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Shadowrun, 4th Edition

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Shadowrun Rigger 4

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Shadowrun: Storm Front

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Shadowrun: Sim Dreams & Nightmares

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Shadowrun: The Neo-Anarchist's Guide to North America

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Shadowrun: 10 Mercs

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Shadowrun: Gear Cards [Drones & Vehicles, Volume 1]

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Shadowrun: The Way of the Samurai

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Shadowrun: Sprawl Sites: High Society and Low Life

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Shadowrun: Paranormal Animals of Europe

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The Year of Shadowrun

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Shadowrun: 4th Ed. 20th Anniversary Core Rulebook

Shadowrun: 4th Ed. 20th Anniversary Core Rulebook


The year is 2072. Magic has returned and creatures of myth and legend walk among us as megacorps bleed the world dry. You’re a shadowrunner—a deniable asset, a corporate pawn—using bleeding-edge science and magic to make your meat body and mind better-than-flesh. Stay on the edge, and you may survive another run on the mean sprawl streets.

Shadowrun, Fourth Edition<>...   [click here for more]

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Shadowrun: Arsenal

Shadowrun: Arsenal


When corpsec is raining lead down on your position, a wardrobe malfunction will get you dead. To survive against gangs, syndicates, and megacorps, shadowrunners need the best gear they can make, buy, or steal.

Arsenal covers everything a runner team needs, from weapons and armor to advanced electronics and spy toys to the latest state-of-the-art drones. It also cove...   [click here for more]

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Shadowrun: Runner Havens

Shadowrun: Runner Havens


"Crossroads of Crime"

Runner Havens -- the first core setting book for Shadowrun, Fourth Edition -- introduces the players to two of the world's premier shadowrunner sprawls: Seattle and Hong Kong. Each city is described in detail from a shadowrunner's point of view, covering key topics such as the balance of power, corporate and un...   [click here for more]

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Shadowrun: Gamemaster's Screen: 4th Ed. (PDF)

Shadowrun: Gamemaster's Screen: 4th Ed. (PDF)


The Shadowrun, Fourth Edition Gamemaster's Screen & Contacts and Adventures booklet eBook version contains the following documents:

 

 

The 32 page Contacts and Adventures booklet, which features a variety of NPCs with complete stats; over 30 plot hooks covering a wide range of shadowrunning possibilities; the SR3 to SR4 character conversion rules, and two p...   [click here for more]
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Shadowrun: On The Run

Shadowrun: On The Run


"For Enlightenment, Seek Out Absent Friends..."This introductory adventure for Shadowrun, Fourth Edition sends the players in pursuit of an archaic media chip with priceless contents, mixing them up with a media legend’s ancient history.

This adventure is seeded with helpful advice to immediately acquaint new gamemasters with running Shadowrun a...   [click here for more]

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Shadowrun: Street Magic

Shadowrun: Street Magic


Street Magic is the advanced magic rulebook for Shadowrun, Fourth Edition. It provides background details on everything known to magic in the year 2070, from the nature of mana and astral space to and its effects on society and the Awakened. It also covers a few things that aren't known - or at least understood - such as the metaplanes and hostile spirits. It also contains adv...   [click here for more]

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Shadowrun Rigger 4

Shadowrun Rigger 4


We love riggers. We want them to have toys. But when we gathered the freelancers at the clubhouse (saltines are free, but bring your own beverage. And a chair), we quickly noticed that they were struggling to come up with ideas.

This puts us in a pinch. We thought we could try making our scary face at them to intimidate them into genius creativity, but we have been t...   [click here for more]

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Shadowrun: 10 Gangs

Shadowrun: 10 Gangs


Everyone knows the score between the Yaks, Mafia, and Triad, but when you get down to it, the ganger on the corner is just as likely to try and kill you. Here is the download on ten mid-sized gangs that are looking to make a name for themselves.

