version 2.0 - 11/23/97

Other Card List Spoilers
High Seas Overview

HIGH SEAS CARD LISTING
(Alphabetical order)

Air Elemental
Type: Gear (Magic/Spirit)
Rarity: Rare
Cost: 3„
Text: 3/5 Spirit. Trash at the beginning of any Runner-on-Runner combat. You may wait until all other Runners have been paired up before deciding which combat user will participate in.

Alembic
Type: Runner / Street Mage
Rarity: Rare
Cost: 5„
Text: 4/4. Human; Leadership-1, Sorcery-1, Streetwise-1. 3„: Turn and reveal your hand to target opponent. Any opponent may pay for this ability on his or her turn.

Allegiance Alpha
Type: Gear (Cyberdeck)
Rarity: Common
Cost: 1„
Text: Play on Decker. Decking +1 to user. User may use a maximum of two programs a turn.
Flavor: "It's a toy for wannabes -- not a Decker's Delight."

Anchorhead Aqualogy
Type: Objective (Marine)
Rarity: Rare
Text: (0). Unique.
Bonus: When Anchorhead is achieved as an Objective, it goes into play as a Corporate Location on the shadowrunning team's side. 2„: Turn a visiting Runner with Marine to add 5„ to your Credstick.

Aqualung
Type: Gear (Miscellaneous)
Rarity: Common
Cost: 0„
Text: Trash to give user Marine until end of turn.

Astral Hazing
Type: Special
Rarity: Common
Cost: 3„
Text: Play on target Runner. Trash to make target player reroll any D6 roll involving target Runner. You may modify that die roll by +1 or -1 (announce modifier before the roll is made).

Awakened Dolphins
Type: Gear (Critter)
Rarity: Uncommon
Cost: 4„
Text: 1/2 Critter. Play on Runner with Animal. 2„: Give user Recon until end of turn.

Aztech Nightrunner
Type: Gear (Vehicle/Marine)
Rarity: Common
Cost: 2„
Text: User gains (A1) and Marine.
Flavor: "Swift and silent, the Aztech Nightrunner can carry you up the narrow streams the border patrols overlook."
Picture: A shadowrunner on a small, one-man boat; the boat itself is beached on top the shell of a gigantic, angry-looking turtle.

Backup Copy
Type: Gear (Miscellaneous)
Rarity: Common
Cost: 3„
Text: Play on Decker. Trash to prevent one of your Programs from being trashed from play.
Picture: An elf decker, pulling an optical chip from his back pocket.

Bad Deal
Type: Special
Rarity: Common
Cost: 2„
Text: Trash target Runner with a Drug token on him or her.
Picture: A blood-soaked elf, lying on a sawdust floor; despite a wound to the abdomen, he's still trying to reach for a glassine bag.

Barnacles
Type: Special (Stinger)
Rarity: Common
Cost: 2„
Text: Owner of target Marine Vehicle must pay half its deployment cost (rounded up) or vehicle is trashed.
Picture: The underside of a large yacht; a cluster of barnacles almost completely carpets the keel. Some of the barnacles seem to have eyes....

Bete Blanc
Type: Runner / Shaman
Rarity: Uncommon
Cost: 5„
Text: 3/3. Ork; Conjure-1, Street-1. Put a Loa token on Bete Blanc when he is first deployed. You may trash three Loa tokens to put a 3/3 Spirit token into play on Bete Blanc.
Affiliation: Les Sorciereux

B-kaw!
Type: Runner / Cyborg
Rarity: Common
Cost: 6„
Text: 4/3 (A1). Troll, Anti-social. B-kaw! gains +2/+2 when on a shadowrun with three or more other Runners.
Flavor: "No one ever knew Skwraaaaaawk! had a younger brother!"
Picture: A large, cyborg Troll, looking amazingly like a rooster.

Blood Kites
Type: Challenge (Awakened/Outdoor)
Rarity: Common
Text: 5/5. Roll D6 for each Runner present. On a 5+, trash target Cyberware on that Runner.
Sleaze: Animal-2 or Stealth-2.

Blue Node
Type: Objective
Rarity: Common
Text: (20). Turn a Program to trash any Challenge on Blue Node. Reduce Reputation gained from this shadowrun by 10 points for each Challenge trashed this way.
Comments: Yes, you could actually gain Negative Reputation by taking on a Blue Node...

Bomb Threat
Type: Special (Stinger)
Rarity: Common
Cost: 2„
Text: Target Corporate Location may not be used or visited this turn.

Boomers
Type: Challenge (Marine/Outdoors/Vehicle)
Rarity: Rare
Text: 10/10 (A2). You may trash a Location to sleaze Boomers.
Sleaze: Tech-2 + Demolition-1.
Picture: A submerged nuclear submarine. A school of angelfish, looking rather skittish, is in the lower righthand corner.

Boot Sector Virus
Type: Special
Rarity: Rare
Cost: 3„
Text: Play on target Cyberdeck. User must pay +1„ before using any Programs.

Bottled Demon
Type: Prime Gear (Magic/Focus)
Rarity: Promo
Cost: 5„
Text: Unique. Play on Mage or Shaman. Turn and roll D6: On a 4+, user gains either Conjuring+1 or Sorcery+1 (owner's choice) until end of game. User loses 1 Body each time Bottled Demon is used. If user dies, each player (beginning with owner) may pay 5„ to move Bottled Demon to a Runner they control. If Bottled Demon goes to the trash pile, remove it from the game.
Comments: From Bottled Demon, the module of the same name.

Breadboard Deck
Type: Gear (Matrix/Cyberdeck)
Rarity: Uncommon
Cost: 3„
Text: Play on a Decker. You may roll D6 at the beginning of your Legwork phase: If the result is even, Decker gains Decking +1 until end of turn; if the result is odd, Decker gains Decking +3 until end of turn.
Flavor: "Just like the tech-heads that build them - never dependable."

