These links will bring you directly to the corresponding page on Amazon.com, one of the biggest and best online store in the world. So fear not, all of your orders will be handled with care in a very secure way. By buying directly from here not only do you avoid the hassle of common shopping, but you get great prices and you encourage me to continue building this website! So what are you waiting for? For you or as a gift to gamers, these are all must-buys! If a sourcebook isn't here, it can be because: It is out of print (a lot are, because new sourcebooks about teh same subject will come out soon), it's not a sourcebook (I don't have novels or adventures here yet), Amazon.com doesn't have it, I forgot to list it or it sucks. The "You save" category is calculated from Fasa's recommended price. RULESShadowrun Third Edition Price: $24.00 You save: $6.00 This definitely is a must buy, being the basic rules of the game. For novice, this contains all the rules explained in thorough details and for veterans it contains some new (better) rules on most aspects of the game than the second edition. It uses the new rules from VR 2.0 and Rigger 2 too, so you won't have to search through dozens of books to get what you want. For some reason the cover of the copy I bought doesn't look at all like the one here, so don't be surprised if its different when you get it (the other one is as beautiful, don't worry). Shadowrun
Companion: Beyond the Shadows
A very useful book, especially for those who don't to change right now for the 3rd edition. Even for those with the new edition it is very useful, featuring the great "edges and flaws" for character creation and rules on contacts and ennemies. All in all a pretty useful book. GEAR, SPELLS & STUFFPrice: $12.00 Save: $3.00 The best book yet on cyberware for Shadowrun. It's the one which introduced bioware to games and some very interesting drugs along with the most innovative and useful cyberware of all sourcebooks. Any character with any hint of cyberware shouldn't be done without that book. Field
of Fire
The book about guns for Shadowrun. It contains dozens of new weapon without debalancing gameplay. The complete list of all weapons at the end is very useful too! Rigger
2
If you like to play riggers or your game features lots of vehicle action scenes, this is the book for you. Although the rules can be a little complicated at first, the new rules on drone control and vehicle creation are just great. Besides, it contains thorough statistics of all vehicles in all sourcebooks, so you get a ton of new vehicles and drones to use in your games. Virtual
Realities 2.0
Everything you wanted to know about deckers but didn't dare ask! Complete rules overhaul (from the 2nd edition, these are the ones used in the 3rd edition) which are much simpler to use and intersting. It makes having a decker in a group of characters something fun rather than a pain. Altogether a pretty good book Awakenings:
New Magic in 2057
The Grimoire is out of print, so this is what you oughta have for Magicians and Adepts in your game. This book is particularly useful for the GM who'll learn how to use magic properly in his games and physad players who'll find great new powers. You might be better to wait for the new magic sourcebook that is supposed to come out some time in the future. Cybertechnology
Interesting background for cyberware users, this sourcebook will show the down side of having wired reflexes. Contains rules for cyber-zombies, characters with essence below 0 (quick rule to know if you have a munchkin in your game: if somebody asks you if he can play a cyber-zombie, he's a munchkin) which should be for NPCs only. Some cyberware of interest too, although not as great as those in Shadowtech. Street
Samurai Catalog
Contains new guns, rules and cyberware. Although it's not really great, it's far from being bad and for its cost you can't beat it! PLACESPrice: $14.40 You save: $3.60 It is not yet released but you can preorder it already. It will contain all things useful about Seattle, updated from the old sourcebook. Target:
UCAS
A great sourcebook about the UCAS (United Canadian and American States) detailing the situation after Dunkelzahn's assassination and describing the cities of Chicago (after the bugs were cleared), boston and Detroit. A great buy if you're bored of playing in Seattle. Cyberpirates
If you feel a little change is needed in your game, get this sourcebook. It details the life as a pirate in the Caribbeans, Philippines and the coast of Africa. Contains interesting rules about ship and diving too. Target:
Smuggler Havens
OTHERPrice: $16.00 You save: $4.00 For collectors only, this book doesn't contain any content, just pretty picture. It's a compendium of all the nicest pictures from the start of Shadowrun to these days. Lots of color images, can be useful to give a visual impression of something or somebody you're describing in your game. RECOMMENDED NOVELS(Do Androids Dream of Electric Sheep) (by Phillip K. Dick) Price: $4.79 You Save: $1.20 The novel that inspired the classic movie (and the novel is actually better than the movie, in my opinion), it might be the first cyberpunk novel ever. It tells the tale of Deckard, a "Blade Runner", who's job is to hunt replicants, androids passing themselves as humans. This is a classic, and well worth the read. Don't miss it! Neuromancer
The book that started it all. You just can't live without this cyberpunk classic. It tells the tale of Case, a decker that shouldn't have double-crossed his employers, while he deals with an artificial intelligence, together with Molly, a cybered street samuraï. Shadowrun might never have existed wouldn't it have been of this novel... Count
Zero
The "sequel" to Neuromance, this book tells the tale of Count Zero, a newbie decker that gets stuck in something much bigger than he would have liked. A very good book and pretty useful if you want inspiration on how to voodoon in your games. Mona
Lisa Overdrive
The end of the Neuromancer trilogy (although the three books aren't deeply inter-connected), it is also the weirdest. A very interesting read, if not as essential to your personnal library as the other titles here... Nineteen
Eighty-Four
A classic, period. If you have read it, read it again! This book is famous for a reason! If you've ever wondered what a dystopian society could be like, read this book. Makes you shiver in paranoia thinking about the future of our society too... Altogether a must read! The
Great Train Robbery
Not as modern as the previous titles, this title nontheless shows what professionnalism is all about. It tells the true story of the robbery of a very well protected train in the late 19th century. It is written in a very entertaining way and the main character is just great. If you like to read about well done "runs", get this book. You won't regret it.
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