RISK IT ALL!
The odds are against you. They always are. The other side has more people, more firepower, more money—more everything. What they don’t have is you—your brains, your guts, and your ...
RISK IT ALL!
Shadows darken and deepen. They’re cast by the enormous, world-striding megacorporations that grasp for power and strangle humanity in their clutches. By 2080, most of the planet has...
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 cu...
Dream it, be it
The Sixth World is wild and weird, but it doesn’t have to be wilder or weirder than you.If you can dream it, the Sixth World Companion helps you play it. With alternate character ...
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 and players ...
Shadowrun: Sprawl Ops is a competitive game for 2 to 4 players that can be played in 60 to 90 minutes. In this cyber-punk worker-placement game, each player controls a team of Shadow Runners that...
ROLL OUT!
Do you need a new ride? Maybe a motorcycle? A sports truck? How about a tankette? Or maybe you could use something on the water, ranging from a lifeboat to a container vessel. Or you c...
Go dark.Eliminate.Those words set a plan in motion, but what plan? Something’s about to go down in Barcelona. Someone is marked for death. But who’s the target, and who’s pulling trigger?Assas...
CORP REPORT
You can be proactive, shift paradigms, think outside the box, and set aggressive agendas all you want—the megacorporations of the Sixth World are still going to disturb your plans...
Power Surge
The power to shape the world can also tear it apart. The power to summon spirits and gain allies can also conjure enemies and lead to your own destruction. And the power to fill ob...
DO THE COLLAPSE
Some are careful, others are chaotic. Some are new, others old. Some are ruthlessly calculating and logical, others have only the barest acquaintance with sanity. But they’re ...
Guns and ammo cost nuyen. Mastering martial arts takes time, and learning how to use explosives without blowing yourself up takes patience and a steady hand. These weapons and more are out there,...
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, S...
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...
Someone, somewhere, is about to get hurt.
Guns will come out. Swords will unsheathe. Damage will be done. The same questions are at the center of it all: Who will suffer, and who will survive...
Shadows Down Under
Someone - or something - is killing nightclub entertainers in Kings Cross, Australia. Striking from the shadows, methodical and heinous, the murderer has wrapped the bawdy...
Crimson
The Sixth World is a dangerous place, with deadly hazards lurking around every corner. Everywhere shadowrunners go, from the top of the world to the deepest, darkest Sprawl neighborh...
ALL IN!
They’re all here. Everyone of them. The legends, the liars, the betrayers, the winners, the craven, the brave, the powerful, the down-trodden. The people who leaked secrets and got ...
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. '