Le site officiel Shadowrun RPG

Get your Shadowrun fiction fix with Sail Away, Sweet Sister!

New Shadowrun fiction is on sale now for your immediate consumption! It’s got hungry vampires, sardonic spirits, Anne Ravenheart, and so much more! Featuring Thomas McAllister, the main character of Another Rainy Night, the story is an exploration of shadowy deeds and dark desires–just what we like to see in Shadowrun! And as part of the Enhanced Fiction line, it comes with game statistics and rules for the main characters. If you buy the PDF version, the stats are right in the document. If you buy the ePub or Kindle version, you can get the stats for free right here. Or I guess you could just get the stats for free–but you’d be missing out on a great story!

Sail Away, Sweet Sister is available at the following outlets: The Battleshop has a bundle with the PDF, ePub, and mobi versions all bundled together; so does DriveThruRPG. Alternately, you can get the Kindle version at Amazon, and it will be coming soon to the Barnes & Noble online store–watch this space for the link!

Here are some more details if for some reason you haven’t already run out and grabbed it:

Monsters of the Shadows

Thomas McCallister’s area of expertise—the virus that turns metahumans into flesh-eating monsters—has taken him into some dark corners of the Sixth World. When he came face to face with the serial murderer known as the Mealtime Killer, he had hoped that a particularly dark chapter of his life had come to a close. But when night falls in the sprawls of the world, blood is still being shed, and people are still dying. Another killer is still out there, one that needs to be found and stopped, but the challenge McAllister is about to face is one he never could have anticipated. His resolve will be tested in ways he never anticipated in his darkest nightmares.

Sail Away, Sweet Sister builds on the events of Another Rainy Night, taking another dark turn down the streets of the Sixth World to face the monsters that lurk there. Along with a full short story, it contains game statistics for the major characters in the work, as well as spells, gear, and other game information that allows you can drop the people from this story right into your Shadowrun game (stats are included in the PDF version and will be made available as a free PDF that ePub/Kindle buyers can download).

Sail Away, Sweet Sister is dual-statted, meaning it can be used with Shadowrun, Fifth Edition or Shadowrun, Twentieth Anniversary Edition.

Run & Gun available now for PDF purchase, print pre-order!

The previews have all been posted. The ramp-up is all done. The time is here. Run & Gun, the core combat book for Shadowrun, Fifth Edition is now available for PDF purchase and print pre-order (Battleshop, DriveThruRPG). And when we say print pre-order, we have a load of options for you, since along with the regular edition, we’re also releasing a limited edition of the book! Following on the look of the Shadowrun, Fifth Edition limited editions, this will feature a red leather cover with an embossed illustration of some of the weapons from the book.

So what do you get in Run & Gun? Well, the previews will give you a good taste, but here are some highlights: A monofilament chainsaw. Three laser weapons. Full-color illustrations of dozens of firearms, including the Savalette Guardian and the Ares Executioner. Fashion armor, mil-spec armor, and the deceptive murder armor. Group maneuvers in combat. Called shots on specific body locations. Information on using explosives in cars for assassinations. And so much more!

The graphic below outlines the bundles available at the Battleshop; below that is the summary text of the book if you need more information. Enjoy!

Nothing Is Free

Guns and ammo cost nuyen. Mastering martial arts takes time. And learning how to use explosives without blowing yourself up takes patience and a steady hand. These weapons and more are out there, waiting for you. You have the chance to use them to become deadlier, faster, more dangerous than the next guy—and more dangerous than you were yesterday. You’ll have to pay the price to get what you want, but this is the Sixth World. Don’t you always?

Run & Gun is a combat core rulebook for Shadowrun, Fifth Edition, containing more weapons, more armor, more modifications, and more game options such as martial arts and unit tactics. Explosives, survival gear, specialized techniques—they’re all here! Break the book open and prepare to raise your game!

Crossfire At The Printers!

I think that’s worth saying again. Shadowrun: Crossfire is officially at the printers!!! My head does it feel so good to say that.

