The Shadowrun, Sixth World Quick Start Rules are the easiest way to experience the latest Shadowrun rules and play them online. With rules for all aspects of a Shadowrun game, including combat, hacking, rigging, and magic, you'll be able to play as a team of shadowrunners - independent operatives in a dystopian future who do whatever it takes to stay alive and not sell out to the megacorporations.
Your characters will hack, shoot, drive, and spellcast their way to success, and they should always remember to shoot straight, conserve ammo, never trust an elf, and never, ever cut a deal with a dragon.
55 Toolcards that can be used in the compendium or dragged out for use as handouts for the opposing forces and some popular Vehicles, Drones, Spells and gear.
The Battle Royale Module
2 Maps (a Stuffer Shack and a section of the Tacoma Docks)
3 Vehicles (Ford Americar, Yamaha Rapier, and Harley-Davidson Scorpion)
2 Drones (Steel Lynx, and MCT-Nissan Roto-Drone)
11 NPCs (Including four gang factions and their leaders)
5 PCs (Pregenerated ready to play characters, a Combat Mage, Street Samurai, Decker, Covert Ops Specialist, and Rigger)
Module: This product includes an adventure module. To create a new game, click on the Start New Game option from the site menu. The column on the right-hand side of the page is titled Optional: Choose a Module. Clicking on the cover image will select this module as the base for your new game.
Compendium: You can access all of the rules, items, and creatures from this product in the in-app compendium, as well as on the Roll20 Web Compendium.
Which Character Sheet should I use?
All Shadowrun Sixth World content on Roll20 uses the Shadowrun, Sixth World character sheet.
License: Roll20 End User License Agreement
(Personal Use Only, Do Not Distribute)