Run & Gun available now for PDF purchase, print pre-order!

The previews have all been posted. The ramp-up is all done. The time is here. Run & Gun, the core combat book for Shadowrun, Fifth Edition is now available for PDF purchase and print pre-order (Battleshop, DriveThruRPG). And when we say print pre-order, we have a load of options for you, since along with the regular edition, we’re also releasing a limited edition of the book! Following on the look of the Shadowrun, Fifth Edition limited editions, this will feature a red leather cover with an embossed illustration of some of the weapons from the book.

So what do you get in Run & Gun? Well, the previews will give you a good taste, but here are some highlights: A monofilament chainsaw. Three laser weapons. Full-color illustrations of dozens of firearms, including the Savalette Guardian and the Ares Executioner. Fashion armor, mil-spec armor, and the deceptive murder armor. Group maneuvers in combat. Called shots on specific body locations. Information on using explosives in cars for assassinations. And so much more!

The graphic below outlines the bundles available at the Battleshop; below that is the summary text of the book if you need more information. Enjoy!

RG-Bundle-Graphic

Nothing Is Free

Guns and ammo cost nuyen. Mastering martial arts takes time. And learning how to use explosives without blowing yourself up takes patience and a steady hand. These weapons and more are out there, waiting for you. You have the chance to use them to become deadlier, faster, more dangerous than the next guy—and more dangerous than you were yesterday. You’ll have to pay the price to get what you want, but this is the Sixth World. Don’t you always?

Run & Gun is a combat core rulebook for Shadowrun, Fifth Edition, containing more weapons, more armor, more modifications, and more game options such as martial arts and unit tactics. Explosives, survival gear, specialized techniques—they’re all here! Break the book open and prepare to raise your game!

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Crossfire At The Printers!

Shadowrun 5 Crossfire Logo

I think that’s worth saying again. Shadowrun: Crossfire is officially at the printers!!! My head does it feel so good to say that.

Why all the delays? Well, as I mentioned in a previous blog, we got a little carried away in our excitement and enthusiasm for all of the awesome-sauce games we want to publish for Shadowrun. While the roleplaying game will always remain near and dear to our hearts, the universe is what makes it sing. And it’s high time that universe was experienced through a variety of ways, from card games to board games and more. Additionally, we tried hard—so very hard, across many months—to see if we couldn’t print this game domestically. But ultimately we finally had to admit defeat and print it overseas.

Crossfire Box Lid

Crossfire Box Base

We’ve used those delays to good effect, though. Going to print simultaneously with the core box is a Demo Kit (we used this last year at Gen Con and Origins, and we’ll be using it for various conventions in the future). Every retailer that orders a set number of boxes (the exact details are still being worked on) will receive a free Demo Kit to help push play in their stores.

CAT27700_Crossfire Demo Box

On top of that, Character Expansion Pack 1 is also heading to print. It includes 20 Character Cards (with new art), 1 each of the Basic Cards with new art, and a full pack of character upgrade stickers found in the core box. It’s a quick $14.99 purchase that instantly expands your play and campaign options.

CAT27700_Crossfire Character Cards CC Expanded.indd

Finally, we’ve got a unique Character Card promo with art by the brilliant Echo Chernik that will go out with every single purchase of the first printing of the box. (The exact nature of what the character is … well, we’ll share that sometime in the future.)

“So, it’s at print—what does that mean?” I’m sure that’s the very next question. Well, in a nutshell, this is what’s going to happen (some of you are aware of this process, but sharing it for those who don’t):

1. They’ll send us digital proofs of everything to review and we’ll either approve as is or ask for some tweaks before approval. (This process is already underway with a swath of files already approved.)

2. Then they’ll print out physical proofs of everything (including huge card sheets for all the cards) and ship them to us. It’ll take several hours to carefully go over absolutely everything to ensure the colors are correct, card backs are with correct card fronts, all pieces are there, and so on. Those should be in hand within the next two weeks; obviously we’ll share photos when they’re here.

3. A complete white sample of everything will be built and shipped; generally simultaneously with the materials above. That allows us to see the quality of the paper being used, to make sure everything fits where it should and the box quality is solid, and so on.

In both instances above, we usually ship everything back after the review, so there are some additional days in shipping of materials on both ends.

4. The printer says the manufacturing/printing will take 55 days. I’ve seen that swing by almost 14 days (almost always to the longer).