Why all the delays? Well, as I mentioned in a previous blog, we got a little carried away in our excitement and enthusiasm for all of the awesome-sauce games we want to publish for Shadowrun. While the roleplaying game will always remain near and dear to our hearts, the universe is what makes it sing. And it’s high time that universe was experienced through a variety of ways, from card games to board games and more. Additionally, we tried hard—so very hard, across many months—to see if we couldn’t print this game domestically. But ultimately we finally had to admit defeat and print it overseas.

We’ve used those delays to good effect, though. Going to print simultaneously with the core box is a Demo Kit (we used this last year at Gen Con and Origins, and we’ll be using it for various conventions in the future). Every retailer that orders a set number of boxes (the exact details are still being worked on) will receive a free Demo Kit to help push play in their stores.

On top of that, Character Expansion Pack 1 is also heading to print. It includes 20 Character Cards (with new art), 1 each of the Basic Cards with new art, and a full pack of character upgrade stickers found in the core box. It’s a quick $14.99 purchase that instantly expands your play and campaign options.

Finally, we’ve got a unique Character Card promo with art by the brilliant Echo Chernik that will go out with every single purchase of the first printing of the box. (The exact nature of what the character is … well, we’ll share that sometime in the future.)

“So, it’s at print—what does that mean?” I’m sure that’s the very next question. Well, in a nutshell, this is what’s going to happen (some of you are aware of this process, but sharing it for those who don’t):

1. They’ll send us digital proofs of everything to review and we’ll either approve as is or ask for some tweaks before approval. (This process is already underway with a swath of files already approved.)

2. Then they’ll print out physical proofs of everything (including huge card sheets for all the cards) and ship them to us. It’ll take several hours to carefully go over absolutely everything to ensure the colors are correct, card backs are with correct card fronts, all pieces are there, and so on. Those should be in hand within the next two weeks; obviously we’ll share photos when they’re here.

3. A complete white sample of everything will be built and shipped; generally simultaneously with the materials above. That allows us to see the quality of the paper being used, to make sure everything fits where it should and the box quality is solid, and so on.

In both instances above, we usually ship everything back after the review, so there are some additional days in shipping of materials on both ends.

4. The printer says the manufacturing/printing will take 55 days. I’ve seen that swing by almost 14 days (almost always to the longer).

5. Then the entire print run will be boxed up, palleted and placed on a ship; couple of days of work there. It generally takes 30 days to transit to a US port. It’s another week (provided there are no customs hold ups, which happens about 1/10th of the time) to transit to the warehouse. Then another two to three weeks to be fully processed and shipped out to retail stores all over the world.

Where does that leave us? Well, if you do the math, it means it could be anywhere from mid July all the way into September. That’s why we don’t provide release dates until it’s at least sitting in a US port, and usually not even then; it’s much better to provide that information once the game is in our warehouse. That way once we say “The Street Date is X”, we know it will hit that date.

Will it be at the big conventions? Again, hard to say at this point. We’re hoping to have some limited advanced quantities available at Origins and then stacks-to-the-rafters at Gen Con. But we’ll need to get much closer to those two dates before we’ll know for certain.

Now, at this point we need to point out that we are well aware of today’s date, which means people might take this post with a troll-sized grain of salt. We completely understand how that would be the case. All we can do is share a preview card our crack staff recently put together, and present it to you this way—either the Character Card presented here is completely genuine, or this announcement is. We’ll let you make the call as to which you think is real.

Or just download the PDF.

As we move toward launch day for the game, we’ve got a variety of digital initiatives planned. Obviously we’ll continue to showcase art and cards on our Tumblr. We’re looking at producing multiple promotional videos that players can view and share, as well as a “How To Play” animation video. We’re also planning a “Digital Shadowrun” that’ll involved the community in digging out cards and rules, and perhaps getting people started in playing. A Strategy & Tactics Guide … the full demo kit … the full rules … lots of plans … but we’ll hold more specifics of the when and where until we start pushing things out.

Thanks to everyone that have so patiently waited for this great game. It’ll be well worth the wait for the endless hours of Sixth World card-game goodness coming your way!


