Name Set ImageFile Cost Type SubType Unique SpecialTraits Skills/Sleaze Attack Body Armor Rarity Text Ambush First_Run fr_challenge_ambush Challenge (Personnel) [Leadership] 6 6 U Ambush inflicts damage first. Trash Runners killed by this damage (these Runners do not inflict damage). Ambushed En Route First_Run fr_challenge_ambushed_en_route Challenge (Street/Vehicle/Outdoor) [Firearms 2] [Piloting] C If alarm is triggered, Ambushed En Route inflicts 5 damage on Runner team. The owner of this Challenge chooses how to divide the damage. Trash after revealed. Ancients' Turf First_Run fr_challenge_ancients_turf Challenge (Outdoor/Street/Personnel) [Piloting 2] or [Streetwise 3] 7 4 U 1$: [+2/-2] until end of turn. Anti-Astral Barrier First_Run fr_challenge_anti-astral_barrier Challenge (Miscellaneous) [Conjure 2] [Sorcery] R If alarm is triggered, roll D6 for each Spirit present. On 4+, trash that card. Astral Sentry First_Run fr_challenge_astral_sentry Challenge (Awakened) [Conjure 2] 0 10 U May only be attacked by Shamans and Mages. If revealed during a shadowrun on which no Shamans or Mages are present, the alarm is triggered and Astral Sentry is trashed. Barney Phyffe First_Run fr_challenge_barney_phyffe Challenge (Personnel) [Social] [Stealth] R If alarm is triggered, a randomly chosen Runner who is present is locked up until the end of the run. This Runner is considered fragged until the end of this shadowrun. (Trash Barney Phyffe at the end of the Shadowrun.) Basilisk First_Run fr_challenge_basilisk Challenge (Outdoor/Awakened) [Stealth 2] 6 5 C The damage Basilisk inflicts must be applied to a single Runner. Frag Runners killed by Basilisk. Booby Trap First_Run fr_challenge_booby_trap Challenge (Miscellaneous) [Demolition] C If alarm is triggered, trash a Runner who is present. Trash after revealed. Chomps-2000 Guard Dog First_Run fr_challenge_chomps-2000_guard_dog Challenge (Awakened) [Social 2] 6 2 U Guard Dog is immune to damage the first time it is triggered in the game. Corpselight First_Run fr_challenge_corpselight Challenge (Outdoor/Awakened) [Leadership] C If alarm is triggered, the shadowrun is over. Trash after revealed. Custom System First_Run fr_challenge_custom_system Challenge (Miscellaneous) Yes R When revealed, place Custom System face up on this Objective. Once revealed, Custom System does not count toward maximum Challenges. Deckers may not use Matrix/Programs or [Recon] against this Objective. Double Jeopardy First_Run fr_challenge_double_jeopardy Challenge (Miscellaneous) U Treat Double Jeopardy! as an exact duplicate of the last Challenge card revealed during this shadowrun. Ignore Double Jeopardy! if it is the first Challenge revealed on an Objective. Electrified Fence First_Run fr_challenge_electrified_fence Challenge (Electrical/Barrier) [Street] or [Technical] 0 10 A1 C If alarm is triggered, target Runner takes 3 damage. Elite Security Guards First_Run fr_challenge_elite_security_guards Challenge (Indoor/Personnel) [Stealth] [Social 2] 5 7 A1 U 1$: [+1/+1] until end of turn. Elite Security Mage First_Run fr_challenge_elite_security_mage Challenge (Indoor/Personnel) [Stealth] [Sorcery 2] 5 5 A1 R 3$: [+3/+3 (A+1)] until end of turn. Once per shadowrun, owner of Elite Security Mage may frag the top card of his draw pile to immediately send target Runner to safehouse. Eyekiller First_Run fr_challenge_eyekiller Challenge (Outdoor/Awakened) 5 4 U Alarm is triggered only if Runner team possesses [Stealth] of 2+. Otherwise, trash Eyekiller. Damage inflicted by Eyekiller is armor piercing. Feeding Ghouls First_Run fr_challenge_feeding_ghouls Challenge (Indoor/Awakened) [Stealth 2] [Streetwise] 5 10 C Shadowrunning player may choose to frag a Runner who is present to sleaze Feeding Ghouls. Flock of Geese First_Run fr_challenge_flock_of_geese Challenge (Outdoor/Awakened) R Once revealed, trash Flock of Geese. Flock of Geese automatically triggers the alarm. Free Spirit First_Run fr_challenge_free_spirit Challenge (Awakened) 4 10 U The alarm is automatically triggered if a Shaman is present. If no Shaman is present, Free Spirit is automatically sleazed. Fusion Gate First_Run fr_challenge_fusion_gate Challenge (Electrical/Barrier) [Technical 2] 0 10 A2 U If Runner team fails to sleaze Fusion Gate, the Runners present take 5 damage. The owner of Fusion Gate chooses how to divide the damage. Guardian Dracoform First_Run fr_challenge_guardian_dracoform Challenge (Awakened) Yes 12 10 A3 R If Guardian Dracoform is defeated in combat, the shadowrunning player receives +10 Reputation. The Guardian Dracoform automatically triggers the alarm. When Guardian Dracoform is trashed, it is also fragged. Guardian Earth Elemental First_Run fr_challenge_guardian_earth_elemental Challenge (Awakened) Yes [Conjure 3] 10 12 R [-2/-2] for each Shaman present on the shadowrun. If Guardian Earth Elemental is defeated in combat, the shadowrunning player receives +5 Reputation. Guardian Fire Elemental First_Run fr_challenge_guardian_fire_elemental Challenge (Awakened) Yes [Conjure 3] 12 10 R [-2/-2] for each Shaman present on the shadowrun. If Guardian Fire Elemental is defeated in combat, the shadowrunning player receives +5 Reputation. Gut Check First_Run fr_challenge_gut_check Challenge (Miscellaneous) C Roll D6 (+1 for each Runner present with Leadership). 1-3: The shadowrun is over. 4+: Gut Check is sleazed. (Trash Gut check after it is revealed.) Halloweener Hell First_Run fr_challenge_halloweener_hell Challenge (Street/Personnel) [Social 2] [Streetwise 2] U 1$: [+2/-1] until end of turn. Heavy Sentry Gun First_Run fr_challenge_heavy_sentry_gun Challenge (Electrical/Barrier) [Firearms 2] [Technical] 8 10 A2 R Hellhound First_Run fr_challenge_hellhound Challenge (Awakened) [Stealth 2] 6 6 R The damage Hellhound inflicts must be applied to a single Runner. This damage is armor-piercing. Hellish traffic First_Run fr_challenge_hellish_traffic Challenge (Street/Vehicle/Outdoor) [Piloting 2] or [Streetwise 2] C If Runner team fails to sleaze Hellish Traffic, the shadowrun is over and Hellish Traffic is trashed. Highway Showdown First_Run fr_challenge_highway_showdown Challenge (Vehicle/Outdoor) [Piloting] [Gunnery 2] R If Runner team fails to sleaze Highway Showdown, each Runner present takes 4 damage. Trash after revealed. Hit and Run First_Run fr_challenge_hit_and_run Challenge (Outdoor/Street) [Athletics 2] [Streetwise] C If alarm is triggered, all Runners present take 2 - X damage. X = Athletics. (Trash Hit and Run after revealed and resolved.) Hunting Gargoyle First_Run fr_challenge_hunting_gargoyle Challenge (Outdoor/Awakened) [Conjure 2] OR [Sorcery 2] 8 9 A3 U If using Hand-to-Hand Weapons against Hunting Gargoyle, roll D6 after combat for each Weapon used. On 4+, trash that Weapon. Incubus First_Run fr_challenge_incubus Challenge (Awakened) [Leadership] R If alarm is triggered, trash a randomly chosen Runner. Trash after revealed. Integrated Control Center First_Run fr_challenge_integrated_control_center Challenge (Miscellaneous) U [+1/+1] to all Challenges. When revealed, place Integrated Control Center face up on this Objective. Once revealed, Integrated Control Center does not count toward maximum Challenges. Killer Drone First_Run fr_challenge_killer_drone Challenge (Electrical) [Athletics] [Technical] 7 9 A2 R The damage that Killer Drone inflicts must be applied to a single Runner. Knight Errant Guards First_Run fr_challenge_knight_errant_guards Challenge (Personnel) [Stealth 2] 6 7 A2 U 2$: [+2/+2] until end of turn. Lone Star Patrol First_Run fr_challenge_lone_star_patrol Challenge (Street/Personnel/Vehicle) [Stealth] [Streetwise 2] 6 6 A2 C 1$: [+1/+1] until end of turn. Mafia Goons First_Run fr_challenge_mafia_goons Challenge (Street) [Streetwise 2] U If Runner team fails to sleaze Mafia Goons, the shadowrunning player loses 1/2 his current Credstick balance (round up). If he has no $, then frag a randomly chosen Runner who is present. Failing to sleaze this card will not trigger the alarm. (Trash Mafia Goons after revealed and resolved.) Mage Strike Force First_Run fr_challenge_mage_strike_force Challenge (Personnel) [Stealth] [Sorcery 2] 6 6 A1 U 2$: [+2/+2 (A+1)] until end of turn. Maglocks First_Run fr_challenge_maglocks Challenge (Indoor/Electrical/Barrier) C The owner of Maglocks must secretly choose a number from 1 to 6 and place a D6 under his hand showing that number. To sleaze Maglocks, Shadowrunning player must guess the number on the D6. He may make X+1 guesses. X = [Technical] rating of the shadowrunning team. Manticore First_Run fr_challenge_manticore Challenge (Awakened) [Athletics] [Stealth 2] 8 9 U The damage Manticore inflicts must be applied to a single Runner. Mine Field First_Run fr_challenge_mine_field Challenge (Miscellaneous) C Roll D6 (+1 for each Runner present who possesses [Demolition]). If result is higher than the number of Runners present, trash Mine Field. If result is equal to or lower than the number of Runners present, each Runner takes X armor-piercing damage. X = number of Runners present. Motion Detectors First_Run fr_challenge_motion_detectors Challenge (Electrical) [Stealth] [Technical] R If alarm is triggered, the shadowrun is over and this card is permanently attached to the Objective it is currently defending. No Runners can sleaze Challenges on runs against this Objective. Nets First_Run fr_challenge_nets Challenge (Barrier) C Roll D6 for each Runner present. 1-2: No effect. 3+: Runners without Athletics return to Safehouse unturned. 5+: Runners with Athletics return to Safehouse unturned. If Nets sends any Runners to Safehouse, the alarm is triggered. Trash after revealed. Poison Gas Trap First_Run fr_challenge_poison_gas_trap Challenge (Electrical) [Streetwise] [Technical] U If alarm is triggered, roll D6 for each Runner present (+1 if Runner possesses Stamina). 1-3: Runner returns to safehouse; 4+: Runner may continue on shadowrun. Razor Head Turf First_Run fr_challenge_razor_head_turf Challenge (Street) [Streetwise 2] 7 7 A1 U Ranged Weapons may not be used against Razor Heads Turf. Retinal Scanner First_Run fr_challenge_retinal_scanner Challenge (Indoor/Electrical/Barrier) C Roll D6 when revealed. 1: No effect. 2: All humans present return to Safehouse. 3: All elfs present return to Safehouse. 4: All dwarfs present return to Safehouse. 5: All orks present return to Safehouse. 6: All trolls present return to Safehouse. Trash after revealed. Runners on Retainer First_Run fr_challenge_runners_on_retainer Challenge (Street) [Social 2] or [Streetwise 2] 8 8 A1 R The player who owns this Challenge may choose to defend the Objective with his Runners instead of the Threat Rating on this card. Sabotaged Controls First_Run fr_challenge_sabotaged_controls Challenge (Outdoor/Vehicle) [Technical] [Piloting 2] U If alarm is triggered, each Runner present takes 2 armor-piercing damage. (Trash Sabotaged Controls after revealed and resolved.) Security Camera First_Run fr_challenge_security_camera Challenge (Electrical) [Stealth 2] C If alarm is triggered, return Security Camera to your hand and replace with another Challenge from your hand. Runner team must face this new Challenge immediately. If you have no Challenges in your hand, treat Security Camera as a bluff. (If a card or effect forces you to face your own Security Cameras, return Security Cameras to your hand; your opponent may place a new Challenge from his or her hand.) Security Consultant First_Run fr_challenge_security_consultant Challenge (Personnel) U Runner team must face top card of shadowrunning player's own Challenge stack on this Objective. Trash new Challenge if sleazed or defeated; otherwise, return it to top of Challenge stack. If player has no Challenges on this Objective, then the shadowrun is over. Trash after revealed. Security Decker First_Run fr_challenge_security_decker Challenge (Personnel) R If this Challenge is revealed by a Decker using [Recon] or a Matrix/Program, roll D6. On 4+, trash the Decker and his Gear. If this Challenge is revealed during a shadowrun, treat it as a bluff. Security Drone First_Run fr_challenge_security_drone Challenge (Electrical) [Leadership] [Stealth] 6 7 A1 C 3$: Security Drone inflicts damage first. Trash Runners killed by this damage (these Runners do not inflict damage). Security Guards First_Run fr_challenge_security_guards Challenge (Personnel) [Social 2] 5 6 C 1$: [+1/+2] until end of turn. Security Rigger First_Run fr_challenge_security_rigger Challenge (Personnel) [Leadership] [Social] R If alarm is triggered, roll D6 for each Drone and Vehicle that shadowrunning team owns. On 4+, trash that card. Sentry Gun First_Run fr_challenge_sentry_gun Challenge (Electrical) [Firearms] [Stealth] 6 8 A1 C Sim-sensation First_Run fr_challenge_sim-sensation Challenge (Miscellaneous) U Roll D6 for each Runner present, adding Runner's Leadership (if any) to result. On 1 or 2, return Runner to safehouse. Steppin' Wulf Ambush First_Run fr_challenge_steppin_wulf_ambush Challenge (Outdoor/Street) [Melee 3] 9 7 A2 R Street Scum First_Run fr_challenge_street_scum Challenge (Street/Outdoor) [Firearms 3] or [Melee 3] or [Sorcery 3] 3 9 C If Runner team fails to sleaze Street Scum, team must trash a random Gear card that is present (before combat is resolved). Swarm of Drones First_Run fr_challenge_swarm_of_drones Challenge (Outdoor/Electrical) [Athletics 2] 3 12 A1 U The Big Chase First_Run fr_challenge_the_big_chase Challenge (Street/Vehicle/Outdoor) [Piloting 2] [Streetwise] R If Runner team fails to sleaze The Big Chase!, each Runner present takes 3 armor piercing damage. Trash after revealed. The Funhouse First_Run fr_challenge_the_funhouse Challenge (Indoor/Street) 6 8 U You've entered the HQ of the Scatterbrains gang! Roll D6 to see what they demand. 1-2: Trash a Weapon. 