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Shadowrun RPG

Core Books & Rules Expansions

Source Books

  • Shadowrun 4th Edition: Dawn of the Artifacts: Dusk - NEW ADVENTURE available 19th August 2009 hardcover ukL 34.99
    first in a series of linked runs in which someone sends your party off on a quest to recover certain priceless items - but precisely who wants them, and why...
    and see the full listing of Shadowrun RPGs
  • A Song of Ice and Fire: Peril at King's Landing - NEW ADVENTURE available 19th August 2009 ukL 7.99
    the party travels to a tourney organised by King Robert I Baratheon in search of fame and fortune; naturally, they find more than they bargained for
  • and see the full listing of A Song of Ice and Fire RPG
  • Spycraft: Declassified: Odd Jobs - NEW SOURCEBOOK available 5th August 2009 ukL 15.00
    rules for mythological races, sanity-blasting cosmic horror, and stress
    and see the listing of Spycraft RPG
  • Traveller Book #[nyk]: Scoundrel - NEW SOURCEBOOK available 12th August 2009 ukL 15.00
    rules for the Rogue and the Drifter character careers, and for all who scrupulously avoid excessively legitimate lines of work, who straddle the line between the legal and the illegal, but who do not object to law-abiding, so long as it's sufficiently profitable
  • Traveller: Golden Age of Starships 1-5 - NEW Edition SOURCEBOOK Compilation available 19th August 2009 ukL 20.00
    Fast Courier, Corsair, Archaic Small Craft, Sword Worlds Patrol Cruiser & LSP Modular Starship, and Space Stations
  • Traveller: The Third Imperium: Tripwire - NEW ADVENTURE available 19th August 2009 ukL 15.00
    when a new duke is appointed in the Jewell sub-sector, tensions with the Zhodani start to rise
    and see the listing of Traveller RPGs
  • (d20) True20: Freeport: The Lost Island - NEW ADVENTURE available 19th August 2009 ukL 11.99
    your heroes (?) must brave a voyage through uncharted waters to the mysterious island; first of a series
    see the True20 RPG system, campaign settings, sourcebooks and adventures
    and also Dungeons & Dragons 3rd & 3.5 Eds. RPGs" system, campaign settings, sourcebooks and adventures, with which Pathfinder RPG is compatible
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    Shadowrun RPG