The Shadowrun community mourns the passing of Steven A. Tinner

I recently heard that Steven A. Tinner, co-host of the Critical Glitch podcast, gamemaster to the stars, and all-around excellent guy, passed away. So I’m going to talk a little bit about him now.

At Origins Game Fair in 2012, we at Catalyst learned we were going to have the chance to have Felicia Day of Geek and Sundry play a game of Shadowrun. Naturally we wanted her to have as good an experience as possible, so the current conventions coordinator, Steven “Bull” Ratkovich, was tasked with selecting the right gamemaster for the job.

He chose Tinner, and he made an excellent choice. Tinner had been Bull’s gamemaster for a long time, throwing him into the shadows, making life difficult for his characters, occasionally blowing him up, but always making sure all the players had an awesome time.

As a gamemaster, he had all the tools. The rules knowledge, the storytelling ability, the characterization, the enthusiasm—it was all there. Even better, he wanted his players to have fun. Sure, he was tough and would put them through the wringer, but that’s what gave them the stories they talked about years after the games happened. And that’s what happened almost any time you talked to someone who played in a game Tinner ran—they’d tell you a story about the trouble they went into, how fragged up everything got, and how much fun they had.

At conventions, Tinner was one of many great Shadowrun gamemasters who found a way to accommodate any players who came. If people wanted to game, he wanted to make that happen. When he wasn’t running a game, he was an enthusiastic player, throwing himself into his character with energy and glee and daring everyone else at the table to keep up.

Recently, he joined with Tim Patrick to co-host the Critical Glitch podcast covering all things Shadowrun. Listening gives you pure, unfiltered Tinner—smart, opinionated, funny, well informed, and a good interviewer and listener. Quite simply, he had a voice worth listening to.

I knew him through his Shadowrun life, but that wasn’t the only part of his life. He was a family man, active in his faith, and a person of great kindness and compassion. In short, he was the kind of guy we need many more of.

I always look forward to convention season, especially to the chance to walk into the Shadowrun gaming area and see old friends. The fact that Tinner won’t be in that room is a very sad thought; the fact that he will be cackling with glee somewhere as players in that room run into dire situations brings some comfort. I just wish I’d be able to hear it.

Thanks for the laughs, great runs, and good times, Tinner.

Run & Gun preview #4 up with tactical tips!

Say, that there Run & Gun book  we’ve been talking about from time to time is getting awfully close to electronic release. But before it gets there, we’ve got one more preview for you–this time, you get a look at the Tactics & Tools chapter, which is full of info on how your shadowrunners can work together to get the best results, such as not getting their face filled with flying hot lead. It’s available now at the Battleshop and DriveThruRPG-enjoy!

Check out some Shadowrun: Dragonfall reviews, won’t you?

While we’ve been working away on many projects here at Shadowrun central (we use that term because it sounds better than “the desk by my window”), including the forthcoming Run & Gun, we can’t help but notice the stream of alerts making its way into our mailbox courtesy of Google telling us of the various reviews of Shadowrun: Dragonfall that are filling the Internet. Just the other day, we saw a link to PC Gamer that said “I’m going to remember Dragonfall for a long, long time. When the topic of great RPG stories comes up, I’ll mention it in the same breath as Dragon Age or Knights of the Old Republic.”

Then yesterday, when we were editing the metaplanar weirdness that is the forthcoming Aetherology e-book, we came across this from Kotaku, compellingly headlined “Dragonfall Is the Shadowrun I Know and Love.” And on top of that, Hardcore Gamer said “This is a developer that understands and loves their source material, which very evidently comes out in their work. Consequently, Shadowrun: Dragonfall is another home run for the up-and-coming studio.”

