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Shadowrun: 2050

Shadowrun: 2050


Rewind and Reload Chrome eyes. Computers called "decks." Big hair, big cyberlimbs and bigger guns. It's Shadowrun in the year it all started. Take a step back to Shadowrun's roots with Shadowrun 2050, a book that combines Fourth Edition rules — the smoothest, most accessible rule set Shadowrun has ever had - with the setting that first made the Sixth World a legend....   [click here for more]
Catalyst Game Labs  $25.00

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Shadowrun: Attitude

Shadowrun: Attitude


Eat 'Em Up, Spit 'Em Out! They can have their offices, their paychecks, their 2.2 kids and their robot-trimmed lawns. Screw ‘em. They trudge through life, doing what other people tell them to do, never having an original thought, burying themselves so deep down inside they might never come out. You’re not them. The world’s not giving you anything, so you’re going to take what you can...   [click here for more]
Catalyst Game Labs  $19.99

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Shadowrun: War!

Shadowrun: War!


ALL HELL! The diplomats have failed. The tensions have only grown worse. Each side has pushed the other too far, so there's nothing left to do but fight. At the border of Aztlan and Amazonia, war has broken out. The streets of Bogotá are being pummeled, mercenaries are being hired and killed in approximately equal numbers, and blood is being spilled in dark rooms to give strength to mages...   [click here for more]
Catalyst Game Labs  $18.00

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Shadowrun: Street Legends

Shadowrun: Street Legends


CASTING A LONG SHADOW At the end of a run, you’ve either got a good story to tell or you’re dead. Live long enough, and you’ll get enough stories to fill a book, and some of them will be killer. There is a certain class of people out on the streets that runners love to talk about, the people at the center of the stories swapped late at night over a round of wiper-fluid hooch. Some of...   [click here for more]
Catalyst Game Labs  $25.00

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Shadowrun: Hazard Pay

Shadowrun: Hazard Pay


The Ends of the Earth—And Beyond Dark alleys, abandoned buildings, wet streets stabbed with neon light—shadowrunners know all these places. They also know that they aren’t the only places work gets done. A good shadowrunner should be open to anything, to runs that might take them anywhere. From the cold of Antarctica to the heat of the Sahara, from the life-filled dark of the...   [click here for more]
Catalyst Game Labs  $25.00

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Witch Hunter, issue 7

Witch Hunter, issue 7


“Lost in the Gatehouse of Maham, Grand Dame of the Old Guard” Badly injured from the events of issue 6, Witch Hunter is teleported away from Dragon Island by a minion of The Scarlet Circle. He becomes trapped in the clutches and the mind games of a mad, old witch seeking an heir to her twisted legacy who is also determined to shake Witch Hunter's beliefs about his origin, his family, and his identity....   [click here for more]
Monarch Comics  $1.25

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