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SHD Shadowrun Rulebook -- $24.00 Where Man Meets Magic & Machine . . . The year is 2060. Magic is as real as the mean streets of the mega-sprawls. Corporations call the shots while nailing each other through covert operatives in cutthroat competition. Flesh and machines have merged - the street samurai with his smartguns and impossibly fast reflexes, the decker who can plug his own brain into the worldwide computer network, the rigger who links his mind to his vehicle and takes hairpin turns at fantastic speeds. And you're a part of this wired world, where corporate skyscrapers glitter over the dark shadows they cast. You live in those shadows. You're a shadowrunner - a street operative. You may be human or troll, dwarf or elf. You may throw fireballs, pull out your trusty Uzi or slice through computer security with a program as elegant and deadly as a stiletto. No matter what, you get the job done. You're a shadowrunner - a professional. You don't just survive in the shadows - you thrive there . . . for now. Shadowrun, Third Edition is a complete rulebook for gamemasters and players. It contains all the rules needed to create characters and ongoing adventures set in the popular Shadowrun universe. Shadowrun, Third Edition updates, revises, expands and clarifies the rules from previous Shadowrun rulebooks. It is compatible with previous versions of Shadowrun and with previously published Shadowrun source material. 336 page paperback. Regular price $30.00. SHD Shadowrun Companion -- $20.00 This expansion builds on and clarifies rules for gamemasters and players, providing a variety of fresh possibilities for making the Shadowrun universe come alive. Fluctuating magic levels, the technology curve and new optional rules, including guidelines from playing everything from DocWagon EMTs to corporate spies, offer unprecedented opportunities to flesh out the Awakened world of Shadowrun and create more exciting adventures. This is an updated reprint for use with Shadowrun Third Edition. Because some of the material from the original Companion was incorporated into Shadowrun, Third Edition, this version contains nearly one-third new information, including new Edges and Flaws and rules for using ghouls as non-player characters. 136 page paperback. Regular price $24.99. SHD Character Dossier -- $4.00 More Data Than Your Rap Sheet . . . Your shadowrunner has more safehouses than a slumlord, more false identities than a schizophrenic and a criminal record that takes up more memory than a Black Hammer utility. So where do you keep track of all that info? The Shadowrun Character Dossier provides 16 pages to record all of your character’s details, from skills to implants to spells. All of the archetypes are covered, from adepts to riggers to otaku, and space is included for edges and flaws, Karma expenditures, character background and more. The Dossier also features handy reference tables to make combat, skill use and healing run more smoothly. Store your runner’s info here and put Mr. Johnson’s files to shame! For use with Shadowrun, Third Edition. 16 page paperback. Regular price $4.99. SHD Cannon Companion -- $16.00 More Bang for the Buck . . . When the shadows are full of flying lead, chummer, you need an edge—and I got it right here. You want a specialized blade? I can sell you a monosword. You want a gun to make the other guy think twice? How about the new laser pistol? Maybe you want to forge your whole body into a weapon—I know someone who can train you in the Wildcat-style martial arts. The big boys don’t have all the best toys . . . Cannon Companion offers more than 150 new weapons, with new accessories, gear, armor and explosives. Expanding on the combat gear introduced in Shadowrun, Third Edition, it provides advanced rules for the martial arts, firearm design and modification, simsense and underwater combat. This FanPro edition of Cannon Companion is a corrected and updated version of the FASA edition. 128 page paperback. Regular price $19.99. SHD Corporate Download -- $14.40 Meet The New Boss . . . This sourcebook outlines the new global power structure of the top corps - what they do, where they operate, who they control. It focuses on the information that runners need: corporate plans, dirty secrets, people to know and how to use them. Players can learn what working for each corp can mean for their characters, and gamemasters will find enough hooks and conspiracies to invigorate their campaigns for years to come. 144 page paperback. Regular price $18.00. SHD Dragons of the Sixth World -- $20.00 "What’s that you say? Never deal with a dragon? Chummer, if a wizworm involves you in its intricate plots, you’ll have no choice in the matter. You’ll either deal or be it’s next meal." -- Dragons of the Sixth World gets under the