Agrégateur de flux

Shadowrun: Sprawl Ops board game launched on Kickstarter!

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Hey all! I’ve long operated on the idea that however people like to play games, they should be able to play Shadowrun, which has led to games like the deck-builder Shadowrun: Crossfire, the push-your-luck dice game Shadowrun: Encounters, and the two-player hacking duel game Shadowrun: Zero Day. That has led us to this: a full-on competitive board game called Shadowrun: Sprawl Ops. Want to learn more about it? It’s on Kickstarter! But here are the basics: Hire runners, send them into danger, and watch them take on the impossible and see if they can overcome it! Buy upgrades, gain advantages, and occasionally push your luck to take the team over the top!

We’ve been working on this game for a while, playtesting it plenty, and had a lot of fun to this point. We look forward to having lots of you join us in this fun! Thanks for loving Shadowrun, and we hope this will increase your Sixth World fun!

 

“Shadowrun: Sprawl Ops” Goes Live on Kickstarter

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Innovative worker-placement game features push-your-luck dice rolling mayhem in the Sixth World

(SEATTLE – May 23, 2018) The magic and high technology of the Sixth World are now open to tabletop gamers with today’s launch of “Shadowrun: Sprawl Ops” exclusively on Kickstarter through June 19.

The innovative gameplay of “Shadowrun: Sprawl Ops” combines worker-placement mechanics with push-your-luck dice rolling for three to four players, evoking the mayhem and split-second decisions of the internationally-loved Shadowrun setting.


Shadowrun: Sprawl Ops” was created by game designer and Shadowrun author Dylan Birtolo; Lynnvander Studios, creator of “Buffy the Vampire Slayer: The Board Game”; and Catalyst Game Labs, makers of the Shadowrun role-playing game.

“I’ve been a fan of Shadowrun for as long as I can remember and creating a board game for such a compelling universe is a dream come true,” said Birtolo. “I’m excited to help introduce this world to new fans and give them a taste of this one-of-a-kind cyberpunk universe.”

Full details of the rules and mechanics, along with gameplay videos, are available on the Kickstarter page. Backer rewards for various levels of support include a 5-6 player expansion pack and a cooperative play expansion pack. Stretch goals include additional gameplay cards, dice, and a foil game board, with more to come.

The designers of “Shadowrun: Sprawl Ops” will be live tonight, Wednesday, May 23 at 7 p.m. EST, on the official Kickstarter page to introduce the campaign and provide details for prospective backers.

Catalyst Game Labs is dedicated to producing high-quality games and fiction that mesh sophisticated game mechanics with dynamic universes—all presented in a form that allows beginning players and long-time veterans to easily jump into our games. Catalyst Game Labs is an imprint of InMediaRes Productions, LLC, which specializes in electronic publishing of professional fiction.

Lynnvander Studios Inc. is a Canadian based company enhancing existing and developing new creative properties for clients worldwide. Founded in July of 2005 by Thomas M. Gofton, Lynnvander is responsible for the inception of several media initiatives in film and board game design. Lynnvander has created and produced the award-winning fantasy series “Mind’s Eye” as well as the acclaimed Shadowrun parody film “The Gamers: Natural One” and the epic sequel to The Gamers: Dorkness Rising “The Gamers: Hands of Fate”.

Lynnvander is also responsible for projects in board game design including Buffy the Vampire Slayer, Galaxy Quest, The Legacy Line, Cowboy Bebop: Board Game Boogie, Dragon Ball Z: The Board Game Saga, Star Trek Attack Wing: The Alliance System, Terminator Genisys: Rise of the Resistance and many more. They are currently designing games for some of the most awesome IPs in the world, including Mega Man, Shadowrun, Reanimator, Red Sonja and Captain Canuck.

Dylan Birtolo is a game designer, writer, and professional sword-swinger. He’s one of the designers for Dragonfire and the developer for both Shadowrun Sprawl Ops and Henchman the Game. On the writing side, he’s written everything from novels to short stories for game worlds such as Shadowrun, BattleTech, Exalted, Legend of the Five Rings, and Pathfinder. He trains with the Seattle Knights, an acting troop that focuses on stage combat, and has performed in live shows, videos, and movies.

Watch this space!

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If you are the type of person who likes Shadowrun—and we kind of assume you are, what with you reading this and all—you should watch this space in the next day or two for some exciting news. Even if you’re busy on some kind of complicated operation deep in the sprawl, you might want to make time to check this out!

New adventure! Core SR5 rulebook back in print! All sorts of fun to be had!

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We’ve heard that some players have had trouble finding the Shadowrun, Fifth Edition core book recently, and we’re happy to announce that the drought should be over. The latest printing of SR5 is appearing in stores all over the place, and you have four new covers to choose from. What do those covers look like? I’m so happy you asked. Here they are!

Some new errata has been included in this book–here’s a link to the changes. And if you like the new covers, we have word that some new wallpapers might be in the works–stay tuned!

But that’s not all the news! A wild new adventure called Toxic Alleys has been released electronically (Catalyst shop, DriveThruRPG), and it has plenty of challenges for all sorts of shadowrunner teams. Here’s a little plot info for you:

IT’S GOING DOWN

In any given sprawl, there are a few million people who hate a few million other people in an endless cycle of grudges and hostility. What keeps the peace is that most of the people lack the power to do anything about their anger, so a status quo of simmering tension is maintained. Problem is, if some of the angry parties got their hands on enough power of any kind, those simmering tensions would explode. DeeCee, the UCAS capital, is full of all kinds of power, and enough factions are grabbing for it that the prospect of open fighting or worse is growing.

This is especially worrisome since some of the factions have nothing on their mind other than utter destruction. The law firm of Stark, Theissen, and Van Der Mar is making too much money from the status quo to want it to change, and they’re about to discover that shadowrunners might be the only thing that can stop the advancing secret plots from plunging the sprawl into complete disaster.

Toxic Alleys is a complete adventure for use with Shadowrun, Fifth Edition. While it draws on existing plot lines, it stands on its own and can be enjoyed by any team of runners looking for a challenge.