5. Then the entire print run will be boxed up, palleted and placed on a ship; couple of days of work there. It generally takes 30 days to transit to a US port. It’s another week (provided there are no customs hold ups, which happens about 1/10th of the time) to transit to the warehouse. Then another two to three weeks to be fully processed and shipped out to retail stores all over the world.

Where does that leave us? Well, if you do the math, it means it could be anywhere from mid July all the way into September. That’s why we don’t provide release dates until it’s at least sitting in a US port, and usually not even then; it’s much better to provide that information once the game is in our warehouse. That way once we say “The Street Date is X”, we know it will hit that date.

Will it be at the big conventions? Again, hard to say at this point. We’re hoping to have some limited advanced quantities available at Origins and then stacks-to-the-rafters at Gen Con. But we’ll need to get much closer to those two dates before we’ll know for certain.

Now, at this point we need to point out that we are well aware of today’s date, which means people might take this post with a troll-sized grain of salt. We completely understand how that would be the case. All we can do is share a preview card our crack staff recently put together, and present it to you this way—either the Character Card presented here is completely genuine, or this announcement is. We’ll let you make the call as to which you think is real.

CAT27700_Harlequin Front

CAT27700_Harlequin Back

Or just download the PDF.

As we move toward launch day for the game, we’ve got a variety of digital initiatives planned. Obviously we’ll continue to showcase art and cards on our Tumblr. We’re looking at producing multiple promotional videos that players can view and share, as well as a “How To Play” animation video. We’re also planning a “Digital Shadowrun” that’ll involved the community in digging out cards and rules, and perhaps getting people started in playing. A Strategy & Tactics Guide … the full demo kit … the full rules … lots of plans … but we’ll hold more specifics of the when and where until we start pushing things out.

Thanks to everyone that have so patiently waited for this great game. It’ll be well worth the wait for the endless hours of Sixth World card-game goodness coming your way!

Randall

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The Shadowrun community mourns the passing of Steven A. Tinner

I recently heard that Steven A. Tinner, co-host of the Critical Glitch podcast, gamemaster to the stars, and all-around excellent guy, passed away. So I’m going to talk a little bit about him now.

At Origins Game Fair in 2012, we at Catalyst learned we were going to have the chance to have Felicia Day of Geek and Sundry play a game of Shadowrun. Naturally we wanted her to have as good an experience as possible, so the current conventions coordinator, Steven “Bull” Ratkovich, was tasked with selecting the right gamemaster for the job.

He chose Tinner, and he made an excellent choice. Tinner had been Bull’s gamemaster for a long time, throwing him into the shadows, making life difficult for his characters, occasionally blowing him up, but always making sure all the players had an awesome time.

As a gamemaster, he had all the tools. The rules knowledge, the storytelling ability, the characterization, the enthusiasm—it was all there. Even better, he wanted his players to have fun. Sure, he was tough and would put them through the wringer, but that’s what gave them the stories they talked about years after the games happened. And that’s what happened almost any time you talked to someone who played in a game Tinner ran—they’d tell you a story about the trouble they went into, how fragged up everything got, and how much fun they had.

At conventions, Tinner was one of many great Shadowrun gamemasters who found a way to accommodate any players who came. If people wanted to game, he wanted to make that happen. When he wasn’t running a game, he was an enthusiastic player, throwing himself into his character with energy and glee and daring everyone else at the table to keep up.

Recently, he joined with Tim Patrick to co-host the Critical Glitch podcast covering all things Shadowrun. Listening gives you pure, unfiltered Tinner—smart, opinionated, funny, well informed, and a good interviewer and listener. Quite simply, he had a voice worth listening to.

I knew him through his Shadowrun life, but that wasn’t the only part of his life. He was a family man, active in his faith, and a person of great kindness and compassion. In short, he was the kind of guy we need many more of.

I always look forward to convention season, especially to the chance to walk into the Shadowrun gaming area and see old friends. The fact that Tinner won’t be in that room is a very sad thought; the fact that he will be cackling with glee somewhere as players in that room run into dire situations brings some comfort. I just wish I’d be able to hear it.

Thanks for the laughs, great runs, and good times, Tinner.

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Run & Gun preview #4 up with tactical tips!

Say, that there Run & Gun book  we’ve been talking about from time to time is getting awfully close to electronic release. But before it gets there, we’ve got one more preview for you–this time, you get a look at the Tactics & Tools chapter, which is full of info on how your shadowrunners can work together to get the best results, such as not getting their face filled with flying hot lead. It’s available now at the Battleshop and DriveThruRPG-enjoy!

CAT27003_RunGun Cover_ForWeb

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