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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 20th Anniversary RPG - NEW "Special Edition" RPG available 19th August 2009 hardcover ukL 34.99
new artwork & therefore lay-out; no updating/revision of the system or the setting, apparently (some further errata)
- 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: Running Wild - NEW SOURCEBOOK available 16th September 2009 ukL 19.99
the animals, spirits and other, non-human entities that inhabit the Sixth World, awakened, digitized or even mundane...
- 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
- 4th Edn: Arsenal New sourcebook in 19th March 2008 hardcover ukL 26.99
from weapons & armour, to advanced electronics & spy toys, and state of the art drones; the intricacies of the black market and the drugs trade, plus advanced rules for combat, martial arts, preparing chemicals & diy explosives, and making modifications to weapons & vehicles;
- this sourcebook promises everything a runner team needs
- Awakenings ukL 9.99 (in stock, though out of print)
New Magic in 2057; expands upon the Grimoire, 2nd Edition
- Aztlan (out of stock & out of print)
People, History, Economy, Technology, Religion, Conflicts and Magic of the world's only corporate nation
- Bug City ukL 16.99 (in stock, though out of print)
Overrun by the Universal Brotherhood and its secret masters, Chicago is quarantined by the UCAS military, a ghetto within which anything goes
- Corporate Download (out of print & out of stock)
After the Corporate War, Fuchi is dead, Novatech has risen from the ashes, Wuxing and Cross have elbowed their way in.. ..open conflict may have ceased, but, under the table.. ..death, as well as life, goes on
- 4th Edn: Corporate Enclaves New sourcebook in 3rd January 2008 ukL 12.99
Los Angeles & Neo-Tokyo in the Sixth World
- Cyberpirates ukL 18.99 (in stock, though out of print)
In the 21st century, pirates have guns, cyberware and magic; if they feed you to the sharks, rest assured they'll film the feeding frenzy to make megabucks by releasing the video worldwide... the world of smugglers and pirates, and rules for ship operation and combat, underwater exploration, and stats for the new toys for boys - & grrls
- Dragons of the Sixth World New title in 16th May 2003 ukL 16.99 (out of stock)
Get under the scales ("ooooh...!") of these most dangerous and manipulative reptiles: their biology, life cycle, magic, and their culture, and also learn more of their servants, their allies - and their pawns. Dossiers on ten of the world's foremost great dragons, shorter bios for over a dozen others, together with details of the Draco Foundation's aims and work, in furtherance of the schemes of its founder, the dead dragon, Dunkelzahn
"Never deal with a dragon? Chummer, if a wizworm involves you in its plots, either you deal - or you'll be its next meal!"
- Emergence New campaign in 22nd August 2007 ukL 17.99 (out of stock)
- 4th Edn: Feral Cities - NEW SETTING SOURCEBOOK in 28th January 2009 ukL 17.99
Africa's largest, darkest, lawless and most dangerous megasprawl of Lagos, where staying alive is a run in itself; the urban wilds of the Chicago sprawl, devestated first by the events of Bug City and its aftermath, and then abandoned to its fate in the wake of Crash 2.0;
plus five more indomitable feral sprawls and urban jungles across four continents: Bogota, GeMiTo, Geneva, Karavan, and Sarajevo - wildly differing environments opening up enormous prospects for high-level intrigues to engender innumerable opportunities for "deniable" groups of runners - and solos - at the sharp end of things. sometimes, the very sharp end...
- Fields of Fire ukL 12.99 (in stock, though out of print)
The Mercenary sourcebook, with equipment, weapons, vehicles plus also rules, tables expansions for Shadowrun 2nd Edition
- Germany Sourcebook ukL 16.99 (in stock, though out of print)
- Loose Alliances New sourcebook in 29th June 2005 ukL 16.99
organisations that operate outside (against or at best occasionally alongside) of the law, according to their own rules - and not always that. from the paramilitaries of particular political factions and religious fanatics, through secret societies, magical orders, treasure hunters and organleggers, many groups're looking to control their own bit of turf - or anyone else's - for as long as they can - or else, for just long enough; and these people hire shadowrunners long-term, without always looking to own them lock, stock, back-door access codes and twin smoking radioactive barrels...