    Core Books & Rules Expansions

    • Shadowrun 4th Edition RPG Book New rpg corrected Fourth Printing in 29th March 2006; hardcover ukL 26.99
      It is now 2070, and the world's been making steady progress - if you consider progress to be possible, when the general direction is "Hellbound". Shadowrunners are as much in demand for the unattributable commission of crimes against corps - what other kind of crime is punished? - and are still considered expendable by their employers. So life's a bitch - tell me something new.
      Magic is still just as real as the mean streets of the mega-sprawl cities, corps call the shots while nailing one another through covert - and highly illegal - ops in cut-throat competition where the human price paid by the innocent is ignored - and the cyberworld, the fuzzy line between the human and the machine has grown to rival the importance of the mundane world - it is the new reality, even after Matrix Crash 2.0. Cross Applied Technology mayn't be as dead as Damien Knight of Ares likes to think; whilst who knows how Horizon Group will act, now it's taken CAT's Court Seat? The effects will not so much ripple, as shock-wave down to hit the innocent small fry trying to hustle their livings as best they can, eventually. And you ain't innocent. You may be human or half-human, elf, troll, or dwarf; you may throw fireballs, be so poor, you have to rely upon ak-47 or uzi, or similarly ancient antiques, or specialise in slipping past corp comsec ice with the programming skills of a latter-day stillettisti, and you may be young - but hardly innocent. And just because you know you're expendable, deniable hired trash, doesn't mean you have to like it.. ..nor settle for so little, neither
      A complete revision of the Shadowrun RPG rules system has produced a much cleaner, simpler and easier-to-use system rules "skeleton" for the gm, as well as up-date the state of the art, introducing a new level of augmented reality, new gear, new magical research successes (and failures?), as well as the decade update in world & megacorp politics. See On the Run, below, for an introductory stand-alone adventure written specifically for 4th Edition rules
    • Shadowrun 4th Edition Screen
      New item in March 2006 (was ukL 13.99; out of stock)
    • 4th Edition: Runner's Companion - NEW CORE BOOK in 22nd October 2008 ukL 26.99
      introducing Changelings, Metavariants, the Infected, Non-Human Characters such as Shapeshifters, Free Spirits and a New Generation of AIs, dozens of New Qualities, Advanced Contact and Lifestyle rules, tips on running, smuggling travelling, and operating in a high-surveillance society; core book for gms, and for players interested in running characters of any of these varieties: runners need every edge they can grab - life in the shadows is dangerous
    • 4th Edn: Street Magic (2nd printinmg, Revised) - NEW Edition SOURCEBOOK in 10th December 2008 hardcover ukL 26.99
      the Advanced Magic book for 4th Edition, providing gms and players with everything known about magic in 2070, from the nature of Mana and of Astral Space, to their effects upon the Awakened;
      it also covers some things that aren't known - or, leastways, aren't understood - such as the Metroplanes, and Hostile Spirits.
      in addition, it contains Advanced Rules for Magic Traditions and Groups, Initiation, MetaMagic, and Enchantment, plus New Spells and Adept Powers
      second printing, with corrections (and modified cover)
    • Shadowrun 3rd Edition RPG Book ukL 19.99 (in stock, though out of print)
      The year is 2060; magic is as real as the mean streets of the mega-sprawl cities, corporations call the shots while nailing one another through covert - and highly illegal - ops in cut-throat competition where the human price paid by the innocent is ignored - and the line between the human and the machine is increasingly blurred. And you ain't innocent. You may be human or half-human, elf, troll, or dwarf; you may throw fireballs, rely upon ak-47 or trusty uzi, or specialise in slipping past corp comsec ice with the programming skills of a latter-day stillettisti, and you may be young - but hardly innocent. And just because you know you're expendable, deniable hired trash, doesn't mean you like it...
    • Shadowrun 3rd Edition Companion (third printing by FanPro) ukL 16.99 (out of stock)
      for players: expanded character creation, and skills & training rules allowing (and describing the uses of, and detailing, Edges & Flaws), the play of e.g. Ghouls & Werewolves; Athleticism, etc.
      for gms: expanded rules etc. for the hire & contract of Shadowrunners, their clubs, organisations, and their enemies; rules for the introduction of the concept of Karma; the creation of Prime Runners and their further development; State of the Art & how this works; Retirement; many example Contact NPCs; Plotting games & the creation of Campaigns; Campaign & Game Plot types & suggestions; advice on running game sessions & problems that may surface in 'em...
      (third printing by FanPro, sixth printing in all; corrected, but not a re-revised, edition)
    • Shadowrun 3rd Edition Screen (out of print & out of stock)
    • Shadowrun 2nd Edition RPG Book (out of stock, out of print)
    • Shadowrun 2nd Edition Screen ukL 9.99 (in stock, though out of print)
      with Contacts, record s heets, archetypes & npcs booklet by Tom Dowd, reference expansion card, 2nd Edn. errata sheet (for the hardcover), a sheet of Shadowrun cardboard heroes (but no "stikkit clips" :-( )
    • 4th Edn: Augmentation New sourcebook: rules supplement in 12th September 2007 hardcover ukL 26.99
      New & Revised Bioware, Cyberware, NanoBotWare, BioDrones, GeneTech, and general in-game technological updates & predicted tech based upon modern trends
    • Canon Companion ukL 12.99
      New edition; updated and corrected reprint available after being unavailable in the original FASA edition for quite a while;
      Weapons: over one hundred and fifty of 'em; expansions on rules (and gear) given in Shadowrun 3rd Edition RPG Book
    • The Grimoire 7103 ukL 9.99 (in stock, though out of print)
      "The Manual of Practical Thaumaturgy 14th Edition, 2050"
      additional magic, magic system & magic users expansion, with some alternatives to the original system
    • The Grimoire 7903 Second Edition ukL 14.99 (in stock, though out of print)
      "The Manual of Practical Thaumaturgy 15th Edition, 2053"
      revised, updated & expanded edition of the "14th Edition, 2050"; including material originally published in the London Sourcebook, & The Universal Brotherhood (q.v.);
      The Ways: The Making of Magicians; Way of the Mage; Way of the Shaman; The Arts: Enchanting; Druids; Adepts; Ritual Magic; The Higher Mysteries: Initiation; Metamagic;Geassa; Magical Groups; The Beings: Spirits; Allies; Watchers; Free Spirits; The Places: Astral Space; Magical Threats: Toxic Beings; Spells: Spell Design; Spell Directory; Tanble of Spells; Spell Design Form; Magician [Character] Record Sheet; 3.5pp. Index; recruitment advert. for the Shadowrun Network [i do not know whether this still exists - pp.]
    • Magic in the Shadows February 2003 reprint (out of stock & print)
      Advanced magic rules for 3rd Edition for the gm and the player: initiation, spirits, astral security, magical threats, new magical paths, totems, metamagic, plus over seventy-five spells...
    • Man & Machine: Cyberware ukL 16.99
      It can increase your speed, enhance your strength and sharpen your wits; it can put weapons in your arms, armour under your skin, and a computer in your head. Implants can improve every internal organ in your body - but beware: too much cyberware, and you'll become a cyberzombie, more machine than man (or woman)!
      Advanced rules for Healing, Surgery, Implanation and Damage; and More than Two Hundred new items of gear, features advancements in biotechnology & chemistry - and introduces nano-technology
    • Matrix ukL 18.99 (in stock, though out of print)
      Advanced rules for prorgramming, decking, system security, A.I, otaku, information searches... expansion of rules given in Shadowrun 3rd Edition
    • 4th Edn: Unwired NEW SOURCEBOOK in 13th August 2008 ukL 26.99
      Advanced Matrix Rules for 4th Edition explaining how it works, as well as providing new Software, Qualities and Gear. for hackers and technomancers it provides new hackers' tricks, echoes, sprites and malawi; also covered are new security systems and new Matrix phenomena, from AIs to the Resonance Realms.
      the guidebook with everything gms and players need for exploring the Matrix
      CAT 26004