So there you go! Have fun! Play Shadowrun!

Morocco gets the Shadows in Focus treatment, starting now!

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It’s time to launch a new Shadows in Focus series of ebooks, giving a deep look at an area that has not gotten much coverage before in the Sixth World. This time, we’re looking at Morocco, and the nation book is on sale now (Catalyst shop, DriveThruRPG). More books–city books on Casablanca-Rabat and Tangier, adventures, and fiction–will be following! But let’s look at what’s in this one first:

A Dream of Shadows

What do you want from a nation you’re going to run in? How about a place with access to cutting-edge technology while also retaining a firm footing in old traditions? How about a population focused on cutting deals and making things happen? How about a system of government that can be appallingly harsh but also, when they can be made to see the benefits, rather forgiving? And how about access to a dragon’s hoard worth of goods flowing into and out of the nation daily?

If all this sounds like the shadowrunning haven of your dreams, then you want to run in Morocco. Shadows in Focus: Morocco provides an overview of this nation, with details on how to get in, how to get out, where to go, who to meet, and what to do. It also details some of the ways you might get into trouble and offers some hints on getting out of it.

With plenty of tips for running games in this country as well as rules for building Morocco-based characters, Shadows in Focus: Morocco adds a new element to Shadowrun, Fifth Edition games. The setting information can also be used in Shadowrun: Anarchy games.

Ebook versions of Shadows Down Under by Jean Rabe now available

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Do you need a good Shadowrun fiction fix? How about Shadowrun fiction by Jean Rabe? Who doesn’t need that? Shadows Down Under has made its way into various stores in physical form, but it has not been available in ebook formats until now. And when we say available, we mean all over the place–follow this link for all the places. Need a summary to whet your appetite? Here you go!

Someone-or something-is killing nightclub entertainers in Kings Cross, Australia. Striking from the shadows, methodical, heinous, the murderer has wrapped the bawdy, colorful community in a suffocating blanket of terror.

Ninniniru “Ninn” Tossinn, a troubled private investigator, joins forces with Baraka, an elderly Aborigine shaman, to uncover the truth behind the malevolent force-and put themselves on the Cross Slayer’s list. But can they defeat the darkness, survive Sydney’s powerful mana storm, and reach the true heart of the evil threatening the city Their search takes them from gritty alleys filled with gang symbols and worse to beneath the squatter-filled harbor bridge over shark-infested waters.

But as their investigation deepens, soon the Cross Slayer isn’t the only foe stalking them. Ninn and Baraka have to put all their trust in each other if they’re going to bring the Slayer to justice, uncover the conspiracy behind the murders, and stay alive long enough to do both.

New Shadowrun fiction out–try the Seattle Gambit!

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Nothing gets the holidays rolling like new Shadowrun fiction, I always say! Then my relatives stare at me, and then they go about their normal business. But you know what I’m talking about, right? So dive into the new piece of enhanced fiction, The Seattle Gambit—sequel to The Vladivostok Gauntlet and now available at the Catalyst shop, DriveThruRPG, and Amazon! Here’s more info:

Sucked Back In

Former shadowrunner Yuri Yehzov has discovered that the shadows have long tendrils. Life pushed him and Soren, his new partner in crime (and everything else), to Seattle, where they’ll have to do what thousands have done before them—figure out how to scrape by and attempt to build a life.

If there’s one thing the darker corners of the Sixth World have in common, it’s the tendency to explode into violence at any moment. Yuri will discover that Seattle’s shadows are merciless and unkind, but also full of opportunity for those who can think on their feet and keep flying lead from piercing their skin. Can Yuri move fast enough to stay upright in the worldwide capital of shadowrunning? He’s about to find out.

The Seattle Gambit is new Shadowrun fiction that also includes NPC, gear, and other rules that appear in the story. Read the story, then use the rules to dive into the action! The Seattle Gambit’s rules are for use with Shadowrun, Fifth Edition, though the basic concepts and story can also be used with Shadowrun: Anarchy.

The darkest time of year brings Dark Terrors to Shadowrun!

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The sun recently went down in Barrow, Alaska, and it will not be seen again until January 22. Seems like the perfect time to turn our attention to the things that go bump in the night–the things that freeze us between wanting to turn on the lights to see what’s out there, and wanting to stay in the dark because sometimes, it’s better not to know.

Dark Terrors is a new Shadowrun book looking at many of the terrible things and mysteries that hide in the dark corners of the Sixth World. And it’s available for PDF purchase now (Catalyst shop, DriveThruRPG), with print availability to follow. Here’s some more info:

Piercing the Night

You heard the scream. It’s important to remember that. Sometimes, when it’s late, and you hear something that sounds like a scream echoing through dark alleys, you try to convince yourself that it was something else. An animal. An illusion. Anything but what it sounded like.

But it was a scream. You heard it, and you’ll hear it again, because in the Sixth World, the supply of terror is growing. Bug spirits work to devour corporations from within. Shedim claim dead bodies and mobilize to their own dark ends. And the hidden corners of the metaplanes and the Matrix contain creatures that are best not imagined, because to imagine them is to sever ties with reason.

Dark Terrors is a catalog of the horrors lurking under the surface of the Sixth World. With plot updates and hooks, critter stats, and campaign information presented in an immersive style, it’s an invaluable resource for players ready to stay on the edge of their seats. It is for use with Shadowrun, Fifth Edition and Shadowrun: Anarchy.

Shadowrun action blasting your way with new adventures!

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Two new PDF Shadowrun books have come up, and they’re ready for runners to unleash all manner of chaos on them! First up we have Lethal Forces (Catalyst shop, DriveThru), an adventure that will test even experienced runners. Here are the details:

The Price of Power

Value is not a secret. When something is worth a lot of money, or conveys a lot of power, or both, people of the Sixth World know. They make it their business to know. That means that when you’re tracking down something with a lot of value, be cautious. You won’t be the only one after it.

In Lethal Forces, Mr. Johnson comes along spinning tales about secret research in a highly secure facility, which is definitely the sort of thing that has a lot of value. Mr. Johnson may not tell the runners who else might come calling, but what self-respecting team of runners relies on Mr. Johnson to give them the information they need? They’ll have to stay alert, keep their wits about them, and be ready for any and all opposition—including ones with scales.

