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, ruin your day, a...
From the publisher:
NOTHING BUT SHREDSNOTHING IS REAL. EVERYTHING IS REAL.
What you think is real rips and shreds, and the unreality beneath spills out. Everything you dreamed of. Everything y...
This Shadowrun, Sixth World Gamemasters Screen is what you want it to be. How do we know? Because you get to shape it. A player-facing large pocket lets you share scene inserts to change up the...
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?
Sha...
Mr. Johnson is a key part of any Shadowrun mission, and this card set provides all you need to include a range of Mr. Johnson in a Shadowrun game. With plot hooks, game stats, and mechanics to help...
Easy reference to a range of gear helps keep Shadowrun games moving, and this deck of items selected from Double Clutch and other Shadowrun books provides easy reference to dozens of vehicles and d...
Tamar Rising is a BattleTech sourcebook providing full details of the events in the former Clan Jade Falcon Occupation Zone from 3151 to mid-3152. Included are a full historical summary of events i...
A backdoor cyberclinic. A fast food joint. A police station. These are places shadowrunners might encounter across the globe, wherever they get their work done.Shadow Points features thirty such lo...
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...
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...
Where Man meets Magic and Machine – that was Shadowrun’s tagline from way back, and this campaign book explores how those three aspects of the Sixth World interact and overlap. Taking place in the ...
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. '
'
'
'
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. '
'
'
'
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. '
'
'
'
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. '
'
'
'
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. '