3-4: Trash a Gear/Magic card. 5-6: Trash a Gear/Matrix card. Failure to give in to the Scatterbrains' demands triggers the alarm and results in a fight. Time-Delayed Bomb First_Run fr_challenge_time-delayed_bomb Challenge (Miscellaneous) Either [Athletics] plus [Technical 2] OR just [Demolition] R If alarm is triggered, place Time-Delayed Bomb in shadowrunning players safehouse. Until bomb explodes, target player must roll D6 at the start of his turn. On 5+, the Bomb explodes and a randomly chosen Runner in the safehouse takes 5 damage. Trash after explosion. Toxic Spirit First_Run fr_challenge_toxic_spirit Challenge (Awakened) 8 10 U Roll D6 (+1 for each Shaman present on shadowrun). The Runner team sleazes Toxic Spirit only on a result of 6+. Voiceprint I.D. Scanner First_Run fr_challenge_voiceprint_id_scanner Challenge (Indoor/Electrical/Barrier) [Technical] or [Social 2] C If alarm is triggered, trash Voiceprint ID Scanner and shadowrunning player must trash 2 cards chosen randomly from his hand. If player cannot trash 2 cards, the shadowrun is over. Yak Attack First_Run fr_challenge_yak_attack Challenge (Street) [Leadership 2] or [Social 2] 7 5 C 1$: [+1/-1] until end of turn. Bounty Hunter First_Run fr_contact_bounty_hunter 3 Contact C Use Bounty Hunter during any Shadowrun phase against any Runner who has just pulled out of a Shadowrun. X$: Roll D6. 1: Target evades Bounty Hunter. 2-5: Target Runner is slain by Bounty Hunter (Trash target Runner). 6: Bounty Hunter is killed (trash Bounty Hunter). X = Body of target Runner. Corporate Secretary First_Run fr_contact_corporate_secretary 0 Contact Human C May be used once per turn. 3$: Roll D6. 1-2: No effect. 3-5: You may look at one Challenge of your choice on any Objective in play. 6: You've managed to get the Corporate Secretary fired! Trash Corporate Secretary. Elven Hitman First_Run fr_contact_elven_hitman 0 Contact Elf C May be used once per turn. 5$: Choose target Contact, Roll a D6. 1: Target Contact avoids death (no effect). 2-5: Frag target Contact. 6: Target Contact's owner may pay 6$ to frag one of your Contacts. Fringe Surgeon First_Run fr_contact_fringe_surgeon 2 Contact Human U Roll D6 before paying for Cyberware. 1: No effect. 2-4: Pay 1/2 the cost (round down) of the Cyberware. 5-6: Oops! Trash Cyberware. Runner who was receiving the Cyberware takes X damage. X = Runner's current Body - 1. Ganger Leader First_Run fr_contact_ganger_leader 0 Contact U May be used once per turn. 3$: Roll D6. 1-2: No effect. 3-5: All Gangers receive [+2/+1] until end of turn. 6: Ganger Leader refuses to allow any Gangers to go on a shadowrun this turn. Humanis Policlub Ganger First_Run fr_contact_humanis_policlub_ganger 4 Contact Human R When Humanis Policlub Ganger comes into play, choose a metahuman race. Any Runner cards of that race cost an additional 1$ to deploy and come into play turned. Media Chick First_Run fr_contact_media_chick 2 Contact Human C You must declare your intention to use Media Chick before a Shadowrun begins. 1$: A successful shadowrun is worth +10 Reputation. If the shadowrun fails (the team pulls out or fails to take the Objective) then you lose 10 Reputation from your total Reputation. Mr. Black First_Run fr_contact_mr_black 3 Contact Human U Roll D6 before paying for a Gear/Weapon or Gear/Armor card. 1: No effect. 2-4: -1$ to item cost (you must pay at least 1$). 5-6: Take a Gear/Weapon or Gear/Armor card of your choice from your draw pile and put it into your hand. Mr. Johnson First_Run fr_contact_mr_johnson 3 Contact Human C May be used once per turn. 3$: Roll D6. 1-2: Trash Mr. Johnson. 3-5: You may take a Runner from your draw pile and put it into your hand, first showing the card to your opponent. 6: As above, but you may deploy the Runner at no cost. Shopping Cart Lady First_Run fr_contact_shopping_cart_lady 2 Contact Human U Any Weapons that your Runners possess when they die are placed on the Shopping Cart Lady. Turn Runner to visit Shopping Cart Lady and roll D6. 1-4: Take 1 card from Shoping Cart Lady at no cost and give to Runner. 5-6: Shopping Cart Lady inflicts 3 damage on Runner. Squatter First_Run fr_contact_squatter 0 Contact Human R May be used once per turn. For every bottle of booze (5$ per bottle) that you buy Squatter, you may retrieve any non-Special card from your trash. Announce the number of cards you intend to retrieve and pay for them before you search your trash. Talismonger First_Run fr_contact_talismonger 4 Contact Human U Roll D6 before paying for a Gear/Magic card. 1-2: No effect. 3-4: -1$ to item cost (you must pay at least 1$). 5-6: Take a Gear/Magic card from your draw pile and put it in your hand. The Fat Man First_Run fr_contact_the_fat_man 6 Contact Mafia R Use this card at any time. You may pay Pumpable $ costs on any player's Challenge and/or Runner cards. (This may result in more than one person pumping up a single card.) Troll Bouncer First_Run fr_contact_troll_bouncer 2 Contact Troll U Play Troll Bouncer on another player's Location. (This Location must be one that Runners turn to visit or use.) Add 1$ to your credstick every time target Location is used. Yoshimo Chang First_Run fr_contact_yoshimo_chang 3 Contact Yakuza R May be used once per turn. Turn Runner with [Social] to visit Yoshimo Chang and roll D6. 1-4: No effect. 5+: Target Runner cannot do anything, including purchase new equipment, for one full turn. Ally Spirit First_Run fr_magic_ally_spirit 4 Gear, Magic (Magic/Spirit) C Play on Runner with [Conjure 2] | User receives [+1/+2] while Ally Spirit is in play. Trash to avoid all damage taken from one source. Armor Spell First_Run fr_magic_armor_spell 4 Gear, Magic (Magic/Spell) U Play on Runner with [Sorcery] | [Armor +2] to user until end of combat. Armor Spell may be used with other armor. Astral Sense First_Run fr_magic_astral_sense 2 Gear, Magic (Magic/Spell) C Play on Runner with [Sorcery 2] | Trash Astral Sense after use. User may look at target player's hand for 5 seconds. Bolt of Power First_Run fr_magic_bolt_of_power 1 Gear, Magic (Magic/Spell) C Play on a Runner with [Sorcery] | Turn to use attack value of Bolt of Power in place of user's attack value. Attack Value: (D6+2). Bullet Barrier First_Run fr_magic_bullet_barrier 2 Gear, Magic (Magic/Spell) R Play on a Runner with [Sorcery] | [A1] until end of combat to user and all Runners on shadowrun with user. Bullet Barrier is not cumulative with other armor. City Spirit First_Run fr_magic_city_spirit 2 Gear, Magic (Magic/Indoor Spirit) U Play on Runner with [Conjure] | May not be used against Outdoor Challenges. | [6/6] [Spirit] Detect Enemy First_Run fr_magic_detect_enemy 3 Gear, Magic (Magic/Spell) C Play on Runner with [Sorcery] | If the Challenge just revealed was a Personnel Challenge, the player may pull his team out of the shadowrun immediately without facing the Challenge. Elemental First_Run fr_magic_elemental 3 Gear, Magic (Magic/Spirit) C Play on Runner with [Conjure] | [5/5] [Spirit] Fireball First_Run fr_magic_fireball 3 Gear, Magic (Magic/Spell) U Play on Runner with [Sorcery] | Turn to use Attack Value of Fireball in place of user's Attack Value. | Attack Value: [D6+4] Foretelling First_Run fr_magic_foretelling 2 Gear, Magic (Magic/Spell) U Play on Runner with [Sorcery] | 1$: User may look at top card of target player's draw pile. Greater Elemental First_Run fr_magic_greater_elemental 5 Gear, Magic (Magic/Spirit) R Play on a Runner with [Conjure 2] | After each use, roll a D6. On a result of 1 or 2, user takes 3 armor-piercing damage | [8/8] [Spirit]. Heal First_Run fr_magic_heal 5 Gear, Magic (Magic/Spell) U Play on Runner with [Sorcery] | User may remove D6-X damage from target Runner. X = Essence target Runner has lost from use of Cyberware. Cannot be used on Cyborgs. Hellblast First_Run fr_magic_hellblast 5 Gear, Magic (Magic/Spell) R Play on Runner with [Sorcery] | Turn to use Attack Value of Hellblast in place of user's Attack Value. | Attack Value: [D6+8] | Hellblast inflicts 2 armor-piercing damage on all Runners present. Invisibility First_Run fr_magic_invisibility 3 Gear, Magic (Magic/Spell) C Play on Runner with [Sorcery] | User sleazes a just revealed Awakened , Street or Personnel Challenge. The rest of the team returns to the safehouse. Nature Spirit First_Run fr_magic_nature_spirit 2 Gear, Magic (Magic/Outdoor Spirit) U Play on Runner with [Conjure] | May not be used against Indoor Challenges. | [6/6] [Spirit] Sleep First_Run fr_magic_sleep 3 Gear, Magic (Magic/Spell) U Play on a Runner with [Sorcery] | Affects only Awakened and Personnel Challenges. On a D6 roll of 4+ target Challenge is sleazed. Watcher Spirit First_Run fr_magic_watcher_spirit 3 Gear, Magic (Magic/Spirit) C Play on a Runner with [Conjure]. | Turn to look at top card of target player's draw pile. Trash to look at one Challenge card on target Objective. Frag to look at one Challenge stack on target Objective. Armor Skin First_Run fr_matrix_armor_skin 2 Gear, Matrix (Matrix/Defense Program) U Play on a Runner with [Decking] | User receives [Decking +2] when attacking or being attacked through the Matrix. Black Hammer First_Run fr_matrix_black_hammer 2 Gear, Matrix (Matrix/Attack Program) C Play on Runner with [Decking] | Allows user to attack target Decker. The combatants each roll D6 and add their Decking (the attacking Decker adds an additional +1). The loser takes damage equal to the difference in the results. Browse First_Run fr_matrix_browse 2 Gear, Matrix (Matrix/Program) C Play on Runner with [Decking] | User may look at any two unrevealed Challenges in play. Camo First_Run fr_matrix_camo 1 Gear, Matrix (Matrix/Defense Program) R Play on a Runner with [Decking] | User may evade a Matrix attack on a D6 roll of 4+. Crash First_Run fr_matrix_crash 7 Gear, Matrix (Matrix/Program) R Play on a Runner with [Decking] | Trashes ALL Electrical Challenges on a target Objective. Evaluate First_Run fr_matrix_evaluate 2 Gear, Matrix (Matrix/Program) C Play on Runner with [Decking] | User may look at top card in a players Objective pile. Fairlight Excalibur First_Run fr_matrix_fairlight_excalibur 4 Gear, Matrix (Matrix/Cyberdeck) R Play on a Runner with [Decking] | User receives [Decking +3]. The first Program given to user is free. Fuchi Cyber-6 First_Run fr_matrix_fuchi_cyber-6 3 Gear, Matrix (Matrix/Cyberdeck) U Play on Runner with [Decking] | User receives [Decking +2]. Hog First_Run fr_matrix_hog 1 Gear, Matrix (Matrix/Attack Program) C Play on Runner with [Decking] | Allows user to attack target Decker. The combatants each roll a D6 and add their Decking. If attacker's total is higher the targeted Decker trashes a randomly chosen Matrix/Program he has in play. Redirect Datatrail First_Run fr_matrix_redirect_datatrail 1 Gear, Matrix (Matrix/Program) R Play on a Runner with [Decking] | Trash to sleaze a Personnel Challenge. The owner of the Challenge may move it to another Objective that has less than the maximum Challenges, or put it back into his hand. Sleaze First_Run fr_matrix_sleaze 3 Gear, Matrix (Matrix/Program) U Play on Runner with [Decking] | User may reset a triggered alarm on a D6 roll of 3+, but must face Challenge. Runners may then sleaze additional Challenges. Sony CTY-360 First_Run fr_matrix_sony_cty-360 2 Gear, Matrix (Matrix/Cyberdeck) C Play on Runner with [Decking] | User receives [Decking +1]. Steamroller First_Run fr_matrix_steamroller 3 Gear, Matrix (Matrix/Attack Program) U Play on a Runner with [Decking] | Steamroller remains in effect for an entire shadowrun. The first electrical Challenge faced while Steamroller is in effect is trashed on a D6 roll of 2+, the next is trashed on a D6 roll of 3+, and so on. Sticky Fingers First_Run fr_matrix_sticky_fingers 3 Gear, Matrix (Matrix/Program) R Play on Runner with [Decking] | Use during owner's Legwork phase. If target player has 2 or more $, take 1$ from target player's Credstick and add it to yours. Ares Predator First_Run fr_gear_ares_predator 4 Gear, standard (Ranged Weapon/Heavy Pistol) C [+3/+0] to user. The first Gear/Accessory card played on Ares Predator is free. Armored Vest First_Run fr_gear_armored_vest 1 Gear, standard (Armor) C User receives [Armor +1]. Roll D6 after each use. On a 4+, trash Armored Vest. May be used with Lined Coat. Armor-Piercing Ammo First_Run fr_gear_armor-piercing_ammo 3 Gear, standard (Accessory/Ammo) R Play on Pistol, Rifle, or SMG. | Treat armored targets as unarmored targets. Only one type of Ammo can be used in each combat. Automated Patrol Vehicle First_Run fr_gear_automated_patrol_vehicle 6 Gear, standard (Drone) Outdoor. U Play on Rigger. | May not be used against Indoor Challenges. | [6/8 (A1)] [Drone] Beretta First_Run fr_gear_beretta 2 Gear, standard (Ranged Weapon/Medium Pistol) U [+2/+1] to user. Bulldog Van First_Run fr_gear_bulldog_van 4 Gear, standard (Vehicle) Outdoor. U [Armor +1] to any unturned Runners in your safehouse. Trash to allow a Runner team that just finished a shadowrun to go on another run immediately. Ceska vz/120 First_Run fr_gear_ceska_vz-120 2 Gear, standard (Ranged Weapon/Medium Pistol) C [+2/+0] to user. Trash Ceska vz120 from play (not from your hand) to add 1$ to your Credstick. Chipjack 1 First_Run fr_gear_chipjack_1 1 Gear, standard (Cyberware) C -1 Essence to user. | User may use 1 Skillsoft. Chipjack 2 First_Run fr_gear_chipjack_2 2 Gear, standard (Cyberware) U -2 Essence to user. | User may use up to 2 Skillsofts. Chipjack 3 First_Run fr_gear_chipjack_3 3 Gear, standard (Cyberware) R -3 Essence to user. | User may use up to 3 Skillsofts. Cortex Bomb First_Run fr_gear_cortex_bomb 3 Gear, standard (Cyberware) R -2 Essence to user. | If user dies, each Runner/Challenge takes 5 damage. Crawler Patrol Drone First_Run fr_gear_crawler_patrol_drone 2 Gear, standard (Drone) C Play on a Rigger. | 2$: [Recon] until end of turn. | Trash to turn any unturned Runner in play. | [1/3] [Drone] Cyberarm First_Run fr_gear_cyberarm 2 Gear, standard (Cyberware) C -2 Essence and [+2/+0] to user. Defiance Shotgun First_Run fr_gear_defiance_shotgun 3 Gear, standard (Ranged Weapon/Shotgun) U [+4/+0] to user. Defiance Shotgun may not be used against two Challenges in a row. Defiance Taser First_Run fr_gear_defiance_taser 4 Gear, standard (Ranged Weapon) R [+X/+0] to user. X = D6 + 1. Roll each time Defiance Taser is used. Dermal Plating First_Run fr_gear_dermal_plating 3 Gear, standard (Cyberware) U -3 Essence and [+0/+2 (A+1)] to