Lethal Forces is an adventure for Shadowrun, Fifth Edition, especially for experienced runner teams ready for a challenge. The plot elements can also be used with Shadowrun: Anarchy.

Then we have a new Mission for you—Mission 07-06, entitled Windy City Chaos (Catalyst shop, DriveThru). And I’ll tell you this—this Mission more than lives up to its name. Here’s something to whet your appetite:

The Lost Colony

Maybe you might misplace a commlink. Or lose a box holding a few stray bullets. But who loses an entire community? Well, it’s Chicago’s Containment Zone, where a large group of people disappearing is not the strangest thing to happen this month. Or this week. Or today. But even if it’s not the strangest thing, it’s the one someone is willing to pay runners to investigate. So it’s important.

The thing is, a whole group of people doesn’t just disappear easily. Or nicely. Some of the powers that like to stay hidden in the Containment Zone are going to make themselves visible, and shadowrunners need to survive their appearance. And see if they can save some lives while they’re at it.

SRM 07-06: Windy City Chaos is an adventure for Shadowrun, Fifth Edition. Whether you have played a Mission before or are diving in right here, it presents a strong challenge for runners to see if they can survive some of the city’s extremes. Plot elements from this Mission can also be used with Shadowrun: Anarchy.

Shadowrun Missions, Season 7, Adventure 6

Zero Day: Playing in the Sixth World

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Shadowrun: Zero Day will be on sale at Gen Con, in Catalyst Game Labs’ booth 1611.

[This article first appeared in GTM 206; with their permission, we’re posting it here.]

I love great games. Obviously. I’ve been playing hobby games since I was eleven and first tossed D&D dice (thirty-four years ago—oh, my head); and working professionally in the industry for more than twenty years now. So a great game for me is one that is fantastic and cherished and re-played many times.

Just as enjoyable are brilliant universes/settings that captivate and never let go. Dune, Star Wars, BattleTech, Firefly—to name a few of my all-time favorite. And, of course, Shadowrun.

Twenty-eight years later, I still remember walking into Game Depot in Tempe, Arizona and seeing that brilliant First Edition cover by Larry Elmore as a poster on the wall and stopping dead with a “What is that?!”

Our gaming group grabbed four copies of the tabletop RPG the instant it was released, and while I’ve not always played it as much as other games, the dark dystopian universe of the Sixth World has always captivated and fascinated me to no end.

And of course, one of my all-time favorite things to do is mix those up. After all, IMO, the best universes lend themselves to iterations of experiences across a wide range of mediums. Books, movies, comics, video games, tabletop games: it’s always about that new and enjoyable way to experience a universe we love with friends. The Battlestar: Galactica game itself is absolutely amazing, and would’ve been great almost regardless of the skin. But pairing it with such a great and gritty TV series elevated the enjoyment all the more.


While Shadowrun remains a tabletop roleplaying game experience at its heart, Catalyst Game Labs has pushed that envelope into other avenues. First with the critically-acclaimed Shadowrun: Crossfire deckbuilding game, and then with our fast and fun push-your-luck dice game Encounters: Shadowrun. Next up, we’ve got a two-player, dueling hacker card game in Shadowrun: Zero Day.

There’s as many ways to reach a final game design as there are, well, games…and I’ve been a party to so many of those different avenues. However, while I love taking a rough game and developing it into a final version, one of my favorite experiences as a games publisher is to discover a diamond that’s sitting there, all polished and ready to go. The best example I have of that from personal experience is The Duke. While we added a few tiles at the end—as part of our Kickstarter campaign—beyond changing one tile’s name, we didn’t change a single thing about the game design. It was just that good!

Shadowrun: Zero Day is a close second. We’ve made a few subtle tweaks—working with the game designer, Brian Suhre—but by and large, the game we played last year at the Origins Game Fair is the game you’ll be breaking out to enjoy.

In the real-world, a zero day vulnerability refers to a security hole in a just-released software that is unknown to the vendor. This hole is exploited by hackers, which brings it to the awareness of the vendor, who fixes it as quickly as they can. This exploitation of an unknown weakness is called a zero day attack.

In Shadowrun: Zero Day, two players duel as they each launch a zero day attack against the various Megacorporations of the Sixth World. The goal is to determine who has the brains, guts, and gear to obtain the most paydata in trade secrets, credentials, passwords, nuyen and so on, before the besieged corps can shut the vulnerabilities down.

Set-up is quick, with each player grabbing their twenty data cubes and their draw decks of twelve Tool cards—three Decryption, three Sneak, three Exploit and three Guard—while building a communal deck of twelve Countermeasure cards. Each player will also place four different face-up Megacorporation Cards, as well as the deck of eight Data cards and twenty-one corresponding Data tokens, which are placed face down. Players then lay out three face-up Countermeasure cards, randomly drawing and placing one Data token on each Countermeasure, as well as revealing face-up three Data cards. Each player then draws four cards from their draw decks and the game is ready to begin.

Play proceeds with one person taking a turn, followed by the opponent. The game ends immediately if three Megacorporation cards have been fully scored, or if you need to fill a Countermeasure spot and you cannot (because the Countermeasure deck is empty). Players then add up their points to determine the winner!

On each player’s turn, they play a Tool card from their hand. Only one type of Tool card can be played at a time, but the player can play as many of that card type as they have in their hand. After they’ve played their cards, if the player has three or fewer left, they draw two cards from their draw deck, and their turn is done.

Playing a Tool card lets a player place a data cube on any matching Countermeasure card (the colors will match up). Once the total cubes placed by both players equal the card’s target number, the player with the most cubes wins the Countermeasure and the Data token on the card and places both in their score pile (both players put any of their Data cubes on the card back into their reserves). If the opponent had at least one Data cube on the defeated Countermeasure, that player may select a Data card to place into their score pile. Once a Countermeasure has been defeated, a new one is revealed to replace it.