In fact, the volume of alerts coming in started to present a problem. We could just keep finding money quote after money quote, like where Game Informer said “The strongly established Shadowrun fiction is a joy to explore, whether you’re familiar with its intricacies or you’re new to the universe,” or Gamespot saying “The action and storytelling merge beautifully in one memorable experience after another,” or Destructoid’s opinion that “If you enjoyed your first taste of Shadowrun, then Dragonfall should be an immediate purchase.” And we thought about how we could keep doing this for a while, but then we remembered one of the things we like more than reading nice things about Shadowrun is playing Shadowrun. So we’re going to go play.

Crossfire Character Cards Preview

Thought we’d share a slew of pre-final Character Cards for Shadowrun: Crossfire. Not all of these will appear in the base Crossfire set; some will go into the base set, others will be included in a Character Card Expansion Pack 1.

If you’d like a close-up look at one of the Character Cards, check out our Tumblr.

Run & Gun preview #3 up! Check out some of the combat options!

Another Run & Gun preview has spun out into the wilds of the Internet—particularly the Battleshop and DriveThruRPG—and if you want a preview of some of the combat options this book is going to offer you, this is a preview you definitely want to check out. Especially since, like the rest of the previews, it’s free! Just so you know, the full chapter from which this is excerpted is nearly 40 pages long and has some sweet martial arts stuff in it, along with offensive options, defensive options, and more!

Run & Gun preview #2 now available! Catch an overview of the whole book!

I guess it’s time for another Run & Gun preview, so we’ve got one posted! This time we’ve posted the entire introductory section to give you an idea of what you’ll be able to find in the book and how it can be used. It’s totally free, and available at either the Battleshop or DriveThruRPG, so I can’t conceive of a single reason to not go out and get it. Enjoy!

Run & Gun preview #1 now available!

Did you know that Run & Gun, the Shadowrun, Fifth Edition combat core rulebook is coming soon? And that it will have new weapons, armor, explosives, combat and defense options, martial arts, and more? Did you know the art crew has been doing their usual bang-up job to make things look especially awesome and brutal? Well, all that’s been happening, but we don’t want you to take our word for it. Go check out the first preview for the book instead! It’s available for free at the Battleshop and DriveThruRPG. Remember that the usual preview caveats apply–proofing is still ongoing, so what you’re looking at likely isn’t the final text. But it should give you a taste of what’s to come–in this case, a taste of the armor section! Check it out!

Run & Gun Cover

We’ve been sharing interior art over on our Tumblr and we’ll continue to do so…but time to unveil the cover!

I’ll admit it—I’ve reached the point where I’m a little intimidated. I know that when Victor Moreno is assigned to do a Shadowrun cover, he’s going to rock it. He’s going to take the art notes and find the Sixth World heart of them, making an awesome piece of cyberpunk goodness that absolutely brings the art notes to life.

Which means if there’s something wrong with the piece, it’s probably because there was a flaw in the art notes. So that’s the intimidating part—I need to raise my game to match Victor’s, or the cover is not going to look right and it’s gonna be my fault. With an artist of Victor’s talent (you can check out his work on the free GM screen wallpapers), that means I need to work hard to be sure I don’t bring him down.

Another challenge with the cover is that there is so much going on in the Run & Gun book, making it tough to select just what should be on the cover. After all, there are new offensive and defensive options, new weapons of all kinds, martial arts, explosives, and more—the kind of things that are tough to fit on a single coherent image.

But this is when the leadership of our glorious art director Brent Evans comes in. Back when we were planning Shadowrun, Fifth Edition, a group of us were gathered with a huge collection of Shadowrun sourcebooks spread out on multiple horizontal surfaces. The point was to look at cover art throughout the history of Shadowrun and decide what worked—and why. As Brent led us through analysis and discussion of the art, one thing that became clear was that character-focused art often leads to great covers. For Run & Gun, then, that meant not focusing on the tools and tricks the book contains, but the people who use them.

