Catalyst Game Labs is pleased to announce the following additional products are in development for release during the second quarter of 2011.
War rages in Central America, spies race here and there across the globe, and tales continue to spread of four powerful artifacts and the feats accomplished by those who manage to get their hands on them. To many, the world is becoming more disordered and unpredictable—but there are those who look underneath the surface chaos and see order, or even a plan. They see people and organizations who pull the strings and make the world shake, and they wonder if they can find out what these people are up to before it’s too late.
Conspiracy Theories is a deep dive into the underbelly of the Sixth World, a place filled with crackpot theories and insane ideas that would be laughable if it weren’t for the fact that some of them are most assuredly true. If the want to stay alive, shadowrunners need to know this information so they can stay a step ahead of the forces that may be massing against them behind the scenes. If they want to prosper, they really need to know this data, because any runner worth a damn knows that manipulating people based on what they believe is true is a great way to make a few nuyen.
Bringing together plot elements from War!, Spy Games, and the Dawn of the Artifacts series, Conspiracy Theories adds a twisted element to Shadowrun games.
You could dabble in organized crime. You could do some smash-and-grabs. You could find all sorts of ways to pick up a few nuyen here and there. But everyone in the Sixth World knows that if you want to make a play for the big bucks, the real high-level stuff, you’ve got to get in bed with the corps.
The corps have the money, and they’ve got all the power that comes with it. If you want to have some of that cash and some of that pull for yourself, you’re going to need to stay alert, move quickly, and remember that while corps are willing to pay for things that help them, deep down they really hate sharing what they’ve got with anyone. Including shadowrunners. Especially shadowrunners.
Corporate Intrigue provides a wealth of plot points and adventure ideas to allow gamemasters to develop corporate-centered campaigns. Building on information provided in Corporate Guide, Corporate Intrigue provides the story information, location details, and NPC statistics to make running a corporate-themed campaign as easy, fun, and brutal as you want it to be.
ERA REPORT: 3062
For three hundred years, the nations of the Inner Sphere waged war in the name of the fallen Star League, sending armies of MechWarriors into battle for glory and power. The arrival of the Clans, martial descendants of the lost Star League Defense Force, in 3049 upset all the previous balances of power and set the stage for cataclysmic warfare to rival the worst of the Succession Wars.
The end of the initial Clan invasion and the new renaissance of military technologies leads the leaders of the Successor States to seek advantage against each other. The ever-present specter of the Clans urges desperation to end old feuds to make space for new ones. And the Truce of Tukayyid holds the Clans in check, but does nothing to ease the cultural pressures on both sides of the border.
Conflict is inevitable.
Era Report: 3062 describes the state of the Inner Sphere and the Clans at a divisive period in BattleTech history: the latter years of the Clan Invasion. Presented as a general overview of the period, rather than a focused report on a single conflict, this book includes descriptions of many major Inner Sphere, Periphery, and Clan factions. Notable personalities, military forces, and an overview of the technological capabilities of the Inner Sphere and Clan powers of this critical period in history are also provided, along with special advanced-level rules for campaigns set in this era, whether played using the Total Warfare core rules or those found in A Time of War: The BattleTech RPG.
TECHNICAL READOUT: 3058 UPGRADE
BattleTech Technical Readout: 3058 Upgrade returns to print! A huge list of Clan and Inner Sphere units still in active use in the present BattleTech timeline are covered, including a large selection of vehicles upgraded in technology from their first appearance in Technical Readout: 3039. Also covered is the first Technical Readout appearance of battle armor: all of the original designs that appeared following the Clan invasion receive a full TRO-style write-up. This reprint includes a new cover, and errata worked in througout.
RECORD SHEETS: 3058 UPGRADE
Record Sheets: 3058 Upgrade contains 49 pre-printed ’Mech record sheets that will have players firing autocannons, missiles and PPCs at each other in no time. More than 30 vehicle—as well as 20 battle armor—sheets bring the excitement of combined-arms game play to any table top. Two ready-to-play scenarios focus on the highlights of this volume, while an extensive Rules Addendum section, concentrating on massed infantry actions, provides a sneak peak of all the advanced rules options provided in Tactical Operations.
NOTE: Retailers looking for more information on each of these books can find sellsheets on our retailers page.