10 Gangs is a Shadowrun product, designed to supplement any campaign and utilizes the Gang rating system from Vice. Each gang comes with plot h...   [click here for more]

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Shadowrun: 10 Jackpointers

Shadowrun: 10 Jackpointers


Everyone's Watching Everyone

The problem with keeping files about ne'er-do-wells is they're a curious and clever lot. Curious and clever enough to pilfer those files from the corporate compiler, repost them, and add their own commentary-providing a level of meta-information like you've never seen before. Get the scoop on Jackpoint-posters like Kay St. Irregular, Ecotope, Man-of-Many-Nam...   [click here for more]

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Shadowrun: 10 Mercs

Shadowrun: 10 Mercs


Cynical, Sold-out, and Skilled

Hired guns. People without a country who know no loyalty. Opportunists, bottom-feeders, scavengers, vultures. Soldiers without a soul who will go to the worst hells on Earth and do just about anything for a buck.

That’s how they talk about mercenaries. But that’s how they talk about shadowrunners, too.

There’s a fin...   [click here for more]

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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 ...   [click here for more]

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Shadowrun: 4th Ed. Rules Expansion [BUNDLE]

Shadowrun: 4th Ed. Rules Expansion [BUNDLE]


THIS IS A BUNDLE PRODUCT. WHEN BUYING THIS ITEM YOU WILL RECEIVE SEPARATE DOWNLOAD LINKS FOR EACH PRODUCT LISTED BELOW...

ArsenalMSRP: $12.00BUNDLE PRICE: $10.00

 

When corpsec is raining lead down on your position, a wardrobe malfunction will get you dead. To survive against gangs, syndicates, and megacorps...   [click here for more]

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Shadowrun: 99 Bottles

Shadowrun: 99 Bottles


Bodies Are Stacking

Mob wars are ugly things, but not all ugliness is created equal. Things are going bad in Bangkok, and one Yakuza leader named Shinoda Yoshinori has been receiving a series of unsettling messages: bodies of other members of his gumi, packaged and delivered in a decidedly unique fashion. If Yoshinori wants to preserve his gumi—and save his life—he&rs...   [click here for more]

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Shadowrun: Another Rainy Night

Shadowrun: Another Rainy Night


Blood Runs Red

Every day in the Sixth World people die in a thousand different ways. Every day blood is spilled. Every place that rain falls, it washes away some of the red that stains the streets.

Eliminating every killer in the Sixth World is as impossible as drying up every raindrop in a storm, but Thomas McAllister doesn’t want to get rid of all of them. Just on...   [click here for more]

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Shadowrun: Artifacts Unbound

Shadowrun: Artifacts Unbound


Unlock the Power Four artifacts have been found. Some of the most powerful people in the Sixth World have been after them, and many people have died in the globetrotting hunt to bring these objects together. Now that they have been recovered, their powers can be unleashed—or the artifacts can be scattered, lost again until another generation summons the courage and the knowledge to...   [click here for more]

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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 goi...   [click here for more]
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Shadowrun: Augmentation

Shadowrun: Augmentation


Upgrade or Die!

Augmentation is the advanced medtech rulebook for Shadowrun, Fourth Edition, covering everything you need to know about implants—including new cyberware and bioware and where to score the surgery. It provides detailed overviews of genetics and nanotechnology, from regrowing limbs to lethal cutter swarms. It also previews the bleeding-edge of medtec...   [click here for more]

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Shadowrun: Bad Moon Rising

Shadowrun: Bad Moon Rising


In Bad Moon Rising in the East, a team of shadowrunners is hired to track down the source of a new drug shipping into Hong Kong. Directly connected to the Ghost Cartels campaign, the team of six Caracas natives are thrust into a criminal underworld far from their home. With few contacts to turn to, they may find themselves deeply involved in a vicious underworld conflict.

...   [click here for more]

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Shadowrun: Conspiracy Theories

Shadowrun: Conspiracy Theories


The Tangled Web of Truth

War rages in Central America, tensions between dragons are on the rise, and the Watergate Rift has been closed in a display of power that shook the city of DeeCee to its core. To many, the world is becoming more disordered and unpredictable—but there are those who look underneath the surface chaos and see order, or even a plan. They see people and o...   [click here for more]

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Shadowrun: Corporate Enclaves

Shadowrun: Corporate Enclaves


Are You Ready to Sell Your Soul?