So the idea started to come into focus. The cover of Fields of Fire served as a major inspiration. It’s a great image of a tough-looking team ready to do business in a classic Sixth World urban wasteland. Since the cover of Shadowrun, Fifth Edition had more of a downtown setting, having an urban wasteland, Barrens-ish setting would be a nice change of pace. The team should look battered but ready, because that’s the condition shadowrunners are in about ninety percent of the time. And there should be a good cross-section of runners—not just different metatypes, but also different types of fighters. So we’ve got the pistol-toting dwarf, the ork who looks more inclined to hand-to-hand fighting, an elf ready to lay down automatic weapons fire, and a human loaded with explosives. Then we just have to put them in the Barrens and watch ‘em shine.

Naturally, Victor took the ideas in the art notes and made them better. One of the fun things about seeing the art come in after writing the art notes is to see how the artist interpreted the original idea, and also see what details they chose to throw in to make the image come to life. The Run & Gun cover is full of fun things to look at: the elf’s exposed cyberskull, the multiple arm scars on the ork from years of hard fighting, the cigar-and-cybereyes face of the dwarf, the roto-drone flaming out behind the crew, and plenty more. It’s a tough image of brutal people who look intent on surviving no matter what is thrown at them, which makes it pretty perfect for Shadowrun.

-Jason Hardy

Shadowrun, Fifth Edition errata now available

Working in gaming is really good for reminding you that you are far from perfect. Repeatedly. Anyway, after spending time playing and enjoying Shadowrun, Fifth Edition, we noticed that there were some changes and improvements that needed to be made. Those changes are listed in an errata document now available right here or on the Battleshop or DriveThruRPG. A few important notes about the errata document:

• The document is a layered PDF, meaning you can print it without all the background material to save you some printer ink.

• The document lists substantive changes to the book. We have also found some typos, grammatical issues, and other minor things that need changing, but they are not included in this document, as we wanted to focus on things likely to affect gameplay.

• The changes in this document and the aforementioned typos and such will be incorporated into the Shadowrun, Fifth Edition PDF in the near future. At that time, people who have bought the PDF will receive notification that they can download an updated version.

• Note that there will likely be updates to this document as time goes by–we’ll try to announce when a new version comes out.

That’s about it! We hope this helps you have even more fun playing Shadowrun!

Shadowrun Digital Tools Box Poster

We’ve been sharing art from the Digital Tool Box (as well as other upcoming books) on our Tumblr…feel free to check that out.

However, Tumblr doesn’t allow a pop-up window and for sharing this poster I felt you really needed to be able to zoom in some on the details on the North American map (circa 2075). And of course, Echo Chernik’s marvelous cover on the back of the poster (from the Runner’s Toolkit: Alphaware portion of the Digital Tools Box)…even better large!

Shadowrun Digital Tools Box released! Make Shadowrun easier to play than ever!

We’ve got a doozy of a release for you today! You might have heard about our two upcoming box sets–the Beginner Box Set,  which adds characters, NPCs, and adventures seeds to the quick-start rules to make it easy to discover the world of Shadowrun, and Runner’s Toolkit: Alphaware, which expands on the quick-start rules, provides more adventures, adds character details, and in all ways gives you more tools to run a fast and fun game of Shadowrun with your friends. The print versions of those boxes are moving ahead, but if you don’t want to wait, you can get the goods now with the Shadowrun Digital Tools Box! All of the content from the boxes are here, for the low price of $19.99 (available at the Battleshop and DriveThruRPG)! And not only do you get the content, you also get codes that provide discounts on pre-orders of the physical boxes!

Whether you are trying Shadowrun for the first time, looking to introduce new players to adventure in the Sixth World, or simply want a fast, easy way to play Shadowrun, the Digital Tools Box is for you! Need more info? Well, check out the full description:


The Shadowrun Digital Tools Box is 2 box sets in 1! Whether you’re just getting into Shadowrun or you’re a runner that’s been hitting the streets since the 2050s, you’ll find useful material here for running any type of game. Here’s what you get!


The Shadowrun Beginner Box is the easiest way to dive into the intrigue, grit and action of one of the most enduring role-playing settings of all time! Tailor-designed for an easy-on-the-credstick entry, the Beginner Box includes the following:

    • The Edge of Now gives the flavor and background of the Sixth World
    • Quick-Start Rules: Fast rules and a quick adventure to whet your appetite for more.
    • A pre-generated character booklet: Allows for a gamemaster and one person to run a solo adventure.
    • 5 pre-generated character sheets: Details that’ll allow up to five players to play with the help of a gamemaster.