For the Megacorporation cards, there are two ways to score. First, if a Tool from a player’s hand is played and there are no Countermeasures corresponding to that Tool, that player automatically places their Data cube(s) on the Megacorporation of their choice. The second option for scoring is when a player defeats a Countermeasure, any of their Data cubes placed that exceed the target number on the Countermeasure are placed on the Megacorporation card of their choice.

As with a Countermeasure, when the total number of Data cubes from both players matches the target number of the Megacorporation, it is scored. The player with the most cubes takes the card and puts it into their score pile, while their Data cubes are returned to their reserve. If the opponent had at least one Data cube on that Megacorporation card, any of their cubes are then placed into their score pile.

Shadowrun: Zero Day is a fun and quick game that let’s you dip your toes into the brilliant Sixth World in an engaging way that’ll have you exploiting zero day vulnerabilities over-and-over again.

Randall N. Bills has lead the development and publication of hundreds of novels, sourcebooks, rulebooks, box sets, game aides and more. He’s currently the Managing Developer for Catalyst Game Labs, overseeing the strategic development of the perennial BattleTech and Shadowrun properties, while managing the rollout of Catalyst Game Labs’ new line of table top games.

Catalyst Game Labs At Gen Con 2017!

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As Gen Con celebrates fifty years, Catalyst Game Labs is celebrating ten and we hope you’ll join us at booth 1611 for the festivities, including cake every day! (First come, first-serve basis.)

DEMOS, TOURNAMENTS AND GAMING
Of course we’ll be running our usual wall of demos, as well as massive events surrounding Shadowrun and BattleTech games. With the Shadowrun tournament, BattleTech Grinders, Shadowrun Anarchy games, BattleTech Alpha Strike games, and all manner of Shadowrun Missions and BattleTech scenarios being run, you can dive in throughout the con to find fun and adventure in some of the most exciting, enduring game settings of all time!

Our Shadowrun games are all being run in ICC 122-123, while our BattleTech games are being run in ICC Hall B.

NEW GAMES
In addition to our great catalog of existing games, the following brand new games will be available to play and purchase at the show!


Dragonfire: The Dungeons & Dragons Deckbuilder [$59.99]
Dragonfire is a 2 to 6 player deckbuilding game set in the world’s greatest roleplaying game, DUNGEONS & DRAGONS. Players choose from a number of races, from dwarf to elf, half-orc to human, while assuming the quintessential roles of Cleric, Rogue, Fighter, and Wizard. Equipped with weapons, spells, and magic items, players begin their adventure along the famed Sword Coast, then expand to other locales across the Forgotten Realms, such as Baldur’s Gate, Neverwinter, and Waterdeep, in future expansions. Along the way, players level up their characters, opening access to additional equipment, feats, and more. Join the quest, and build your own legend!

Come play in a demo and walk away with the free Gen Con promo Character screen!

Character Pack: Heroes of the Sword Coast [$24.99]
Character Pack: Heroes of the Sword Coast contains thirty-two additional Character screens, introducing the Druid, Bard, Ranger and Warlock Classes into Dungeons & Dragons Dragonfire. Additional races are also featured, including Rock Gnome, Tiefling, Lightfoot Halfing, and Gold Dwarf. Other screens bring Classes, genders and races together in a broad variety to fill out a sweeping range of adventuring parties. Finally, the pack includes dozens of sticker sheets, as well as twenty-seven new Market cards.


BattleTech: BattleMech Manual [$39.99]

  • Standing from seven to sixteen meters tall, and weighing from twenty to one hundred tons
  • Powered by an armored and shielded fusion reactor
  • Skeleton of honeycombed, foamed aluminum core wrapped with stressed silicon carbide monofilament and sheathed by a rigid, titanium-steel shell
  • Locomotion generated via bundles of polyacetylene-fiber myomer muscles
  • Protected by aligned-crystal steel over a layer of boron nitride impregnated with diamond monofilaments Mounting a swath of powerful weapons from charged particle beams to lasers, missiles to rapid-fire autocannons
  • All at the command of the noble elite, the MechWarriors

The modern BattleMech is the end result of more than three thousand years of battlefield technology development. Combining awesome destructive power and unparalleled maneuverability, the BattleMech is perhaps the most complex machine ever produced. The undisputed master of thirty-first century warfare, the BattleMech seems destined to reign supreme for centuries to come.

—Excerpts from a promotional pamphlet originally distributed by Defiance Industries of Hesperus, Lyran Commonwealth, 3007

Using the most up-to-date rules text, the BattleMech Manual has been designed from the ground up to cater to the BattleTech player wanting to engage in an all-’Mech battle. Includes a variety of optional rules, terrain and more.

Welcome to the most table-usage-friendly BattleTech rulebook ever published!


BattleTech: Technical Readout: Succession Wars [$29.99]
On February 5, 2439, the Mackie obliterated all opposition during its first combat trial, ushering in a new era of warfare. The BattleMech—King of the Battlefield—was born. BattleMechs reached their pinnacle during the golden age of the Star League. The fall of the Star League and the Succession Wars that raged for centuries afterward took their toll and by the Fourth Succession War, the technology employed on the battlefields was a mere shadow of what it once was. However, the discovery of the Helm Memory Core unlocked the technological potential to develop new BattleMechs and experimental technologies for the first time in centuries.

Technical Readout: Succession Wars is the perfect “first Technical Readout” companion to the BattleMech Manual. Combining the ’Mechs previously found in Technical Readout: 3039, Technical Readout: 3050 Upgrade, Technical Readout: 3058 Upgrade, and Technical Readout: 3075, this volume features some of the most common ’Mechs from the Age of War to the Succession Wars. Each machine is illustrated in detail, and accompanied by a description of its history, capabilities, game stats, along with their most famous pilots.


BattleTech: Legacy Anthology [$11.95]
A Draconis Combine warrior struggles with immoral orders in the First Succession War. A House Davion MechWarrior participates in a risky heist as part of Operation Guerrero. A history buff battles the Word of Blake during the Liberation of Terra. What do these MechWarriors have in common? Each one pilots the same BattleMech, a survivor that has been repaired and rebuilt countless times throughout its long and bloody 300-year lifespan.

The seventy-ton GHR-5H Grasshopper can outmaneuver and outlast some of the most fearsome enemy ’Mechs, making it an invaluable asset to battlefield commanders. Even an incapacitated Grasshopper will be rebuilt to fight another day, with a new pilot at its controls, because MechWarriors can be replaced, but ’Mechs cannot.

In BattleTech: Legacy, thirteen all-new stories chronicle the fortunes and tragedies of a single ’Mech across several tumultuous points in its wide-ranging combat history. Veteran BattleTech authors Kevin Killiany and Craig A. Reed, Jr. bookend this exciting collection, while other familiar names and new blood explore important moments in this ’Mech’s history of constant, unmitigated warfare that leaves no corner of the Inner Sphere untouched.


Shadowrun: The Complete Trog [$44.99]
They can call you a trog. Sure they can. Let ’em think it’s a smear. Let them show you what they don’t know. Let them ignore history, the great accomplishments orks and trolls have made in every field in the Sixth World, the homes and enclaves they’ve built out of nothing. There’s enough talent in the trog population to punch, hack, rig, charm, or enchant that smug smile right off their face. You know what you are. They’ll learn—fast, if they know what’s good for them.

The Complete Trog is the definitive guide for ork and troll characters in Shadowrun. With information on what it’s like to be an ork or troll in dozens of spots across the globe, details on working in corps as a trog (including in ork- and troll-dominated corps) and the heroes and enemies of trog culture, the book helps players add flavor and depth to their characters and the world around them. On top of that, it has gear, qualities, and life modules compatible with both Shadowrun, Fifth Edition and Shadowrun: Anarchy. Plunge into the rich culture of trogs and watch them turn that slur on its head.


Shadowrun: Sprawl Stories Vol. 1 Anthology [$11.95]
The Sixth World is a dangerous place, and nowhere is that more obvious than in Seattle, the so-called Emerald City. Surrounding its neon-drenched heart is kilometer after kilometer of Sprawl, where millions of people scratch out a living among hazardous, slowly decaying neighborhoods and even more dangerous neighbors.

Sprawl Stories contains four Shadowrun novellas that explore Seattle through the eyes of the people who live there every day. A burned-out mage detective tackles a missing person case that quickly threatens to spiral out of control. A reporter goes on the ride-along of her life with a high-octane DocWagon team, and uncovers a conspiracy on live triedeo. A young ex-wagesalve is caught between powerful forces while investigating his uncle’s death. And a shaman must deal with a serious injury that threatens his very way of life–but not before taking vengeance on those who double-crossed him.

So take a walk on the true wild side of the Seattle Sprawl If you’re good–and lucky–you might even come back out in one piece…


Shadowrun: Zero Day, a two-player card game [$19.99]
You’re the contagion. You are the fear. You are the thing that makes the megacorporations of the world tremble. In the world of Shadowrun, the corps think they have everyone and everything under their thumb, but they don’t have you–the hacker in the Matrix, the fly in the ointment. You know where the world’s deepest scariest are buried–and you have the weapons needed to fight to bring them out.

In Shadowrun: Zero Day, players hack into the megacorporations that rule the Sixth World. Whoever disables and bypasses the myriad countermeasures and scores the most assets wins!


Sixth World Tarot, Deluxe [$39.99]
Look Closer!

When you look at this tarot deck, what do you see? You can’t miss the 78 cards with gorgeous, original art by Echo Chernik, that adapt tarot arcana to Shadowrun’s Sixth World. But look closer. Examine the details. Explore connections. Do you see them? Are you catching everything the cards have to tell you?

Are you seeing enough?

The Sixth World Tarot is a complete deck of Shadowrun-themed tarot cards, useful as game props, plot hooks, or any other purpose tarot cards are for!


Master of Orion: Conquest, a dueling deckbuilder [$19.99]
Master of Orion: Conquest is a two-player dueling deck builder. Play as one of two species in the galaxy–the humans and the shape-changing, mimicking Darlocks–as you build and fighter your way to victory. Explore the galaxy to find new Planets to colonize and use their production to build your fleets. Destroy the enemy’s Home World and become the Master of Orion!

OUR USUAL TCHOTCHKES


We’ve also got our usual bevy of new t-shirts, pins, and dice, including these fabulous, all-new metal dice made from aircraft-grade aluminum, and the first ever BattleTech and Shadowrun poker chips!

AND SOME SURPRISES

If all of that weren’t great enough, come get a sneak peek at an avalanche of awesome games coming in the next 6 to 12 months from Catalyst Game Labs!

We hope to see you all within the week!

Team Catalyst

Experience Gen Con now with The Complete Trog and Ripping Reality

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When you work for a game company, the phrase “Gen Con will be here before you know it” fills you with simultaneous excitement and dread. Because while Gen Con is an awesome experience of games and people and non-stop activity, it’s also a lot of work to prepare for it. Some of that preparation involves getting books ready to sell, and the good news for all of you out there is that we need them to be done before the con if we want to sell them there. Which means they’re done now and at the printing press. If they’re done, we see no reason why you shouldn’t have PDFs of them if you want, so get a jump on the big con by checking out the electronic versions of two new books!

First up is The Complete Trog (Catalyst shop, DriveThru), your guide to orks and trolls in the Sixth World, with lots of flavor about the ork and troll experience, as well as game mechanics and rules to enhance playing these characters. It works with both Shadowrun, Fifth Edition and Shadowrun: Anarchy! Here’s the full summary:

Big, Bad, and Awesome

They can call you a trog. Sure they can. Let ’em think it’s smear. Let them show you what they don’t know. Let them ignore history, the great accomplishments orks and trolls have made in every field in the Sixth World, the homes and enclaves they’ve built out of nothing. There’s enough talent in the trog population to punch, hack, rig, charm, or enchant that smug smile right off their face. You know what you are. They’ll learn—fast, if they know what’s good for them.