Corporate Enclaves shines the spotlight on two very different bastions of corporate power in the Sixth World: Los Angeles and Neo-Tokyo. Controlled and exploited by the iron hand of the megacorps, these sprawls are home to corporate powerhouses, their political minions, powerful crime factions, and plenty of intrigue and opportunities for enterprising and resou...   [click here for more]

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Shadowrun: Corporate Guide

Shadowrun: Corporate Guide


THE CENTERS OF POWER

There is nothing in the Sixth World more powerful than the megacorporations. Even great dragons scratch and claw to get a piece of the power wielded by the Big Ten. If you’re running the shadows, you need to know about the megas, because they deal out the biggest paydays—and, if you cross them, the harshest paybacks.

Corporate Guide...   [click here for more]

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Shadowrun: Corporate Intrigue

Shadowrun: Corporate Intrigue


The Big Time

You could dabble in organized crime. You could do some smash-and-grabs. You could find all sorts of ways to pick up a few nuyen here and there. But everyone in the Sixth World knows that if you want to make a play for the big bucks, the real high-level stuff, you’ve got to get in bed with the corps.

The corps have the money, and they’ve got all th...   [click here for more]

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Shadowrun: Damage Control (Boardroom Backstabs)

Shadowrun: Damage Control (Boardroom Backstabs)


The Sharks are Circling

When the great dragon Hestaby leveled Saeder-Krupp’s arcology in Dubai, a lot of people wondered if the success of her act meant that Lofwyr & co. were off their game. And of course, the corps of the Sixth World aren’t ones to just sit around and speculate—instead, they act. All of the sudden, corporations of all sizes are on the move...   [click here for more]

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Shadowrun: Dark Angel

Shadowrun: Dark Angel


Music worth dying for

When the only known recording of a late, great street musician appears in the hands of a major record company, it's up to the runners to find out the truth.

Just what was that corp willing to do to get that recording?

Dark Angel is a vintage adventure for Shadowrun. This PDF is scanned from the 1993 printing.

...   [click here for more]
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Shadowrun: Dawn of the Artifacts 1: Dusk

Shadowrun: Dawn of the Artifacts 1: Dusk


The Adventure Begins...

Sixth World scholars have long hypothesized the cyclical nature of magic. For years corporations, collectors and other factions have spent fortunes hunting down surviving relics of this mythical age. The shadows whisper of lost lore and a secret history to the world. A privileged few have come into possession of ancient items of great power and mysterious purpose, artif...   [click here for more]

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Shadowrun: Dawn of the Artifacts 2: Midnight

Shadowrun: Dawn of the Artifacts 2: Midnight


There are deep secrets in the Sixth World, and there are people who will do anything to uncover them. Some secrets reach into the ancient past, but they still have the power to shake the world. What they will do depends on whose hands they fall into...

Dusk was only the beginning. Jane "Frosty" Foster is back and ready to continue her artifact hunt. If they’re game, runn...   [click here for more]

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Shadowrun: Dawn of the Artifacts 3: Darkest Hour

Shadowrun: Dawn of the Artifacts 3: Darkest Hour


Sixth World scholars have long hypothesized the cyclical nature of magic. For years corporations, collectors and other factions have spent fortunes hunting down surviving relics of this mythical age. The shadows whisper of lost lore and a secret history to the world. A privileged few have come into possession of ancient items of great power and mysterious purpose, artifacts from before recorded hi...   [click here for more]
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Shadowrun: Dawn of the Artifacts 4: New Dawn

Shadowrun: Dawn of the Artifacts 4: New Dawn


The Final PieceOne more artifact. One more chance for a big payday. One more run to distant lands and high seas, racing against time and the wealthy, ruthless powers who want the artifact for themselves. At the end of this, if you succeed, four powerful artifacts will be gathered together, and they will be poised to shake the world.To finish the quest for the artifacts, runners will have...   [click here for more]

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Shadowrun: Digital Grimoire

Shadowrun: Digital Grimoire


Nobody Knows All Magic Digital Grimoire is the Master's Class of Magic--expanding on Street Magic, it details additional traditions, magical groups & threats, spirits, enchanting expansions, and a handful of new spells and adept powers. Traditions: Egyptian, Rastafarian, Psionic Magical Groups: Shrine of the Southern Winds, The Oxford Grand Lodge, C√≥digo 515 Magical Threats: ...   [click here for more]
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Shadowrun: Dirty Tricks

Shadowrun: Dirty Tricks


Digging in the Dirt

Politics is only a dirty word when it's not working for you. For shadowrunners, politics aren’t about debates and position papers—they’re about taking some of the money people are throwing around.