Brilliant Mentor
Type: Special (Stinger)
Rarity: Rare
Cost: 4„
Text: Unique. Play whenever any card forces you to lose Reputation. Cancel the effects of that card.

BTL Chips
Type: Special (Stinger)
Rarity: Common
Cost: 3„
Text: Play on target Runner when a skillsoft is activated. Target Runner takes 1AP for each Skillsoft on that Runner. Runner does not gain skill bonus from Skillsoft this round.
Flavor: ".....eeeeeeeEEEEEEEEEEEEEE*****"
Picture: A human decker, with funnels slotted into his chipjacks; a vile-looking, bubbling green liquid is being poured into them; the same liquid is drooling out his mouth.

Bullet Trap
Type: Challenge
Rarity: Common
Text: Bullet Trap does 1AP damage to target Runner. 2„: Bullet Trap does an additional 2AP damage.
Sleaze: Demolitions-2 or Tech-2
Picture: A Troll, holding up his foot; several cartoonish holes can be seen penetrating it. (This is an obvious spoof of Naked Gun 3- 1/3, or whichever movie that was.)

Cheap Piece
Type: Special
Rarity: Uncommon
Cost: 1„
Text: Play on any Ranged Weapon. Shouldn't've shopped at Sparky's Discout Firepower, chummer. Roll D6 whenever Weapon is used: 1: BANG. Weapon misfires. Trash Weapon; user takes damage equal to its Attack Bonus. 2-3: Hangfire. Weapon does not add its bonus this combat. 4+: AOK. Trash Cheap Piece.

Chevalier
Type: Prime Runner / Shaman
Rarity: Uncommon
Cost: 6/2„
Text: 6/6 (A1). Ork; Conjure-2, Leadership-1. Turn Chevalier to place a Loa token on any Les Sorciereux in play.

Chinese Junk
Type: Location (Street/Yakuza)
Rarity: Rare
Cost: 4„
Text: All Yakuza gain Marine while Chinese Junk is in play. 2„: Turn a Yakuza Runner to visit Chinese Junk and add a Drug token to that Runner.
Picture: An old woman, kneeling by the shoreline in front of a Chinese merchant ship, feeding ducks as they swim past.

Coinspinner
Type: Runner / Burnt-Out Shaman
Rarity: Rare
Cost: 5„
Text: 2/5. Ork; Conjure-1, Street-1. (!): Trash Coinspinner before any D6 roll. Modify roll by -1 or -2.
Picture: The same picture as in the module Dragon Hunt.)

Concealment
Type: Special (Ritual)
Rarity: Uncommon
Cost: 4„
Text: All card effects which allow a player to search through your deck or trash pile, or target a card in either pile, only allow the player to access the top X cards. X = Number of tokens on this Ritual.

Crawdad
Type: Runner / Samurai
Rarity: Common
Cost: 6„
Text: 5/5. Human; Animal-1, Athletics-2, Firearms-1. Crawdad may not go against any Objectives that prohibit Outdoor Challenges.

Daihama Arcology
Type: Objective (Marine)
Rarity: Rare
Text: (0). Unique.
Bonus: When Daihama Arcology is scored as an Objective, it comes into play as a Corporate Location on the shadowrunner's side. 3„: Turn visiting Runner to gain two Trade tokens of your choice.

Dan'l Boom
Type: Runner/Cyborg
Rarity: Uncommon
Cost: 8„
Text: 6/6 (A1). Human; Demolition-1. 1„ and one Oil token: Remove one damage counter from Dan'l Boom. Dan'l Boom does not turn to use this ability.

Demonic Mentor
Type: Special (Gamble)
Rarity: Rare
Cost: 2„
Text: Unique. Announce that this card is a Gamble after playing. Each player searches through their deck for a card of their choice. Each player may then place tokens on this card at a cost of 1Y per token. If the number of tokens on Demonic Mentor is even, they may keep the card they have chosen. If the number of tokens on Demonic Mentor is odd, trash that card.
Picture: A devilish-looking Troll with a black cape, holding a large, iron-bound tome in his right hand.
Comments: The Magic: The Gathering reference should be obvious.

Devil Rats
Type: Challenge (Gamble)
Rarity: Common
Cost: 2„
Text: Announce that Devil Rats is a Gamble before playing. When Devil Rats is first revealed, place all tokens on Devil Rats as evenly as possibly among all revealed Objectives. Each token counts as a 1/1 Challenge, and does not count toward the maximum number of Challenges playable toward that Objective.
Picture: A skittering swarm of rats, crawling over and up and into a cowering businessman. A large lump in the background may or may not be an Ork, bones picked clean....

Diesel
Type: Runner / Pirate
Rarity: Uncommon
Cost: 6„
Text: 4/3. Ork, Anti-social. Athletics-1, Melee-2. Turn to deploy a Critter on Diesel for free.

Divided Loyalties
Type: Special
Rarity: Common
Cost: 4/2„.
Text: Unique. Play on target player. The maximum number of Runners that can go on a shadowrun is reduced by one, to a minimum of one.

Diving Belle
Type: Runner / Ganger
Rarity: Common
Cost: 5„.
Text: 4/5. Ork, Marine; Athletics-1, Social-2.
Picture: A slender Ork in a wetsuit; behind the snorkel mask, all that can be made out is a tusk and a grin.

Dodge Scoot
Type: Gear (Vehicle/Bike)
Rarity: Common
Cost: 1„
Text: 2„: User may visit a second Location this turn.
Picture: A hulking Troll, looking rather ridiculous (and off-balance!) on a moped.

Doyle
Type: Runner / Rigger
Rarity: Uncommon
Cost: 5„
Text: 3/4. Human, Marine. Melee-1, Piloting-2. All Pirates you control gain Marine while Doyle is in play.

Earth Elemental
Type: Gear (Magic/Spirit)
Rarity: Rare
Cost: 4„
Text: 4/6 Spirit. 3„: Earth Elemental "engulfs" target. Damage must be applied to a single Runner and is considered armor-piercing.

