Shadowrun RPG: Sixth World

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Shadowrun RPG: Sixth World - Hack & Slash (Eng)
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Shadowrun RPG: Sixth World - Hack & Slash (Eng)

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Shadowrun RPG: Sixth World - Beginner Box
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Shadowrun RPG: Sixth World - Beginner Box

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Shadowrun RPG: Power Plays - Resource Book (English)
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Shadowrun RPG: Double Clutch - Core Rigger Rulebook (English)
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Shadowrun RPG: Slip Stream - Plot Sourcebook (English)

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Shadowrun RPG: Rides Deck (English)
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Shadowrun RPG: Rides Deck (English)

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Shadowrun RPG: High Rollers - Dice Set
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Shadowrun RPG: High Rollers - Dice Set

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Shadowrun RPG: Sixth World Companion (Eng)
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Shadowrun RPG: Sixth World Companion (Eng)

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Shadowrun RPG: Sixth World - Emerald City
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Shadowrun RPG: Sixth World - Emerald City

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Shadowrun Sixth World Core Rulebook City Edition Berlin (Eng)
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Shadowrun Sixth World Core Rulebook City Edition Berlin (Eng)

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Shadowrun RPG: Sixth World - Shadow Points
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Shadowrun RPG: Sixth World - Shadow Points

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Shadowrun RPG: Collapsing Now - Resource Book (English)
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Shadowrun RPG: Sixth World

Can't decide whether your next role-playing campaign should focus on sci-fi or fantasy? Why not combine the two?! Shadowrun: the Sixth World does just that, allowing you to cast spells against your enemies while your sidekick hacks through a megacorporation's system. In Shadowrun, you work in the shadows of society, fighting against the all-controlling megacorporations.

HeaderMore about Shadowrun: Sixth WorldBlockText2

In Shadowrun, players are 'shadowrunners', people who live on the fringes of society, and who use cyberware, magic, hacking, and other tricks to solve various tasks when they are out on 'runs' in the shadows. The game is generally geared towards performing heists aimed at one or more of the world's megacorporations. The Shadowrun setting is unique, both in its way of combining fantasy and high tech, but also in that the world is 'living' in the sense that over the last 30 years Shadowrun has existed, the timeline has similarly advanced by 30 years.

The game's world: The Sixth World is an alternative version of our own world. The historical events in Shadowrun begin to diverge from our own during the 20th century and culminate in 2011, when magic returns to the world. Much of Shadowrun is therefore also centered around places we know today such as Seattle, Berlin, or Hong Kong. However, these places are filled with neon lights, magic, and cybertech in the Sixth World.

Each player takes control of a single character, which they create from scratch and bring to life during the game. These characters then go out on 'runs' in a world controlled by a Game Master, who also acts all the people, monsters, etc. that the players encounter. The game takes place as a kind of verbally improvised play, where the players and the Game Master together create a story. The rule system in the Sixth World uses 6-sided dice, and you build dice pools through equipment, abilities, and skills, and with your pool, you need to roll as many 5s and 6s as possible to achieve the best results.

Megacorporations

The Sixth World is dominated by a number of megacorporations. These set the agenda and rule with an iron fist, while the people suffer under the companies' ambitions. The system is designed to suppress everyone and everything that might get an idea to change the current status quo. The only option for finding some freedom, therefore, is to live in the shadows and fight the system from the outside. This is the task and philosophy of the Shadowrunners.

Matrix

In the Sixth World, almost everything and everyone is connected by an electronic network called the Matrix. This system allows like-minded individuals to form connections across the world and is an invaluable source of information. However, it is also an effective tool for creating division and separating people into groups, something that is especially useful for the powerful companies.

The Matrix can also be used in other ways, and some individuals have learned to manipulate the online world to their advantage, while technomancers can shape the Matrix as they wish with their mere thoughts.

Magi

It is not only technological dominance that determines who holds power. Magic has also returned to the Sixth World and both Megacorporations and Shadowrunners, who can channel this mystical energy, try to use it to their advantage. Along with the magic, physical changes also occurred among the population. Elves and dwarves suddenly began to be born, while 10% of the population transformed into trolls, orcs, and other fantastic races called metatypes.

At Card Collective, we have a wide selection of Shadowrun the Sixth World including rulebooks, compendiums, and campaigns e.g., Assassins Night! Here you can also find special Shadowrun dice or card games with quick references to weapons, vehicles, and drones.