The Complete Trog is the definitive guide for ork and troll characters in Shadowrun. With information on what it’s like to be an ork or troll in dozens of spots across the globe, details on working in corps as a trog (including in ork- and troll-dominated corps) and the heroes and enemies of trog culture, the book helps players add flavor and depth to their characters and the world around them. On top of that, it has gear, qualities, and life modules compatible with both Shadowrun, Fifth Edition and Shadowrun: Anarchy. Plunge into the rich culture of trogs and watch them turn that slur on its head.

Next up is Ripping Reality, and adventure that completes a Denver trilogy following Serrated Edge and False Flag. Whether you’ve played those other adventures or not, Ripping Reality (Catalyst shop, DriveThru) will take you on a wild ride as a life-or-death conflict involving some of the Sixth World’s major powers drags shadowrunners into its wake–and gives them the chance to affect the outcome. Here’s some more info:

Chaos Rising

The Denver sprawl has always been a battleground, but lately it seems to be at war with reality. People are disappearing from the streets, never to be seen again. Strange creatures are materializing out of nowhere, and sometimes they bring entire landscapes with them. Something has gone desperately wrong, and the stakes are so high that two enemies who had been locked in combat are setting aside their fight to find out what is happening and why.

If investigations into bizarre occurrences need to happen, then there are shadowruns to be done. The right team will have the chance to bring in an impressive payday, but they’ll have to navigate their way past old grudges, tainted magic, and creatures of pure destructive power waiting to be turned loose on the sprawl.

Building on plot strands from the previous Denver adventures, Serrated Edge and False Flag, Ripping Reality sends players on a wild ride through a sprawl that seems to be tearing itself apart, giving them a chance to try to keep it together.

Ripping Reality is for use with Shadowrun, Fifth Edition.

Jump into these books and enjoy the fun!

Delve into the unknown with Forbidden Arcana, new advanced magic book!

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Lots of new Shadowrun thrills and possibilities have erupted into the world today! Like an overcast fireball lighting up the hallways of some corp lab, a new advanced magic book called Forbidden Arcana is now available for PDF purchase at the Catalyst shop and DriveThruRPG.

Now, before we discuss the content of the book, eagle-eyed viewers of the above paragraph and the Catalyst shop may notice that there is, at the moment, no link for a print pre-order. Don’t worry–that doesn’t mean we have forsaken print books! With the new Catalyst web shop and the ongoing work to make our sales and distribution processes function as we’d like them to, at present pre-order will not occur until the book is in the warehouse, ready to be sent out. But we can assure you that Forbidden Arcana is at the printer now and will make its way to game stores and online ordering before long.

That said, let’s take a look at what’s in the book:

Ride the Crashing Wave

Magic is wild. Magic is undisciplined. You can try to impose order and understanding on it, but that’s just surface. Underneath is chaos, an erratic heart beating to a staggering rhythm. You don’t control it, any more than a surfer controls twenty-meter-tall wave; you don’t direct the wave, you ride it, capture a piece of its power, and hope to survive. If you do it right, though, you catch a portion of unimaginable power—power those who control the Sixth World don’t want you to have. All the more reason to push past their boundaries and grab it.

Forbidden Arcana offers dozens of different ways for Awakened characters in Shadowrun to harness that power and make themselves a mana-slinger like no other. From new ways to distinguish spellcasters of different traditions to more chaotic methods for summoning spirits to options for Awakened characters who have mastered their craft, Forbidden Arcana shows players how to break out of conventional molds, use mana in new ways, and become true street legends riding the growing wave of Sixth World mana.

Forbidden Arcana is an advanced magic rulebook for use with Shadowrun, Fifth Edition; magic concepts from the book can be used with Shadowrun: Anarchy, though mechanics for that game are not included.

Totally normal, free Mission for Shadowrun released!

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Hey, we’ve got a new Mission for all of you today, and we’re releasing it for free! And we’re here to tell you that it’s completely, totally normal in all possible ways. Yep. Nothing weird going on here. No, sir. The content? The characters? All totally normal. Certainly not the products of someone who clearly spent a lot of sick days watching too much television when they were young. Nope. Definitely not. It’s all just as it should be.

And it looks normal, too! Sure, it may not have been laid out by, you know, a professional layout person or anything, but there are words inside a PDF, so hey, it’s pretty much the same, right?

But the important thing is it’s free. Completely free. So even if it were a little weird or something–and it’s not! Definitely not!–it would be worth checking out for the price, right?

You can download the totally normal Mission right here: SMH 2017 Scene It All Before

New Shadowrun release roundup

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So we’ve been busy in Shadowrun-land, working on projects we can’t talk about yet while also getting more books out and keeping tabs on the progress of Catalyst’s new web store. While things were moving ahead, a few new Shadowrun books slipped out that we felt deserved your attention!

First, there’s the new campaign book titled Book of the Lost (Catalyst Shop, DriveThruRPG). Some of you picked up our special Gen Con-edition of the Sixth World Tarot with art by the fabulous Echo Chernik. The full print run of tarot decks will be making its way to stores before long, but in advance of that we have a campaign book that’s your guide to using the images and ideas the deck presents. Even if you don’t have the deck, the book presents dozens of images from the cards, as well as descriptive information that will led you dive into the strange and wild world of quests the tarot opens up. Here’s some more info:

No Longer Hidden

The Bastard, upright. A man in clown makeup stands in a broken skyraker window over another man on the verge of a long plummet. Near the clown’s hand, a white rose. Opportunity, adventure, but also mania and frenzy. 404, upright. A woman crouches on the edge of a rooftop, holding a white rose. In the distance is the image of a woman in a red dress. Destruction, failure, collapse. Queen of coins. A woman in a red dress, lounging amidst luxury. She has material wealth but emptiness of soul. Upright, she is opulence, magnificent. Inverse is suspense, fear.

Opportunity and adventure abounds. Destruction and failure loom. Will the result be magnificence—or fear?

Book of the Lost takes the intricate art of the Sixth World Tarot and turns it into stories and campaigns for Shadowrun players. Full of plot hooks and adventure seeds, this book is a treasure trove of ideas, mysteries, and enigmas that can make memorable games. Open it and explore knowledge that had been lost but is now, here, rediscovered. And waiting for you.