scales of the world’s most dangerous and manipulative reptiles. It provides details on the life cycle, biology, magic and culture of dragons, and investigates their servants, allies and pawns. Dossiers are provided on ten of the world’s foremost great dragons, with shorter bios given on over a dozen others. The Draco Foundation, pursuing the schemes of its founder, the dead dragon Dunkelzahn, is also described. For use with Shadowrun, Third Edition.208 page paperback. Regular price $24.99. SHD Fields of Fire -- $12.00 Regular price $15.00. SHD First Run -- $9.60 In The Shadows You Learn Or You Die . . . First Run! features three complete adventures that help novice gamemasters and players learn the rules of Shadowrun, Third Edition while playing. From a basic gun battle to a run against a corporate research facility to smuggling, this product lets players and gamemasters encounter the unique elements of Shadowrun. First Run! offers gamemasters suggestions for overcoming the most difficult aspects of running a game, and provides guidelines for building ongoing campaigns, Each adventure also includes hints for increasing the difficulty to challenge experienced players. For use with Shadowrun, Third Edition. 64 page paperback. Regular price $12.00. SHD Germany Sourcebook -- $14.40 Regular price $18.00. SHD Magic In The Shadows -- $20.00 So, you think you know Magic? Magic in the Shadows features revised and expanded rules based on the core magic rules presented in Shadowrun, Third Edition. In addition to incorporating informtion from previous products, Magic in the Shadows includes a spell creation system and other advanced rules. This new core product is a must for all Shadowrun players and gamemasters. This product replaces Grimoire, Second Edition and Awakenings. 176 page paperback. Regular price $24.99. SHD Man and Machine -- $20.00 Man . . . or Monster? Cyberware can increase your speed, enhance your strength and sharpen your reflexes. It can put a computer in your head, armor under your skin and weapons in your arms. There are implants to improve every internal organ and devices that let you interface with machines ¼ but you’d better know when to stop. Too much cyberware and you’re a cyberzombie—more machine than man. Man & Machine expand son the basic cybernetic gear offered in Shadowrun, Third Edition, and provides advanced rules for implanting, surgery, healing and damage. This sourcebook offers more than 200 new pieces of gear, features advancements in biotechnology and chyemistry, and introduces nanotechnology. This FanPro edition of Man & Machine is a corrected and updated version of the FASA edition. 160 page paperback. Regular price $24.99. SHD Matrix -- $16.00 Can You Hack It? Matrix is the advanced rulebook for deckers. This sourcebook covers intrusion countermeasures (IC), artificial intelligence (AI) and the otaku, plus software programming and hardware construction. This book also describes how all character types can conduct on-line searches, and covers datatrail tracking and Matrix security. Matrix replaces Virtual Realities 2.0. 176 page paperback. Regular price $20.00. SHD Rigger 3 -- $20.00 Rigger 3 Revised features everything that the rigger needs to go beyond the rules in Shadowrun, Third Edition. This book offers vehicle construction rules for everything from drones to ships and beyond, to advanced sensor and electronic countermeasures. It even provides rules for security riggers - those intrepid runners who jump into a building's security system and "pilot" the building itself. Rigger 3 Revised also contains information for running smuggling operation, plus guidelines for the border patrols that hunt down smugglers. This product has changed significantly from the Rigger 3 book released by FASA -- many corrections have been made and images have been added! 208 page paperback. Regular price $24.99. SHD Shadows Of Europe -- $24.00 A New World in the Shell of the Old . . . "Clash of cultures. That’s what Europe is, term. You can’t cross the road without finding yourself in a completely different country, with its own history, laws, cultural traditions, prejudices and shadow scene. It’s a friggin’ maze of people and places, all acting like a big dysfunctional family. The Euro shadows are treacherous to navigate, but believe me, chum, the opportunities are unbelievable." -- Shadows of Europe details over a dozen European countries, from the fractured Allied German States to the mysterious elven nation of Tir na nOg. Each entry covers the prime locations, people to know and buzz on the street, all from a shadowrunner's point of view. The New European Economic Community is also described, as are corporations, criminal organizations and magic unique to Europe. For use with Shadowrun, Third Edition. 