    Source Books

    Adventures

    • Bottled Demon one copy at ukL 3.99 (though out of print)
    • Bottled Demon ukL 5.99 (out of print, but in stock)
    • Brainscan (out of stock)
      Campaign of five linked adventures
    • Corporate Punishment ukL 8.99 (in stock, though out of print)
    • Dark Angel ukL 5.99 (in stock, though out of print)
    • 4th Edn: Dawn of the Artifacts: Dusk - NEW ADVENTURE available 19th August 2009 hardcover ukL 34.99
      first in a series of linked runs in which someone sends your party off on a quest to recover certain priceless items - but precisely who wants them, and why...
    • Divided Assets ukL 6.99 (in stock, though out of print)
    • DNA/DOA ukL 6.99 (in stock, though out of print)
    • Double Exposure ukL 6.99 (in stock, though out of print)
    • Dragon Hunt ukL 5.99 (out of stock, i think, & out of print)
    • Dream Chipper ukL 5.99 (in stock, though out of print)
    • Elven Fire ukL 7.99 (in stock, though out of print)
    • Eye Witness ukL 6.99 (in stock, though out of print)
    • First Run ukL 7.99 (in stock, though out of print)
    • 4th Edn: Ghost Cartels - NEW ADVENTURE in 10th December 2008 ukL 17.99 (out of stock)
      Have you heard about Tempo? It'll take you on a really wild trip, way beyond anything you've ever tried before - it's way out, really hot, and truly cool...
      and the craze for Tempo's also shaken the balance of power between the syndicates, and pretty soon there'll be blood spilled over gangs short of supplies, or cut off from it completely, and their turf threatened - and divisions' turnover dropping, and mini-empires within the syndicates undermined, higher up in the chain of supply.
      Ghost Cartels drops your runners into this froth and ferment, involving them in negotiations, deals and power-plays involving corporations and their ah, "interests" in this major upset along fault-lines reaching from Seattle and LA to Hong Kong and back again, and taking them along the scenic route to discover where the strings being pulled may lead them, and who is pulling them.. ..and maybe luring them deep into the jungle of South America, if they get that far - and live that long
      ([mode="wist"] i wish people'd let me know if they definitely want something coming out - especially if they're friends &(/or) regulars - pp. [/mode])(read a "*g*" - if you recognise yourself...)
    • Imago ukL 6.99 (in stock, though out of print)
    • Ivy & Chrome ukL 6.99 (in stock, though out of print)
    • Missions ukL 9.99 (in stock, though out of print)
      Four adventures allowing experimentation with the alternate campaigns originally presented in the Shadowrun Companion, Beyond the Shadows: characters may be those of a DocWagon High Threat Response Team, Lone Star undercover police, Corporate Security, an official Government Commando group, or even a News Media investigative team. Includes advice on translating these adventures into ongoing campaigns, and for taking an exsting Shadowrun team into them.
    • Mob War! ukL 6.99 (in stock, though out of print)
    • On the Run New title in 26th April 2006 ukL 7.99
      will your first run be your last? players' characters're set off in pursuit of an archaic media chip holding priceless secrets, on a chase that will mix them up in the history of a media legend.
      stand-alone introductory adventure for 4th Edition, but also the first in a continuing series
    • One Stage Before ukL 8.99 (in stock, though out of print)
    • Predator and Prey ukL 9.99 (in stock, though out of print)
    • Queen Euphoria ukL 6.99 (in stock, though out of print)
    • Renraku Arcology Shutdown (out of stock & out of print)
    • Shadows of the Underworld ukL 9.99 (in stock, though out of print)
    • Super Tuesday! ukL 9.99 (out of stock, & out of print )
      Five linked adventures set during the chaotic UCAS election of 2057
    • Survival of the Fittest New title in 20th December 2002 ukL 16.99 (out of stock)
      Campaign of seven linked adventures set in the climax to the ferment that followed Dunkelzahn's assassination; the adventures initially appear to be unrelated missions ranging from Tehran, through Brazil to Hong Kong, and into the deep meta-planes and a deeply devious chess-game of reptillian machination
    • Total Eclipse ukL 5.99 (in stock, though out of print)
    • Wake of the Comet New title in 2002 ukL 14.99 (out of stock)
      The MegaCorps Probe Race to be the first to reach Halley's Comet is on, and in its final rounds - with only a few contenders left, your shadowrunners can yet get to be the deciding factor in whether the current front-runner wins, or mysteriously [- or not so-mysteriously :-) - pp.] loses.

    To Enquire Further, including about Postage Costs, & How to Order: e-mail me; v$imt$v at my subdomain, i-m-t.demon.co.uk (written out to reduce harvesting by spamlist-builders)
    There is also a wealth of Shadowrun Novels fleshing out history & characters and giving life to much background detail, as well as being readable adventures in their own right

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