user. Dermal Plating may be used with Armor cards. Limit one per Runner. Doberman Patrol Vehicle First_Run fr_gear_doberman_patrol_vehicle 8 Gear, standard (Drone) Outdoor. R Play on Rigger with [Piloting 2] | May not be used against Indoor Challenges | [8/6 (A2)] [Drone]. Doc Wagon (Gold) First_Run fr_gear_doc_wagon_(gold) 2 Gear, standard (Miscellaneous) U If user dies, trash Doc Wagon (Gold) to return user to owners' hand. Any gear cards on the deceased Runner must be trashed. Doc Wagon (Platinum) First_Run fr_gear_doc_wagon_(platinum) 5 Gear, standard (Miscellaneous) R If user dies, trash Doc Wagon (Platinum) and return Runner to your safehouse. User takes only 1 damage and keeps Gear. Explosive Rounds First_Run fr_gear_explosive_rounds 2 Gear, standard (Accessory/Ammo) C Play on any Pistol, Rifle, or SMG. | [+2/+0] to user. User may only use one type of ammo per combat. Extended Clip First_Run fr_gear_extended_clip 1 Gear, standard (Accessory) U Play on any Pistol, Rifle, or SMG. | Allows Runner to use 2 types of Ammo in a combat. Only one extended clip may be played on a weapon. Flechette Rounds First_Run fr_gear_flechette_rounds 2 Gear, standard (Accessory/Ammo) U Play on any Pistol, Rifle, or SMG. | Unarmored targets struck by Flechette Rounds take double damage. User may only use one type of ammo per combat. FN Mag-5 First_Run fr_gear_fn_mag-5 5 Gear, standard (Ranged Weapon/MMG) U Play on Runner with [Gunnery] | [+5/+0] to user. | 5$: [Burst] fire. FN-HAR First_Run fr_gear_fn-har 4 Gear, standard (Ranged Weapon/Assault Rifle) U Play on a Runner with [Firearms] | [Indirect] Fire. | [+3/+0] to user. Gyro Stabilizer First_Run fr_gear_gyro_stabilizer 2 Gear, standard (Accessory) R Allows a Runner without [Gunnery] to use weapons that require Gunnery. | A Runner with Gunnery adds +1 to Gunnery. Hand Razors First_Run fr_gear_hand_razors 2 Gear, standard (Cyberware/Weapon) C -1 Essence and [+1/+0] to user. User may add [Melee] to Attack Value. | Limit two per Runner. Harley Scorpion First_Run fr_gear_harley_scorpion 2 Gear, standard (Vehicle/Bike) Outdoor. U [+1/+0 (A+1)] to user. Heavy Armor (Full) First_Run fr_gear_heavy_armor_(full) 6 Gear, standard (Armor) R User receives [Armor +2]. Trash Heavy Armor (Full) to avoid all damage taken in combat. Heavy Armor (Partial) First_Run fr_gear_heavy_armor_(partial) 4 Gear, standard (Armor) R User receives [Armor +2]. Roll a D6 after each use. On a 5+ trash Heavy Armor. HK227 First_Run fr_gear_hk227 3 Gear, standard (Ranged Weapon/SMG) U [+2/+0] to user. | 2$: Burst Fire. Hunter Drone First_Run fr_gear_hunter_drone 4 Gear, standard (Drone) C Play on Rigger. | [5/5] [Drone] Ingram Valiant First_Run fr_gear_ingram_valiant 4 Gear, standard (Ranged Weapon/LMG) U Play on Runner with [Firearms] | [+3/+0] to user. | 3$: Burst Fire. Katana First_Run fr_gear_katana 2 Gear, standard (Hand-to-Hand Weapon) C [+2/+0] to user. User may add [Melee] to Attack Value. Laser Scope First_Run fr_gear_laser_scope 1 Gear, standard (Accessory) U Play on any Ranged Weapon. +1 to [Firearms] of user. Lined Coat First_Run fr_gear_lined_coat 2 Gear, standard (Armor) U User receives [Armor +1]. Roll D6 after each use. On a 5+, trash Lined coat. May be used with Armored Vest. Lucky Wabbit's Foot First_Run fr_gear_lucky_wabbits_foot 5 Gear, standard (Miscellaneous) R Trash to cancel the effects of any Special card just played or to modify a die roll just made by +1 or -1. Microskimmer First_Run fr_gear_microskimmer 1 Gear, standard (Drone) U Play on Rigger. | Trash to look at any one Challenge card in play. | [0/1] [Drone] Monofilament Whip First_Run fr_gear_monofilament_whip 4 Gear, standard (Hand-to-Hand Weapon) R [+6/+0] to user. Roll D6 after each use, adding user's [Melee] to the result rolled. 1-4: User takes 3 armor-piercing damage; 5+ User suffers no ill effects. Muscle Replacement First_Run fr_gear_muscle_replacement 3 Gear, standard (Cyberware) U -3 Essence and [+2/+1] to user. User receives [Athletics +1]. | Limit one per Runner. Panther Assault Cannon First_Run fr_gear_panther_assault_cannon 6 Gear, standard (Ranged/Assault Weapon) R Play on Runner with [Gunnery] | [+6/+0] to user. | Trash Panther Assault Cannon to receive [+10/+0]. PRC-44b Yellowjacket First_Run fr_gear_prc-44b_yellowjacket 6 Gear, standard (Vehicle/Helicopter) Outdoor. R Play on Rigger or on Runner with [Piloting 2] | [+6/+0 (A+2)] to user. | User may not use other Gear cards while using PRC-44B Yellowjacket. Ranger Arms SM-3 First_Run fr_gear_ranger_arms_sm-3 3 Gear, standard (Ranged Weapon/Sniper Rifle) R Play on a Runner with [Firearms 2] | May only be used once per turn. | [Indirect] Fire. | [+6/+0] to user. Ranger X First_Run fr_gear_ranger_x 2 Gear, standard (Ranged Weapon/Bow) U [Indirect] Fire. [Silenced] Weapon. | If user has [Firearms], add an additional [+1/+0]. | [+2/+0] to user. Remington 750 First_Run fr_gear_remington_750 2 Gear, standard (Ranged Weapon/Sport Rifle) R [+1/+0] to user. | [Indirect] Fire. Roto-drone First_Run fr_gear_roto-drone 4 Gear, standard (Drone) Outdoor. C Play on Rigger. | May not be used against Indoor Challenges. | [7/3] [Drone] Ruger Super Warhawk First_Run fr_gear_ruger_super_warhawk 3 Gear, standard (Ranged Weapon/Heavy Pistol) U [+3/+0] to user. Silencer First_Run fr_gear_silencer 1 Gear, standard (Accessory) C Play on target Pistol, Rifle, or SMG. Treat target Weapon as a Silenced Weapon. If Challenge is defeated by Silenced Weapons ONLY, then the alarm isn't triggered. Skillsoft: Athletics First_Run fr_gear_skillsoft__athletics 2 Gear, standard (Miscellaneous) R Play on Runner with a Chipjack. User receives [Athletics +1]. Skillsoft: Demolitions First_Run fr_gear_skillsoft__demolitions 2 Gear, standard (Miscellaneous) R Play on Runner with a Chipjack. User receives [Demolitions +1]. Skillsoft: Firearms First_Run fr_gear_skillsoft__firearms 2 Gear, standard (Miscellaneous) C Play on Runner with a Chipjack. User receives [Firearms +1]. Skillsoft: Gunnery First_Run fr_gear_skillsoft__gunnery 2 Gear, standard (Miscellaneous) U Play on Runner with a Chipjack. User receives [Gunnery +1]. Skillsoft: Melee First_Run fr_gear_skillsoft__melee 2 Gear, standard (Miscellaneous) C Play on Runner with a Chipjack. User receives [Melee +1]. Skillsoft: Piloting First_Run fr_gear_skillsoft__piloting 3 Gear, standard (Miscellaneous) R Play on Runner with a Chipjack. User receives [Piloting +1]. Skillsoft: Social First_Run fr_gear_skillsoft__social 2 Gear, standard (Miscellaneous) U Play on Runner with a Chipjack. User receives [Social +1]. Skillsoft: Stealth First_Run fr_gear_skillsoft__stealth 3 Gear, standard (Miscellaneous) R Play on Runner with a Chipjack. User receives [Stealth +1]. Skillsoft: Technical First_Run fr_gear_skillsoft__technical 2 Gear, standard (Miscellaneous) U Play on Runner with a Chipjack. User receives [Technical +1]. Smartgun Link First_Run fr_gear_smartgun_link 2 Gear, standard (Cyberware) R -1 Essence to user. Play on any Ranged Weapon. User may add [Firearms] to Attack Value. Stim Patch First_Run fr_gear_stim_patch 2 Gear, standard (Miscellaneous) C Trash to immediately heal 2 damage on Runner of your choice. May be used to heal a Runner whose Body was just reduced to 0 or less. Streetline Special First_Run fr_gear_streetline_special 0 Gear, standard (Ranged Weapon/Light Pistol) C [+1/+0] to user. Stun Gloves First_Run fr_gear_stun_gloves 3 Gear, standard (Hand-to-Hand Weapon) R Play on Runner with [Melee] | Affects only Awakened and Personnel Challenges. Roll D6. If the result is equal to or less than the user's [Melee], trash target Challenge. Uzi III First_Run fr_gear_uzi_iii 2 Gear, standard (Ranged Weapon/SMG) C [+1/+0] to user. | 1$: [Burst] Fire. Vindicator Minigun First_Run fr_gear_vindicator_minigun 4 Gear, standard (Ranged Weapon/LMG) C Play on Runner with [Gunnery] | [+4/+0] to user. | 4$: [Burst] Fire. Walther Palm Pistol First_Run fr_gear_walther_palm_pistol 1 Gear, standard (Ranged Weapon/Light Pistol) U [+1/+0] to user. | May be used as a Stinger. If used as a Stinger, trash at end of turn. Wired Reflexes First_Run fr_gear_wired_reflexes 5 Gear, standard (Cyberware) R -3 Essence to user. Roll D6 after each combat user survives. On a 4+, user inflicts damage a second time. Limit one per Runner. Yamaha Rapier First_Run fr_gear_yamaha_rapier 2 Gear, standard (Vehicle/Bike) Outdoor. C [Armor 1] to user. | This armor is not cumulative with other armor. Trash to move user from safehouse to a shadowrun (or vice versa). Ares Macrotechnology First_Run fr_location_ares_macrotechnology 4 Location Corporate (HQ) R Each player must roll D6 at the start of his Legwork phase each turn. 1-2: [+2/+0] to all Runners using Gear/Weapon cards. 3-4: No effect. 5-6: No Gear/Weapon cards may be used by Runners this turn. | Aztechnology First_Run fr_location_aztechnology 3 Location Corporate (HQ) R Each player may frag an unturned Runner that he controls to roll D6 at the start of his Legwork phase. 1-4: No effect. 5-6: Trash target Runner. | Caves of Halferville First_Run fr_location_caves_of_halferville 3 Location Dwarf C You may roll D6 at the start of your Legwork phase. 1-2: No effect. 3-4: All Dwarfs you control receive [+0/+1] until the start of your next Legwork phase. 5-6: Pay -1$ to deploy dwarves this turn. Each player may not have more than one Caves of Halferville in play at a time. Chop Shop First_Run fr_location_chop_shop 2 Location Street U 2$: Turn visiting Runner to draw a Gear/Cyberware card of your choice from your trash and put it into your hand. Club Vortex First_Run fr_location_club_vortex 2 Location (Club) U Turn Runner to visit Club Vortex and Roll a D6 for each visiting Runner. On a 4 to 6 the Runner acquires experimental drugs; place a drug token on the Runner. This token may be used at anytime to use the experimental drugs. To use the Drug token, roll D6: on a 1 or 6 frag Runner; 2-5: [+3/+3] until end of turn. Decker Coffeehouse First_Run fr_location_decker_coffeehouse 3 Location U Turn visiting Decker and roll D6. 1-3: Nothing but gut rot and stained teeth. 4-5: You may search your draw pile for a single Gear/Matrix card. Show card to all players and add it to your hand. 6+: as above but give the Gear/Matrix card to the visiting Decker at no cost. Hermetic Library First_Run fr_location_hermetic_library 3 Location U 2$: Turn Visiting Mage/Shaman to draw top card of your draw pile. Show card to all players. If card is a Mage or Shaman, put it into play at no cost. If card is a Gear/Magic card, add it to your hand. Trash any other type of card. Renraku First_Run fr_location_renraku 3 Location Corporate (HQ) R Roll D6 whenever an Electrical Challenge is revealed. On 4+, that Challenge may not be sleazed this turn. Saeder-Krupp First_Run fr_location_saeder-krupp 4 Location Corporate (HQ) R 4$. Text: Each player may roll D6 at the start of his Legwork phase. 1-4: No effect. 5-6: Saeder-Krupp takes the revealed Objective with the highest Reputation. Note the value and place the Objective at the bottom of its owner's Objective pile. If Saeder-Krupp obtains sufficient Reputation in this way, it wins the game. Shadowland First_Run fr_location_shadowland 3 Location (Matrix) R Hermit Deckers (as well as normal Runners) may visit this location. Turn visiting Runners and roll D6: On 4-6, place an Info token on the Runner. This token may be used during a shadowrun when this Runner is present. To use the Info token, roll D6; on 4+, the Shadowrunning player may look at the next Challenge before choosing whether or not to continue the run. Sniper Roost First_Run fr_location_sniper_roost 4 Location Street R May be used by an unturned Runner with Firearms in your safehouse to assist a shadowrun. This Runner does not turn and cannot be damaged. Each time Sniper Roost is used, roll D6. On 5+, trash Sniper Roost and the Runner using it. Cannot be used against Indoor Challenges. The Festerin' Tusk First_Run fr_location_the_festerin_tusk 3 Location Troll (Bar) R You may roll D6 at the start of your Legwork phase. 1-3: All trolls you control are drunk! They receive [-1/-0] and are [Anti-social] until the start of your next Legwork phase. 4-6: Pay -1$ to deploy trolls this turn. Each player may not have more than one Festerin' Tusk in play at a time. The Hideaway First_Run fr_location_the_hideaway 2 Location Street R You may place up to 4 cards of any type into The Hideaway at no cost during your Legwork phase. No more than 4 cards can be stored here at one time. Turn a Runner with Streetwise during your Legwork phase to retrieve a card. The Iron Lung First_Run fr_location_the_iron_lung 3 Location Street (Bar) C Each time a Runner visits The Iron Lung, roll D6. 1-3: Runner takes 2 armor piercing damage. 4-5: Draw 1 card. 6+: Draw 2 cards. The Ork Underground First_Run fr_location_the_ork_underground 3 Location Ork U You may roll D6 at the start of your Legwork phase. 1-3: No effect. 4-6: Pay -1$ to deploy orks this turn. Each player may not have more than one Ork Undergound in play at a time. The Warehouse First_Run fr_location_the_warehouse 2 Location C You may place one Gear card (except Magic and Cyberware) from your hand into The Warehouse at no cost during your Legwork phase. There is no limit to the number of Gear cards that may be placed into The Warehouse. To put these cards into play, pay the deployment cost as normal during your Legwork phase. The Z-Zone First_Run fr_location_the_z-zone 6 Location Street (Barrens) R Use in place of a shadowrun. Select a team of Runners and roll D6. On 1 or 6, pay an 'air tax' of 1$ for each Runner present or one of your Runners (randomly chosen) is trashed. 2-5: Attack another player! All Runners on both sides must be committed to the fight. Resolve combat as normal. Tir Tairngire First_Run fr_location_tir_tairngire 2 Location Elf C You may roll D6 at the start of your Legwork phase. 1-2: No effect. 3-4: All elves you control receive [+1/+0] until the beginning of your next Legwork phase. 