Eccentric Mentor
Type: Special (Stinger)
Rarity: Rare
Cost: 4„
Text: Unique. Target Player does not receive Reputation from a shadowrun just completed. Every other player may choose to gain X Reputation, X „, or remove X damage tokens from Runners he or she controls. X = Reputation / 5 (rounded down). This card may not be used to win the game. Frag after playing.

Eddystone Light
Type: Objective (Marine)
Rarity: Common
Text: (25) All Marine Challenges gain +1/+1.
Picture: The famous lighthouse, dwarfed by a Sea Drake.

Enchanter Adept
Type: Contact
Rarity: Uncommon
Cost: 4„
Text: Turn a Mage or Shaman to gain one Orichalcum token. You may trash a Spell or Spirit on visiting Runner to gain a number of Orichalcum tokens equal to that card's deployment cost.

Enfilade
Type: Objective
Rarity: Uncommon
Text: (30). Remove up to six of your Runners from the game and place them underneath Enfilade. These Runners cannot have Specials played on them, but do not heal any damage. Whenever any player attempts a shadowrun, he or she must roll D6: On a 6+, the shadowrun is intercepted by the Runners underneath Enfilade. Any Runners not defeated in combat are returned to Enfilade at the end of combat. Frag Enfilade when there are no Runners underneath it.

Erys
Type: Runner / Mercenary
Rarity: Uncommon
Cost: 2„
Text: 5/5. Elf; Firearms-1, Stealth-1. Announce this card is a Gamble before playing. Each player has the option of paying 1„ to place a token on Erys. Erys enters play under control of whoever played the most tokens on her.

Esther
Type: Runner / Physical Mage
Rarity: Uncommon
Cost: 8„
Text: 5/7; Ork, Anti-Social. Animal-1, Sorcery-1, Stealth-1. Esther counts as a Physical Adept.
Picture: (My mental picture is an image from the original AD&D Monster Manual - the wight, I think.)

Fated Journey
Type: Objective (Marine)
Rarity: Uncommon
Text: (30). All D6 rolls made on a shadowrun against this Objective receive a -1 modifier.
Flavor: "Water, water, everywhere..."

Fideal
Type: Challenge (Awakened/Marine)
Rarity: Uncommon
Cost: 2„
Text: 7/8. Fideal cannot be affected by Spells.
Sleaze: Stealth-2.
Picture: The Fideal, from Paranormal Animals of North America

Fire Elemental
Type: Gear (Magic/Spirit)
Rarity: Uncommon
Cost: 3„
Text: 6/4 Spirit. Play on Runner with Conjure-2. Turn user to transfer Fire Elemental to target Runner. (This Runner does not need to have Conjure). This counts as one Spirit activated by the user. Trash Fire Elemental at the end of turn. User takes 2AP damage.

Flotsam on the Water
Type: Special (Stinger)
Rarity: Common
Cost: 2„
Text: (!) Play whenever a Runner dies on a Marine shadowrun. Transfer one Gear card from that Runner to a legal target in play.
Flavor: "What's given to the sea can be taken back - but only when you know the tides."
Picture: Night-time on a shore; a crate has washed up next to the corpse of what obviously was a corporate security guard. On the horizon, the burning hulk of a barge can be seen.

Fuchi Cyber-7
Type: Gear (Matrix/Cyberdeck)
Rarity: Uncommon
Cost: 4„
Text: Play on a Decker. Decking +2 to user and an extra Decking +1 when using Attack Programs.
Picture: A Troll, raising a cyberdeck over his head with both hands. The glinting chrome keys make it look like an axe.

Galapagos Tortoise
Type: Challenge (Awakened/Outdoor)
Rarity: Uncommon
Text: Roll D6 when Tortoise is revealed.
1-3: 6/6 (A3). Sleaze: Animal-2, Stealth-1.
4+: 8/8 (A1). Sleaze: Animal-1, Stealth-2.

Gel Rounds
Type: Gear (Accessory/Ammo)
Rarity: Common
Cost: 1„
Text: Play on any Pistol, Rifle, or SMG. Weapon does +2 Fatigue damage, in addition to normal damage. User may only use one type of ammo per combat.
Flavor: "Ow. Ow. Ow. OW!"
Picture: Five bullets, in the outstretched hand of an Ork.

Ghost on the Waves
Type: Special
Rarity: Rare
Cost: 3„
Text: Play when one of your Runners dies on a shadowrun. Instead of placing Runner in your trash pile, place that Runner face-up on the Objective. (Any Gear or Specials played on that Runner go to the trash, however.) Treat that Runner as a Challenge, but the Runner does not count toward the total number of Challenges you may play. This Runner must be defeated before any other Challenges on that Objective can be encountered. Shuffle Runner into your trash pile when it is defeated or Ghost on the Waves goes out of play.
Picture: An elven mercenary peering off the prow of a boat into thick mist; from within, a pale reflection of the runner can be seen.

GMC Beachcraft Patroller
Type: Challenge (Marine/Outdoor/Vehicle)
Rarity: Uncommon
Text: 6/9 (A1). 1„: Owner of this challenge may trash any Weapon on a Runner he controls or frag a Weapon card from his hand to add its deployment cost to Beachcraft Patroller's Attack Rating.
Picture: A GMC Beachcraft Patroller - what else?

Godthaab
Type: Runner / Detective
Rarity: Common
Cost: 4„
Text: 4/3. Human; Social-1, Street-1. When Godthaab is first deployed, all players must shuffle their draw decks. When Godthaab goes to the trash pile, all players must shuffle their trash pile.

Gojūn
Type: Runner / Ganger
Rarity: Uncommon
Cost: 5„
Text: 4/3 (A1). Ork, Yakuza; Stealth-1, Street-2. Gojūn may only visit Street Locations, but pays one less „ to do so.

Gold Coast
Type: Objective
Rarity: Uncommon
Text: (20).
Bonus: +5„ if a Pirate is present. +5 Reputation if no Pirates are present.