but is hooking up with an org so bad, anyway? sure, if you pick the wrong one to run with, you'll regret it in the end - if you're still alive - but think; not just steady employment, but medcare you don't have to pay up front for when you're injured, hard resources take out on a run to play with, and the luxury of back-up.
so what's it going to be? you can't freelance or solo forever
- Mr. Johnson's Little Black Book New sourcebook in 22nd September 2004 ukL 16.99 (out of stock)
Dozens of contacts & locations for gms & Players alike, including amongst them a wealth of street encounters & seed adventure ideas playable any place & time, including randomly. Plus setting up & gmming shadowruns, negotiating with shadowrunners, Optional Rules for High Level Campaigns
- Native American Nations - vol.1 ukL 13.99 (in stock, though out of print)
Sourcebook for the Salish-Sidhe Council; Sioux Nation; Pueblo Corporate Council; Ute Nation; includes the adventure, Peacekeeper
- Native American Nations - vol.2 ukL 11.99 (in stock, though out of print)
Sourcebook for the Algonkian-Manitou Council; Athabascan Council; Trans-Polar Aleut Nation; Tsimshian Nation; includes the adventure, Eye of the Eagle
- The Neo-Anarchists' Guide to Real Life ukL 13.99 (in stock, though out of print)
the true drift on everything from trans-orbital travel, to coffin motels & fast food
- New Seattle Sourcebook (out of stock)
Seattle in 2060: with movers and shakers of all the megacorps here, mafia families and others drawn by the smell of power - plus runners and wannabes from hundreds of miles around, a runner's paradise
- Rigger 3 (out of stock & print)
Ships, Robots, Drones, Planes, Automobiles of all varieties, Security riggers and Electronic Warfare; Vehicle design, cons\truction & modification for any character; expansion of rules given in Shadowrun 3rd Edition
- Runner Havens New title in 16th August 2006 ukL 14.99 (out of stock)
introduces the players (& perhaps their characters) to two of the world's main Shadowrunner Sprawls, Seattle & Hong Kong; each is described from the Shadowrunners' point of view, covering topics of critical importance, such as the local & sprawl-wide balance of power, corporate & underground affairs, peculiar magic, places you simpy have to see, etc.
whilst additionally for the gm, there's also a cornucopia of plot hooks; and gm advice upon turning any other suitable city area into a Shadowhaven.
Four Other Runner-Favoured Cities're also covered - Hamburg, Cape Town, Istanbul & Caracas.
the first core setting book for Shadowrun: Fourth Edition
- Seattle Sourcebook (out of stock & out of print)
Seattle in 2050 is a city on the frontier between the traditional and the new; between the Elvish nation of Tir Tairngire and the Native Americans, in which Megacorps headquarters and the Mob are major players, but only two of those with pieces on - and pieces of - the board
- Shadows of Asia New title in 17th August 2005 ukL 19.99
The Far East; from glittering megacorp skyscrapers to humble-looking traditional temples, from the tigers of the Pacific Rim to countries still effectively in the twentieth century, a land of contrasts and a mystery to most, but to those who're up to speed, a land of opportunity. Anything you want is here - cred, gear, flesh - hell, I even heard of a guy who found enlightenment! There's always a price to be paid, of course - whether it's selling your soul to the corps, or your sister - or lover - to the slave trade...
Neo-Asia; Chinese Puzzle; Indian Sub-Continent; Japan; The Middle-East; Red Storm Rising; Southe-East Asia; The Rest of Asia; Game Information: on the religions of the continent, on each of the areas above, border crossing tables.
- Shadows of Europe New title in 14th July 2004 ukL 19.99
"Clash of cultures, that's what Europe is, term. One day you're fighting Moroccan pirates on the docks of Lisbon, and the next you're hobnobbing with the academic elite of Prague. It's a friggin' maze of people and places, all acting like a big dysfunctional family. The Euro shadows are treacherous to navigate, but believe me, chum, the opportunities are unbelievable."
Europe, from the fractured Allied German States to the mysterious elven nation of Tir na nOg: prime locations, people to know & buzz on the street, all from a shadowrunner's point of view. Plus the New European Economic Community, corporations, criminal organisations & magic unique to Europe.
