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 Hottest Core Rulebooks, Urban Fantasy Sale from Catalyst Game Labs
 
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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 offers...   [click here for more]
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Shadowrun: Fifth Edition Core Rulebook (Master Index Edition)

Shadowrun: Fifth Edition Core Rulebook (Master Index Edition)


EVERYTHING HAS A PRICE There are cracks in the world. They’re slender, dark, and often cold, but they are the only things that keep you hidden. Keep you alive. They are the shadows of the world, and they are where you live. You are a shadowrunner, thriving in the margins, doing the jobs no one else can. You have no office, no permanent home, no background to check. You are whatever you...   [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 covers the intricacies of...   [click here for more]
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Shadowrun, Sixth World Core Rulebook

Shadowrun, Sixth World Core Rulebook


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 willingness to put everything on the line to come out on top. Shadowrun, Sixth World is the latest edition of one of the most popular role-playing games of all time. In 2080,...   [click here for more]
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Shadowrun: Anarchy

Shadowrun: Anarchy


Man. Machine. Magic. Shadowrun. The Sixth World. Orks in pinstripe suits with uzis; mohawked dwarves jacked into vehicles racing through megasprawls at breakneck speed; humans casting fireballs at corporate-trained paracritters; elves hacking the Matrix for a datasteal of the latest tech or working to topple an upstart corp. It’s where man meets magic and machine. Dive into a cyberpunk...   [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 medtech: bio-drones,...   [click here for more]
Catalyst Game Labs  $12.00 $9.00

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Shadowrun: Chrome Flesh

Shadowrun: Chrome Flesh


EDGE OF THE POSSIBLE Shadowrunners cannot be limited by what their bodies can—or cannot—do. They have to do more, stretch farther, surpass any limits, and accomplish the impossible. Some runners can rely on magic; for everyone else, there are augmentations. From shiny chrome that makes your body into a humanoid semitruck to genetech that alters you at the most fundamental level to drugs...   [click here for more]
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Shadowrun: Dark Terrors (Plot Sourcebook)

Shadowrun: Dark Terrors (Plot Sourcebook)


Piercing the Night You heard the scream. It’s important to remember that. Sometimes, when it’s late, and you hear something that sounds like a scream echoing through dark alleys, you try to convince yourself that it was something else. An animal. An illusion. Anything but what it sounded like. But it was a scream. You heard it, and you’ll hear it again, because in the Sixth World,...   [click here for more]
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Shadowrun: Data Trails

Shadowrun: Data Trails


THE INFINITE FRONTIER The last great undiscovered country is vast, wild, and weirder than you can possibly imagine. And it’s nearby, waiting, accessible by the press of a button, or a simple gesture, or even just a thought. The Matrix holds a whole lot more than selfies and cat videos—it has artificial intelligences, electronic ghosts of people formerly alive (or perhaps still living),...   [click here for more]
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Shadowrun: Digital Tools Box

Shadowrun: Digital Tools Box


SHADOWRUN DIGITAL TOOLS BOX The Shadowrun Digital Tools Box is 2 box sets in 1! Whether you're just getting into Shadowrun or you're a runner that's been hitting the streets since the 2050s, you'll find useful material here for running any type of game. Here’s what you get! BEGINNER BOX The Shadowrun Beginner Box is the easiest way to dive into the intrigue, grit...   [click here for more]
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Shadowrun: Firing Squad (Core Combat Rulebook)

Shadowrun: Firing Squad (Core Combat Rulebook)


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? Shadowrunners stare violence in the face daily, deciding how much they’ll inflict, figuring out how they’ll remain alive. They know the prices that must be paid—the hard work of training, the challenge...   [click here for more]
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Shadowrun: Forbidden Arcana (Advanced Magic Rulebook)

Shadowrun: Forbidden Arcana (Advanced Magic Rulebook)


Ride the Crashing Wave Magic is wild. Magic is undisciplined. You can try to impose order and understanding on it, but that’s just surface. Underneath is chaos, an erratic heart beating to a staggering rhythm. You don’t control it, any more than a surfer controls twenty-meter-tall wave; you don’t direct the wave, you ride it, capture a piece of its power, and hope to survive. If...   [click here for more]
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Shadowrun: Gun Rack (Weapon Cards)

Shadowrun: Gun Rack (Weapon Cards)


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, Sixth World and Firing Squad. ...   [click here for more]
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Shadowrun: Howling Shadows

Shadowrun: Howling Shadows


The Wild Calls Gangers. Corp security. Mr. Johnson. Organized crime. Other shadowrunners. Running in the Sixth World does not exactly lack for obstacles, but only foolish runners worry solely about metahuman opponents. There are plenty of other ways the world can kill you, from throat-ripping martachoras to blood-sucking chupacabras, from the aggressive gamma spider to the swarming harpy. While most...   [click here for more]
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Shadowrun: Kill Code (Advanced Matrix Rules)