Gong Buoy
Type: Challenge (Marine)
Rarity: Rare
Text: Roll D6. If the result is greater than the number of Runners with Marine present, trigger the alarm.
Picture: A large, rusty gong buoy, bobbing in the water. In the background, a kilometer-long barge makes its way into port.

Government Sting
Type: Special
Rarity: Uncommon
Cost: 2 Trade tokens
Text: Target player loses all Drug tokens and must remove all Drugs tokens from any Runners he or she controls.

Great Barrier Reef
Type: Objective (Marine)
Rarity: Rare
Text: (30). Players may place up to twice the normal number of Challenges on Great Barrier Reef. When a shadowrun is begun against this Objective, randomly select half of each Challenge Stack. Shuffle these cards back into their owners' draw piles.

"Great Dragon" AVM
Type: Gear (Vehicular Weapon)
Rarity: Uncommon
Cost: 4„
Text: Play on target Vehicle. Trash to trash target Vehicle Challenge.

Greater Moray
Type: Special (Stinger)
Rarity: Uncommon
Cost: X„
Text: Play just after a shadowrun team has sleazed a Marine Challenge. Put a X/X Moray token into play on that Objective. This token counts as a Awakened Challenge on that Challenge stack. This Challenge does not count toward the maximum number of Challenges that can be played against that Objective. If the shadowrun team fights Moray, the alarm is not triggered. Trash Moray at the end of any turn.

Grenade - IPE
Type: Gear (Weapon)
Rarity: Uncommon
Cost: 2„
Text: +3/0 to user. Trash after using.
Picture: A hand grenade, painted to look like a football. The pin is notably absent.

Grenade Launcher
Type: Gear (Ranged Weapon)
Rarity: Uncommon
Cost: 4„
Text: Play on Runner with Gunnery or Firearms-2. Turn to place a Grenade card into your hand instead of trashing after use. Grenade Launcher cannot accept any Accessories.

Grenade - Thermal Smoke
Type: Gear (Weapon)
Rarity: Uncommon
Cost: 2„
Text: Use whenever a Personnel or Awakened Challenge is revealed. Challenge does no damage. Roll D6 for each Shadowrunner present, +1 if that Runner has Stamina. 1-4: This Runner deals no damage until the beginning of owner's next Legwork phase. 5+: No effect. Trash Grenade after using.
Picture: A number of Security Guards (from the card of the same name) staggering out of a billowing red cloud, hands at their throats, mouths, and eyes.

Grey Moon
Type: Runner / Rigger
Rarity: Uncommon
Cost: 8„
Text: 5/4. Elf/Amerindian; Firearms-1, Piloting-1, Stealth-1. You may use Oil Tokens or „ when deploying Vehicles or Drones on Grey Moon. (One Oil token equals one „.)

Gristmill
Type: Special
Rarity: Rare
Cost: 4/1„
Text: At the end of any player's turn, all cards in his or her hand are trashed. That player now draws a number of cards equal to the number trashed.
Flavor: "Fortunes rise and fall like the spring and neap of tides -- eternal, restless."

Ground Dawg
Type: Runner/Mercenary
Rarity: Uncommon
Cost: 5„
Text: 5/4, Hermit. Firearms-1, Melee-1. Ground Dawg gains +1/+0 (A1) when on a shadowrun.
Flavor: "That's not his name. That's what he eats."
Picture: A bearded male - perhaps Middle Eastern or Mediterranean - with sunglasses and a submachine gun slung over his shoulder.

Guard Dog
Type: Gear (Critter)
Rarity: Common
Cost: 2„
Text: 3/4 Critter. Play on a Runner with Animal. Whenever this Runner is attacked directly, turn Guard Dog to have the attacking runner attack Guard Dog instead.
Picture: A barely-restrained German shepherd watchdog, frothing at the mouth. (A hint of cyber.)

Gun Jam
Type: Special (Stinger)
Rarity: Uncommon
Cost: 1„
Text: Trash target Ammo.
Picture: A Troll samurai, trying to insert a belted roll of ammunition into his LMG, while the shadow of a Wendigo falls over him.

Harbormaster's
Type: Objective
Rarity: Uncommon
Text: (30) No Runners with Marine may make a shadowrun against this Objective. Trash any Marine Challenge played on Harbormaster's.
Picture: A chart room straight out of the 1800s -- a sextant hangs from the wall, and an old sea captain peers out the window through a telescope. Forefront on a table is a large, leatherbound atlas, turned open to an enlarged map of the Seattle area; somewhere in the Cascades is the marking, "Here There Be Dragons."

Heliotrope
Type: Runner / Shaman
Rarity: Uncommon
Cost: 7„
Text: 5/4. Troll; Conjure-1, Double Leadership-1. 1„ and one Orichalcum token: +1/+1 to target Spirit until end of turn.
Picture: A worm's-eye view of a massive Troll, silhouetted by the sun.
Comments: This ability should include Challenges (Toxic Spirit and Free Spirit).

Hydra
Type: Challenge (Awakened/Outdoor)
Rarity: Uncommon
Text: 10/10 (A2). 2„: +1/+0. Damage inflicted by Hydra must be distributed as evenly as possible among all Runners present.
Picture: A horkin' huge three-headed lizard, about to devour a Troll whole!

International Freight Agent
Type: Prime Contact
Rarity: Rare
Cost: 6/1Y
Text: 2„: Turn a Runner you control to visit any Location in play. Pay „ as usual.

Into the Maelstrom
Type: Objective (Marine)
Rarity: Rare
Text: (30). Whenever a team pulls out of a shadowrun, shuffle all remaining Challenge stacks.
Requirements: Face Giant Kraken, 12/12 (A1).

Invae Flux
Type: Special
Rarity: Rare
Cost: 2„ and two Trade tokens
Text: Roll D6. One a 3+, all players lose all Orichalcum tokens. Roll D6 for each Spell and Spirit each player controls. If the result is greater than the number of tokens lost, trash that Spell or Spirt.