240 page paperback. Regular price $29.99. SHD Survival Of The Fittest -- $20.00 Ancient Tradition Violated . . . A New Order Declared . . . The death of the great dragon Dunkelzahn kicked off a series of events that are only now reaching climax. A challenge is declared as antediluvian customs clash with the methods of the modern world. The shadowrunners are involved in a string of unrelated missions that begin to tie themselves together. From the ruins of Tehran to the jungles of Amazonia, from the towers of Hong Kong to the deep metaplanes, the machinations of a reptilian chess game begin to unfold. Survival of the Fittest is a series of seven adventures that can be played consecutively or interwoven into an existing campaign. For use with Shadowrun, Third Edition 160 page paperback. Regular price $24.99. SHD Target: Awakened Lands -- $14.40 If the Mana Storms Don't Get You . . . the Bunyips Will . . . "You think Bug City was bad? Chummer, you ain't seen nothin' like Australia?s Outback. Mana storms sneak up on you, dropping acid or fire or turning your transport into melted slag. You can run for cover, but the cave you hide in may actually be some astral mirage that doesn't really exist. If you're lucky, Awakened dingoes won't eat you and you'll crawl back to the sprawl . . . only to die of thirst when you don't have the cred to buy precious drinking water." -- Target: Awakened Lands features areas where magic is wild and unpredictable. It focuses on Australia, a land scarred by violent mana storms and infused with potent Dreamtime Aboriginal magic. It also describes new fluctuations in magic like astral rifts to the metaplanes and details other magical locales, from the slithering Cambodian jungles to the spirit-haunted heights of Kilimanjaro. For use with Shadowrun, Third Edition. 112 page paperback. Regular price $18.00. SHD Target: Matrix -- $16.00 Can You Hack It? The Matrix is for everyone; a worldwide computer network made up of pocket universes and virtual realities. You can make deals in virtual bars, sharpen reactions in game simulations or score new gear from an online store. Deckers and non-deckers alike base most of their lives in the Matrix, the place where information lives and breeds, bought and sold like trinkets on a street corner. In shadowy data havens and behind the brain-frying defenses in the megacorporate data archives, information is power. The Target: Matrix sourcebook opens up the exciting realms of the virtual world, detailing over two dozen grids, hosts and data havens. It also profiles infamous Matrix organizations and nova-hot personas, hinting at undiscovered entities that lurk deep in the datasphere. Target: Matrix is intended for gamemasters and players of all experience levels. For use with Shadowrun, Third Edition and Matrix. 136 page paperback. Regular price $20.00. SHD Target: UCAS -- $12.00 Regular price $15.00. SHD Target: Wasteland -- $16.00 Abandon All Hope, Ye Who Enter Here . . . "An old fixer once told me that shadowrunning is about going places you're not supposed to go. That's what gives us the buzz, right? The excitement of traveling to exotic and secret places, meeting interesting people, and extracting or killing them. Believe me, chummer, sometimes shadowrunning takes you to places you really don't want to go-and that you're lucky to get out of alive." -- Target: Wastelands is about hostile environments-places that are not just difficult for shadowrunners to penetrate, but dangerous to live in. This book details desert hideouts, toxic zones, Polar stations, deep sea aquacologies and orbital platforms, including information on how shadowrunners can get in, get out, and survive. For use with Shadowrun, Third Edition. 112 page paperback. Regular price $20.00. SHD Threats 2 -- $14.40 Nothing to See Here . . . Move Along . . . Everyone's got a dark secret, chummer. See that chromed-out razorgirl with the chain of fetishes? She could be a cultist who uses blood rituals to restore her lost magic. See that suit slugging down whiskey in the corner? He could be the errand-boy of some supra-governmental conspiracy to overthrow the NANs. And that freak behind you? Drek, chummer, he's not even human . . ." -- Threats 2 describes twelve influential organizations and entities each pursuing their own secret agendas in the world of Shadowrun. These threats operate on many levels, from irritating spirits that affect magical foci to a deranged artificial intelligence that seeks to rebuild itself and take over the Matrix. These threats can be used as recurring villains or as powerful forces seeking to manipulate the characters for their own ends. For use with Shadowrun, Third Edition. 