon Rising in the East, a team of shadowrunners is hired to track down the source of a new drug shipping into Hong Kong. Directly connected to the Ghost Cartelscampaign, the team of six Caracas natives are thrust into a criminal underworld far from their home. With few contacts to turn to, they may find themselves deeply involved in a vicious underworld conflict.This 22-page scenario was used for the Gen Con 2008 Shadowrun tournament. While it may be used with other characters, the included team of shadowrunners are fully fleshed out with contacts, backgrounds, and motivations. This complete package allows for a night or two of Shadowrun with little prep work for the gamemaster or the players.

Bad Moon Rising in the East totals 37 pages, with 1 cover/credits page, 21 pages of scenario, 3 pages with 1 map each, and 12 pages of pregenerated characters: Covert Ops, Face, Hacker, Melee Artist, Pistol Adept, Shaman

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Aztlan

Only one place has it all in 2056—Aztlan, the world’s only corporate nation.Built on the drug trade, consolidated country by country through ruthless business deals, run by a powerful and mysterious corporation and sustained by a national faith in the Aztec gods, Aztlan can be a runner’s greatest dream or his most chilling nightmare. For at the heart of war-torn Aztlan lies Aztechnology, a potential mother lode of paydata and newtech, and an almost certain source of death. Listen carefully to the rumors and judge for yourself which are true or false—Aztlan guards its secrets well, and Aztechnology will kill to keep it that way.The Aztlan sourcebook describes the people, history, economy and current affairs of the nation of Aztlan, including details on Aztechnology Corporation, the unusual magic practiced by Aztlaner citizens, and the Yucatán conflict. This book also describes many aspects of life in Tenochtitlán (formerly Mexico City), and provides new rules for Aztlaner magic and Aztechnology corporate personnel.Aztlan contains game statistics for Shadowrun, Second Edition.

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Artifacts Unbound

Four artifacts have been found. Some of the most powerful people in the Sixth World have been after them, and many people have died in the globetrotting hunt to bring these objects together. Now that they have been recovered, their powers can be unleashed—or the artifacts can be scattered, lost again until another generation summons the courage and the knowledge to dredge them up.

Artifacts Unbound concludes the Dawn of the Artifacts campaign in a way that makes gamemasters and players free to determine many events of their campaign. Filled with plot details, adventure seeds, basic setting information, and NPC statistics, Artifacts Unbound lets gamemasters select the elements that would work best in their campaign and design a thrilling story for their game. Easy to use and flexible, this book can be used with players who have gone through the entire Dawn of the Artifacts campaign, or with players just learning about the artifacts and their effect on the Sixth World.

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Another Rainy Night

Every day in the Sixth World people die in a thousand different ways. Every day blood is spilled. Every place that rain falls, it washes away some of the red that stains the streets.Eliminating every killer in the Sixth World is as impossible as drying up every raindrop in a storm, but Thomas McAllister doesn’t want to get rid of all of them. Just one. He’s been on this killer’s trail for a while, and he knows he’s getting closer. The only question is if he’ll be able to handle getting as close as he’s about to be, or if his blood will join the stream that regularly flows into the gutters of the sprawls.

Another Rainy Night is part of Shadowrun’s enhanced fiction line. It contains an original short story, along with game information to use elements of the story in your game, including stats for the major characters and new gear introduced in the story. Gamemasters and players can do more than become immersed in the fiction—they can make it a part of their gaming world.

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99 Bottles

Bodies Are Stacking.  Mob wars are ugly things, but not all ugliness is created equal. Things are going bad in Bangkok, and one Yakuza leader named Shinoda Yoshinori has been receiving a series of unsettling messages: bodies of other members of his gumi, packaged and delivered in a decidedly unique fashion. If Yoshinori wants to preserve his gumi—and save his life—he’s going to have to take action. Due to the depleted manpower in his gumi, he’s ready to turn to shadowrunners for help.

99 Bottles introduces Shadowrun’s new Enhanced Fiction line, in which short stories are accompanied by information and statistics that allows you to incorporate elements of the story into your game. In this book, the story kicks off a short adventure that is presented with all the information gamemasters and players need, from plot points to NPC stats to details of specific locations in the seething, energetic city of Bangkok. Let the new fiction set the stage for a plunge into one of the Sixth World’s seamiest spots!