- Shadows of North America New title in 2004 ukL 19.99
Every time you cross a border, you might as well be entering an entirely different world - and the borders in north america in August 2062 are not where they used to be... The thirteen nations & city-states, their organisation, histories, timelines and major contenders for power.
- Sprawl Sites (out of stock & out of print)
Location archetypes, celebrity, corp folk, rich folk, gang, go-gang, mafia, media, night-spot, police & corp police, yakuza, magic & tech, dwarf, elf, ork & troll sprawl site encounters, archetypes & contacts
- Sprawl Survival Guide New title in 18th July 2003 (out of stock)
Daily life in the Sprawl, 2063; home amenities, nightlife, coffin clubs & cred accounts; the ins & outs of the shadowrunners' lifestyle, how they operate, who they deal with & how they survive; expanded rules for lifestyles & for fake ids. For 3rd edition
- State of the Art: 2063 c.ukL 16.99 (out of stock; no reprint seen here)
Well, a reissue was due*.. Developments in Genetech, Metamagic & Corp Security; Merc Ops, Media Corps & Ents Biz updates; * - but see:
- State of the Art: 2064 New title in 14th October 2004 ukL 16.99
Developments in Genetech & Corp Security; Metamgic & Merc Ops, Mainstream culture, Media Corps, Sports & Ents Biz updates
- System Failure New title in 23rd November 2005 ukL 16.99
and the end of the matrix... ..as we know it! (further details to be listed)
- Target: Awakened Lands ukL 11.99
In Australia's Outback, particularly, and in such other places as the jungles of Cambodia, many places are deeply marked by magic - in unpredictable, and unreliable ways - as are its inhabitants
- Target: Matrix ukL 16.99 (in stock, though out of print)
Sourcebook opening up the Virtual World of Shadowrun, detailing over two dozen Grids, Hosts & Data Havens; profiling infamous Matrix Organisations & Nova-hot personas; and hinting at undiscovered entities that lurk deep in the Datasphere...
For gms & players of all experience levels, with Shadowrun 3rd edition RPG & Matrix (q.v. sup.)
- Target: Smuggler Havens ukL 12.99 (in stock, though out of print)
Where can you buy - or sell - spare body parts to voodoo priests, or military goods for siberian shapeshifters, - or find a way into one of the smuggler gangs, for your own purposes?
- Target: UCAS ukL 12.99 (in stock, though out of print)
The United Canadian and American States 2058 - the fall-out from Dunkelzahn's assassination continues, in Boston, Detroit and the only recently cleared-up Bug City of Chicago - how well cleared-up, and at what cost, remains to be seen...
- Target: Wastelands (New title in ?) ukL 14.99
Hostile Environments - dangerous to live in, dangerous for shadowrunners to penetrate, and even more dangerous to attempt to escape from... Desert Hideouts, Toxic Zones, Polar Stations, Deep Sea Aquacologies (Dunkelzahn's aftermath...), Orbital Platforms...
- Tir na n'Og (out of stock & out of print)
Awakened Ireland, its history, geography, economy & politics
- Virtual Realities ukL 11.99 (in stock, though out of print)
The Ultimate Guide to Decking in the Matrix, with new, revised & expanded rules for matrix running, cyberdeck construction, & computer systems. includes a novella-length piece of shadowrun fiction set within the matrix. written by Tom Dowd & Chris Kubasik
- Virtual Realities 2.0 ukL 18.99 (in stock, though out of print)
Complete rewrite and revision of rules for running the world-wide computer network, the Matrix, including a faster-playing version of decking, updated Shadowrun technology, and new equipment (and equipment rules). Also rules for playing the technoshaman Otaku, who seem to live in the Matrix, and the most up-to-date guide to Matrix law & A.I. written by Paul Hume
- Year of the Comet ukL 16.99
2061 marks the return of Halley's Comet - should you celebrate, or run for cover? Will you be transformed into a genetic changeling, or fall into the clutches of a doomsday cult? Will you be in Denver when the Dragon runs amok, or in the Yucutan, and face toxic spirits? Events, backgrounds and catastrophes for inclusion in adventures, to shake them - and the characters - up, or, indeed, in which to set adventures from the outset.
Whichever route is taken, Wake of the Comet, below, provides a suitably climactic follow-up, with which to cap off the resultant fireworks.
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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