Knight Errant Garrison
Type: Location
Rarity:

Krsnaya
Type: Runner / Physical Adept
Rarity: Rare
Cost: 6/1Y
Text: 5/5. Human; Melee-2, Stealth-1. All damage Krsnaya does with Hand-to-Hand Weapons is armor-piercing.

Leatherback
Type: Challenge (Awakened/Marine)
Rarity: Common
Text: 9/7 (A1). Roll D6 whenever any magic is used against Leatherback: On a 5+, that magic fails.
Sleaze: Marine-2 or Animal-2.
Picture: A monstrous sea turtle.

Leviathan
Type: Challenge (Awakened/Marine)
Rarity: Common
Text: 10/8 (A1). Treat Runners killed by Leviathan as fragged. Return these Runners to their respective owner's safehouse when Leviathan when Leviathan is trashed.
Sleaze: Marine-1, Piloting-1.

Lightning Reflexes
Type: Special (Stinger)
Rarity: Uncommon
Cost: 3„
Text: Play before a Challenge is revealed. Target Runner does damage first. Trash Challenges killed by Runner (these Challenges do not inflict damage).
Picture: A screaming elf (obviously a physical adept) delivering a backhand blow with a katana.

Lone Star Precinct House Type: Location

Lovette
Type: Runner / Shaman
Rarity: Uncommon
Cost: 4„ Text: 2/2. Human; Conjure-1, Social-1. Place a Loa token on Lovette when she is first deployed, and whenever she completes a shadowrun. X„: Trash a Loa token on Lovette. Look at the top X cards of your deck. You may choose to shuffle them and put them back on top of your deck, of shuffle them into your trash.
Affiliation: Les Sorciereux

Low Budget
Type: Special
Rarity: Rare
Cost: X/X„
Text: Unique. Target player may spend a maximum of (8-X) „ per turn.
Picture: A tired-looking businessman, hands pulling his pockets out; by his feet is an open, empty briefcase.

Luckless
Type: Runner / Street Samurai
Rarity: Rare
Cost: 7„
Text: 8/6. Ork; Double Firearms-1, Street-1. Place three tokens on Luckless when first played. Remove a token when Luckless, or a team Luckless is on, scores an Objective. When the last token is removed from Luckless, owner gains +10 Reputation. If Luckless is trashed from play, owner loses 5 Reputation for each token remaining on Luckless.
Flavor: "The ugly ones always fool ya."
Picture: An tattooed, scarred Ork - probably an ex-marine - engaged in a bar fight. (Somewhere, blending into the crowd, is The Albatross.)

Macavity
Type: Runner / Ganger
Rarity: Rare
Cost: 7„
Text: 6/4. Shapeshifter; Athletics-1,Melee-1, Social-1. Remove one damage counter from Macavity during your Refresh phase.
Picture: A feline-looking woman, lounging on a futon.

Manabolt
Type: Gear (Magic/Spell)
Rarity: Common
Cost: 2„
Text: Play on a Runner with Sorcery. Turn to use Attack Value in place of user's Attack Value. Manabolt does Fatigue damage only. Attack Value: d6+3.

Manhunt
Type: Special
Rarity: Rare
Cost: 2„
Text: Play just before a Runner you control Investigates. Name a type of Runner (Decker, Shaman, etc.). If any of the cards revealed as a result of the Investigation are that type of Runner, you may pay „ equal to its deployment cost to trash it.

Mannannan Aqualogy
Type: Objective (Marine)
Rarity: Rare
Text: (0). Unique.
Bonus: When Mannannan is taken by a shadowrun team, it comes into play as a Corporate Location on the team's owner side. 2„: Turn a visiting Elf Runner to add a permanent +1/+1 and Marine to that Runner. This bonus can only be applied once per Runner. That Runner now counts as a Cyborg.
Picture: A chromed-to-the-gills -- pun intended -- Elf, several long cyberspurs extending from his forearm at the viewer.

Manwell
Type: Runner / Rigger
Rarity: Uncommon
Cost: 4„
Text: 4/4. Human, Recon; Firearms-2, Gunnery-1, Piloting-1. Manwell cannot use Drones.

Megiere
Type: Runner / Ganger
Rarity: Common
Cost: 6„
Text: 4/4. Ork; Firearms-2, Gunnery-1, Street-1. When Megiere is first deployed, place a Loa token on him. Megiere may only have one Loa token on him at one time. Trash Loa token to give Megiere (A1) in one combat.
Affiliation: Les Sorciereux
Flavor: "My grandpere's revenant will protect me from you, pet' bouffon!"

Meistersingers
Type: Special (Stinger)
Rarity: Rare
Cost: 4„
Text: User and target player may talk privately for thirty seconds. Frag after use.
Picture: A close-up shot of a humpback whale's eye (with enough context to make it obvious that is what it is.)

Merrow
Type: Challenge/Gamble (Awakened/Marine)
Rarity: Common
Cost: 2„
Text: 7/7.
Sleaze: Count the number of tokens on Merrow and the number of Runners present; if both are even or both are odd, Merrow can be sleazed by Marine + Sorcery-1. Otherwise, Merrow can be sleazed by Marine + Firearms-1.

Mist Lynx
Type: Challenge (Awakened)
Rarity: Common
Text: 6/5. 1„: Owner may move Mist Lynx to any legal Objective in play. Use this ability after Challenge is revealed but before combat begins. Damage dealt by Mist Lynx must be applied to a single Runner.
Sleaze: Animal-2 or Stealth-2

Moru
Type: Runner / Assassin
Rarity: Rare
Cost: 5„
Text: 2/3. Human, Ninjitsu; Athletics-1, Firearms-1. Trash Moru to trash target Runner. Use this ability only when you have negative Reputation.

Mr. White
Type: Contact (Mafia)
Rarity: Common
Cost: 3„
Text: 2„: Trash an unrevealed Challenge you have played. Use only during your Legwork phase.
Flavor: "Got a problem? I'm your answer."
Picture: A slick-looking man in white tuxedo, a pistol making an obvious bulge just below his armpit.