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10 Jackpointers

Everyone’s Watching Everyone

The problem with keeping files about ne’er-do-wells is they’re a curious and clever lot. Curious and clever enough to pilfer those files from the corporate compiler, repost them, and add their own commentary-providing a level of meta-information like you’ve never seen before. Get the scoop on Jackpoint-posters like Kay St. Irregular, Ecotope, Man-of-Many-Names, and Turbo Bunny.

Remember: not everything you read is true. When the two sources of information are Horizon and Jackpoint … all bets are off.

The Jackpointers presented in this download are: Baka Dabora, Ecotope, Fianchetto, Kay St. Irreggular, Lei Kung, Lyran, Man-of-Many-Names, Orbital DK, Riser, and Turbo Bunny. Each has a 2 or 3 page profile.

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10 Gangs

Everyone knows the score between the Yaks, Mafia, and Triad, but when you get down to it, the ganger on the corner is just as likely to try and kill you. Here is the download on ten mid-sized gangs that are looking to make a name for themselves.10 Gangs is a Shadowrun product, designed to supplement any campaign and utilizes the Gang rating system from Vice. Each gang comes with plot hooks and stats for gamemasters and players to use for run ideas, contacts, and keeping an eye on the competition.

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Vice

Illegal is a strong word.It means you’re doing something that the government doesn’t want you to do. You’d never do anything like that, right? Or would you?

It might be that some laws are… Misguided.

It’s civil disobedience and a moral imperative to oppose those laws.

Gandhi taught us that.

My friends and I—we’re here to help you make these difficult moral choices. We’ll even provide you with a support network, if someone objects to your strong moral compass. And, hey, if everything works out, maybe all of us might come out ahead. Don’t worry! We’ve got your back.

Vice is a sourcebook for Shadowrun, Fourth Edition. It provides a detailed look at all levels of organized crime, from the major transnational syndicates—like the Yakuza, the Triads, and the Mafia—to the smallest street gangs and specialist organizations. History, personality, and membership of these groups are provided along with suggestions on how best to use them as key players in a Shadowrun campaign. The crimes they commit, the metahumans they recruit, the law enforcement they oppose, and the shadowruns they sponsor are all in here. Whether your team of runners works in concert with the criminal underworld or tries to oppose it, Vice will offer new insights and options to your campaign.

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Street Legends

Casting A Long Shadow At the end of a run, you’ve either got a good story to tell or you’re dead. Live long enough, and you’ll get enough stories to fill a book, and some of them will be killer. There is a certain class of people out on the streets that runners love to talk about, the people at the center of the stories swapped late at night over a round of wiper-fluid hooch. Some of them are good, some of them are lucky, and some of them are among the most powerful creatures of the Sixth World. All of them, in their own way, are legends.Street Legends profiles more than thirty renowned figures in the Sixth World, including JackPoint stalwarts such as Haze, Rigger X, and Puck; classic runners like Serrin Shamander and Tommy Talon; and powerful behind-the-scenes figures including Lugh Surehand, Nadja Daviar, and the great dragon Lofwyr. Learn about hunting vampires with Martin de Vries, running guns in a war zone with Marcos, and trying to put a face to the elusive Hans Brackhaus.

Street Legends contains short fiction bringing these characters to life, as well as text describing each person and what makes them a legend. Also, each and every person profiled has complete game stats. Even the dragons.

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Spy Games

Listen to the whispers—they’re all over town. People have secrets, millions of secrets, and some of them are so explosive they could shift the balance of power in the Treaty City of Denver. Normally, the great dragon Ghostwalker’s tight grip would keep the city under control, but some of the whispers moving around town say that Ghostwalker hasn’t been himself lately. The powers of Denver are scrambling, the Treaty is about to be renegotiated, and information is the hottest commodity in town.

Spy Games brings Shadowrun players to the espionage-filled city of Denver, where secrets are bought and sold, and sometimes the price is paid in blood. Accessing these secrets may mean using cutting-edge surveillance gear or powerful magic, or it could mean turning back the clock and breaking out low-tech cloak-and-dagger approaches that the techheads of the world would never expect. Spy Games provides the setting information, gear statistics, and game rules players need to dive into Sixth World spycraft.