During election season, when power is up for grabs, people are willing to do just about anything to get a piece of the pie. If you can help...   [click here for more]

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Shadowrun: Elven Blood

Shadowrun: Elven Blood


Blood Will Out!

Shadowrunners have a lot of rules, and each and every one of them can be overruled by the proper amount of nuyen. So when shadowrunners talk about “never trusting an elf,” that’s more of a bargaining position than anything else.Luckily for them, some elves have plenty of scratch they can use as a persuasive tool. And for the tasks they ...   [click here for more]

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Shadowrun: Emergence

Shadowrun: Emergence


An Evolutionary Upgrade

The Crash of 2064 ruined the lives of millions. Some died in the Matrix or went insane, many lost everything they owned, and still others found their identities completely erased. A small percentage changed into something altogether different, with the strange and inexplicable ability to affect the new Matrix with their minds. Now, in 2070, the existence of these techno...   [click here for more]

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Shadowrun: Feral Cities

Shadowrun: Feral Cities


Walk on the Wild Side

In the decaying urban wilds, war-torn cityscapes, and cancerous megabarrens of these Feral Cities only one thing is certain - they all harbor singular opportunities for those brave and foolhardy enough to explore their dangerous domains, factions and secrets.

Sprawls where the usual rules and constants of civilized society don't apply, where everyday survival is a ...   [click here for more]
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Shadowrun: Gamemaster Screen: SR4A

Shadowrun: Gamemaster Screen: SR4A


All the important Shadowrun info you need, free!

Don't spend time flipping through a book to find the tables you need. When you're on a run, time matters, and this PDF version of the Shadowrun GM Screen gets you that info, fast!

Want the high-quality real thing? Get a copy of Runner's Toolkit from BattleCorps.com/catalog.

...   [click here for more]
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Shadowrun: Gear Cards [Drones & Vehicles, Volume 1]

Shadowrun: Gear Cards [Drones & Vehicles, Volume 1]


Roll Out!

Shadowrunners do a lot of things, but one thing they don't do is sit still. There are places to go, people to shoot—they need the right vehicles to get them there and the right drones to take care of business when they arrive.

This deck has 54 drones and vehicle cards, with a full-color picture and complete stats, that make it easy to players and gamemasters to r...   [click here for more]

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Shadowrun: Germany

Shadowrun: Germany


GERMANY IN THE SHADOWS

Forged in the chaos of the Awakening and the Euro-Wars, the German Alliance is a land torn by strife, rebellion, political turmoil and powerful magic. From the towering glass-and-chrome skyscrapers of Frankfurt to the anarchy of Berlin, from the GreenWar camps of the Rhine-Ruhr megaplex to the Troll Kingdom of the Black Forest, 21st-century Germany teems wi...   [click here for more]

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Shadowrun: Ghost Cartels

Shadowrun: Ghost Cartels


A Bad Beat Rocks the Street

The shadows are abuzz about the new drug in the sprawl: tempo. It takes the user on a unique trip, better than anything experienced before. Druggies can’t get enough of the stuff, and even beetleheads are giving it a shot. Tempo’s popularity shifts the balance of power between the syndicates and soon the blood and bullets are flowing.

Ghost Carte...   [click here for more]

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Shadowrun: Gun Heaven

Shadowrun: Gun Heaven


A Gat in the Hand Means the World by the Tail Look, we all know that there are plenty of runs that go best when you don’t fire a shot. But we also know how foolish you’d be to go out without your trusted sidearm, because you never know when things are going to go south. Or when you’re going to be hired simply because you’re the person who’s got the right wea...   [click here for more]

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Shadowrun: Gun Heaven 2

Shadowrun: Gun Heaven 2


Friend of the Desperate and the Hunted

The only friend you’ll ever need. The last friend you’ll ever have. Your gun is the one thing in your life that should be dependable, that should always make a nice loud bang when you squeeze the trigger, and should always bring down whoever you think should fall. Of course, if your weapon is going to be that important to you, yo...   [click here for more]

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Shadowrun: Hazard Pay

Shadowrun: Hazard Pay


The Ends of the Earth—And BeyondDark 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-fil...   [click here for more]

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Shadowrun: Horizon Adventure 1:A Fistful of Credsticks