Book of the Lost is for use with Shadowrun, Fifth Edition, and can easily be used with Shadowrun: Anarchy with minor NPC adjustments.

Along with this book, we also have a new Mission! Do No Harm (Catalyst Shop, DriveThruRPG) tests players’ creativity and morality–and while shadowrunners tend to have plenty of the former and something of a deficiency of the latter, they’ll have to find the right balance to pull this job off. Here are the details:

The Finesse Game

Every runner knows there are times when you need to throw grenades at gasoline trucks, and other times when more discretion and subtlety is called for. True pros distinguish themselves with precise operations that are noticed by no one besides their target—but those targets see enough to push them over the edge of sanity.

In this Mission, runners get an assignment that is easy to describe but difficult to execute. The job? Ruin a life. The method? That’s where the runners come in. They’ll have to exercise all their creativity and sneakiness to plan and pull off this job—unless they want the police and some nasty corporate security putting their work to an early end. Do runners have the smarts, stealth, and deviousness to pull this off? As always, the answer is another question: How badly do they want to get paid?

Do No Harm is the latest Shadowrun Mission set in Chicago, bringing a new twist and degree of freedom to runners who take it on. The Mission is for use with Shadowrun, Fifth Edition, and plot elements could also be used with Shadowrun: Anarchy.

And finally, new Shadowrun fiction is in the wild! The novella series continues with Blind Magic (Catalyst Shop, DriveThruRPG) by Dylan Birtolo. With down-on-their-luck characters facing the twists of a merciless world, it’s classic Shadowrun, featuring … well, let’s let the book summary do its job:

Lucas, a gifted shaman and member of the Salish-Shidhe Council, is respected for his arcane talents among his tribe. When he’s blinded during a shadowrun on an Evo Corporation outpost, he’s fitted with a set of cybereyes during his recovery. But upon his return to the Council, the tribe banishes him, saying the cyberware he’s accepted makes him unfit to be a shaman. Distraught, Lucas heads to Seattle and spends time in the Barrens attempting to scrape by.

Wanting revenge against Evo, he teams up with a group of shadowrunners, influencing them to take runs against the megacorporation. During one such run, they determine that Evo is retrieving an arcane artifact from a dig site located in Salish-Shidhe territory. Lucas convinces his team to take the initiative and either stop the dig or steal the artifact. But when a team member double-crosses Lucas and the others, he must race against time to discover the true masterminds behind this shadowrun…and stop the thief before they escape with both the artifact and Lucas’s last chance for redemption…

So whether you want adventures or fiction, plot hooks or great art, we’ve got you covered! Go enjoy some Shadowrun!

 

Leap into the holidays with cons and deceit, Shadowrun-style!

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The holiday season is rushing forward, and we have some fine new gifts for your favorite shadowrunner, including yourself. We can think of no better way to celebrate the holidays than engaging in some Sixth World underhandedness and deception. We know that may not be a normal thing, but we haven’t aspired to be normal for a really long time. Anyway, the point is, two new Shadowrun books are available for PDF purchase and print pre-order, and you can pick them up on the brand-new Catalyst Game Labs web store, which you should check out if you have not yet.

First up is the third Deep Shadows book for Shadowrun, Fifth Edition. Following on the trail established by Stolen Souls, which covered extractions, and Hard Targets, which covered wetwork, we have Cutting Aces (Catalyst Shop, DriveThru), your guide to everything you need to know about running con games. With details on many kinds of both short and long cons, updates on what Sixth World con artists are up to, and a profile of one of the hot spots for con games—the free city of Constantinople—the book is a vital guide to the art of deceiving others and winning trust you don’t deserve. Here are a few more details:

Hit Your Marks

The hotel bartender who slips you a guest’s room number because he thinks it will help him get lucky. The security guard who lets a team into a top-secret facility because he thinks he’s pitching in on covert-ops training. The business suit who drops ten thousand nuyen on a project because he thinks it’ll earn him fifty thousand.

Marks, all of them, and the Sixth World is full of them. Yeah, blasting your way into a well-guarded facility is fun, but talking your way in, smooth and subtle, might be more rewarding. Almost every kind of shadowrun involves at least a little con artistry, and some of them are full-on long cons. That means you need to sharpen your con game. With tips, plot updates, spells, gear, and more to improve characters’ con abilities, Cutting Aces gives players the swagger and skills they need to swindle the world. It also includes information on one of the Sixth World’s hottest spots for running a con—Istanbul, City of the World’s Desire.

Cuttings Aces is for use with Shadowrun, Fifth Edition, and it also contains plot information, story ideas, and characters that can be used with Shadowrun: Anarchy with slight adjustments of character stats.

Next, we have a Denver-based adventure called False Flag (Catalyst Store, DriveThru) that ramps up the tension and chaos in that city and could put the players in a dragon’s crosshairs. Here’s the rundown:

The Angry Gaze

The ruling powers of Sixth World sprawls are content to let the little people of their cities engage in all sorts of shenanigans and scheming so long as it doesn’t affect their master plans. But when the chaos gets too out of hand—or the little people start acting too arrogant—then those powers turn their angry gaze to the people they would rather ignore, and the everyday chaos of life erupts into something worse, and considerably more dangerous.

Recent attacks on the Paladin Medical Health Center in the Aurora Warrens have drawn the attention of some of Denver’s powers, and they’re not going to ignore the situation. They’re also not going to just send in the police, because that’s not how things are done—instead, they will launch schemes of their own, with the opportunity to create chaos that makes the previous wildness seem like a sunny day in the Rockies.

False Flag is the second in the series of Denver Adventures for Shadowrun, Fifth Edition. Whether played alone or as part of a larger campaign with the first adventure, it will test players’ resources, creativity, and skill, while moving them toward the dramatic plot developments ahead.

New Shadowrun Fiction Available

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Grab some great Sixth World fiction to start out your week!

First up is a brand new novella, by R. L. King, Big Dreams (CatalystStore, DriveThruRPG)

    Slacker corp mage Cody’s bad day is about to get a lot worse.