112 page paperback. Regular price $18.00. SHD Wake Of The Comet -- $16.00 Race to the Finish! The megacorp probe race to be the first to reach Halley's Comet is in its final rounds. With only a few contenders left, your shadowrunner team can make a difference, deciding who wins and who loses. Wake of the Comet includes three adventure that wrap up the probe race first detailed in Year of the Comet. Time is running out as the shadowrunners are hired to sabotage the competition and ensure that only one corp reaches the comet first. Wake of the Comet is for players and gamemasters of all experience levels. For use with Shadowrun, Third Edition. 96 page paperback. Regular price $19.99. SHD Year Of The Comet -- $20.00 The Sky is Falling! The year 2061 marks the return of Halley?s Comet and the 50th anniversary of the Awakening--do you celebrate or run for cover? Each day brings a new surprise. Will you transform into a genetic changeling or fall prey to a doomsday cult? Will you be in Denver when the dragon runs amok or in Japan when the Ring of Fire deals death to the Empire? Will you fight toxic spirits in the Yucatán or run from the walking dead? Year of the Comet shakes and stirs the world of Shadowrun, describing a series of events around which gamemasters and players can build entire adventures and campaigns. It details a new dragon, new spirits, and new genetic expressions that can affect your character. Year of the Comet is intended for gamemasters and players of all experience levels. For use with Shadowrun, Third Edition. 160 page paperback. Regular price $24.99. Action Figure Game Shadowrun Duels is a combat-oriented game in which shadowrunners wage battles of magic and technology to become champions of the Megasprawl! Your Figure -- Your shadowrunner is a uniquely painted and sculpted figure that represents one of the many types of shadowrunners that prowl the urban sprawl. Pose it on or off its base and equip it with an array of gear. Your Figure's Gear -- Each figure comes with gear. These pieces of gear can be swapped between characters, allowing you to customize your figure for each game. Each piece of gear has a point cost and a game bonus printed on it. Gear may give your character extra dice, damage protection in the form of shield, or both. Your Figure’s Base -- Your figure comes with a unique base stand, which is also a playing piece in the game. The base and its three combat dials display all your figure’s game information. The base details your figure’s name, the number and kind of dice it gets, its collector’s number, its point value, and its damage bonus. The numbers and symbols on your figure’s combat dials represent its abilities in the game. As your figure receives damage, you’ll click its combat dials, changing the numbers that appear. The three combat dials are as follows: Head. Shows your figure’s current base movement value. You may roll dice and add the result to this number to move even farther. Weapon. Shows your figure’s current base attack value. In order to attack, you must roll dice and add the result to this number for a revised attack value. Body. Shows your figure’s current base defense value. You may roll dice and add the result to this number to get a better defense. Your Figure’s Cup -- The bottom of your figure’s base is a removable cup, which is used in the game. When not playing, use the cup to store your dice, tape measure, and gear. The Tape Measure -- Each figure has a unique tape measure. You must use the tape that matches its figure. Each tape has yellow, blue, and green damage tracks that represent different attack ranges. Some tapes may also have black and/or red damage tracks that represent tech and magic special abilities, respectively. The Dice -- The Shadowrun Duels game uses differently shaped and colored dice. The dice are listed below: Dice come in six different colors: white, yellow, blue, green, black, and red. Die color is important because it indicates what you use the die for. You may roll a certain color die only for the purpose for which it is intended.*Black and red dice are “wild cards.” If your figure doesn’t have a black or red damage track, that color die must be rolled only with other color dice — never alone. If your figure has a black or red damage track, you may use that color die to roll for any effect — including moving, dodging, and attacking — without using another color die. Play Area -- The Shadowrun Duels game is best played on the floor or a large, flat tabletop that is at least 5´ x 5´. The Teams -- Each Shadowrun Duels team may consist of any number of figures played by any number of players. For balance, each team should have the same point value (add point values if using multiple figures). SHD Street Deacon -- $15.00 SHD Kyushi -- $15.00 SHD Liada -- $15.00 SHD Lothan the Wise -- $20.00 SHD Silver Max -- $15.00 SHD G-Dogg -- $15.00 SHD Karkhov -- $15.00 SHD Draven -- $15.00 SHD Midnight -- $15.00 SHD Natokah -- $15.00 SHD Kross -- $15.00 SHD Wolf Nev -- $20.00 |
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