5-6: Pay -1$ to deploy elves this turn. Each player may not have more than one Tir Taingire in play at a time. Amazonian Hunt First_Run fr_objective_amazonian_hunt 40 Objective U No Indoor or Vehicle Challenges. No Awakened Challenges can be sleazed. | Requirements: Fight Awakened creature [D6+4/D6+6 (Armor D6-1)]. Assassination First_Run fr_objective_assassination 25 Objective C No Indoor Challenges. [+0/+2] to Personnel and Awakened Challenges. | Bonus: 1$ for every point of Firearms possessed by surviving Runner team. Cake Walk First_Run fr_objective_cake_walk 10 Objective U Treat Challenges with more than one skill listed as a sleaze requirement as if they had one skill listed. The Shadowrunning player may choose which skill to sleaze. Cermak Blast First_Run fr_objective_cermak_blast 25 Objective C Roll D6 for each Challenge and face result instead of Challenge. Treat all Spirits as Awakened. 1-2: Mosquito Spirit [6/6 (A1)]; 3-4: Fly Spirit [7/7 (A2)]; 5-6: Wasp Spirit [8/8 (A3)]. | Bonus: +5 Reputation if a Runner with [Demolition] is present at end of shadowrun. Cleanse the Hive First_Run fr_objective_cleanse_the_hive 40 Objective R Roll D6 for each Challenge and face the result instead of the Challenge. Treat all Spirits as Awakened. 1-2: Beetle Spirit [8/8 (A1)]; 3-4: Cicada Spirit [9/9 (A2)]; 5-6: Ant Spirit [10/10 (A2)]. | Requirements: Fight Queen Ant Spirit 11/11 (A3) Courier Run First_Run fr_objective_courier_run 20 Objective C The Runners must deliver a parcel. When the shadowrun begins, choose a Runner who is present to hold the parcel. | Requirements: The Runner carrying the parcel must be present at end of the shadowrun. Critter Hunt First_Run fr_objective_critter_hunt 25 Objective C No Indoor Challenges. [+1/+1] to Awakened Challenges. | Requirements: Fight Awakened creature [D6+2/D6+3]. Crossfire First_Run fr_objective_crossfire 25 Objective U 2$: [+1/+1] to Challenge just revealed. Any player may pump Challenges in this way. Desert Hit First_Run fr_objective_desert_hit 25 Objective U No Indoor Challenges. [+0/+2] to all Challenges if shadowrunning team does not possess Stamina. Dragon Hunt First_Run fr_objective_dragon_hunt 40 Objective R Roll D6 after defeating each Challenge to see if the dragon has noticed you (+1 for each Challenge previously faced). On 7+ you must fight the dragon immediately! Once you defeat the dragon, trash any remaining Challenges on this Objective. | Requirements: Fight Awakened dragon 10/10 (A3). Dunkelzahn's Black Book First_Run fr_objective_dunkelzahns_black_book 40 Objective R Each player may play 1 additional Challenge on Dunkelzahn's Black Book. | Requirements: -10 Reputation if no runners on surviving team possess Leadership. Eco-War! First_Run fr_objective_eco-war 25 Objective U No Indoor Challenges | Requirements: Fight Toxic Spirit [8/10 (A1)]. Extraction First_Run fr_objective_extraction 20 Objective C No Outdoor Challenges. Fort Knocks First_Run fr_objective_fort_knocks 35 Objective C [+0/+3] to Personnel Challenges. | Bonus: 2$ for each Street Samurai present at end of shadowrun. Fugitive Run First_Run fr_objective_fugitive_run 25 Objective U Double the effects of Fatigue while on this shadowrun. Fusion Run First_Run fr_objective_fusion_run 30 Objective U No Personnel Challenges. -1 to maximum Challenges allowed (minimum of 1 Challenge). Roll D6 after each Challenge faced. 1-2: No effect; 3-6: All Runners present take 1 armor-piercing damage. Gang War First_Run fr_objective_gang_war 20 Objective C Bonus: +5 Reputation if a Ganger is present at end of shadowrun. Harlequin's Game First_Run fr_objective_harlequins_game 30 Objective C No Special cards may be played to affect a shadowrun against Harlequin's Game. | Requirements: Roll D6. 1-2: A Mage or Shaman must be present; 3-4: No Requirement; 5-6: A Decker or Rigger must be present. Haunted High-Rise First_Run fr_objective_haunted_high-rise 25 Objective C Requirements: Fight Poltergeist [6/9 (A3)] if Runner team does not possess at least 3 points of Conjure. | Bonus: 2$ for each Shaman present at end of shadowrun. Impossible Mission First_Run fr_objective_impossible_mission 30 Objective R Closed System. +1 to sleaze requirements of all Indoor and Electrical Challenges (for example, Melee becomes Melee 2). | Bonus: +20 Reputation if the surviving runners on team possess the following skills. (Athletics 2, Stealth 2, Technical 2) Kamikaze Run First_Run fr_objective_kamikaze_run 20 Objective R Bonus: 2$ for every Runner who dies on this shadowrun. Milk Run First_Run fr_objective_milk_run 10 Objective C [-2/-2] to all Challenges placed on Milk Run. Mob War! First_Run fr_objective_mob_war 30 Objective C Requirements: Roll D6 after facing all Challenges. 1-2: Turn Mob War! face down until owner's next turn and leave it in play; 3-6: The shadowrunning team achieves the Objective as normal. Operation Cottonmouth First_Run fr_objective_operation_cottonmouth 25 Objective C Once per shadowrun, owner may add [+2/+2 (A+1)] to a revealed Challenge. | Bonus: 2$ for each Mercenary present at end of shadowrun. Operation Up and Over First_Run fr_objective_operation_up_and_over 30 Objective U [+2/+2] to Awakened Challenges. Roll D6 when any magic is used on this shadowrun. On 4+, the magic fails. Protect and Defend First_Run fr_objective_protect_and_defend 20 Objective C [+0/-2] to Street Challenges. | Bonus: 2$ for each Bodyguard present at end of shadowrun. Ragnarock--Concert of the Century First_Run fr_objective_ragnarock--concert_of_the_century 20 Objective U All Challenges placed on Ragnarock require an additional Social + 1 to sleaze. | Bonus: 2$ for each Rocker present at end of shadowrun. Robo-Plant Revolt First_Run fr_objective_robo-plant_revolt 25 Objective C [+1/+0] to Electrical Challenges. Roll D6 after each Electrical Challenge defeated in combat on this Objective. On 5+, the Runner team must immediately fight that Challenge again. | Bonus: 2$ for each Rigger present at end of shadowrun. Room 5B78 First_Run fr_objective_room_5b78 35 Objective R [+2/+2] to Indoor Challenges. | Requirements: Break down the door! Defeat Door Barrier 0/20. | Bonus: You may trash Room 5B78 for 15$, but in that case you receive no Reputation from this run. Shadowplay First_Run fr_objective_shadowplay 30 Objective C Roll D6 when shadowrun begins. 1-2: [+2/+2] to Electrical Challenges. 3-4: [+2/+2] to Personnel Challenges. 5-6: [+2/+2] to all Challenges. Site of Power First_Run fr_objective_site_of_power 30 Objective C [Sorcery+1] to Mages, [Conjure+1] to Shamans. [+1/+0] to all Spirits used during this shadowrun. | Requirements: Fight Legendary Awakened creature [6/20 (A1)]. Steal Wiz Softs First_Run fr_objective_steal_wiz_softs 20 Objective C Bonus: 2$ for each Decker present at end of shadowrun. Sucker Run First_Run fr_objective_sucker_run 0 Objective C When revealed, discard Sucker Run and all Challenges played on it. Owner immediately places a new Objective into play face down. Tiki Head Enigma First_Run fr_objective_tiki_head_enigma 20 Objective C +5 Reputation if a Mage/Shaman is present at end of shadowrun. -5 Reputation if a Mage/Shaman is not present at end of shadowrun. Urban Brawl First_Run fr_objective_urban_brawl 35 Objective U When the run begins, designate a participating Runner as the ball-carrier. Roll D6 for each Challenge and face the result instead of the Challenge. 1: Discard Challenge; 2-4: Professional team 7/8 (A2); 5-6: Unsponsored team 6/7 (A1). | Requirements: Ball-carrier must be present at end of shadowrun. Wetwork First_Run fr_objective_wetwork 25 Objective C No Outdoor Challenges. [+0/+2] to Indoor Challenges. | Bonus: 3$ if surviving Runner team possesses at least 2 points of Stealth. Da' Profezzur - Street Samurai First_Run fr_primerunner_da_profezzur_-_street_samurai 7/1 Prime Runner Troll [Melee 2] 7 6 A1 R 2$: [Technical] until end of turn. Pay additional 1$ for [Technical 2]. Dirk Montgomery - Detective First_Run fr_primerunner_dirk_montgomery_-_detective 5/1 Prime Runner Human [Stealth] 3 3 R 3$: Turn to search deck for a Contact. Show card to all before adding to your hand. Dodger - Decker First_Run fr_primerunner_dodger_-_decker 6/1 Prime Runner Elf [Decking 3] [Stealth 2] 3 4 R Dodger treats closed systems as normal systems. | May only be targeted by special cards on D6 roll of 4+. Fastjack - Decker First_Run fr_primerunner_fastjack_-_decker 7/1 Prime Runner Human ?? [Decking 4] [Technical 4] 1 3 R 4$: Runner team may look at all Challenges on an Objective and choose the order in which to encounter them. Ghost Who Walks - Samurai First_Run fr_primerunner_ghost_who_walks_-_samurai 8/2 Prime Runner Human/Amerindian [Athletics] [Firearms 2] [Melee 2] 5 5 R May not be targeted by special cards. Jack Skater - Street Samurai First_Run fr_primerunner_jack_skater_-_street_samurai 6/1 Prime Runner Human [Firearms] [Melee] 4 6 R Jack has Leadership equal to the number of Runners present with him on a shadowrun. Kham - Mercenary First_Run fr_primerunner_kham_-_mercenary 8/1 Prime Runner Ork [Firearms] [Gunnery] 5 6 R All Orks present with Kham get [+1/+1]. Lord Torgo - Ganger Leader First_Run fr_primerunner_lord_torgo_-_ganger_leader 9/2 Prime Runner Troll Stamina. [Gunnery] [Leadership] [Melee 3] [Streetwise 2] 9 9 A2 R Turn and pay X$ to trash a number of Elves in play equal to the amount of nuyen paid. Ravage - Street Samurai First_Run fr_primerunner_ravage_-_street_samurai 7/1 Prime Runner Human Stamina. [Athletics 3] [Melee 2] 5 6 A1 R Roll a D6 after each combat she survives; on a 4+, Ravage inflicts damage a second time. | The effects of Wired Reflexes are not cumulative with Ravage's innate ability. Sally Tsung - Mage First_Run fr_primerunner_sally_tsung_-_mage 6/1 Prime Runner Human [Conjure 2] [Sorcery 2] 3 3 R Scatter - Rat Shaman First_Run fr_primerunner_scatter_-_rat_shaman 5/2 Prime Runner Ork Anti-social. [Conjure 3] 2 3 R Pay 1/2 the cost of Spirits given to Scatter (round up). Wheeler - Rigger First_Run fr_primerunner_wheeler_-_rigger 6/1 Prime Runner Dwarf [Leadership] [Piloting 3] 4 4 R When Wheeler is deployed, give him any Vehicle from your deck at no cost. Ajax - Rigger First_Run fr_runner_ajax_-_rigger 5 Runner Human Stamina. [Demolition] [Piloting] [Technical] 3 3 C Archie McDeven - Detective First_Run fr_runner_archie_mcdeven_-_detective 4 Runner Human [Firearms] [Social] 4 3 R 3$: Turn Archie McDeven to turn an unturned Runner. Bam-Bam - Street Samurai First_Run fr_runner_bam-bam_-_street_samurai 8 Runner Troll [Gunnery] [Melee 2] 6 8 A1 R 1$: May add Melee to attack Value. | Bam-Bam can only add Melee once per turn, and the effect only lasts until the end of turn. Caesar - Decker First_Run fr_runner_caesar_-_decker 3 Runner Ork Recon. [Decking] 3 4 R Cannonball - Mercenary First_Run fr_runner_cannonball_-_mercenary 6 Runner Dwarf Stamina. [Firearms] [Gunnery] 5 6 C Cherry Bomb - Mercenary First_Run fr_runner_cherry_bomb_-_mercenary 7 Runner Dwarf [Demolition] [Firearms] [Melee] 5 6 U 5$: Turn to trash target Location. Clutch - Rigger First_Run fr_runner_clutch_-_rigger 4 Runner Dwarf [Piloting] [Technical] 3 4 R 2$: [Piloting +1] until end of turn (maximum of Piloting 3). Dante - Street Mage First_Run fr_runner_dante_-_street_mage 3 Runner Dwarf [Sorcery 2] 3 4 C D-Day - Ganger First_Run fr_runner_d-day_-_ganger 5 Runner Dwarf [Gunnery] [Melee] 4 4 C [+2/+0] when fighting Personnel Challenges. Domino - Street Samurai First_Run fr_runner_domino_-_street_samurai 6 Runner Dwarf [Firearms 2] [Melee] 6 5 U [+0/+1] to all Dwarfs Shadowrunning with Domino. Dr. Apocalypse - Combat Mage First_Run fr_runner_dr_apocalypse_-_combat_mage 6 Runner Dwarf [Gunnery] [Sorcery] 4 5 R Add +2 to damage Dr. Apocalypse inflicts with spells. Drake - Mercenary First_Run fr_runner_drake_-_mercenary 6 Runner Elf Stamina. [Demolition] [Firearms] [Leadership] [Melee] 4 5 R Glitz - Rocker First_Run fr_runner_glitz_-_rocker 4 Runner Elf Fame. [Social] 3 2 C Gore-Tusk - Street Samurai First_Run fr_runner_gore-tusk_-_street_samurai 8 Runner Troll Anti-social. [Firearms 2] [Melee] 7 8 A1 C Grandfather Bones - Shaman First_Run fr_runner_grandfather_bones_-_shaman 6 Runner Troll [Conjure] [Melee] 5 6 C Grizzly - Mercenary First_Run fr_runner_grizzly_-_mercenary 9 Runner Troll [Firearms] [Gunnery] [Melee] 7 8 A1 R All ammo given to Grizzly is free. Gutter Rat - Street Shaman First_Run fr_runner_gutter_rat_-_street_shaman 4 Runner Human [Conjure] [Streetwise] 3 4 R Turn to place any Gear card from your trash into your hand; frag the top 2 cards of your draw pile. Hatchetman - Street Samurai First_Run fr_runner_hatchetman_-_street_samurai 6 Runner Human [Firearms] [Leadership] [Melee] [Streetwise] 4 5 C Hawkwind - Shaman First_Run fr_runner_hawkwind_-_shaman 3 Runner Elf Biotech. [Conjure 2] [Stealth] 3 2 U Highbrow - Mage First_Run fr_runner_highbrow_-_mage 4 Runner Elf [Sorcery 2] [Social] 3 2 R 1$: Turn to draw a card. Hollywood - Decker First_Run fr_runner_hollywood_-_decker 3 Runner Elf [Decking] [Social 2] 2 2 C Turn to cancel the effects of target Runner's Fame until the end of the turn. Ice Queen - Decker First_Run fr_runner_ice_queen_-_decker 3 Runner Elf Recon. [Decking 2] 2 2 R Turn during owner's Legwork to force target opponent to lose 1$. Iron Mike - Mercenary First_Run fr_runner_iron_mike_-_mercenary 7 Runner Human [Firearms 2] [Gunnery] [Leadership] [Melee] 4 6 R Jack Hammer - Rigger First_Run fr_runner_jack_hammer_-_rigger 4 Runner Dwarf [Demolition] [Piloting] 3 4 C Jack Hammer's Drones do not suffer from Fatigue. Jackyl - Burned-Out Mage First_Run fr_runner_jackyl_-_burned-out_mage 6 Runner Ork [Sorcery] [Streetwise] 5 5 C Knuckles - Bodyguard First_Run fr_runner_knuckles_-_bodyguard 8 Runner Troll Guard. [Melee] [Stealth] 7 7 A1 U Kracker-Jack - Decker First_Run fr_runner_kracker-jack_-_decker 3 Runner Human Recon. [Decking 2] [Firearms] 2 3 U The first Pistol given to Kraker-Jack is free. Kromagnus - Rocker First_Run fr_runner_kromagnus_-_rocker 7 Runner Troll [Athletics] [Melee] 6 7 C Turn Kromagnus during owner's legwork phase to receive 1$. Macabre - Street Samurai First_Run fr_runner_macabre_-_street_samurai 5 Runner Human/Amerindian Stamina. [Athletics 2] [Melee] [Stealth] 4 4 U Macabre receives +1 to rolls made at the Iron Lung. Marek - Combat Mage First_Run fr_runner_marek_-_combat_mage 5 Runner Human [Firearms] [Sorcery] [Streetwise] 4 4 R 1$: [+1/+0] until end of turn. Moon Shadow - Shaman First_Run fr_runner_moon_shadow_-_shaman 4 Runner Human Biotech. [Conjure] [Streetwise] 3 3 R Nightshade - Street Mage First_Run fr_runner_nightshade_-_street_mage 4 Runner Human [Social 2] [Sorcery] 3 4 C Orion - Street Mage First_Run fr_runner_orion_-_street_mage 4 Runner Elf [Sorcery] [Streetwise] 3 3 C Pappy - Street Shaman First_Run fr_runner_pappy_-_street_shaman 4 Runner Dwarf [Conjure 2] [Leadership 2] 3 4 R If Pappy dies, all dwarves present receive [+1/+0 (A+1)] until end of Shadowrun. Razorback - Street Samurai First_Run fr_runner_razorback_-_street_samurai 8 Runner Ork [Athletics] [Firearms] [Melee 2] 6 6 U Trash Razorback to sleaze a present Personnel Challenge. Reaper - Mercenary First_Run fr_runner_reaper_-_mercenary 8 Runner Ork [Athletics] [Firearms] [Gunnery] [Leadership] 6 7 U Red Widow - Street Samurai First_Run fr_runner_red_widow_-_street_samurai 6 Runner Elf [Firearms] [Melee] [Stealth] 5 4 U Turn to send Red Widow to owner's shadowrun in progress. Redline - Ganger First_Run fr_runner_redline_-_ganger 4 Runner Elf [Melee] [Piloting] 4 3 C The first Bike given to Redline is free. Ripper - Rocker First_Run fr_runner_ripper_-_rocker 5 Runner Ork [Melee] [Technical] 4 5 R Turn and roll a D6. 