Narcoject Pistol
Type: Gear (Ranged Weapon/Heavy Pistol)
Rarity: Common
Cost: 2„
Text: +2/+0 to user. Narcoject.
Flavor: "You are feeling sleepy...."
Picture: A Narcoject gun, on top of a crushed velvet cushion.

Narcoject Rifle
Type: Gear (Ranged Weapon/Rifle)
Rarity: Common
Cost: 4„
Text: +5/+0 to user. Narcoject.
Flavor: "You are feeling very sleepy...."
Picture: An Ork, looking very much like a British safari hunter, poised over an apparently-tranquilized cockatrice. Unbeknownst to him, its tail is still twitching...

Nodder
Type: Runner / Mercenary
Rarity: Common
Cost: 6„
Text: 5/6. Human, Stamina; Athletics-1, Firearms-2. Will not go on a shadowrun with any Anti-social Runner.
Flavor: "Keep yer stinkin' Ork breath outta my face, breeder!"

North Sea Refinery
Type: Location (Corporate)
Rarity: Uncommon
Cost: 4„
Text: Instead of gaining „ during your Payday, you may gain an equal number of Oil tokens.

Octal
Type: Runner / Decker
Rarity: Uncommon
Cost: 4„
Text: 2/3 Dwarf. Decking-1, Tech-1. You may begin the game with Octal in play. If you do so, place six tokens on Octal. Remove one token during each of your Refresh phases. While Octal has any tokens on him, owner gains one less „ and draws one less card during Payday.

Ouroboros Wyrm
Type: Challenge
Rarity: Common
Text: If this Challenge is revealed by a Decker using Recon or a Matrix/Program, Decker must face a 6/6 (A1) Matrix Attack. Treat this as an Electrical Challenge. If this Challenge is revealed during a shadowrun, treat it as a bluff.

Oxhammer
Type: Runner / Street Samurai
Rarity: Uncommon
Cost: 6„
Text: 8/6 (A1). Human, Hermit. Firearms-2, Double Melee-1. Any player may turn a Runner during their Legwork phase to attack Oxhammer directly.

Patchwerk
Type: Prime Runner / Rigger
Rarity: Rare
Cost: 7/1„
Text: 6/6. Troll, Anti-Social. Gunnery-2, Piloting-1, Tech-2. All Drones controlled by Patchwerk gain +1/+2 and Upkeep: 1„

Persian Gulf Smuggler
Type: Contact
Rarity: Common
Cost: 4„
Text: If you have a North Sea Refinery in play, gain an extra Oil token during each Legwork phase. Turn a Runner and spend two Oil tokens to gain a Trade token of any type..

pHone pHreaks
Type: Contact
Rarity: Common
Cost: 3„
Text: During your Legwork phase you may roll D6: 1-3: Target Runner you control gains Recon until your next Legwork phase. 4+: Target opponent chooses a Runner he or she controls to gain Recon until your next Legwork phase. On a 6+, trash pHone pHreaks as well.
Comments: Props to Forrest for suggesting the name.

Pinch
Type: Runner / Decker
Rarity: Uncommon
Cost: 3„
Text: 1/2. Human; Investigate-2. Decking-1, Tech-1. May Investigate either draw pile or trash pile.
Picture: A seedy-looking Decker, afterhours in a retail store, looking in a bin of loose Matrix merchandise.

Piranha Frenzy
Type: Challenge/Gamble (Awakened/Marine)
Rarity: Common
Text: 5/5. Announce that this card is a Gamble before playing. Each player may place tokens on this card at a cost of 1„ per token. Piranha Frenzy gains +1/+1 for every token on it more than Runners present.

Pitcairn Island
Type: Objective
Rarity: Common
Text: (40). Whenever a Runner would be trashed from combat with a Challenge on this Objective, owner must pay 2„ or that Runner is fragged instead of trashed.

Pleasure Cruise
Type: Special
Rarity: Rare
Cost: 6„
Text: Heal all your Runners. Lose all money on your Credstick. You may not make a shadowrun this turn.
Flavor: "It was expensive, but well worth the trip."
Picture: A Troll, wearing a Panama hat, Hawai'ian shirt and lei, looking over the guard-rail of a yacht. Behind him, a Dwarf is playing shuffleboard.

Ponzi
Type: Runner / Decker
Rarity: Rare
Cost: 5„
Text: 3/3. Human; Leadership-1. Turn Ponzi and any number of Runners you control. For the first Runner turned, add 1„ to your Credstick; for the second, add 2„. For the third and any others, add 2„ and trash that Runner.

Poseidon Aqualogy
Type: Objective (Marine)
Rarity: Rare
Text: (0). Unique.
Bonus: When Poseidon is taken by a shadowrun team, it comes into play as a Corporate Location on the team's owner side. 2„: Turn visiting Runner. This Runner gains Marine and +1/+1 permanently, but loses 2 Essence.
Flavor: "Cutting edge bio and chrome - they're on the verge of creating the first deep-sea human!"
Picture: A submerged spire, glittering like a hypodermic needle.

Postal
Type: Runner / Street Samurai
Rarity: Uncommon
Cost: 6„
Text: 3/5. Dwarf, Anti-Social. Gunnery-2, Firearms-2. Postal adds +2 to all Burst Fire rolls.
Flavor: "Hand-cancelled! Hand-cancelled! AIR-borne!"

Psychotropic IC
Type: Challenge (Electrical/Matrix)
Rarity: Rare
Text: Place a Psychotropic counter on any Decker who has assisted in this shadowrun. Owner must roll D6 before he uses any Programs or Cyberdecks played on Decker. On a 4+, Decker is turned before any effect can be played. Trash Psychotropic IC after use.
Sleaze: Decking-3 or Tech-2

Quiessence
Type: Special
Rarity: Rare
Cost: 4„
Text: Remove all damage counters and trash any Specials played on an unturned Runner you control. This Runner cannot engage in any activities and cannot be the target of any Specials this turn.