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Shadowrun Fourth Edition, 20th Anniversary Edition

The year is 2072. Magic has returned and creatures of myth and legend walk among us as megacorps bleed the world dry. You’re a shadowrunner—a deniable asset, a corporate pawn—using bleeding-edge science and magic to make your meat body and mind better-than-flesh. Stay on the edge, and you may survive another run on the mean sprawl streets. Shadowrun, Fourth Edition offers a completely new rules system that is simple, integrated, and accessible. The state-of-the-art has also been advanced, introducing a new level of augmented reality, new gear, and new magical discoveries. This full-color rulebook contains all the rules gamemasters and players need to create characters and ongoing adventures set in the popular Shadowrun universe. Shadowrun, Fourth Edition 20th Anniversary Core Rulebook is fully compatible with all Shadowrun, Fourth Edition books.

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Running Wild

Some people like to talk about the peace and tranquility of nature. Their eyes glaze over, and they rave about cool breezes, fresh air, and flittering butterflies.

They’re not paying attention, and that makes them easy pickings for any of the predators, including me. The Sixth World’s a place of eating or being eaten. Sometimes the critters are waiting deep in the jungle; other times they’re hiding in your bedroom closet.

Proving you’re the fittest only ends when you aren’t anymore. Know your prey—it’s the only way to catch them. But remember, you just might be something’s prey too.

Running Wild is a sourcebook for Shadowrun, Fourth Edition. It presents a detailed overview of the animals, spirits, and other non-metahuman entities that dwell in the Sixth World: from mundane animals that have survived the incursions of mankind, to paranormals that have Awakened, to emergent animals that have found their own ways to embrace the Matrix, to the spirits and feral AIs that may not even acknowledge metahumanity. Game rules and mechanics are provided for these beings and their unusual abilities, but so are rules for characters to interact with, to augment, and to train the critters presented. Every living being is constantly in search of its ecological niche, Running Wild can make a campaign home to hundreds of them.

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Damage Control: Boardroom Backstabs 1

When the great dragon Hestaby leveled Saeder-Krupp’s arcology in Dubai, a lot of people wondered if the success of her act meant that Lofwyr & co. were off their game. And of course, the corps of the Sixth World aren’t ones to just sit around and speculate—instead, they act. All of the sudden, corporations of all sizes are on the move, snatching up any Saeder-Krupp clients they can pry away, telling them that S-K can’t be trusted in the current turmoil.

Saeder-Krupp, though, is not about to let anyone believe they are weak. They’re going to show that they should never be trifled with, and that clients would be well served to stay with them—or risk the wrath of Lofwyr. They’re bringing runners to Dubai to demonstrate that the largest megacorporation in the world still has strength to spare.

Damage Control is the first in the new Boardroom Backstabs series of adventures for Shadowrun. The series explores one of the classic Shadowrun themes—corporate machinations where every handshake is made with crossed fingers, and the hand you can’t see is always holding a knife. There’s a lot of money to be made on this job, but runners better keep their wits about them if they want to keep all those corporate sharks from feeding on them.

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Runner’s Black Book

You’ve got the talent. You hopefully have lived long enough to collect a decent amount of nuyen. So show if off! Get a better gun. A bigger boat. A zeppelin that can sneak you across borders where no one thinks to look. All these toys are here, and many, many more. Runner’s Black Book is a shopping catalog for the ambitious and successful runner–and it’s a guide to the weapons, drones and vehicles that the various forces of the Sixth World may send against you as you sneak through the shadows.

Runner’s Black Book collects material from Shadowrun‘s successful PDF line of products, compiling Deadly WavesGun HeavenMilSpecTechThis Old Drone, and Unfriendly Skies in their entirety, along with updated art and information. On top of that, the book includes new pieces of gear developed specifically for this volume, including the punishing Kriss X Submachine Gun and small, smooth TPP light pistol. Each piece of gear is accompanied by a full-color illustration providing a look at the item’s complete details and features.

