Spells, rituals, alchemical preparations, adept powers, metamagics—all of those elements and more can be used to help an Awakened shadowrunner move off the streets and get a taste of the high life. With more options, deeper rules, deadlier threats, and dozens of way to have fun with magic, Street Grimoire is an essential book for anyone playing Shadowrun, Fifth Edition. These PDF files are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase.
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Password forgotten? Click here. Advanced Search. Shadowrun: Street Grimoire. From Catalyst Game Labs. Watermarked PDF. Average Rating 44 ratings. Paying with Your Soul Magic can burn your brain and sear your soul.
Customers Who Bought this Title also Purchased. Reviews 9. Please log in to add or reply to comments. Hell yeah! This is a big news for all the shadow runners of all kind! Hmm, never mind what I've just said While it says it was updated, what I downloaded didn't have any of the errata changes in it :. Is there ever going to be a hardcopy version of this again? Our group has every other book, and the rest all seem to still be in print October 28, am UTC. Uhh, why? Isn't this for 5th edition?
I'm a huge Shadowrun fan ever since 1st ED, I usually buy everything available. I would have loved to love this product but its confusing, badly implemented, internally incoherent, refers to "powers" that will be released in another book and is full of grammatical mistakes. I like the fiction write-ups though. I will wait for the revised version of the product before buying hard copy. In addition, I learned that CGL are already working on a soft version only of another magic supplement If I were cynical, I might be inclined to think both products were originally expected to fit in the same book but were split up to make more money.
Ever since the release of 5th, this product line appears to be mismanaged, we don't know when products will come or, if they come out, what they are expected to contain. We are often surprised to learn that xyz product was released yesterday. The website is badly out of date, shows neglect and is slow. I think there are some genuine See more effort to improve on the game material and mechanics but the creativity is often lost to lack of quality assurance and what appears to be a lack of planning at the top level.
People are giving this bad review for nonsense. Its the early release PDF. There is going to be some errors. Get over it. It's another solid expansion with fantastic art and rules from Catalyst. This version of the pdf went off to the printers and will be the print book barring some massive intervention by Catalyst.
Maybe all you need is the skill rules and combat rules. Maybe the only time you want the gear rules is when you're on your downtime and you don't want to sift past irrelevant chapters like magic or matrix rules because you're a street sam. Let me know what you guys think about that. I'm in school over full-time, so I've been chipping away at the books, adding little by little whenever I've got a few hours to spare.
Also, I fixed some things based on messages I've received from you guys, the readers! Spell and magic stuff coming very soon, along with the GM Playbook! V4 18 JUN Addded a title page, table of contents, and some graphics to make it look a little better.
Also added combat concepts for combat resolution and damage, defending in combat, and melee combat rules. V3 17 JUN Cleaned it up a bit. Added rules for tests, edge, and all listed Free, Simple, Complex, and Interrupt actions. I'll be adding the new sections after this. Layout, errors, updated errata, missing items and information, things that could really be of use, anything like that.
Please message me or post here if you're interested in helping out! I know there are a lot of formatting errors and typos and Please feel free to point them out to me. Be sure to give them your thanks! And most importantly, I do it for all of you! The thing you guys have to say is really what keeps me coming back and getting to work on this! Couldn't have run my last three sessions without it. I was able to break it into chapters and put it into the program so that my players any myself can find information quickly.
With the cluster that is 5th edition your work is very much appreciated. I have been doing some compiling work as well for SR5 but not on this scale. I will definitely been using or adapting this to my own table. It's really come in handy for my group. I've been looking for something like this to send to my future players as I work on a campaign, and this is damn near perfect. These are wonderful additions and expansions to the central Idea.
And they want to save you too. Now someone has been on the inside of the Brotherhood. The objectives and purpose of the Brotherhood have been exposed. Some of the questions are answered.
But the truth is even more chilling…. Build from a thousand kilometers of flesh and steel. It writhes in the passions of those who live in it.
Everyone and everything is connected here; there are no accidents. Talk a walk down any street and read the writing on the wall: Sprawl Sites is a sourcebook for Shadowrun, First Edition, and includes hundreds of encounters of every type, from blood-crazed gangs and mystic magicians to mild-mannered Orks and back-stabbing Corporate Cops.
Your Shadowrun campaign will never be the same. Magic has returned to the world, and with it has come all manner of beasts. Genetic material, long dormant with the absence of magic, has been reactivated, transforming mundane animals into creatures once believed supernatural, even mythical.
Juggernauts rome the plains, Firedrakes infest the woods, Leviathans swim in the oceans, and Devil Rats now hunt Man in the shattered Sprawls that he has created. Included with each entry are illustrations, physical descriptions, feeding habits, magical abilities, range, and safety tips for runners. Shadowrunners like us need to keep up with the latest developments.