1-3: Gain 2$; 4-6: Pay 2$. If you can't pay 2$, trash Ripper. Roadrash - Rigger First_Run fr_runner_roadrash_-_rigger 5 Runner Ork [Piloting 2] 4 4 C Pay -1$ for all Vehicles given to Roadrash. Sam the Sleuth - Detective First_Run fr_runner_sam_the_sleuth_-_detective 5 Runner Dwarf [Leadership] [Stealth] [Streetwise 2] 4 4 U Scarecrow - Street Mage First_Run fr_runner_scarecrow_-_street_mage 4 Runner Ork [Sorcery 2] 4 5 U Trash one of Scarecrow's spells to give him [Streetwise] until the end of the turn. Scorpio - Bodyguard First_Run fr_runner_scorpio_-_bodyguard 6 Runner Ork Guard. Stamina. [Firearms] [Leadership] [Streetwise] 5 6 R Shade - Street Shaman First_Run fr_runner_shade_-_street_shaman 4 Runner Elf [Athletics] [Conjure] 3 3 C The first Spirit given to Shade is free. Shasta - Mage First_Run fr_runner_shasta_-_mage 3 Runner Human [Sorcery 2] [Streetwise] 2 3 C Shellshock - Mercenary First_Run fr_runner_shellshock_-_mercenary 8 Runner Ork [Firearms 2] [Gunnery] 6 7 C Pay -1$ for all Assault, LMG, and MMG Weapons given to Shellshock. Skag - Street Shaman First_Run fr_runner_skag_-_street_shaman 3 Runner Ork Anti-social. [Conjure] 4 5 R Skidz - Rigger First_Run fr_runner_skidz_-_rigger 7 Runner Troll [Melee] [Piloting] 6 6 U Skwraaaaaark! - Cyborg First_Run fr_runner_skwraaaaaark_-_cyborg 10 Runner Troll Stamina. Anti-social. [Melee 3] 8 8 A2 R May only use Gear/Cyberware cards. All Gear cards given to Skwraaaaaark! are free. Static - Wiz Kid Decker First_Run fr_runner_static_-_wiz_kid_decker 1 Runner Human Anti-social. Recon. Hermit. [Decking 3] [Technical] 0 1 U Static cannot wear Armor. Stiletto - Ganger First_Run fr_runner_stiletto_-_ganger 4 Runner Human [Melee 2] [Stealth] 3 4 U 2$: Give target Runner Stealth until end of turn. Stomper - Ganger First_Run fr_runner_stomper_-_ganger 7 Runner Troll Stamina. [Melee 2] 6 7 A1 C Syn - Ganger First_Run fr_runner_syn_-_ganger 5 Runner Ork [Melee] [Streetwise] 4 5 C Tempest - Combat Mage First_Run fr_runner_tempest_-_combat_mage 4 Runner Elf [Leadership] [Melee] [Sorcery 2] 4 3 R 3$: Turn to inflict 1 armor-piercing damage on all Runners in play. The Mole - Decker First_Run fr_runner_the_mole_-_decker 4 Runner Dwarf Hermit. [Decking] [Technical] 2 4 U The first cyberdeck given to The Mole is free. The Preacher - Street Mage First_Run fr_runner_the_preacher_-_street_mage 7 Runner Troll [Leadership] [Melee] [Sorcery] 5 6 U Thrash - Rocker First_Run fr_runner_thrash_-_rocker 3 Runner Human Fame. 3 3 C Tin Man - Cyborg First_Run fr_runner_tin_man_-_cyborg 8 Runner Dwarf Stamina. [Technical] 5 5 A1 R 1$: [+1/+1] until end of turn. Tinkerbell - Rigger First_Run fr_runner_tinkerbell_-_rigger 3 Runner Elf [Piloting] [Social] [Technical] 3 2 U Tinkerbell cannot wear Armor. Tiny - Decker First_Run fr_runner_tiny_-_decker 6 Runner Troll Recon. [Decking] 5 6 R Tiny takes 1 armor-piercing damage every time he uses Recon. Titan - Street Shaman First_Run fr_runner_titan_-_street_shaman 7 Runner Troll Hermit. [Conjure] [Melee] 6 6 A1 R Trash 1 Spirit from Titan to give him [Leadership] until end of turn. Turbo - Ganger First_Run fr_runner_turbo_-_ganger 4 Runner Human [Firearms] [Piloting] 3 4 C Uncle Joe - Burned-Out Mage First_Run fr_runner_uncle_joe_-_burned-out_mage 3 Runner Human [Firearms] [Sorcery] 3 2 U Built-in Chipjack 2. You may play up to 2 Skillsofts on Uncle Joe. Viper - Ganger First_Run fr_runner_viper_-_ganger 4 Runner Elf [Firearms] [Stealth] 4 3 U 3$: [Streetwise] until end of turn. Wishbone - Shaman First_Run fr_runner_wishbone_-_shaman 4 Runner Ork [Conjure 2] 4 4 U Abducted! First_Run fr_special_abducted 3 Special R Treat target Runner as fragged until the end of its owner's next turn. Target Runner comes back into play turned. Ambidextrous First_Run fr_special_ambidextrous 2 Special R Target Runner may use two pistols or Hand-to-Hand Weapons simultaneously. Leave this card on target Runner when played. Bad Lunch First_Run fr_special_bad_lunch 1 Special C Play on target Runner. | Runner's owner must roll D6 each time he uses target Runner for a shadowrun. 1-3: Runner immediately returns to safehouse and is turned; 4+: No effect. Trash Bad Lunch. Bar Fight First_Run fr_special_bar_fight 0 Special U Play Bar Fight on target opponent and choose a Runner from your safehouse. Target opponent then chooses a Runner from his safehouse. The two Runners fight, resolving combat as normal. Block Party First_Run fr_special_block_party X Special U No players may attempt a shadowrun for the duration of Block Party. The Block Party lasts 1 turn for every 5$ spent. Bugged Deck First_Run fr_special_bugged_deck 3 Special U Play on target Decker. | Any Challenges the target Decker sees using Recon or Gear/Programs, you also see. Cover Up First_Run fr_special_cover_up 1 Special U Play on target Objective. | If unrevealed, target Objective remains face down for another full turn before being revealed. If revealed, it is turned face down for one full turn. No runs may be performed against target Objective until it is revealed. Cyber-psychosis First_Run fr_special_cyber-psychosis 2 Special R Play on target Runner with Cyberware. | Runner's owner must roll D6 at the start of his turn (+1 per Essence lost to Cyberware). 1-3: No effect; 4-5: Runner does nothing this turn (except drool); 6+: Trash Runner. Drive-by First_Run fr_special_drive-by 3 Special U Turn Runner you control with [Piloting] to inflict 3 damage on any Runner in play. Even Steven First_Run fr_special_even_steven X Special U X = deployment cost of Contact. | Play Even Steven on target Contact that has been used since your last turn. Trash target Contact. Infected Chrome First_Run fr_special_infected_chrome 4 Special U Play on Runner with Cyberware. | Target Runner takes 2 armor-piercing damage at the start of owner's Legwork phase each turn. Knock-Knock First_Run fr_special_knock-knock 2 Special R Play on a target Runner who has just performed a [Recon]. | Choose and turn one of your Runners. Target Runner must fight your Runner. Resolve combat as normal. Matrix Crash First_Run fr_special_matrix_crash 4 Special R The Matrix is off-line. No Matrix actions may be taken. Roll D6 at the start of each turn. On a 4+, the Matrix comes back online and this card is trashed. Rampaging Mutant First_Run fr_special_rampaging_mutant 5 Special U Play on target Objective. | Roll D6 for each Challenge present. On 4+, trash the Challenge. If Rampaging Mutant removes all Challenges on target Objective, turn target Objective face down until owner's next turn. Red Alert First_Run fr_special_red_alert 6 Special Yes R Play Red Alert on target Objective. | While in play, no Challenges on target Objective may be sleazed and no [Recon] may be performed against target Objective. Riots First_Run fr_special_riots 0 Special U All Runners in play take 2 damage. Rush Job First_Run fr_special_rush_job 2 Special R Target player must make a shadowrun in his next Shadowrun phase. Wanted First_Run fr_special_wanted 1 Special U Play on target Runner. | During their Legwork phase, opponents may turn one Runner to attack target Runner. Trash Wanted after resolving combat. Runner who defeats Wanted Runner earns Reputation equal to deployment cost of Wanted Runner. All or Nothing First_Run fr_stinger_all_or_nothing 4 Special, Stinger! [Stinger!] R No member of target shadowrunning team may voluntarily pull out of current shadowrun. Bad Reputation First_Run fr_stinger_bad_reputation 0 Special, Stinger! [Stinger!] U Target player who just attacked an opponent's Runners loses 10 Reputation. Blazing Guns First_Run fr_stinger_blazing_guns 0 Special, Stinger! [Stinger!] U Play on Runner with [Firearms]. | The Attack Value of target Pistol is doubled for one combat. Trash target Pistol after combat. Blindsided First_Run fr_stinger_blindsided 3 Special, Stinger! [Stinger!] R Play on target player making a shadowrun. | Target player must face his own Challenges in addition to any others present. The shadowrunning team may pull out of the shadowrun as normal. Brain Freeze First_Run fr_stinger_brain_freeze 2 Special, Stinger! [Stinger!] R Target Decker is knocked out (turned face down) until owner's next Refresh phase. No actions may be performed by target Decker during this time. Change of Plans First_Run fr_stinger_change_of_plans 4 Special, Stinger! [Stinger!] U Play when a player announces a shadowrun. You may choose the Objective of that shadowrun. Cowards First_Run fr_stinger_cowards 3 Special, Stinger! [Stinger!] R Play on target player whose team has just pulled out of a shadowrun. | Target player loses 10 Reputation. Deja' Vu First_Run fr_stinger_deja_vu 0 Special, Stinger! [Stinger!] C When Deja Vu comes into play, choose target player. When Deja Vu comes into play, choose target player. Target player must re-roll any dice roll that he just made. Distraction First_Run fr_stinger_distraction 2 Special, Stinger! [Stinger!] R Play when a shadowrun team has just triggered the alarm. Roll D6. On 4+, the alarm is not triggered, but the team must still face the Challenge. False Mentor First_Run fr_stinger_false_mentor 6 Special, Stinger! [Stinger!] Yes R You receive Reputation just earned by target player. Target player receives nothing. This card may not be used to win the game. Frag when played. Green Apple Quicksteps First_Run fr_stinger_green_apple_quicksteps 2 Special, Stinger! [Stinger!] C Target Runner must immediately return to safehouse. Just a Rumor First_Run fr_stinger_just_a_rumor 4 Special, Stinger! [Stinger!] R Play during a shadowrun on a target Challenge that has just been revealed. Roll D6. On 3+, trash target Challenge. May be played once per Challenge stack on the Objective. Loaded Dice First_Run fr_stinger_loaded_dice 0 Special, Stinger! [Stinger!] C Play before target player makes a D6 roll. Modify the D6 roll by +1 or -1. Lofwyr's Schemes First_Run fr_stinger_lofwyrs_schemes 1 Special, Stinger! [Stinger!] R Play when a Runner team reaches an Objective. Put that Objective at the bottom of the owner's Objective pile and replace it with top card of the Objective pile. The team must face the Requirements of the new Objective. Luck o' the Irish First_Run fr_stinger_luck_o_the_irish 0 Special, Stinger! [Stinger!] C Roll a D6, On a 4+ trash either a Special card just played or one already in play. Major Drain First_Run fr_stinger_major_drain 3 Special, Stinger! [Stinger!] R Target Mage who just used a spell takes X armor-piercing damage. (X = 4 - Sorcery). Moonlighting First_Run fr_stinger_moonlighting 0 Special, Stinger! [Stinger!] C Turn a Runner that you control with 2 or more skills to add 2$ to your Credstick. No Way Out First_Run fr_stinger_no_way_out 1 Special, Stinger! [Stinger!] U Target shadowrunning team MUST encounter the next Challenge. This Challenge may be sleazed as normal. Reinforcements First_Run fr_stinger_reinforcements 2 Special, Stinger! [Stinger!] U Play on target Objective. | All players may immediately play Challenge cards (up to the maximum) on target Objective. Ricochet First_Run fr_stinger_ricochet 0 Special, Stinger! [Stinger!] U Target player must re-roll a [Burst] Fire roll just made. May only be played on weapons with Burst Fire. Rough Night First_Run fr_stinger_rough_night 1 Special, Stinger! [Stinger!] U Play on target Runner. | [-2/-0] until end of turn. Sudden Goblinization First_Run fr_stinger_sudden_goblinization 2 Special, Stinger! [Stinger!] R Target Human Runner is transformed into an ork or troll (owner of Sudden Goblinization chooses). Modify the target Runner's Threat Rating as follows: Ork: [+1/+1] or Troll: [+2/+2 (A+1)] and target Runner loses all skills. Suicide Run First_Run fr_stinger_suicide_run 3 Special, Stinger! [Stinger!] R May be used once per shadowrun. Play when a Challenge is revealed during a shadowrun. Frag one of your Runners on shadowrun and roll D6. On 4+, trash Challenge just revealed. Tactics: Converge First_Run fr_stinger_tactics__converge 3 Special, Stinger! [Stinger!] R Play on target Challenge involved in a combat. | Damage inflicted by target card must be taken by a single Runner who is present. Any excess damage is ignored. Tactics: Scatter First_Run fr_stinger_tactics__scatter 2 Special, Stinger! [Stinger!] U Play on target Runner who just took damage. | This card takes effect before that damage is applied. Damage intended for that Runner must be divided as evenly as possible among all Runners present. Whoops! First_Run fr_stinger_whoops 2 Special, Stinger! [Stinger!] U Target Runner loses a skill of your choice until end of turn. If this keeps the Runner from using Gear with a skill requirement, do not trash the Gear. Wild Goose Chase First_Run fr_stinger_wild_goose_chase 4 Special, Stinger! [Stinger!] U Target shadowrunning team must return to safehouse. Cannot be used during combat. Maglocks II Second_Run sr_challenge_maglocks_ii Challenge (Indoor/Electrical/Barrier) C The owner of Maglocks must choose a number from 1 to 6 and place a D6 under his hand showing that number. The shadowrunning player must guess the number on the D6. He may make X + 1 guesses. X = [Technical] rating of the shadowrunning team. If the shadowrunning player guesses the number, the shadowrun continues and Maglocks is trashed. If the shadowrunnning player does not guess the number, the shadowrun is over. Cermak Blast II Second_Run sr_objective_cermak_blast_ii 35 Objective C Roll D6 for each Challenge and face result instead of Challenge. Treat all Spirits as Awakened. 