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Dusk: Dawn of the Artifacts 1

Sixth World scholars have long hypothesized the cyclical nature of magic. For years corporations, collectors and other factions have spent fortunes hunting down surviving relics of this mythical age. The shadows whisper of lost lore and a secret history to the world. A privileged few have come into possession of ancient items of great power and mysterious purpose, artifacts from before recorded history. Now it’s your turn…

On the surface, the job seems simple: escort and assist Ms. Johnson as she follows the trail of a man across the globe. The target? An agent of the Atlantean Foundation tracking a priceless stolen artifact. And the trail? It leads to Lagos, the most dangerous sprawl on earth, where simply surviving the day can be a run in its own right. Add in the biggest black market auction of the century, a powerful African king, and a plethora of the biggest players in the artifacts trade, from the Atlantean Foundation to Aztechnology… well, welcome to the underside of the artifact business. If you survive, there’s more work a-coming… and maybe even some answers to your questions.

Dusk is the first in a series of interlinked adventures that will take the runners to the far corners of the globe on a quest to recover priceless artifacts. Exactly who wants these artifacts, and why, are questions the runners will have to discover for themselves

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Midnight: Dawn of the Artifacts 2

There are deep secrets in the Sixth World, and there are people who will do anything to uncover them. Some secrets reach into the ancient past, but they still have the power to shake the world. What they will do depends on whose hands they fall into…

Dusk was only the beginning. Jane “Frosty” Foster is back and ready to continue her artifact hunt. If they’re game, runners will join her in a chase across North America, from the frozen, bug-filled wastes of Chicago to the political hotbed of Denver to the Deep Lacuna lurking under Los Angeles.

Midnight is the second adventure in the Dawn of the Artifacts series, giving skilled runners the chance to find a second powerful artifact—and perhaps uncover clues about what makes these treasures so valuable.

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Darkest Hour: Dawn of the Artifacts 3

Sixth World scholars have long hypothesized the cyclical nature of magic. For years corporations, collectors and other factions have spent fortunes hunting down surviving relics of this mythical age. The shadows whisper of lost lore and a secret history to the world. A privileged few have come into possession of ancient items of great power and mysterious purpose, artifacts from before recorded history. Now it’s your turn…

Eighteen months ago, the Phaistos Disk was stolen from the Herakleion Museum in Athens. Now, Mr. Johnson needs you to find it and bring it back. The hunt will take the runners through the shadows of Europe, and lead to interactions with smugglers, art dealers, and archaeologists. If they survive Interpol, Aztechnology, and an eccentrically violent shadowrunner team, they may just learn who is behind the hunt and why.
Darkest Hour is the third chapter of the Dawn of the Artifacts storyline. This continuing storyline explores the secret history of Shadowrun, and offers clues to the true mastermind behind the hunt for the artifacts.

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New Dawn: Dawn of the Artifacts 4

One more artifact. One more chance for a big payday. One more run to distant lands and high seas, racing against time and the wealthy, ruthless powers who want the artifact for themselves. At the end of this, if you succeed, four powerful artifacts will be gathered together, and they will be poised to shake the world.

To finish the quest for the artifacts, runners will have to travel to Hong Kong, track down the mobile city of Karavan, penetrate the corp enclave of Neo-Tokyo, and survive an assault on the high seas. The final adventure in the Dawn of the Artifacts series, New Dawn brings the story of the gathering of the artifacts to a rollicking conclusion while setting the stage for the changes the Sixth World will experience once the true power of these artifacts is tapped and unleashed.

New Dawn is the fourth chapter of the Dawn of the Artifacts storyline. This storyline explores the secret history of Shadowrun and offers clues to the mastermind behind the hunt for the artifacts.

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Hazard Pay

Dark alleys, abandoned buildings, wet streets stabbed with neon light—shadowrunners know all these places. They also know that they aren’t the only places work gets done. A good shadowrunner should be open to anything, to runs that might take them anywhere. From the cold of Antarctica to the heat of the Sahara, from the life-filled dark of the deep oceans to the empty void of outer space, there is work to be had for runners brave and resourceful enough to take it. Of course, there are also dozens of new ways to die, so you should probably see if Mr. Johnson will chip in a little extra pay.

Hazard Pay takes shadowrunners into different extreme environments across the Sixth World, providing the descriptions, plot hooks, gear, and other information gamemasters and players need to use these environments in their game. From mysterious monuments under the sea to battered jalopies that just might make it into orbit without disintegrating, Hazard Pay presents myriad challenges for runners who are prepared for trouble and ready for anything.