    Losing his job is crappy enough, but when his talismonger uncle turns up dead and dissected in his shop, Cody finds himself on the run from some very nasty people who want something they think he has.

    The problem is, Cody has no idea what it is.

    Turning for help to old friends from his Barrens roots, Cody soon learns that his problems are bigger than any of them can handle. To survive, he’ll need some heavy hitters on his side–but can he trust them not to sell him out?

Then we’ve a new Shadowrun Legends available in Ragnarock (CatalystStore, DriveThruRPG).

    In the twenty-first century, magic brings out the best in people–and the worst. Tommy Talon should know. As head of a successful shadow-running team, it’s the dark side of people that brings him business. This time he’s hired to hunt a murderous archaeologist and recover a magical relic. But Talon’s not hunting alone. Someone else wants the artifact too–someone very powerful. And Talon and his team must outwit the world’s most potent megacorporation on its own turf if they’re to have any chance of returning the treasure–or any chance of returning at all….

Another New Mission and Legends Available!

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Two weeks and two Missions!!! This one is the Action Collection (CatalystStore, DriveThruRPG)!

    The quintessential Chicago shadowrun is a full-to-bursting package with a variety of ingredients and flavors. And it doesn’t even need to include bug spirits. If you want the true Chicago experience, it‰۪s here waiting for you. What ingredients does it contain? How about a rush job on a tight deadline, occasionally hostile crowds of locals, panicky security, explosions, stealth, open firefights in the streets, vicious traps, burning buildings, a crazed hermit, and a pack of drug-addicted dogs.

    Those are all ingredients in the stew that is this run, and Mr. Johnson is paying good money for you to wolf it down as fast as you can. Get moving!

    Collective Action is the latest entry in season 7 of Shadowrun Missions and is for use with Shadowrun, Fifth Edition. The storyline could also be used in Shadowrun: Anarchy, and NPCs could be quickly converted for use with those rules.

And of course, a new Shadowrun Legends available in Run Hard, Die Fast (CatalystStore, DriveThruRPG).

    Argent is the best shadowrunner in the biz…with one flaw: he’s got a conscience. That’s why he can’t leave a chummer hanging. Only Andi Sencio is more than just a friend. She’s his former partner–and lover. And now she’s in the deepest drekpot of her life. Heading an op on a datasnatch turned bad, she’s been stranded by the megacorp she works for–and targeted for flatlining by two more. Unless Argent gets to her first…

    Recruiting a top-notch team for the exfiltration shadowrun, Argent is risking it all–his money, his reputation, and his life–for the woman who once walked away from him. It’s suicide mission through high-caliber hell. But that’s never stopped the steel-armed, street samurai before…

A New Mission and Legends Available!

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First up, there’s a new Mission available, The Deck Job (BattleShop, DriveThruRPG)!

    The only shadowrunners who don’t ask the above question are ones who have been dead so long that no one remembers their name. Which, for most runners, means two months. The point being, any runner knows that a job that can be described in a simple, straightforward sentence at the beginning of the day is going to become a tumbled, tangled mess by the end of the day, the simple sentence exploding into a story that you’ll tell over a few drinks some night—unless the story got messy enough that you joined those forgotten shadowrunners in some shallow grave.

    The simple sentence at the beginning of this job is this: “Retrieve a stolen cyberdeck prototype.” Sounds easy enough, but add “in Chicago’s Containment Zone” to the end of the sentence, and already the complications have begun to mount. And they’ll continue—by the time the runners are done, they’ll see double-crosses, deceits, lies, and betrayals speeding past them, and they’ll have to do their best to figure out what’s really going on before they get overwhelmed and overran.

    Kicking off the newest season of Shadowrun: Missions, The Deck Job puts players in a nest of twists and turns while launching a new, Chicago-based plotline. The Mission is for use with Shadowrun, Fifth Edition, and the story elements could be part of a Shadowrun: Anarchy game with mechanical adjustment to character stats.

And also a new Shadowrun Legends available in Tails You Lose (BattleShop, DriveThruRPG).

    When a shadowrunner managed to extract PCI’s most vital employee, it was Alma’s job as security expert to get him back–no matter the cost. But all the evidence pointed to the one person who couldn’t have done it…herself. Branded a traitor, Alma has one shot at redemption: find the real culprit. But she’s never faced an enemy like this one. This ‘runner not only looks like Alma–she’s also equipped with Alma’s top-of-the-line cybernetic implants, and she’s backed by the powerful magic of the Chinese underworld. Now, the expert in defense must attack–and risk it all to bring down a rival so much like herself that there can be only one shocking explanation…

New Legends Epubs Available

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We’ve two new Shadowrun Legends available in Preying For Keeps (BattleShop, DriveThruRPG) and Headhunters (BattleShop, DriveThruRPG).

    When ace shadowrunner Jack Skater leads his team of commandos in a raid on an elven ocean freighter, things get a little sticky. Yakuza hitmen crash the party, and a Japanese shaman whips up a titanic sea creature just to make sure nobody gets out alive. Now, having escaped with his troops by the skin of their teeth, Skater wants to find out who set him up.

    But it isn’t going to be easy. Because the runners are stuck up to their pointy ears in a sinister super-scheme that involves Skater’s ex-wife, two elven gene corporations, a ruthless mafioso named McKenzie, and stolen data disks containing secrets worth killing for. It’s a high-tech mega-mess with no way out. And as a ghastly virus hits Seattle, unleashing hordes of homicidal cannibals onto the streets, Skater and company have to bring in some heavy artillery just to stay alive….

    Somebody aced the dragon Dunkelzahn, and one of the mysterious links to the assassination is flat on his back in slab city: a double agent with two identities–both out of commission. Now he’s the most-wanted carcass in Tacoma. Jack Skater’s mission? Sleaze past the high-tech funeral security, outwit the Knight Errants, cop the stiff, and keep it on ice long enough to get the answer to the shadowrunners’ life-and-death question: what’s so hot about a stone-cold corpse?

    And that isn’t all that’s dropped Skater elf-deep in drek–the UCAS Secret Service is also after the dead man’s secret–and the government blue crews are prepared to liquidate anything in sight to get to it first…

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