Whether you’re new to Shadowrun or new to roleplaying, this package will get you into the fun of hacking, shooting, and spellslinging your way to the top!


Scan This, Chummers:

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

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

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

This box has all you need to play a game of Shadowrun, including:

    • Rules of the Street: An 88-page rulebook designed to be accessible and simple to use.
    • Plots and Paydata: 80 pages of adventures and tips for any Shadowrungamemaster.
    • Eight double-sided maps to help players and GMs track the action.
    • 110 spell, weapon, and gear cards for quick reference.
    • 5 pre-generated characters players can use right away.

An exclusive, first access to a 48-page excerpt from the forthcoming Shadowrun novel, Fire & Frost, the first all-new original Sixth World novel in years!


A PDF of codes is zipped with this Digital Tools Box. Once the pre-orders on the physical Beginner Box Set and Runner’s Toolkit: Alphaware go live at www.battlecorps.com/catalog, you can use these codes for $5, $10 or even $20 (depending upon the box set(s) you want) off your pre-order!

Crossfire: Game Play Example

With holidays and sickness out of the way, time to get back to regular posts surrounding all the awesome-sauce Shadowrun stuff coming down the pipeline.

First up as we get back on track, here’s the pre-final Crossfire game play example that appears in the back of the book; I say pre-final because it might change very slightly between now and the final rulebook (which, if my evil plans work out, we’ll be leaking soon).

No, I don’t have any details on when it will be available. Still swimming through production and that’s a miasma of ‘fun’ that simply precludes our ability to provide any details. Once we’ve hit some better bench marks we’ll share those details.



Gun H(e)aven 3 weapons now available in card form!

If you’re a shadowrunner who brings a lot of guns to the table, you might have seen how cards help keep your arsenal organized and easy to reference. We recently released Gun Haven Heaven 3, which has game information on more than thirty firearms, and we’ve now made the game information and art available on card form! Whether you want cards with the Shadowrun, Fifth Edition stats or cards with the Shadowrun, Twentieth Anniversary Edition stats, we’ve got a deck for you! Each card has a full-color image of one of the firearms, as well as the game stats for that piece. So load up and make sure you’re carrying the right collection of weapons for any situation!

Media Kit

We’re constantly asked by the community whether they can use X or Y illustrations/graphics on their website or in their materials for running a game…not to mention retailers as well.

We’ve put together an SR5 Media Kit zips file of a variety of graphics/images that anyone can grab and use to enhance their Shadowrun games!

Shadowrun Introductory Box Set: Now Splitting Into 2 Great Box Sets!

We just started to send this material off to distributors/retailers and I immediately wanted to share the details with all of you!

Here’s the letter we’re sending to distributors/retailers:

To All Retailers,

As part of the Year of Shadowrun, Catalyst announced a Shadowrun Introductory Box Set, which would be the first ever “starter” box for Shadowrun. Unfortunately, as happens to us sometimes, our passion got the better of us, and right as we were ready to send it to print we realized it was trying too hard to do too many things.

Ultimately we came to the conclusion that regardless of how well put together the overall box was, the following elements would damage its ability to achieve its goals of bringing in new players while providing a plethora of useful tools for existing players:

  • The price point was too high for an “introductory” item;
  • There was too much information for new players to absorb;
  • Existing players would potentially have too much material that was not as useful to them, which would lessen the perceived value

After numerous discussions that included talks with retailers and distributor in our industry, we’ve thus determined that the best way to solve the issues above was to create two new items:

Shadowrun Beginner Box Set ($19.99)
Shadowrun Runner’s Toolkit: Alphaware ($59.99)

This split allows both boxes to focus on a single primary objective, as opposed to the jack-of-all-trades syndrome plaguing the initial box.

