Downloadable PDF versions of the rules to WizKids 2003 collectible miniatures game, Shadowrun Duels.
An Orcs in the Webbe Original! Deep within the seedy streets of Touristville, in Seattle's Redmond Barrens, two groups of Shadowrunners clash during an assassination attempt on one of Novatech Seattle's Directors whilst he is out trogjamming.
Mr. Johnson is looking to hire runners. He wants the best. You just need to get one of your own to his underground safehouse to meet him face to face. You’d better do it quickly too; yours is not the only team to arrive! Includes conversion notes for Alternative Armies USEME.
Magic is real now. It used to be that magicians were nothing more than parlor tricksters using slights of hand and mirrors to create the illusion of otherworldly power. Still, even in 2060 there is something to be learned from these shysters. Often it is useful to draw attention one way while your hand goes another.
A group of Shadowrunners have snuck one of their own into a corporate building in order to plant a virus which will wipe out the corp’s main datastore. Opposing the runners is a team of hired corporate muscle anxious to repel any assaults on its employer.
A wealthy businessman’s child has rebelled against the cushy life into which he was born by joining a street gang. A team of shadowrunners has been sent to forcibly retrieve the wayward son and bring him back to his father intact.
In 2060, the most valuable commodity is information. Individuals with intimate knowledge of biotechnology or cybernetic theory can be a corp’s greatest asset… or greatest threat!
Outside gated communities and the protection of corporate-backed private security, street gangs rule the city. Rumbles with other gangs are common when one has something the other wants...