Who are the Clans? Where do they come from? What do they really want? The Wolf Clan Sourcebook reveals the history, culture, and military capabilities of the Wolves, one of the premier Clans. A must for any BattleTech fan. Davion planned to lure a couple Kurita regiments onto Galtor with rumors of a newly discovered Star League storehouse and then ambush the Kurita forces with his own secret reinforcements. Everything went according to plan until five rgiments landed and Davion engineers discovered a real Star League installation.
Soon Davion units were fighting for their very existence. This BattleForce scenario set includes a detailed history of the three-month campaign, orders of battle for the units involved and eight scenarios that recreate the pivotal battles. The Clans From beyond known space come the Clans…hightech barbarians bring war and destruction to the Inner Sphere.
The Jade Falcons were one of the fiercest and most brutal of these Clans. Preying on the Federated Commonwealth, they mercilessly slaughtered its defending forces. The most successful of the Jade Falcons forces were the Falcon Guards. Led by Star Colonel Adler Malthus, the guards amassed an incredible string of victories.
Their fate was to end up buried under tons of rock, entombed forever by Leftenant Kai Allard, giving the Federated Commonwealth its first victory over the Clans. This scenario pack recreats the battles for Twycross, with 15 BattleTech scenarios and 1 BattleForce scenario, following the Falcon Guaards from their greatest success to their final stand. The Future of Warfare! The year is and war has ravaged the thousands of worlds of the Inner Sphere for centuries.
Successor Lords send clashing armies to conquer their neighbors and re-establish the long-lost Star League. Though the BattleMech is the king of the battlefield, it is supported by a much vaster array of conventional vehicles that fight every where from premier border worlds to the back waters of beyond. When in the hands of an experienced field commander, even a BattleMech must be leery when facing a company of tanks. This revised edition of the original Technical Readout: features the most common military vehicles of the Succession Wars.
Additionally, this volume contains nineteen vehicles, aerospace fighters, DropShips and JumpShips mentioned in the fictional context of the BattleTech universe but never before presented in a technical readout. In this ongoing conflict, the mercenary soldier has ample opportunity to seek his fortune under the banner of one of the Great Houses—a career fraught with danger but rich in potential rewards. Commentary and views on the Succession Wars mercenary provide a solid background for gamers who need to learn the basics of the business of war, while game rules translate these ideas into simple systems for creating a merc outfit, finding and signing with employers, and resolving ane entire military campaign.
Pirate or Merc? Kell Hounds. Northwind Highlanders. Blue Star Irregulars. Literally a thousand and one mercenary units populate the Inner Sphere, yet these are the house hold names that capitivate the common man. But for every top, there is a bottom. Kraken Unleashed. Life hard exists at all!
Additional rules for mercenary creation include non-BattleMech Unit Tech Levels, special renegade and freelancer mercenary paths, as well as rules for playing mercenaries in different BattleTech eras, from the Star League, to the Succession Wars, to the present. Shift Into High Gear! Rediscovered Star League technology gives the Inner Sphere a new edge on the battlefield! Maximum Tech brings BattleTech players into this brave new world of warfare, where thinking on your feet can win the day.
Maximum Tech is packed with dozens of Level Three optional rules, including new weapons and equipment for Inner Sphere anc Clan forces; expanded rules for vehicles and infantry; double-bline rules; revised and expanded artillery rules; and much more! This revised edition of Maximum Tech has been updated for use with the BattleTech Master Rules as well as incorporating the units presented in the Technical Readout: and Record Sheets: into the Battle Value units table.
For a year, the winds of chaos have scoured the Inner Sphere, as terrorism and weapons of mass destruction are used on a scale not seen since the A Foul Wind Blows! First Succession War.
Confusion reigns, and each faction finds itself isolated amid its own turmoil. All seems lost. Yet as a new decade dawns, glimpses of the greater whole begin to appear through the dark clouds. The true battle has only just begun…. Jihad Hot Spots: continues the stunning events revealed in Dawn of the Jihad, using the same rolling format and immersing readers directly in the action as never before.
Truth—or Smoke and Mirrors? Order of Cincinnatus. Irian Corporate Cabal. Behind the House thrones and Clan Halls, a hundred or more such secret organizations wield immense power. Insinuating their influence into every level of society and government, from the Magistracy of Canopus to the Clan homeworlds, these hidden power brokers can make life difficult for the average Joe, or shake the very foundations of the Inner Sphere.
Interstellar Players describes the most powerful and influential people, organizations and entities behind the scenes of the Classic BattleTech universe. Gamemasters and players can decide which of these power brokers are real and which are paranoid fantasies. Let your imaginations run wild! Wings of the Eagle! Now, led by the strongest Captain-General in half a millennium, House Marik has stretched its wings, pushing the shadows of its influence across the Inner Sphere.
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