Shadowrun: The Kechibi Code is a new plot sourcebook for Shadowrun: Sixth World RPG. This new plot book features a storyline that moves from the Scotsprawl to Lagos, and then, to St. Louis. The Sh...
Seattle has experienced dramatic changes recently, breaking free of the UCAS and going its own way as a free city. Independence can be exhilarating, but it also brings stresses and danger, and this...
Double Clutch is the core rigger book for Shadowrun, Sixth World. If you are looking to build-your-own vehicle then you will love the first chapter. If you want to make the Sixth World chopper, spo...
Shadowrun Sourcebook
The Big Ten megacorporations are central pieces of Shadowrun’s Sixth World setting, and keeping up-to-date on them is important for players and gamemasters alike. New chaos...
Shadowrun Sourcebook
The Big Ten megacorporations are central pieces of Shadowrun’s Sixth World setting, and keeping up-to-date on them is important for players and gamemasters alike. New chaos...
Street Wyrd is the core magic rulebook for Shadowrun, Sixth World. It is a guide to all sorts of Awakened power, from spells to adept powers to new spirits to enhanced enchanting rules. It also giv...
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...
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...
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?
Shad...
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. '