Riverboat Gambling Annie
Type: Gear (Vehicle/Marine)
Rarity: Uncommon
Cost: 5„
Text: User gains Marine. Turn during your Legwork phase to roll d6: 1-2: add 3„ to your credstick. 3-4: No effect. 5+: Lose 3„ from your credstick. If you cannot pay, trash Riverboat and its user.
Picture: The riverboat from the old Culture Club video for Karma Chameleon. (Someone else has to rememberr this!)

Riverine
Type: Gear (Vehicle/Marine)
Rarity:Uncommon
Cost: 5„
Text: Play on Runner with Piloting. User gains Marine and (A2). 1„: Give any present Runner Marine until end of turn. Up to 3„ may be spent this way per turn.
Flavor: "Whaddaya think this is, the Good Ship Fraggin' Lollipop?"
Picture: An Ork in a muscle shirt and Bahama shorts, chomping on a stogie and piloting a boat one-handed.

Ruiz
Type: Runner / Pirate
Rarity: Uncommon
Cost: 5„
Text: 4/5. Human; Athletics-1, Stealth-1, Street-1. 2„: Return Ruiz to the safehouse, turned.

Russian Rat
Type: Runner/Decker
Rarity: Common
Cost: 3„
Text: 2/2. Ork; Decking-1. 1„: Animal +1 until end of turn.

Sandbars
Type: Challenge (Marine)
Rarity: Common
Text: Owner of Sandbars may trash target Gear/Vehicle/Marine card on present Runner if Sandbars is not sleazed.
Sleaze: Tech-1 + Pilot-2.

Scapegoat
Type: Special
Rarity: Common
Cost: 0„
Text: Frag a randomly selected Runner you control. You now have 0 Reputation.
Picture: A Mafia Don, nudging his two large Troll "companions" in the direction of a cybered Dwarf.

Schizic Aura
Type: Special
Rarity: Rare
Cost: 0„
Text: Divide your draw deck into two separate, equal piles. (You may not look at the cards while dividing your deck.) You may draw from one deck, but not both, during your draw phase. When a card that allows you to search through your deck is played, you may only search through one pile. When a card is played that allows you to place a card into your draw pile, you may choose which pile to place it into.
Comments: Reserved for future use.

Scow
Type: Runner / Pirate
Rarity: Common
Cost: 5„
Text: 6/5 (A1) Dwarf. Athletics-1, Firearms-1, Melee-1. Any shadowrun Scow goes on has a Reputation reward of ten less than usual.

Seaquake
Type: Special
Rarity: Common
Cost: 3„
Text: At the start of each player's legwork phase, roll D6. 1: Trash Seaquake. 2-3: No effect. 4+, trash a randomly selected Corporate Location.

Semi-Submersible Drone
Type: Gear (Drone)
Rarity: Uncommon
Cost: 3„
Text: 3/3 Drone. Turn to Recon any Marine Objective.

Shanghaied!
Type: Special
Rarity: Common
Cost: 4„
Text: Gain control of target unturned Runner with Marine until the end of your turn.

Shark Pool
Type: Challenge (Miscellaneous)
Rarity: Uncommon
Text: 7/7. If owner has no „, Shark Pool gains +1/+1. If owner has no cards in hand, Shark Pool gains +2/+2. If owner has no Runners in play, Shark Pool gains +3/+3. Sleaze: Animal-2 or Athletics-2.
Flavor: "It's a shame when owners can't feed their pets...."
Picture: A pool of tiger sharks, straight out of a James Bond movie. Comments: Bonuses are separate and cumulative, so the Sharks max out at 13/13, without any additional effects played on them.

Shell Game
Type: Special
Rarity: Uncommon
Cost: 0„
Text: Add 1„ to your Credstick. If Shell Game is played as a bluff and revealed during a shadowrun, add 3„ to your Credstick.

Shiawase Aqualogy
Type: Objective (Marine)
Rarity: Rare
Text: (0). Unique.
Bonus: When Shiawase Aqualogy is achieved as an Objective, it goes into play on the shadowrunning team's side. 2„: Turn visiting Runner with Leadership or Social to add 5 Reputation to your Reputation Pile. Use this ability only once per turn.

Shopping Spree
Type: Special
Rarity: Common
Cost: XX„
Text: All players must spend X„ per turn. If a player does not spend at least X„ in a turn, he or she loses the difference in Reputation.
Picture: A male dwarf on top of a store counter, in front of a mirror, wearing a flowery dress, pearls, and makeup.

Shriek
Type: Runner / Pirate
Rarity: Uncommon
Cost: 6„
Text: 4/5. Human. Melee-2, Stealth-1. When Shriek defeats another Runner in combat, you may pay the deployment cost of any Gear played on that Runner to deploy it on Shriek.
Flavor: "Loot! Loot! Pillage and burn!"

Silky
Type: Runner / Shaman
Rarity: Rare
Cost: 5„
Text: 6/4. Shapeshifter; Biotech, Marine; Animal-2, Conjure-1. The first time a team with Silky on it confronts a Marine Challenge, Silky loses -2/-2 and loses all skills permanently except Marine.
Flavor: "Ah, she was born with the salt in her eye -- but never knew it was not tears but the sea."
Picture: A tattooed fisherwoman, slowly changing shape into a seal.
Comments: Silkies come from Hebridian folklore; born of the sea, the seal-people come to live among human folk, and dare no go back to the sea, for the returning will kill them.

Sine
Type: Runner / Pirate
Rarity: Common
Cost: 5„
Text: 2/2. Human. Decking-1, Street-1. 3„: Turn to reveal any Challenge in play to all players. If the Challenge generates an effect when it is revealed, that effect is generated now.

Skillsoft: Animal
Type: Gear (Miscellaneous)
Rarity: Common
Cost: 2„
Text: Play on Runner with a Chipjack. User gains Animal +1.

