Wild Life is the core critter book for Shadowrun 6th Edition, a catalog of a range of creatures that can provide interesting challenges and plot hooks for many shadowruns. With lavish illustrati...
They’re more than just cat ears and cute pink guns.In the Dark Future, data is power, and no one owns more data than Danger Gal, Night City’s premiere investigation and security NeoCorp. Run by Mic...
You sculpt your body the same way you sculpt marble—cut away all the wrong parts until what you are left with is purely, utterly you. You, but faster. You, but stronger. You, but smarter.
If you’re...
Shoot Straight offers advice to Shadowrunners in a range of topics, from conducting covert operations to running con games to staying one step ahead of the law. Written in a fun-to-read style that ...
Magic in the Sixth World is not about complex incantations, detailed hand movements, and long scrolls (except for when it is). It's about hitting fast, hitting hard, and moving on. Mobile Grimoir...
Welcome to the Dark Future, the time of the RED. Here, Megacorps have ravaged civilization and you do what you must to survive. Bring your adventures to the tabletop with these detailed Cyberpunk R...
Night City’s voracious, choomba! It needs more places, more people, more things. More! More! More! It’s never satisfied and we know you aren’t either. Your campaigns can always use a little somethi...
Night City is a big place, full of wild parties, dead bodies, and neon lights. Beneath the thin layer of advertising and grime, it’s got some tales to tell. Stories of vicious gangs, hellbent artif...
In this campaign, runners will learn some of the corps’ dirty secrets, and then they’ll have the chance to use their secrets for their own benefit.Shadowrunners make their living off whatever scrap...
Explorers NeededDo you have heart? Courage? The ability to remain unfazed in the face of the incredibly bizarre? Then the metaplanes are waiting for you.Gateways to different metaplanes have appear...
INFINITE WEAPON
Shoot straight, conserve ammo—shadowrunners often think about threats in terms of guns and bullets. That’s thinking too small. Why shoot someone when you can drain their entire bank...
Magic in the Sixth World is not about complex incantations, detailed hand movements, and long scrolls (except for when it is). It's about hitting fast, hitting hard, and moving on. Mobile Grimoir...
Power Players
You love them, you hate them. They hire you, they try to kill you. Shadowrunners have a complicated relationship with the Mr. Johnsons of the Sixth World. Knowing their quirks, their...
POWER MOVE
Custom dice put all the power you need in your hands to roll and make Shadowrun action happen! Includes Ares, Aztechnology, Mitsuhama, Saeder-Krupp, and Spinrad Global designs.
This cus...
BREAK & ENTER
A Lone Star station, a private club, a secret lab—all places shadowrunners go even when they’re not allowed. With info on security, entries, and more, these cards help gamemasters...
LOCK & LOAD
The Colt Secret Agent. The Ultimax 71. The Izom Artemis. These and many more are in this weapon pack, with each card having game stats and art. Includes weapons from Shadowrun, Sixt...
Tossing a handful of dice to out-maneuver or out-gun your opponent always brings a rush. Especially when you're spending some Edge to boost your actions. Add more dice to your Shadowrun game, along...
NIGHT FALLS...IT WILL ONLY GET WORSE
The first night of a citywide blackout usually has rioting and lawlessness. The second night continues the chaos. The third night? Well, whoever heard about a c...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '