The following are the latest releases by Catalyst Game Labs that have hit a Street Date (meaning they’re available in hobby stores).
Historical: Liberation of Terra, Volume 1 ($34.99)
In 2766, decades of careful planning and manipulation finally culminated when Stefan Amaris wiped out the entire Cameron dynasty in a bloody coup. Rallying the might of the SLDF behind him, General Alaksandr Kerensky immediately attacked Amaris’ Rim Worlds Republic, before turning his full fury against the Usurper’s “Empire”, launching one of the greatest military campaigns in Inner Sphere history.
Historical: Liberation of Terra, Volume 1 describes the early years of the civil war that would ultimately bring about the final end of the first Star League. Covering the fighting from the coup itself to the bloody campaign for the Terran Hegemony, this book provides a hard look at the closing years of the Star League Era, and the fateful decisions that would eventually pave the way for centuries of Succession Wars to come.
Warfare Kit ($14.99)
Tired of hunting for a specific table in a rulebook? Wish you had heavy-duty reference cards for Total Warfare game play like that found in the 25th Anniversary Introductory Box Set? Then the Warfare Kit is for you!
The Warfare Kit contains five heavy-duty cards of compiled tables from Total Warfare.
Total Warfare is required to use the Warfare Kit (compiled tables reflect corrected third printing).
Tactical Kit ($24.99)
Tired of hunting for a specific table in a rulebook? Wish you had heavy-duty reference cards for Tactical Operations game play like that found in the 25th Anniversary Introductory Box Set? Then the Tactical Kit is for you!
The Tactical Kit contains thirteen heavy-duty cards of compiled tables from Tactical Operations.
Tactical Operations is required to use the Tactical Kit (compiled tables reflect corrected second printing).
Record Sheets: Prototypes ($12.99)
A companion to Technical Readout: Prototypes, Record Sheets: Prototypes contains 30 pre-printed ’Mech record sheets that will have players firing autocannons, missiles and PPCs at each other in no time. More than 60 additional record sheets—from vehicles to battle armor, ProtoMechs to aerospace fighters and DropShips—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, including Design Quirks, provides a sneak peek of all the advanced rules options provided in Strategic Operations.
Corporate Intrigue ($24.99)
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, including plotlines the lead to the discovery of a secret one megacorporation is struggling to contain. 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.
Field Manual: 3085 ($34.99)
The year is 3085. In the wake of the Jihad, a new realm—The Republic of the Sphere—has been born. Drawing war-weary masses from all over the Inner Sphere, the Republic stands for unity and security, in the hopes that never again will its worlds suffer from centuries of relentless war. But even though the common threat has fi nally passed, few believe they have seen the last of war. As the combined realms and Clans of the Inner Sphere struggle to rebuild, a new balance of power has begun to emerge.
Field Manual: 3085 updates the military and political state of the Inner Sphere in the years following the end of the Jihad and the formation of The Republic of the Sphere. This report includes a brief history and overview of recent developments in the BattleTech universe (including the formation and organization of The Republic of the Sphere), as well as current TO&Es for all of the major ’Mech and mercenary commands employed by the realms and Clans of the post-Jihad Inner Sphere. Special rules are also included, enabling players to create characters and forces for use in campaigns set in and after this critical point in BattleTech history.
Jet Set ($24.99)
Step this way! There’s no need for you to wait in line with the riff-raff, the common clay of dirty humanity. You can have something better. You can have the good life, filled with the finest food, the most expensive wines, and the most interesting people in the world. There’s a price to pay, of course. There always is. But take a ride, just once, in the aircraft the upper crust uses, and see if you don’t like it. Get a taste of this lifestyle, and see if you won’t do anything to keep it.
In Jet Set, shadowrunners get the chance to rub elbows with the rich and powerful of the world—the socialites, the corporate elite, the royalty, the movers, and the shakers. These are people who know how to get what they want, no matter who they need to step over to get it. The runners may be the help they need to get rid of their latest obstacle—or they could be the next bodies the rich and powerful leave in an expanding trail behind them.
Jet Set is a campaign book with information on the growing tension between Sixth World dragons, the mysterious motives and questions surrounding Nadja Daviar, the opening salvos in political battles that will shake cities and nations in the next year, and more. Filled with plot details, location information, and NPC write-ups, the book is a resource all Shadowrun players can use.
In Hex-A-Gon, players jump hexagonal pieces over each other to seize them from the gameboard. During each turn, a player selects any “knight” on the gameboard and jumps them over other knights into open hexes. Any number of jumps into open hexes can be made in a turn, seizing a string of knights that count toward victory at the end of the game. However, be careful, as every move can open an avenue for your opponents to do the same!
FREE RULES: A free PDF of the entire rules booklet is found here.
BattleTech 25th Anniversary Introductory Box Set ($59.95) [Reprint Now Available]
Strap yourself into the ultimate suit of armor: the BattleMech. Thirty feet tall and weighing up to a hundred tons, this humanoid engine of destruction is a walking arsenal with enough firepower to level a city block. The BattleTech game system takes you into the world of the 31st Century, where war has become a way of life. You are a MechWarrior. You are in command of the most powerful machine on the battlefield, and hold the fate of empires in your hand!
The BattleTech 25th Anniversary Introductory Box Set thrusts you onto the battlefields of the 31st century. This box contains everything needed to play:
- 24 unpainted, ready-to-play plastic BattleMech minis
- 2 unpainted, premium-quality plastic BattleMech minis
- One 12-page full-color quick-start rulebook will have players into the action in minutes
- 36-page book of pre-generated BattleMech Record Sheets
- One 80-page full-color rulebook
- Inner Sphere at a Glance, a 56-page full-color book of universe background and BattleMech technical data
- One 16-page full-color Painting and Tactics Guide
- Two heavy-duty cards of compiled tables
- Two 18″ x 24″ game-board quality maps
Technical Readout: 3055 Upgrade ($29.99)
In 3055, a new breed of Inner Sphere BattleMech started rolling off assembling lines—’Mechs specifically designed to counter the Clan invasion—at the same time that secondline Clan ’Mechs began to appear. By 3067 those design have become a staple of the modern battlefield, giving rise to notable MechWarriors and new variants, while the demands of the ever-popular Solaris VII Games have resulted in a plethora of new dueling ’Mechs designed using prototype technology.
Technical Readout: 3055 Upgrade presents the Solaris VII ’Mechs built using prototype technologies. Upgraded in appearance and technology, the designs first presented in the Solaris VII box set and Solaris: The Reaches are now back in print, along with several new Solaris VII designs. In addition to the upgraded appearance of selected Clan designs, all the art work for Technical Readout: 3055 Upgrade is new, providing fresh illustrations of now classic Inner Sphere BattleMechs and Clan OmniFighters.
The ’Mechs in the Solaris VII BattleMechs section are constructed using select equipment found in Tactical Operations. To use those designs, players will need that book.
NOTE: This is a Catalyst-branded reprint, with a new cover and including all appropriate errata. No other changes have been made.
Record Sheets: 3055 Upgrade ($12.99)
You’ve grasped the tactics involved with the additional units and weapons from Total Warfare to defeat your opponents. Now you own Technical Readout: 3055 Upgrade and want to deploy some of those ’Mechs, vehicles, and battle armor on your gaming table. Grab your dice and start rolling, because these sheets are for you!
Record Sheets: 3055 Upgrade is a companion to Technical Readout: 3055 Upgrade, containing 80 preprinted ’Mech—and 12 Clan aerospace fighter—record sheets that will have players firing autocannons, missiles and PPCs at each other in no time. The extensive Rules Addendum of this record sheet brings Solaris: The Gaming World to your table tops with rules for playing as a member of a MechWarrior stable, running arena scenarios, and even how to modify any map sheet into several of the most famous gladitorial arenas!
The Solaris VII BattleMechs are constructed using select equipment found in Tactical Operations. To use those designs, players will need that book.
Conspiracy Theories ($29.99)
War rages in Central America, tensions between dragons are on the rise, and the Watergate Rift has been closed in a display of power that shook the city of DeeCee to its core. 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 they want to stay alive, shadowrunners need to know this information to keep them a step ahead of the forces that may be massing against them behind the scenes. If they want to do more than survive—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 to be 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.
Shadowrun 20th Anniversary Edition Core Rulebook ($44.99) [Corrected Reprint Now Available]
The year is 2072. Magic has returned and creatures of myth and legend walk among us as megacorps bleed the world dry. You’re a shadowrunner—a deniable asset, a corporate pawn—using bleeding-edge science and magic to make your meat body and mind better-than-flesh. Stay on the edge, and you may survive another run on the mean sprawl streets.
Shadowrun, Fourth Edition offers a completely new rules system that is simple, integrated, and accessible. The state-of-the-art has also been advanced, introducing a new level of augmented reality, new gear, and new magical discoveries. This full-color rulebook contains all the rules gamemasters and players need to create characters and ongoing adventures set in the popular Shadowrun universe.