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Ghost Cartels

The shadows are abuzz about the new drug in the sprawl: tempo. It takes the user on a unique trip, better than anything experienced before. Druggies can’t get enough of the stuff, and even beetleheads are giving it a shot. Tempo’s popularity shifts the balance of power between the syndicates and soon the blood and bullets are flowing.Ghost Cartels drops the runners into the action, involving them in the drug deals and power plays shaking up Seattle, Los Angeles, and Hong Kong—even taking them all the way to the jungles of South America.

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Feral Cities

In the decaying urban wilds, war-torn cityscapes, and cancerous megabarrens of these Feral Cities only one thing is certain – they all harbor singular opportunities for those brave and foolhardy enough to explore their dangerous domains, factions and secrets.

  • Sprawls where the usual rules and constants of civilized society don’t apply, where everyday survival is a challenge, and where the hazards and pay-offs are unique.
  • Runners cast out of their comfort zones and dared to challenge the ravaged urban wilderness of Chicago and the darkest heart of Africa, Lagos.
  • Ruled by lawlessness and survival of the fittest; Bogota, GeMiTo, Geneva, Karavan, and Sarajevo are also profiled.

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Emergence

The Crash of 2064 ruined the lives of millions. Some died in the Matrix or went insane, many lost everything they owned, and still others found their identities completely erased. A small percentage changed into something altogether different, with the strange and inexplicable ability to affect the new Matrix with their minds. Now, in 2070, the existence of these technomancers becomes frontpage news, leading to widespread paranoia and witch hunts. The Emergence campaign setting involves the runners in a series of pivotal events that may change the way they view the world and the Matrix—and each other.

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Corporate Guide

There is nothing in the Sixth World more powerful than the megacorporations. Even great dragons scratch and claw to get a piece of the power wielded by the Big Ten. If you’re running the shadows, you need to know about the megas, because they deal out the biggest paydays—and, if you cross them, the harshest paybacks.Corporate Guide helps runners learn what the ten AAA-rated corporations are up to in 2072 and answers pressing questions such as: How is Aztechnology dealing with Amazonia these days? How is Horizon’s continuing prominence affecting its laid-back culture? How many times can Richard Villiers have one mega rise up from the ashes of another?

Corporate Guide offers details on all of the Big Ten megacorporations and briefings on some of the rising powers of the corp world. It also provides the basics every shadowrunner should know about how corporations work and what life is like for the drones trapped inside them, along with rules for greater interaction of player characters with these monoliths of power.

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Corporate Enclaves

Corporate Enclaves shines the spotlight on two very different bastions of corporate power in the Sixth World: Los Angeles and Neo-Tokyo. Controlled and exploited by the iron hand of the megacorps, these sprawls are home to corporate powerhouses, their political minions, powerful crime factions, and plenty of intrigue and opportunities for enterprising and resourceful shadowrunners. The second in an ongoing series of themed setting books for Shadowrun, Fourth EditionCorporate Enclaves also briefly visits the unique corporate dominions of Dubai, Europort, Manhattan, Nairobi, and Tenochtitlán, and provides guidelines for developing your own corp-controlled settings.

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Conspiracy Theories

War rages in Central America, tensions between dragons are on the rise, and the Watergate Rift has been closed in a display of power that shook the city of DeeCee to its core. To many, the world is becoming more disordered and unpredictable—but there are those who look underneath the surface chaos and see order, or even a plan. They see people and organizations who pull the strings and make the world shake, and they wonder if they can find out what these people are up to before it’s too late.

Conspiracy Theories is a deep dive into the underbelly of the Sixth World, a place filled with crackpot theories and insane ideas that would be laughable if it weren’t for the fact that some of them are most assuredly true. If they want to stay alive, shadowrunners need to know this information to keep them a step ahead of the forces that may be massing against them behind the scenes. If they want to do more than survive—if they want to prosper—they really need to know this data, because any runner worth a damn knows that manipulating people based on what they believe to be true is a great way to make a few nuyen.

Bringing together plot elements from War!Spy Games, and the Dawn of the Artifacts series, Conspiracy Theories adds a twisted element to Shadowrun games.