1-2: Mosquito Spirit [6/6 (A1)]; 3-4: Fly Spirit [7/7 (A2)]; 5-6: Wasp Spirit [8/8 (A3)]. | Bonus: +5 Reputation if a Runner with [Demolition] is present at end of shadowrun. Lord Torgo II - Ganger Leader Second_Run sr_primerunner_lord_torgo_ii_-_ganger_leader 9/2 Prime Runner Troll Stamina. [Gunnery] [Leadership] [Melee 3] [Streetwise 2] 9 9 A2 R Turn to inflict 3 armor piercing damage to all elves in play. Razorback II - Street Samurai Second_Run sr_runner_razorback_ii_-_street_samurai 8 Runner Ork [Athletics] [Firearms] [Melee 2] 6 6 U Trash Razorback to trash a present Personnel Challenge. Wanted II Second_Run sr_special_wanted_ii 1 Special U Play on target Runner. | During their Legwork phase, opponents may turn one Runner to attack target Runner. Trash Wanted after resolving combat. Player who defeats Wanted Runner earns Reputation equal to deployment cost of Wanted Runner. Genetic Monstrosity Underworld uw_challenge_genetic_monstrosity Challenge (Indoor) [Technical 2] 6 6 A2 C Roll D6 for each Runner damaged by Genetic Monstrosity: 1-3: No effect. 4+: Place a [-1/-1] Virus token on the Runner. An undamaged Runner may turn to remove all Virus tokens he is holding. Lone Star Beat Cops Underworld uw_challenge_lone_star_beat_cops Challenge (Personnel) [Social 2] C If alarm is triggered, target Runner who is present is arrested and Lone Star Beat Cops is trashed. Target Runner returns to owner's hand. Trash any Gear cards target Runner is holding. Lone Star Crowd Control Underworld uw_challenge_lone_star_crowd_control Challenge (Outdoor) 5 20 C If there are 4+ Runners present on shadowrun, the alarm is triggered. Lone Star K9 Unit Underworld uw_challenge_lone_star_k9_unit Challenge (Awakened) [Streetwise 2] 5 6 U 3$: Damage caused by Lone Star K9 Unit must be applied to a single Runner. For an additional 2$, this damage is armor-piercing. Only the owner of Lone Star K9 Unit may spend nuyen in this way. Lone Star Tracker Drone Underworld uw_challenge_lone_star_tracker_drone Challenge (Miscellaneous) U Roll D6 for each Ganger, Mafia, and Yakuza Runner present. 1-3: Runner takes 1 armor-piercing damage. 4-5: Return Runner to safehouse. 6: Trash Runner. Mafia Interests Underworld uw_challenge_mafia_interests Challenge (Street) [Streetwise 2] 5 7 C If alarm is triggered, any Mafia Runners present must return to the safehouse (before combat). Trash Mafia Interests after combat is resolved. Meet the Family Underworld uw_challenge_meet_the_family Challenge (Personnel/Street) [Leadership] [Social] and [Street] 5 4 U After the alarm is triggered, the owner of Meet the Family may add [+1/+2] to its Threat Rating for each Mafia Runner he turns. Pressure Plates Underworld uw_challenge_pressure_plates Challenge (Electrical) C Roll D6. If the result is less than the number of Runners present, the shadowrun is over. Each Runner present takes 1 armor-piecing damage and Pressure Plates is trashed. If the result is greater than or equal to the number of Runners present, trash Pressure Plates. Pressure Plates is always trashed on a result of 6+. Scatterbrain Raid Underworld uw_challenge_scatterbrain_raid Challenge (Personnel/Street) [Leadership 2] U If alarm is triggered, D6 Runners who are present must return to the safehouse and Scatterbrain Raid is trashed. Widow's Trap Underworld uw_challenge_widows_trap Challenge (Indoor) R When Widow's Trap is revealed, shadowrunning team may choose to pull out of the shadowrun immediately or roll D6: 1-2: No effect. 3-4: Trash a randomly determined Runner. 5-6: Trash 2 randomly determined Runners. 7+: Trash entire shadowrunning team! Trash Widow's Trap after encountered. Only Runers who are present can be trashed. Yakuza Assassin Underworld uw_challenge_yakuza_assassin Challenge (Indoor) [Melee 2] [Social] 6 6 A1 R If alarm is triggeredm a randomly determined Runner must fight Yakuza Assassin alone. No Drones, Spirits or Vehicles may be used during this combat. Yakuza Hit Squad Underworld uw_challenge_yakuza_hit_squad Challenge (Street/Vehicle) [Leadership 2] or [Street 2] U A randomly determined Runner who is present must take D6 armor-piercing damage. If this damage kills the Runner, the shadowrun is over. Trash Yakuza Hit Squad after damage is inflicted. Yakuza Street Thugs Underworld uw_challenge_yakuza_street_thugs Challenge (Personnel/Street) 8 5 C Shadowrunning team may pay X$ to sleaze Yakuza Street Thugs. X = number of Runners present. If Yakuza Street Thugs is not sleazed, the alarm is triggered. Lone Star Sergeant Underworld uw_contact_lone_star_sergeant 3 Contact Lone Star R May be used once per turn. You may modify a D6 roll for a Lone Star card that you control by +1 or -1. Lone Star Snitch Underworld uw_contact_lone_star_snitch 1 Contact Lone Star C May be used one during each player's turn. Pay X$ and roll D6+X. 1-3: No effect. 4+: Cancel the effect of a Lone Star card that is targetting one of your cards in play. Ninja Guard Underworld uw_contact_ninja_guard 5 Contact Yakuza R Play Ninja Guard on target Yakuza Runner. Roll D6 each time target Runner takes damage. 1-2: No effect. 3-4: -D6 to damage. 5+: Ignore the damage and trash Ninja Guard. If the damage was inflicted by an opponent's Runner, roll D6. On 3+, trash that Runner. Shady Manager Underworld uw_contact_shady_manager 4 Contact Street U When Shady Manager is deployed, choose target player. Each time a Runner deployed by target player earns Nuyen using Fame, roll D6. 1-3: No effect. 4+: The Nuyen earned goes into your Credstick instead of target player's Credstick. Only one Shady Manger can target each player. Street Kid Underworld uw_contact_street_kid 0 Contact Street U Turn a Runner to visit Street Kid and roll D6 (+1 if visiting Runner is a Ganger). 1-2: No effect. 3-4: Target player must tell you how many Street Challenges he currently has in play. 5+: You may pay 1$ to look at an unrevealed Challenge. Acid Mist Underworld uw_magic_acid_mist 5 Gear, Magic (Magic/Spell) R Play on Runner with [Sorcery] | When user is present at the beginning of Runner vs. Runner combat, turn Acid Mist and roll D6 for each Gear card present. On 4+, the Gear card is trashed. Acid Mist cannot trash Gear/Magic cards. Combat Fetishes Underworld uw_magic_combat_fetishes 0 Gear, Magic (Miscellaneous) C Play on Mage. | Trash Combat Fetishes to add X to a D6 roll just made for a Spell used by a Runner you control. X = user's [Sorcery]. Dazzle Underworld uw_magic_dazzle 2 Gear, Magic (Magic/Spell) C Play on Runner with [Sorcery] | Turn to remove Stealth from the Sleaze requirement of a just-revealed Challenge until the end of the shadowrun. Heckler Spirit Underworld uw_magic_heckler_spirit 4 Gear, Magic (Magic/Spirit) R Turn a shaman you control to deploy Heckler Spirit on target Runner. If target Runner does not attempt a shadowrun, give target Runner a [-1/-0] Insanity token at the end of his owner's Shadowrun Phase. Target Runner may turn and roll D6 (+1 per Insanity token). On 6+, trash Heckler spirit. Jinx Underworld uw_magic_jinx 4 Gear, Magic (Magic/Spell) U Play on Runner with [Sorcery] | Turn and roll D6: On 1, 3, 5: Trash just-revealed Electrical Challenge. 2, 4, 6: No effect. Jinx Spirit Underworld uw_magic_jinx_spirit 5 Gear, Magic (Magic/Spirit) U Play on Runner with [Conjure] | When present on a shadowrun, roll D6 for each electrical Challenge revealed. 5+: Trash Electrical Challenge. Drones and Ranged Weapons may not be used when Jinx Spirit is present. Does not count toward number of spirits a Shaman may use. Protective Spirit Underworld uw_magic_protective_spirit 5 Gear, Magic (Magic/Spirit) C Play on Runner with [Conjure] | Turn to cancel the effecs of a Special card just played. Roll D6 after each use. On 3+, trash Protective Spirit. Ram Spell Underworld uw_magic_ram_spell 2 Gear, Magic (Magic/Spell) C Play on a Runner with [Sorcery] | Turn and roll D6 (add user's Sorcery). On a 5+, just-revealed Barrier Challenge is trashed. Using Ram Spell automatically triggers the alarm. Wind Spirit Underworld uw_magic_wind_spirit 4 Gear, Magic (Magic/Spirit) C Play on Runner with [Conjure] | Turn to send user back to the safehosue. Roll D6 after each use. On 4+, trash Wind Spirit. Baseball Bat Underworld uw_gear_baseball_bat 3 Gear, standard (Hand-to-Hand Weapon) C [+D6/+0] to user. | If you roll 5+ when determining the Attack Value bonus, trash Baseball Bat after resolving combat. Black Credstick Underworld uw_gear_black_credstick 1 Gear, standard (Miscellaneous) R Play on Runner that you control. During your Credstick phase, take +1$, place a token on Black Credstick and roll D6. If result is less than the number of tokens on Black Credstick, frag user. Enviro Bodysuit Underworld uw_gear_enviro_bodysuit 2 Gear, standard (Miscellaneous) C Play on Runner with no Virus tokens. | User is immune to Virus tokens. Roll D6 each time user is damaged. 6+: Trash Enviro Bodysuit. Fixed-fire Cannons Underworld uw_gear_fixed-fire_cannons X Gear, standard (Accessory) C Play on Drone or Vehicle you control. | X = (Deployment cost of Drone or Vehicle) - 1 (minimum cost of 2$) | 2$: [Burst] Fire. | Limit of one per Drone. | Limit of two per Vehicle. Handcuffs Underworld uw_gear_handcuffs 3 Gear, standard (Miscellaneous) U Play on Lone Star Runner. | When user is present at the beginning of Runner vs. Runner combat, frag Handcuffs to trash target opposing Runner that is present. Return user and any Gear cards user is holding to owner's hand. Lone Star Drone Underworld uw_gear_lone_star_drone 4 Gear, standard (Drone) C Play on Rigger or Lone Star Runner. | A Lone Star Runner may only hold one Lone Star Drone. | [4/4] [Drone] M11 Tommy Gun Underworld uw_gear_m11_tommy_gun 2 Gear, standard (Ranged Weapon/SMG) C [+0/+0] to user. | 1$: [Burst] Fire. | Mafia Runners receive +1 to the Burst Fire roll when using M11 Tommy Gun. Poison Underworld uw_gear_poison 4 Gear, standard (Miscellaneous) U Play on Yakuza Runner. | Turn user, trash Poison, and roll D6. 1: Return user and any Gear he is holding to owner's hand. 2-3: No effect. 4-5: Target Runner takes D6-1 armor-piercing damage. 6: Trash target Runner. Robo-Doc Underworld uw_gear_robo-doc 4 Gear, standard (Medical Drone) C Play on Rigger. | Turn to remove D6 damage from target Runner that is present. Roll D6 after each use. 4+: Trash Robo-Doc. | [0/1] [Drone] Shriek 1000 Underworld uw_gear_shriek_1000 3 Gear, standard (Drone) U Play on Rigger. | Trash Shriek 1000 and roll D6. 3+: Target player may not attempt a shadowrun that he just declared. Shuriken Underworld uw_gear_shuriken 1 Gear, standard (Ranged Weapon) C Turn user and trash Shurkien to inflict 1 armor-piercing damage on target Runner. If user is a Yakuza Runner, Shuriken inflicts 2 armor-piercing damage on target Runner. Spell Lock Underworld uw_gear_spell_lock 2 ?? Gear, standard (Miscellaneous) R Play on target Spell card. | Target Spell may be used twice during a single turn. Do not turn target Spell the first time you use it during a turn. Switchblade Underworld uw_gear_switchblade 2 Gear, standard (Hand-to-Hand Weapon) R [+X/+0] to user. | X = [Melee] of user. May be deployed as a Stinger. If played as a Stinger on a non-Ganger Runner, trash Switchblade after resolving combat. The Big Rig Underworld uw_gear_the_big_rig 4 Gear, standard (Vehicle) C Play on Rigger or Runner with [Piloting] | When user is present, trash The Big Rig to trash a just-revealed Barrier Challenge. May only be used against an Indoor Barrier Challenge if that Challenge is the first Indoor Challenge revealed on the shadowrun. The Brain Underworld uw_gear_the_brain 3 Gear, standard (Drone) C Play on Rigger. | May hold up to 3 skillsofts. Skillsofts cost 1$ to deploy on The Brain, and once deployed, cannot be swapped. Turn The Brain during a shadowrun to assist in sleazing a Challenge. Coffin Hotel Underworld uw_location_coffin_hotel 0 Location Street R Turn a Runner and pay 1$ to visit Coffin Hotel. Visiting Runners may stay at Coffin Hotel for any length of time, but must remain turned while visiting. Runners may return to your safehouse at the beginning of your turn. Any number of Runners may visit Coffin Hotel. If Coffin Hotel is trashed or fragged, any Runners present on Coffin Hotel are trashed/fragged. Dante's Inferno Underworld uw_location_dantes_inferno 3 Location Street C Turn a Rocker to visit Dante's Inferno and roll D6: 1-2: Boo! Hiss! The crowd hates the performance and the visiting Runner takes 2 damage. 3-4: No effect. 5+ Add 2$ to your Credstick. Leo's Pawn Shop Underworld uw_location_leos_pawn_shop 1 Location Street C 1$: Turn a Runner to visit Leo's Pawn Shop. Visiting Runner may 'sell' a Gear card to Leo to add D6 -3$ to owner's Credstick (minimum of 1$). Place 'sold' Gear cards under Leo's Pawn Shop. Visiting Runners may purchase Gear at Leo's Pawn Shop by paying the original deployment cost of the pawned Gear card. Lone Star HQ Underworld uw_location_lone_star_hq 4 Location Lone Star C ALL Lone Star Challenges and Lone Star Runners receive [+1/+1] while Lone Star HQ is in play. Lone Star Lock-Up Underworld uw_location_lone_star_lock-up 4 Location Lone Star C Runners arrested while Lone Star Lock-Up is in play are placed here. Owner of arrested Runner may turn a Runner to visit Lone Star Lock-Up and roll D6: 1-3: No effect. 