Shadowrun: Kill Code (Advanced Matrix Rules)


The Matrix is unknowable because it is infinite. There is always one more corner behind which things can hide, one more hole where secrets can be buried. Your job isn’t to know everything about the Matrix—it’s to know more than the people you are hunting. Or who are hunting you. Kill Code will help give Sixth World hackers the edge they need to stay alive and get ahead....   [click here for more]
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Shadowrun: Rigger 5.0

Shadowrun: Rigger 5.0


PREMIUM RUSH Spin your wheels over slick sprawl streets while drifting away from hot pursuit. Fly through narrow canyons ahead of missiles twisting their way after you. Shrink down to insect size to get an eye on places outsiders aren’t supposed to see. These are just some of the ways riggers jack up their seemingly unending adrenaline rush, as they show that the hardest shadowrunners to hit...   [click here for more]
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Shadowrun: Run & Gun

Shadowrun: Run & Gun


Nothing Is Free 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, waiting for you. You have the chance to use them to become deadlier, faster, more dangerous than the next guy—and more dangerous than you were yesterday. You’ll have to pay the...   [click here for more]
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Shadowrun: Run Faster (Second Printing)

Shadowrun: Run Faster (Second Printing)


The Cost of Greatness Every step, every advantage, every millisecond counts. The streets of the Sixth World are mean, and if they want to stay alive, shadowrunners need every advantage they can get to gain a step on the opposition. Fortunately, Run Faster is full of them. With it, you can learn about more metatypes for characters, including hobgoblins, giants, centaurs, and sasquatch;...   [click here for more]
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Shadowrun: Runner's Companion

Shadowrun: Runner's Companion


MASTER THE SHADOWS Life in the shadows has never been as dangerous, and runners need every edge they can get. Runner’s Companion opens up a world of expanded options for Shadowrun players with dozens of New Qualities, Advanced Contact and Lifestyle Rules, and handy tips on running, travelling and smuggling, and operating in a surveillance society. This core book for Shadowrun, Twenieth...   [click here for more]
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Shadowrun: Slip Streams (Plot Sourcebook)

Shadowrun: Slip Streams (Plot Sourcebook)


NOTHING BUT SHREDS NOTHING IS REAL. EVERYTHING IS REAL. What you think is real rips and shreds, and the unreality beneath spills out. Everything you dreamed of. Everything you fear. The past returns, distorted and dark. The future sparks in glimpses and flashes. You see it all at once. You can try to deny it. But it is real. Everything is real. Which is that same as nothing being real. Reality is...   [click here for more]
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Shadowrun: Street Grimoire

Shadowrun: Street Grimoire


Paying with Your Soul Magic can burn your brain and sear your soul. It can inject power into every millimeter of your veins, or leave you a lump of ashes at the end of a dark alley. It’s dangerous, but to spellslingers in the Sixth World, it’s worth it. Because magic is power, and power in the Sixth World needs to be grabbed with both hands. Spells, rituals, alchemical preparations,...   [click here for more]
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Shadowrun: Street Lethal (Advanced Combat Rules)

Shadowrun: Street Lethal (Advanced Combat Rules)


Street fighting is only chaotic for amateurs. When you’re a pro, when you know what you’re doing, you’re precise. You know what your opponents might do, and you know ten different ways to respond. The options give you strength. They give you power. They make you dangerous enough that the smart ones on the street will know at a glance that they shouldn’t test you. The dumb ones...   [click here for more]
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Shadowrun: Street Wyrd (Core Magic Rulebook)

Shadowrun: Street Wyrd (Core Magic Rulebook)


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 objects with magic is also the ability to make them blow up in your face. Shadowrunners learn about power the hard way—by being on the wrong end of it. That means they often gather it to them however they can,...   [click here for more]
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Shadowrun: The Neo-Anarchist Streetpedia

Shadowrun: The Neo-Anarchist Streetpedia


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 killed for it, and the secrets that no one has discovered yet. The dark bargains, the shady deals, the desperate maneuvers. Everything that makes the Sixth World the high-revving...   [click here for more]
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Shadowrun: Unwired

Shadowrun: Unwired


HACK THE PLANET! Unwired is the advanced Matrix rulebook for Shadowrun, Fourth Edition. For everyday users, it explains how the Matrix works in easy-to-understand terms, and provides new software, qualities, and gear. For hackers and technomancers, it introduces new hacking tricks, malware, echoes, and sprites. It also covers system security and new Matrix phenomenon, from AIs to the...   [click here for more]
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