The Beginner Box is 100% about new players, providing an easy-on-the-wallet quick taste of Shadowrun, making the barrier of entry into the game lower than it’s ever been (see the sellsheet for additional details on contents).

Meanwhile the Runner’s Toolkit: Alphaware can focus on helping existing players obtain a variety of useful tools for easing into multiple adventures of Shadowrun, Fifth Edition, while also acting as the perfect bridge product for new players between the Beginner Box and Shadowrun, Fifth Edition (see the sellsheet for additional details on contents).

Note that because we previously conducted a solicitation of the Introductory Box Set, we felt the only way to eliminate as much confusion as possible was to completely discontinue that name. And the use of the Runner’s Toolkit title with the Alphaware suffix sets up the eventual publication of Runner’s Toolkit: Betaware, the Shadowrun, Fifth Edition version of the spectacularly selling Shadowrun, Fourth Edition Runner’s Toolkit.

Finally, to help maximize retailer (and ultimately the community’s) understanding of this change, we’ve pushed both items back to spring releases to ensure a full 4-month solicitation cycle.

Thanks for your understanding and we hope you’re enjoying the return of Shadowrun as much as we are!

Catalyst Team

I’ll continue to share additional details on those box sets in the coming weeks. Additionally, we’ll be releasing a “Shadowrun Tools Digital Box” that combines both of these print boxes into a single great set of electronic tools for players, for sale in the near future.


Load up on Shadowrun for the holidays! Two new PDFs out, GM screen on its way!

Do you have some holiday shopping to do this week for the gamers on your list? Including yourself? Well, we’ve got good news for you—two new e-books have been released as PDFs, and the Shadowrun, Fifth Edition Gamemaster’s Screen hits stores this week! Let’s take a look at all the stuff coming out, shall we?

First up—guns, guns, guns! Yes, it’s Gun Haven Heaven 3 (Battleshop, DriveThruRPG), and it is, as you may guess, full of guns! With more than thirty firearms, this book increases the options for any Shadowrun player, with weapons ranging from vintage collectibles to heavy-hitting machine guns. And it’s dual-statted, meaning that you can use it whether you are playing Shadowrun, Fifth Edition or Shadowrun, Twentieth Anniversary Edition!

And if you like the gear cards and spell cards we’ve released for Fourth and Fifth Edition, keep your eye on DriveThruCards in upcoming weeks for cards with all the Gun Heaven 3 weapons on them. We’re planning two decks–one with SR5 stats, another with SR4A stats.

Here are a few more details on the bevy of firearms waiting for you:

Lethal Force

You’re not a noob. You’re not a poseur. You’re a shadowrunner. When you pick a weapon, it’s with a purpose, and 99 times out of 100, that purpose is to bring suckers down. You’re going to choose your weapon carefully, and you know that the more options you have, the better your final choice will be.

Gun H(e)aven 3 is about options. Pistols, rifles, machine guns, even a flamethrower—they’re all in here, ready to take out to the streets. Take a look, check your options, and then pick a weapon that will stop your enemies in their tracks. Because when the guns come out, you want it ended quick and ended right—with you still in your feet.

Gun H(e)aven 3 has more than thirty new firearms, and they’re ready to use in either Shadowrun, Fifth Edition or Shadowrun, Twentieth Anniversary Edition. So whatever you’re playing, get ready to add more force to your arsenal!

Next up, we have Coyotes (Battleshop, DriveThruRPG), a full-featured book about border crossings. Whether you are trying to slip across a contested border like the line between Aztlan and the CAS, or you’re moving from territory controlled by the Seattle government to corporate territory by entering a headquarters, you need to know what security is going to be watching and how you can avoid being noticed. You also might want some help from a Coyote, someone who can help you slip across those invisible lines. With short fiction, tactical information, details on border security, Coyote NPCs, and even a short adventure, Coyotes has a wealth of information to add to your Shadowrun, Fifth Edition game!

Here are a few more details:

Over the Edges

The Sixth World has been carefully divided and partitioned to keep people in their place, living under the thumbs of those who draw the lines. Shadowrunners, though, have never been good at staying where they’re supposed to be. They’ve got goods to smuggle, bounties to avoid, and a host of other reasons to cross the walls and borders the rest of the world has put up.