Shadowrun: Horizon Adventure 1:A Fistful of Credsticks


Fame, Fortune, and FeloniesNothing’s as simple as it seems—any runner knows that. So what seems like a simple job guarding some precious cargo on the set of a trideo shoot is bound to get complicated. And it does—but are you ready to travel the full length the long, twisted road ahead? A Fistful of Credsticks begins a new series of adventures centered on the mach...   [click here for more]

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Shadowrun: Horizon Adventure 2 Anarchy: Subsidized

Shadowrun: Horizon Adventure 2 Anarchy: Subsidized


The Backstab Slide The only shadowrunners in the world who don’t understand the importance of eliminating the competition are the ones who have already been eliminated by someone else. The Horizon Corporation wants its stable of music artists to sell a few more albums and its brain trust has decided that the best way to accomplish this is to move some artists at the top of the char...   [click here for more]

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Shadowrun: Horizon Colombian Subterfuge

Shadowrun: Horizon Colombian Subterfuge


Fight on All Fronts If you’re going to win in modern warfare, you have to use every weapon in your arsenal. Guns, tanks, and bombs are great, but if that’s all you put into play, you’re going to lose. Information and propaganda have been a major part of war efforts for more than a century, and falling behind in those areas will doom you. Amazonia has gone to war with Az...   [click here for more]

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Shadowrun: Jet Set

Shadowrun: Jet Set


The Ride of Your LifeStep this way! There’s no need for you to wait in line with the riff-raff, the common clay of dirty humanity. You can have something better. You can have the good life, filled with the finest food, the most expensive wines, and the most interesting people in the world. There’s a price to pay, of course. There always is. But take a ride, just onc...   [click here for more]

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Shadowrun: Magical Societies

Shadowrun: Magical Societies


Step Up

Dear Applicant:

Thank you for applying for membership in our revered magical society. We are certain you understand that we receive more applications than we can accept, due in part to the prestige we enjoy in the Sixth World. We are a group who attracts notice. The mundane citizens of the world look at us with suspicion, while the Awakened look at us with envy, f...   [click here for more]

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Shadowrun: Mil Spec Tech 2

Shadowrun: Mil Spec Tech 2


Things to See, Things Not to See

Sometimes you look at a catalog to see if there's anything in it that you want. And sometimes you look to see what you need to avoid.

You'll find both types of things in here. The tech heads of the Sixth World remain busy, coming up with more ways to slaughter metahumans with maximum efficiency. And they have plenty of battlegrounds in the world where t...   [click here for more]

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Shadowrun: Mission: 03-00: Everyone's your Friend

Shadowrun: Mission: 03-00: Everyone's your Friend


Sometimes following up on a job really means following. You’ve been hired to track down an old acquaintance who’s fled across the continent.

In the first scenario of the New York City Shadowrun Missions campaign, characters are introduced to the challenges of running among the bright lights of Manhattan. Provisions allow characters who participated in the Denver campa...   [click here for more]

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Shadowrun: Mission: 03-01: Ready, Set, Gogh!

Shadowrun: Mission: 03-01: Ready, Set, Gogh!


By 2070, life literally imitates art. Some people have a fetish for it and it’s your job to see that it’s delivered and still breathing.

The team is forced to confront the challenges of Manhattan security, when Mr. Johnson asks them to perform a major heist. From there, things spiral into a double helix of complexity as motivations are abruptly twisted. This 24-page scenario...   [click here for more]

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Shadowrun: Mission: 03-02: Block Wars

Shadowrun: Mission: 03-02: Block Wars


What starts as a petty fight could degenerate to a full-scale war. When things are turning sour who said mediators had to be neutral?

A fixer hires the team for what seems like little more than a complicated prank. However, sometimes, people have a hard time keeping their vengeance proportionate. When two veterans of the business conflict enter the fray, the team needs to make some hard...   [click here for more]

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Shadowrun: Mission: 03-03: Burning Bridges

Shadowrun: Mission: 03-03: Burning Bridges


The voice on the other end of the comm sounded desperate. The kind that pays well. Then he asked, “How much do you know about demolitions?”

Mr. Johnson is at the end of his rope, and he needs some serious income. He latches onto a desperate and tragically dangerous scheme that just might get him what he needs, though it might cost hundreds of lives in the process. The team n...   [click here for more]

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