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A Fistful of Credsticks: Horizon Adventure 1

Nothing’s as simple as it seems—any runner knows that. So what seems like a simple job guarding some precious cargo on the set of a trideo shoot is bound to get complicated. And it does—but are you ready to travel the full length of the long, twisted road ahead?

A Fistful of Credsticks begins a new series of adventures centered around the machinations of the Horizon Corporation. Runners will learn more about the dark side of Horizon, leading to future developments that could change the shape of the entire corporation. Runners that see this adventure to the finish will encounter trideo makers, music celebrities, showbiz leeches, some gang members bent on fame, and a very peculiar corporate experiment.

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Anarchy: Subsidized: Horizon Adventure 2

Anarchy: Subsidized: Horizon Adventure 2
The only shadowrunners in the world who don’t understand the importance of eliminating the competition are the ones who have already been eliminated by someone else. The Horizon Corporation wants its stable of music artists to sell a few more albums and its brain trust has decided that the best way to accomplish this is to move some artists at the top of the charts out of the way. Outright killing the competition is no good—that often just boosts the deceased’s album sales. The secret is to get the public to stop wanting what they’re currently buying, and Horizon has developed some creative ways to make that happen.

Anarchy: Subsidized is a complete adventure that takes shadowrunners to Neo-Tokyo and plunges them into corporate intrigue involving street gangs, vandals, scandal-mongers, and one of the most impressive technological innovations the entertainment industry has ever seen.

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Colombian Subterfuge: Horizon Adventure 3

If you’re going to win in modern warfare, you have to use every weapon in your arsenal. Guns, tanks, and bombs are great, but if that’s all you put into play, you’re going to lose. Information and propaganda have been a major part of war efforts for more than a century, and falling behind in those areas will doom you.

Amazonia has gone to war with Aztlan, which is supported by the greatest public relations machine the world has ever seen. Ready to fight fire with fire, Amazonia has brought in Horizon to sway public opinion, and possibly the tide of the war, to their side. To make their case, they’ll need stealthy runs, fast moves, and quick thinking. And they’ll need it fast, because Aztlan is pressing hard and not inclined to show any mercy.

Colombian Subterfuge is a complete adventure that brings shadowrunners into the war raging in Bogotá while enlisting them in Horizon’s propaganda efforts. It contains all the information gamemasters need, from plot details to NPC statistics, to plunge players into the chaos of war.

Colombian Subterfuge is the third in the series of Horizon adventures.

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Attitude

They can have their offices, their paychecks, their 2.2 kids and their robot-trimmed lawns. Screw ‘em. They trudge through life, doing what other people tell them to do, never having an original thought, burying themselves so deep down inside they might never come out.

You’re not them. The world’s not giving you anything, so you’re going to take what you can get. You’re on the streets, on your own. Maybe you’re helping an orxploitation band shoot to the top, maybe you’re climbing up the street brawl ladder, or maybe you’re getting famous just for being you. Whatever you do, you’ll do it your way, because dying always beats selling out.

Attitude helps shadowrunners live the untethered life by giving them the lowdown on music, entertainment, sports, and other scenes where they can make their mark without selling their soul. A repository of Sixth World culture along with a treasury of new ways to run in the shadows, Attitude is an indispensable resource for all Shadowrun players.

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Runner’s Toolkit

When you go into a tight spot, you go in prepared. One gun might be good, but two is better. And two guns and a grenade launcher is better still. Throw in a spellslinger to watch your back, and you’re on to something.

Runner’s Toolkit is the well-stocked arsenal all runners should have, the ultimate accessory to the Shadowrun, Twentieth Anniversary core rulebook. Inside you’ll find:

  • A deluxe, four-panel gamemaster’s screen that puts critical information directly in front of you;
  • On the Run, one of Shadowrun’s most popular introductory adventures;
  • Contacts, Adventures, and Sprawl Sites, a booklet that gives you the who, the what, and the where to launch runners on new missions;
  • 4 laminated maps of Sprawl Site locations;
  • The Pre-generated Auxiliary Character and Kit System, a modular system that makes character and NPC generation simple while keeping characters highly customizable;
  • Anatomy of a Shadowrun, a two-column book; one column tells the story of a high-stakes run, while the other details the tests and rules that players involved in the run would encounter, giving gamemasters insight into how a Shadowrun game flows;
  • Six quick reference sheets that, with the gamemaster’s screen, greatly reduces the time spent flipping through books to find a particular rule;
  • A poster of the Sixth World Seattle skyline; and
  • A book compiling tables from ArsenalStreet MagicAugmentation , and Unwired—it’s the ultimate shopping list for runners

Runner’s Toolkit is an adrenaline shot to the heart of your Shadowrun game, jolting your runners and keeping them moving until they end up like all good runners—either rich or dead.