These crossings aren’t always easy, and that’s where Coyotes come in—trained professionals with nerves of steel and steady hands who can help you sneak, talk, or just blast your way past almost any border. You may have to dig deep in your pocket to pay their asking price, but it’ll be worth it when you see the heavily armed checkpoint fading in the rear view mirror.

Coyotes has a wealth of information on border crossings, including details on Coyote tactics, descriptions of security at a variety of borders, sample Coyote characters, and even a short border-crossing adventure. It’s the complete package for cross-border excitement!

Coyotes is for use with Shadowrun, Fifth Edition.

And finally there’s the Shadowrun, Fifth Edition Gamemaster’s Screen (Battleshop pre-order), a vital Runner Resource that is scheduled to hit stores on December 18th. With a fine collection of tables from the book on one side and beautiful art showing shadowrunners inside the legendary Dante’s Inferno nightclub, the screen is the perfect accessory to make playing the game faster and easier—and to keep your players from seeing how you’re planning to make their lives very difficult.


Crossfire: Mage in the House

Don’t blink . . . I must not blink! I’ve heard that as long as you are looking at a Mage, they can’t do anything to you. And one just walked into the room with me.

Sure, it’s probably all just superstition, but then I’ve seen what a Mage can do. How can they have so much power? Where does that power come from? I just don’t get it.

In Shadowrun: Crossfire, the Mage is the master of deck manipulation and dealing damage. The Face is all about people skills, the Street Samurai is about smashing things in a fight, and the Decker is about hacking (which is what I do), so let’s tap the net for specs on the Mage.

The Mage’s role color is Blue, which are spells that manipulate your deck, allow you to draw cards, and do a ton of damage. Two of these mechanics are combined in one card: Deathtouch.

First, Deathtouch lets you look at the top 3 cards of your deck and then put them back in any order. And second, it does an additional point of colorless damage for each spell card revealed this way. With its base damage of two Blue to begin with, you can crank out 5 damage with this spell! And if you want to know why rearranging your deck can be so helpful, take a look at Stunbolt.

You reveal the top card of your deck and do one Blue damage plus colorless damage equal to that revealed card’s cost. Then you put the revealed card back on top of your deck. So you use Deathtouch first and stack the top of your deck with your biggest card, then reveal that card for maximum damage when you cast Stunbolt.

Next are a pair of cards that allow you to draw more cards to help you get through your deck faster. The first is Clairvoyance, which allows you to draw one card and then discard a card along with doing one Blue damage.

Clairvoyance also has an assist ability, which can be played only during another runner’s turn. The assist is exactly the same as the main ability, except that it will affect the runner you play it on instead of yourself.

The second card of the pair is Guiding Spirit.

This card allows you to discard your entire hand and then draw that many cards. It also does one Blue damage and one colorless damage. Remember that if you run out of cards in your deck to draw, draw as many as you can, reshuffle your discard into a new deck, and then finish drawing the cards you need. Don’t forget, however, that you have to play a Spell card in order to buy Guiding Spirit from the Black Market, making it much harder for anyone other than the Mage to purchase it.

Next are the pure damage spells starting with the powerful Lightning Bolt.

This Spell card clears two entire levels of an obstacle’s damage track. It doesn’t care what the color of those levels are or how many colorless damage is needed; it just clears them. This spell also has a purchase restriction of requiring you to play a Spell card in order to purchase it from the Black Market, meaning that you’d better focus on magic if you want to use a Lightning Bolt.

And finally there’s the Fireball.

It does two colorless damage plus two Blue damage. It also does splash damage of one level to up to three different obstacles, which can really be helpful when the team has already beat down the obstacles facing them. It doesn’t matter who those obstacles are facing, so spread the damage around.

Well, I now understand a bit more about Mages, but they still make me nervous. Maybe after this run they won’t creep me out so much. Who knows?

— Conan E. Chamberlain