4+: Play 3$ to owner of Lone Star Lock-Up to return arrested Runner to his owner's safehouse. If more than one Lone Star Lock-Up is in play, the player who caused the arrest chooses which Lone Star Lock-Up to use. The Black market Underworld uw_location_the_black_market 3 Location Mafia U Any player may deploy Gear cards at a 'discount' of -2$ (minimum cost of 1$). Roll D6 for each piece of discounted Gear a Runner received and when discounted Gear is swapped between Runners. On 5+, Runner holding or trading discounted Gear is arrested (return runner to owner's hand and trash any Gear he is holding). Mafia Runners are arrested only on a roll of 6+. The Docks Underworld uw_location_the_docks 2 Location Mafia U May be used once per turn. Turn a Mafia Runner that you control to visit The Docks and add X$ to your Credstick (X = the number of tokens on The Docks). Place a Crate token on The Docks and roll D6. If the result is less than the number of tokens on The Docks, trash visiting Runner and trash The Docks. Bio-Lab Raid Underworld uw_objective_bio-lab_raid 30 Objective C No Vehicle Challenges. After each Challenge encountered, roll D6 for each Runner present. On 5+, place a [-1/-1] Virus token on Runner. An undamaged Runner can turn to remove all Virus tokens he is holding. Crime Wave Underworld uw_objective_crime_wave 20 Objective U No Corporate or Lone Star Challenges. [+1/0 (A+1)] to all Ganger, Mafia, and Yakuza Runners shadowrunning against Crime Wave. Hell House Underworld uw_objective_hell_house 15 Objective U Place the first 3 Runners trashed while shadowrunning against Hell House under Hell House and treat them as Ghosts. Trash any cards these Runners were holding. A Ghost's Threat Rating cannot be modified. | Requirements: Fight Ghosts. +5 Reputation for each Ghost trashed. Humanis Policlub Rally Underworld uw_objective_humanis_policlub_rally 25 Objective U [+2/+0] to human Runners shadowrunning against this Objective. [-2/+0] to metahuman (non-human) Runners shadowrunning against this Objective. Mystic Testing Grounds Underworld uw_objective_mystic_testing_grounds 20 Objective C Bonus: +10 Reputation if Spell cards are the only Gear cards shadowrunning team uses to take Mystic Testing Grounds. Nosferatu Den Underworld uw_objective_nosferatu_den 35 Objective U [+2/+0] to Awakened Challenges. | Requirements: Trash a Runner who is present. If this Runner is the only Runner present, the shadowrun is over and Nosferatu remains in play. Overseas Interests Underworld uw_objective_overseas_interests 25 Objective C Shadowrunning player must pay 1$ for each non-Yakuza and non-Mafia Runner that he sends on a shadowrun against Overseas Interests. Shipyard Showdown Underworld uw_objective_shipyard_showdown 25 Objective C Bonus: 2$ for each Yakuza Runner present at end of shadowrun. Street Wars Underworld uw_objective_street_wars 25 Objective C [+0/+3] to all Street Challenges placed on Street Wars. [+2/+0] to all Lone Street Runners shadowrunning against Street Wars. The Doomsday Device Underworld uw_objective_the_doomsday_device 30 Objective R Place a Time token on this card during each player's Objective phase. Each time a shadowrun is attempted against this Objective, remove a Time token. When the eighth Time token is placed here, frag this card. Each player must trash D6 Runners. Does not count toward minimum number of Objectives required. The Ghost Dance Underworld uw_objective_the_ghost_dance 25 Objective C No Corporate Challenges. | Requirements: Roll D6 (+1 for each point of [Conjure] present). On 7+, trash all Location in play and turn any revealed Objectives face down until their owner's next Objective Phase. The Initiation Underworld uw_objective_the_initiation 20 Objective R Bonus: Each Runner present at the end of shadowrun is now considered a Ganger in addition to their professional designation (Street Samurai, Mage, Rigger, etc.) The Vault Underworld uw_objective_the_vault X Objective C X = 20 Reputation OR 20$ OR 10 Reputation and 10$. Turf War Underworld uw_objective_turf_war 20 Objective C [+0/+2] to all Street Challenges placed on Turf War. | Bonus: Place a [+1/+1] Experience token on each Ganger present at end of shadowrun. Wake the Dead Underworld uw_objective_wake_the_dead 20 Objective C Roll D6 for each Challenge and face the result instead of the Challenge. 1-2: Ghoul 3/4 (A4); 3-4: Zombie 3/3 (A5); 5-6: Bloated Zombie 3/4 (A6). | Bonus: 2$ if Runner with Leadership is present at the end of shadowrun. Banzai - Yakuza Thug Underworld uw_runner_banzai_-_yakuza_thug 6 Runner Oni/Ork Anti-social. 4 3 U Turn and frag Banzai and roll D6: On 4+, trash target Runner. Bowzer - Mafia Thug Underworld uw_runner_bowzer_-_mafia_thug 6 Runner Ork [Melee] [Social] 5 5 U 1$: Treat Bowzer as a Ganger until end of turn. Duncan - Lone Star Beat Cop Underworld uw_runner_duncan_-_lone_star_beat_cop 6 Runner Dwarf [Streetwise 2] 4 5 U While on a shadowrun, Duncan may trash one just-revealed Street Challenge. Gizmo - Ganger Underworld uw_runner_gizmo_-_ganger 4 Runner Human Hermit. [Piloting] 2 3 C Gizmo may use Gear/Drone cards. Holmes - Detective Underworld uw_runner_holmes_-_detective 5 Runner Ogre/Ork [Social] [Stealth] 4 4 R Turn to give target Runner the [Hermit] trait until his owner's next End Phase. Humbug - Ganger Underworld uw_runner_humbug_-_ganger 4 Runner Hobgoblin/Ork Anti-social. 3 4 R -2$ to Gear cards given to Humbug (minimum of 1$). Humbug may not swap Gear. Ivan - Lone Star Riot Cop Underworld uw_runner_ivan_-_lone_star_riot_cop 8 Runner Troll 7 5 R [Armor +2] to Ivan in Runner vs. Runner combat. Jade - Yakuza Agent Underworld uw_runner_jade_-_yakuza_agent 3 Runner Human 2 2 U 1$: Turn Jade to prevent target turned Runner from unturning on this turn. Loki - Mafia Thug Underworld uw_runner_loki_-_mafia_thug 5 Runner Elf 3 2 U 1$: Turn Loki to inflict 3 armor-piercing damage on target turned Troll Runner. Longhorn - Mercenary Underworld uw_runner_longhorn_-_mercenary 8 Runner Minotaur/Troll [Athletics] [Melee] 6 7 R Place a [+1/+0] Rage token on Longhorn each time he pulls out of a shadowrun. If Longhown participates in a Shadowrun that takes an Objective, remove all his Rage tokens. Louie Da' Bruiser - Mafia Thug Underworld uw_runner_louie_da_bruiser_-_mafia_thug 8 Runner Troll [Melee 2] 6 6 A1 R [Armor +X]. X = Louie's Melee. This armor is not cumulative with Gear/Armor cards. Lurker - Ganger Mage Underworld uw_runner_lurker_-_ganger_mage 5 Runner Human Anti-social. [Sorcery] [Stealth] 3 3 C You may give the Invisibility card to Lurker at no cost. Lurker cannot swap Spell cards. Mendez - Lone Star Cop Underworld uw_runner_mendez_-_lone_star_cop 6 Runner Ork [Athletics] 5 4 C 2$: Turn to inflict 1 armor-piercing damage on each Yakuza Runner in play. Mugsy - Mafia Thug Underworld uw_runner_mugsy_-_mafia_thug 3 Runner Human [Social] 3 3 C When Mugsy is trashed, roll D6. On 5+, return Mugsy to your hand (trash his Gear). Odysseus - Street Samurai Underworld uw_runner_odysseus_-_street_samurai 7 Runner Cyclops/Troll Stamina. [Melee 2] 7 7 U Odysseus may not use Ranged Weapons. Ro-Jin - Yakuza Bodyguard Underworld uw_runner_ro-jin_-_yakuza_bodyguard 6 Runner Dwarf Yes Guard. Stamina. [Firearms] [Melee] [Streetwise] 4 5 R Sancho - Ganger Underworld uw_runner_sancho_-_ganger 3 Runner Human 4 3 U [+2/+2] to Sancho if owner has no non-human (metahuman) Runners in play. Sisko - Lone Star Detective Underworld uw_runner_sisko_-_lone_star_detective 4 Runner Human 3 3 A1 C Turn Sisko to prevent target Runner from being arrested. Skitz - Ganger Underworld uw_runner_skitz_-_ganger 5 Runner Human Stamina. [Melee 2] 3 4 U 2$: cancel any card effect that would send Skitz back to the safehouse. Tenaka - Yakuza Agent Underworld uw_runner_tenaka_-_yakuza_agent 4 Runner Human [Melee] 3 3 C There is no limit to the number of Tenaka cards you may have in your deck. Tommygun - Mafia Thug Underworld uw_runner_tommygun_-_mafia_thug 4 Runner Dwarf 3 4 C Add +1 to all [Burst] Fire rolls made by Tommygun. Wildfire - Lone Star Combat Mage Underworld uw_runner_wildfire_-_lone_star_combat_mage 5 Runner Elf [Sorcery 3] 2 2 R [Armor +1] to Wildfire for each Spell he is holding (maximum of 3). Ancients Underworld uw_special_ancients 3 Special Gang HQ C All elf Gangers you control are Ancients. Bikes cost -1$ to eploy on Ancients you control, and +2/+0 (A+2) to Ancients Gangers using Bikes that you control. A player may only have one Gang HQ in play at a time. Arson Underworld uw_special_arson 0 Special C Turn a Runner with [Demolition] that you control and roll D6 (+Demolition): 1: Frag the Runner you turned. 2-3: Trash the Runner you turned. 4-6: Runner takes one damge; add 2$ to your Credstick. 7+: Add D6$ to your Credstick. Bear Totem Underworld uw_special_bear_totem 1 Special Totem U Play on target Shaman you control. | [+2/+0 (A+2)] | If damaged during a shadowrun, user cannot voluntarily pull out of that shadowrun. A shaman may not hold more than one Totem. Better Offer Underworld uw_special_better_offer 4/1 Special R Play on target Mercenary. | You now control target Mercenary. Move Mercenary and any Gear he is holding to your safehouse. If Better Offer is removed from target Mercenary, return him and any Gear he is holding to the original owner. Brain Fart Underworld uw_special_brain_fart 2 Special U Play on target Spell. | Roll D6 each time target Spell is used. 1-3: Target Spell has no effect. 4+: Trash Brain Fart. Cement Shoes Underworld uw_special_cement_shoes X Special R To deploy Cement Shoes, turn a Mafia Runner that you control. Frag target turned Runner. X = Deployment cost of target Runner. Conflicting Loyalties Underworld uw_special_conflicting_loyalties 0 Special C Play on target Runner that has at least two of the following affiliations: Lone Star, Mafia, or Yakuza. Roll D6: on 3+, target Runner is fragged. Copycat Syndrome Underworld uw_special_copycat_syndrome X Special C Play on target Prime Runner. | It is now legal to have more than one of target Prime Runner card in play. If Copycat Syndrome is trashed and duplicates of target Prime Runner card are in play, frag all but one of target Prime Runner. Randomly determine which cards are fragged. X = Deployment cost of Prime Runner. Dirty Cop Underworld uw_special_dirty_cop 0 Special C Play on target Lone Star Runner. | While Dirty Cop is in play, target Runner is not a Lone Star Runner. Each turn, at the beginning of his Legwork Phase, owner of Dirty Cop must pay an upkeep of 1$ or Dirty Cop is trashed. Halloweeners Underworld uw_special_halloweeners 0 Special Gang HQ U All Gangers you control are Halloweeners. Roll D6 after any combat involving Halloweeners. On 4+, frag any Challenges or Runners defeated in combat that were damaged in that combat by Halloweeners. A player may have only one Gang HQ in play at a time. In-fighting Underworld uw_special_in-fighting 5 Special C Play on target player. | All Runners in target player's safehouse take X armor-piercing damage. X = the number of orks and trolls in target player's safehouse. Leader of the Pack Underworld uw_special_leader_of_the_pack 3 Special R Play on target Ganger Runner and roll D6. | On X+, target Runner becomes a Ganger Leader (place a +X/+X Experience token on target Runner). A player may not have more than one Ganger Leader in play at a time. X = number of Ganger Runners target Runner's owner currently controls. X may vary as Runners are trashed and deployed. Lone Star Surveillance Underworld uw_special_lone_star_surveillance 4 Special C You must control a Lone Star Runner to deploy Lone Star Surveillence. | Play on target Location. | While this card is in play, roll D6 for each Runner that visits target Location. 5+: Runner is arrested. Place arrested Runner in owner's hand and trash any Gear cards Runner is holding. Long Arm of the Law Underworld uw_special_long_arm_of_the_law 3 Special U Play on target Runner. | Owner of target Runner must roll D6 at the end of each turn during which target Runner was turned. If target Runner visited a Location, add +1. If target Runner went on a shadowrun, add +2. On a 6+, target Runner is arrested. Place arrested Runner is owner's hand and trash any Gear cards Runner is holding. One of the family Underworld uw_special_one_of_the_family 2 Special C Play on target Runner. | Target Runner is now a Mafia Runner in addition to any other affiliation he may have (Lone Star, Yakuza, etc.) Owl Totem Underworld uw_special_owl_totem 0 Special Totem C Play on target Shaman you control. | Roll D6 at the beginning of each shadowrun user attempts. 1-3: It's daytime. Return user to the safehouse unturned. 4+: It's nighttime. Conjue+2 to user until end of shadowrun. A shaman may not hold more than one Totem. Poor Craftsmanship Underworld uw_special_poor_craftsmanship X Special U Trash target Gear card. X = Deployment cost of target Gear card. Punch Drunk Underworld uw_special_punch_drunk 1 Special C Play on target damaged Runner. | Turn target Runner (if not turned already). Target Runner may only unturn to heal. Trash Punch Drunk after target Runner has healed. Rat Totem Underworld uw_special_rat_totem 1 Special Totem C Play on target Shaman you control. | [Stealth +1] to user. Any Special cards that target only user are trashed on a D6 roll of 4+. Treat user as Anti-social. User may not swap Gear with other Runners. A shaman may not hold more than one Totem. Razor Heads Underworld uw_special_razor_heads 2 Special Gang HQ C All Gangers you control are Razor Heads. Razor Heads may not use Ranged Weapons. All Hand-to-Hand Weapons cost -2$ to deploy on Razor Heads that you control. A player may only have one Gang HQ in play at a time. Scatterbrains Underworld uw_special_scatterbrains 2 Special Gang HQ U All Gangers you control are Scatterbrains. Scatterbrain Gangers receive +1/+0 for each Gear card they are holding. Scatterbrains not holding Gear cards at the beginning of your turn are trashed on a D6 roll of 4+. A player may have only one Gang HQ in play at a time. Snake Totem Underworld uw_special_snake_totem 2 Special Totem R Play on target Shaman you control. | User receives [Biotech] and may not go on shadowruns. A shaman may not hold more than one Totem. Special Delivery Underworld uw_special_special_delivery 2 Special U Play on target Runner. | Target Runner cannot unturn until his owner rolls D6 (turn a Mafia Runner you control to add +1 to the result). 