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Seattle 2072

It’s a screwed up city. Isolated from the rest of the UCAS, it’s haven for criminals—smugglers, syndicates, gangers. Legal criminals, too—megacorporations, governments, politicians.As beautiful as she is dysfunctional, Seattle is urban sprawl amid rolling hills and forests nestled up to man-made wonders next door to natural and man-made disasters. Whether you’re a native or not, Seattle will draw you in like no other.You can run for a lifetime and never leave Seattle, but some say you can’t run for a lifetime without entering. Seattle 2072 is compatible with all Shadowrun books.

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Sixth World Almanac

What was the VITAS outbreak like for the people who were there? What was Renraku Arcology—and its operating software—like before it became a total nightmare? How does it feel to get off a plane and set foot in the ghoul kingdom of Asamondo? The Sixth World Almanacis the ultimate compendium of Sixth World energy, history, and geography. With the most detailed timeline in Shadowrun’s history and write-ups of nearly forty major nations, this book immerses players and gamemasters in the Sixth World deeper than they have ever been. The Almanac is full of Shadowrun firsts, including the first-ever full-color map of the entire Sixth World and new fiction covering historic eras that have never been detailed in past sourcebooks. Open the Almanac and fall into the Sixth World—let the art, the maps, and the writing bring you more completely into one of the most exciting, enduring role-playing settings of all time!

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Runner’s Companion

Life in the shadows has never been as dangerous, and runners need every edge they can get. Runner’s Companion opens up a world of expanded options for Shadowrunplayers with dozens of New Qualities, Advanced Contact and Lifestyle Rules, and handy tips on running, travelling and smuggling, and operating in a surveillance society.This core book for Shadowrun, Fourth Editionalso introduces Metavariants, Changelings, and the Infected as player character options, and expands the scope of the game to include unique non-metahuman characters such as Shapeshifters, Free Spirits, and a new generation of AIs among others.

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Street Magic

Street Magic is the advanced magic rulebook for Shadowrun, Fourth Edition. It provides background details on everything known to magic in the year 2070, from the nature of mana and astral space to and its effects on society and the Awakened. It also covers a few things that aren’t known—or at least understood—such as the metaplanes and hostile spirits. It also contains advanced rules for magic traditions and groups, initiation and metamagic, enchanting, and new spells and adept powers.Street Magic contains everything the players and gamemasters need for magic in Shadowrun.

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Augmentation

Augmentation is the advanced medtech rulebook for Shadowrun, Fourth Edition, covering everything you need to know about implants—including new cyberware and bioware and where to score the surgery. It provides detailed overviews of genetics and nanotechnology, from regrowing limbs to lethal cutter swarms. It also previews the bleeding-edge of medtech: bio-drones, cybermancy, and full-body cyborgs. Augmentation contains everything players and gamemasters need for implants and body modification in Shadowrun.

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Arsenal

When corpsec is raining lead down on your position, a wardrobe malfunction will get you dead. To survive against gangs, syndicates, and megacorps, shadowrunners need the best gear they can make, buy, or steal. Arsenal covers everything a runner team needs, from weapons and armor to advanced electronics and spy toys to the latest state-of-the-art drones. It also covers the intricacies of the black market and drug trade and provides advanced rules for combat and martial arts, mixing your own chemicals and explosives, and modifying your weapons and vehicles.

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Unwired

Unwired is the advanced Matrix rulebook for Shadowrun, Fourth Edition. For everyday users, it explains how the Matrix works in easy-to-understand terms, and provides new software, qualities, and gear. For hackers and technomancers, it introduces new hacking tricks, malware, echoes, and sprites. It also covers system security and new Matrix phenomenon, from AIs to the resonance realms. Unwired contains everything players and gamemasters need for exploring the Matrix in Shadowrun.

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