1-2: Target Runner's owner adds 2$ to his Credstick. 3-4: No effect. 5+: KABOOM! Target Runner takes D6 armor-piercing damage and all other Runners present take 1 damage. Spreading the Disease Underworld uw_special_spreading_the_disease 3 Special U Play on target player who controls at least one Runner with Virus tokens. | Target player must roll D6 for each Runner he controls (+1 if the Runner has Virus tokens). 4+: Place a [-1/-1] Virus token on the Runner. An undamaged Runner can turn to remove all his Virus tokens. Street Violence Underworld uw_special_street_violence X Special U Play on target player who controls Ganger Runners. | Target player must roll D6 and assign damage equal to the result to his Ganger Runners. X = 6 - the number of Ganger Runners controlled by target player. Suicidal Tendencies Underworld uw_special_suicidal_tendencies 2 Special C Play on target [Hermit] Runner and roll D6. | 1-2: No effect. 3-4: Return target Runner and any Gear he is holding to owner's hand. 5+: Frag target Runner. Test of Honor Underworld uw_special_test_of_honor 4 Special U Play on target Runner. | Target Runner must fight a Yakuza Runner (of your choice) that you control. Resolve combat as normal. If target Runner refuses to fight, owner of target Runner loses 10 Reputation. The Big Break Underworld uw_special_the_big_break 0 Special U Trash target Rocker. Add D6-1$ to Credstick of target Rocker's owner. The Eternal Vow Underworld uw_special_the_eternal_vow 4 Special C Play on target human Runner. | Target Runner is now a Yakuza Runner is addition to any other affiliation he may have (Mafia, Lone Star, etc.) The Price of Fame Underworld uw_special_the_price_of_fame 2 Special U Play on target Runner with [Fame]. | Each time target Runner uses Fame, place a -0/-1 Burnout token on that Runner. These tokens may not be removed. Trogs Underworld uw_special_trogs 3 Special Gang HQ R You may only deploy Trogs if all Gangers you control are orks or trolls. After deploying Trogs, you may not deploy non-ork/troll Gangers. All Gangers you control are now Trogs. If an all-Trog team attempts a shadowrun, each Trog present receives [Armor +1] until end of shadowrun. A player may have only one Gang HQ in play at a time. Unstable Ally Underworld uw_special_unstable_ally 1 Special U Play on a target [Anti-social] Runner. | Target Runner inflicts damage equal to his current Attack Value on a randomly determined Runner that is present. 911 Underworld uw_stinger_911 0 Special, Stinger! [Stinger!] C Play on target Runner who just engaged in Runenr vs. Runner combat. | Roll D6: On 5+, target Runner is arrested (place target Runner in owner's hand and trash any Gear cards Runner is holding). Turn Lone Star Runners you control to modify this roll (+1 for each). Backdoor Underworld uw_stinger_backdoor 4 Special, Stinger! [Stinger!] R Play after your shadowrunning team has reached an Objective and failed to take it. | The next time a shadowrunning team you control reaches that Objective, you automatically take the Objective. (You don't have to meet the Requirements on that Objective). Forced Attrition Underworld uw_stinger_forced_attrition X Special, Stinger! [Stinger!] C Play Forced Attrition when a Challenge is defeated in combat and no Runners are trashed or fragged as a result of that combat. The shadowrunning player must trash a Runner that participated in the combat. X = 6 - the number of Runners present. Friend of a Friend Underworld uw_stinger_friend_of_a_friend 1 Special, Stinger! [Stinger!] U Play on target Contact. | Treat the owner of Friend of a Friend as the owner of target Contact until the end o the turn. In the Spotlight Underworld uw_stinger_in_the_spotlight 1 Special, Stinger! [Stinger!] C Play on target Runner. | No additional copies of target Runner card may be deployed while In The Spotlight is in play. Owner of target Runner must roll D6 at the beginning of each of his turns. On 6+, trash In The Spotlight. Innocent Bystander Underworld uw_stinger_innocent_bystander 1 Special, Stinger! [Stinger!] U Play when a Challenge is trashed in combat during a shadowrun. Roll D6: 1-3: No effect. 4+: An innocent bystander is killed and the shadowrunning player loses 5 Reputation. Intimidation Underworld uw_stinger_intimidation 3 Special, Stinger! [Stinger!] U Play when an opponent attempts to intercept a shadowrun. Turn a Mafia Runner you control to send the intercepting Runner(s) back to the warehouse. The shadowrun continues as normal. Kilroy Wuz Here Underworld uw_stinger_kilroy_wuz_here 1 Special, Stinger! [Stinger!] C Play after your shadowrunning team has reached an Objective but failed to take it. If you take that Objective on another turn, you receive +5 Reputation. Last Stand Underworld uw_stinger_last_stand 6 Special, Stinger! [Stinger!] R Play as your entire shadowrunning team is trashed or fragged by a Challenge. Frag that Challenge on a D6 roll of 3+. -1$ to deployment cost of Last stand for each Runner trashed or fragged by the Challenge. Lone Star Undercover Underworld uw_stinger_lone_star_undercover 4 Special, Stinger! [Stinger!] Yes R Play during a shadowrun when a Runner (or Runners) fails to sleaze a Lone Star or Personnel Challenge. A randomly determined Runner who is present is a Lone Star agent! Add that Runner's Rating to the Threat Rating of the Challenge and trash the Runner. Metahuman Prejudice Underworld uw_stinger_metahuman_prejudice 2 Special, Stinger! [Stinger!] R Play when an opponent deploys a non-human Runner. That Runner is shuffled back into opponent's draw pile and the deployment cost is returned to opponent's Credstick. If the Runner was a Prime Runner, the deployment cost is lost. Moment of Clarity Underworld uw_stinger_moment_of_clarity 0 Special, Stinger! [Stinger!] R Play on target Runner immediately after a Challenge is revealed. Target Runner temporarily receives +1 to an existing skil of your choice. This bonus may only be used to sleaze or fight the just-revealed Challenge. Outstanding Performance Underworld uw_stinger_outstanding_performance 2 Special, Stinger! [Stinger!] U Play on target Runner that is present on a shadowrun that takes an Objective. You may increase on existing skill on target Runner by +1 until the end of game. Retirement Underworld uw_stinger_retirement X Special, Stinger! [Stinger!] C Play immediately after a shadowrun takes an Objective. Play on target Prime Runner that was present and damaged during that shadowrun. | Roll D6: 3+: Frag target Prime Runner. X = Deployment cost of target Prime Runner. Riot Foam Underworld uw_stinger_riot_foam 1 Special, Stinger! [Stinger!] C You may only play Riot Foam if you control one or more Lone Star Runners. When Tior Foam is played, choose how it will be used: [-3/-0] to target Personnel Challenge until end of turn OR cancel the effects of a Bar Fight or Riots card as it's played. Secret Agenda Underworld uw_stinger_secret_agenda 1 Special, Stinger! [Stinger!] R Play before target player begins his Legwork Phase. Target player may play only one Challenge during his Legwork phase this turn. Seppuku Underworld uw_stinger_seppuku X Special, Stinger! [Stinger!] U Play on target Yakuza Runner that just pulled out of a shadowrun. Trash target Yakuza Runner. X = Deployment cost of target Yakuza Runner +1. Shakedown Underworld uw_stinger_shakedown 0 Special, Stinger! [Stinger!] U Turn a Mafia Runner you control and add X$ to your credstick. X = number of Locations in play. Some Things Never Change Underworld uw_stinger_some_things_never_change 3 Special, Stinger! [Stinger!] C Play when a shadowrun is declared. Each time a Challenge is revealed during that shadowrun, roll D6. On 3+, the Challenge cannot be pumped up and callot be changed or modified by an Objective card until the end of the shadowrun. Stand Aside! Underworld uw_stinger_stand_aside 0 Special, Stinger! [Stinger!] C Play on target Runner attempting to intercept a shadowrun alone. The intercepting Runner must return to the safehouse. The shadowrun continues as normal. State of Confusion Underworld uw_stinger_state_of_confusion 2 Special, Stinger! [Stinger!] R You may choose a new, legal target for a Special card just played. Stripdown Underworld uw_stinger_stripdown 0 Special, Stinger! [Stinger!] C Play on target Runner. | Owner of targt Runner may trash non-Cyberware Gear cards target Runner is holding. [Athletics +1] to target Runner until the end of turn for each Gear card trashed. Big Knobi Klub Net nt_location_big_knobi_klub 3 Location Street (Club) P 2$: Turn a Runner to visit and roll D6 (+1 for each level of [Fame]). 1: RIOTS! Trash Big Knobi Klub! Visiting Runner takes 2 damage. 2-3: Sold Out Concert! You can't get in, Poser... 4-5: You're not on the guest list. Pay +1$ to roll again. 6+: Take a Rocker from your draw pile and deploy at no cost. Bull - Decker Net nt_primerunner_bull_-_decker 7/1 Prime Runner Ork First Panther. [Decking 3] [Gunnery] [Melee] 5 6 P Assault Cannon given to Bull is half price. Bull may not go on Wetwork or Assasination Shadowruns. Buzz - Juggler Net nt_primerunner_buzz_-_juggler 5/0 Prime Runner Human Hermit. Recon 2. [Decking 3] 0 4 P Cranial Cyberdeck: [+0/+2] in the Matrix (may not use another cyberdeck). | Paraplegic: must remain in the safehouse. Dain - Detective Net nt_primerunner_dain_-_detective 5/1 Prime Runner Human [Firearms] [Social] [Stealth] [Streetwise] 3 4 P May visit an opponent's contact or location during legwork phase (normal costs apply). | 3$: [Recon] until end of turn. Fenris - Cyborg Net nt_primerunner_fenris_-_cyborg 6/2 Prime Runner Human Stamina. [Demolitions] [Firearms] [Melee] 7 6 A1 P Battle Computer: roll D6: inflicts damage to target first on 4+ (unless he is ambushed or surprised). Opponents killed by Fenris may not inflict damage. | Additional Cyberware may not be given to Fenris; his Essence is already maxed out at 6. Gislan the Wrench - Rigger Net nt_primerunner_gislan_the_wrench_-_rigger 5/1 Prime Runner Dwarf [Piloting 2] [Technical 2] 3 4 P Gislan's drones and vehicles all receive a [+1/+1 A+1] bonus while in his possession. Larue - Gator Shaman Net nt_primerunner_larue_-_gator_shaman 7/2 Prime Runner Ork Anti-social. [Conjure 2] [Melee 2] 7 7 P Possesses (sentient) 'Decapitator' battleaxe: [+3/+1] against Personnel & Awakened Challenges. Maria Mercurial - Legendary Rocker Net nt_primerunner_maria_mercurial_-_legendary_rocker 6/1 Prime Runner Human Yes Fame 3. Hermit. 0 1 P Maria Mercurial may not go on shadowruns. Ricochet Rita - Razorgal Net nt_primerunner_ricochet_rita_-_razorgal 6/0 Prime Runner Elf Fame. [Athletics] [Firearms] [Melee] [Piloting] 6 6 A1 P Vixen - Go-Ganger Mage Net nt_primerunner_vixen_-_go-ganger_mage 5/0 Prime Runner Elf Stamina. [Firearms] [Piloting] [Sorcery] [Stealth] 3 5 P Vixen's bioware-enhanced body only heals at 1/2 the normal rate (round up). Artificial Intelligence Promo pc_challenge_artificial_intelligence Challenge (Electrical) Yes 3 10 P Artificial Intelligence can only be fought by present Deckers. If this Challenge is revealed by a Decker using [Recon], trash the Decker. If the AI is defeated, the shadowrunning player receives +10 Reputation. Frag the AI if trashed. Maglock Passkey Promo pc_gear_maglock_passkey 0 Gear, standard (Miscellaneous) P If this card is present on a shadowrun, the Maglocks Challenge is automatically sleazed. Any Electrical Barrier Challenges also are sleazed on D6 roll of 5+. Brandenburg Gate Promo pc_location_brandenburg_gate 4 Location Street P Turn a Runner with [Streetwise 2] to visit the Berlin Anarchists at Brandenburg Gate. Roll D6: 1-3: Visiting Runner takes 3AP damage. 4-6: For X$ (minimum of 3$), the Anarchists will intercept a run on an undefended Objective in your place. | Threat Rating: [(X+2)/X]. Fuchi Industries Promo pc_location_fuchi_industries 4 Location Corporate (HQ) P One or more Deckers (including Hermit Deckers) may visit Fuchi Industries instead of going on a shadowrun. Turn visiting Deckers and roll D6 (+1 for each point of Decking). 1-6: Nothing, nada, zip! 7-9: Add 2$ to Credstick 10-12: Add 4$ to Credstick 13+: Jackpot! Add 5$ to Credstick OR 5 points to Reputation pile. Genetics Lab Promo pc_location_genetics_lab 5 Location Street Yes P May be used once per turn. Turn a Runner to visit Genetics Lab and roll D6. 1-2: Trash visiting Runner. 3-4: No effect. 5+: Put a Clone token in play. Treat this token as an exact duplicate of the visiting Runner except that the Clone does not possess the special traits or abilities of the visiting Runner. The Clone cannot use Gear. King of the Hill Promo pc_objective_king_of_the_hill 30 Objective Yes P Unique. Players may intercept more than one shadowrun attempted against this Objective during the game. King of the Hill does not count toward the minimum number of Objectives needed. Hatchetman 2057 - Cyborg Promo CardMissing 7/0 Prime Runner Human Yes [Firearms] [Melee] 6 6 P Ignore Essence loss and limb restrictions when giving Cyberware to Hatchetman. Adam Bomb - Legendary Rocker Promo pc_runner_adam_bomb_-_legendary_rocker 3 Runner Dwarf Fame 2. 2 3 P Owning player rolls a D6 at the start of his legwork phase each turn. On a 5+ (or if Adam dies) each Runner/Challenge present takes 5 damage. Trash Adam Bomb. Flatline - Street Samurai Promo pc_runner_flatline_-_street_samurai 6 Runner Human [Firearms 2] 3 6 A1 P Flatline may use two Pistols at once. Foxy Roxy - Legendary Flirt Promo pc_runner_foxy_roxy_-_legendary_flirt 4 Runner Elf [Social 4] 1 1 P Foxy Roxy automatically sleazes any personnel challenge. Nerps! Promo pc_special_nerps 3 Special Yes P Choose a target Gear card (except Spirits and Drones) and treat Nerps! as an exact duplicate of that card. The Skills to Pay the Bills Promo pc_special_the_skills_to_pay_the_bills 0 Special Yes P Play this card at the beginning of your Legwork Phase when all your Runners are unturned. Turn all your Runners and add +X$ to your Credstick. X = 1$ for each different skill possessed by your runners.