Skillsoft: Tutor
Type: Gear (Miscellaneous)
Rarity: Uncommon
Cost: 3„
Text: Play on Runner with Chipjack. 3„: Turn user and add a counter to Skillsoft: Tutor. This counter represents any skill the user has. Skillsoft: Tutor now acts as a Skillsoft of that skill, but may only provide level one in that skill. Skillsoft: Tutor may only have one counter on it at a time. Skillsoft: Tutor cannot provide Conjuring or Sorcery skills.

Snow White Virus
Type: Special
Rarity: Rare
Cost: 4„
Text: Whenever any Program is used, roll D6: On a 3+, trash that Program. Owner of Virus loses 5 Reputation each time a Program is trashed this way.
Flavor: "They released the virus, thinking they could control it. Scientists! What idiots!"

Solo Run
Type: Objective
Rarity: Uncommon
Text: (40). Only one Runner may go on a shadowrun against this Objective. No Stingers may be played while this Objective is revealed.

Stink Bomb
Type: Special (Ritual)
Rarity: Rare
Cost: 5„
Text: Deploy on target Location. Every time a Runner visits this Location, roll D6. If the result is less than the number of tokens on Stink Bomb, that Runner becomes Anti-Social for the remainder of the game. Remove one token at the beginning of owner's Refresh phase. Trash Stink Bomb when there are no tokens on it.

Stray Fire
Type: Special (Stinger)
Rarity: Common
Cost: 2„
Text: Play when a Runner uses Burst Fire. Roll D6 (-1 if Runner has a Smartgun Link). On a 4+, divide damage equal to the Burst Fire roll among all other Runners present.

Suboceanic Thermal Vents
Type: Objective (Marine)
Rarity: Uncommon
Text: (10). Bonus: For each Suboceanic Thermal Vent previously scored in this game, Suboceanic Thermal Vent gains a +10 Reputation bonus.
Requirements: At least one Runner with Marine and Tech.

Sunken Treasure
Type: Special
Rarity: Common
Cost: 1„
Text: Turn a Runner with Marine to add 3„ to your credstick.
Picture: A Troll in a leaky rowboat, holding an Elf underwater.

Swan Song
Type: Objective
Rarity: Rare
Text: (50). Once you score this Objective, you may not go on another shadowrun this game.
Picture: A diving swan, silhouetted against the setting sun.

Synthlink
Type: Gear (Cyberware)
Rarity: Common
Cost: 4„
Text: -2 Essence to user. User gains Fame-1.
Flavor: "You can't rock without rollin'!"
Picture: A greasy-haired, leather-jacketed rocker, silhouetted by footlights. He plays his guitar in a nearly upright position, and a very visible datacord stretches from the instrument to his neck.

Tactical Computer
Type: Gear (Cyberware)
Rarity: Common
Cost: 4„
Text: -3 Essence to user. User gains +X/+X, where X is the number of other Runners with Tactical Computers present. Limit one per Runner.

Tactical Map
Type: Gear (Matrix/Program)
Rarity: Common
Cost: 3„
Text: Turn when a Street Challenge is revealed. Roll D6: 1-4: No effect. 5+: Trash Challenge.
Flavor: "Thank the Spirit you found that back alleyway, Edge!"
Picture: A 3D-ish blueprint of a corporate arcology, showing five dim specks ("US") and twenty or so scattered bright flecks ("THEMS").

Taliscat
Type: Challenge (Awakened)
Rarity: Uncommon
Text: Owner chooses a form whenever Taliscat is revealed:
Housecat: 4/4. If Taliscat is defeated by a single Runner, that Runner gains Sorcery +1 for sleaze purposes only for the remainder of the Shadowrun. Sleaze: Animal-1.
Cheetah: 8/8. If Cheetah is defeated by a single Runner, that Runner gains Sorcery +1 and Conjure +1 for sleaze purposes only for the remainder of the Shadowrun. Sleaze: Animal-2.
Flavor: "Frag! That putty-tat has claws!
Picture: An orange tabby kitten, mewing from a tree branch; below it, a Troll samurai stands, assault rifle slung over his shoulder, his arms upstretched as if to catch the cat.
Comment: Good idea, poor execution.

Tallow
Type: Prime Runner / Mage
Rarity: Rare
Cost: 5„
Text: 3/3. Elf; Leadership-1, Double Sorcery-1. (!) 2„ and 2 Orichalcum tokens: Turn after a Special or Spell has been played. Search your deck for a duplicate of that card and put it into your hand. If you do not have a duplicate, trash Tallow.

Tattoo Parlor
Type: Location (Street/Mafia)
Rarity: Uncommon
Cost: 3„
Text: 3„: The Tattoo Parlor is a hidden front! Search your deck for a Location and put it under Tattoo Parlor. You may visit that Location as if it were in play. Pay costs and turn Runners as usual. If Tattoo Parlor is trashed, shuffle Location underneath into your deck.

Teleporting Node
Type: Special
Rarity: Uncommon
Cost: 3„
Text: Play on target Objective. Deckers must roll D6 before using any Programs that would affect Objective or any Challenges on it. On a 1-2, turn Decker (Decker cannot take any further actions this turn). On a 3+, he or she may act normally.

The Albatross
Type: Runner / Bodyguard
Rarity: Rare
Cost: 5„
Text: 4/5; Human, Unique, Marine; Melee-1, Firearms-1, Tech-1. Gains Guard when The Gull is present. -2/-3 when attacking a team with The Gull on it.
Picture: A sailor shading his eyes and looking up, into the sun (out at the viewer); the shadow of a large bird is apparent on his face.

The Big Red Button
Type: Special
Rarity: Uncommon
Cost: 3„
Text: "Reset" the number of tokens on a card to the original amount it came into play with (if a card reads "Place four tokens on this card when it enters play," add or remove tokens as necessary to bring it to four.)
Flavor: "No, chummer, the other Big Red Button!
Picture: A wild-eyed dwarf, about to press The Big Red Button in the middle of his forehead .
Comments: Although it sounds like it might, this card does not affect Gambles.

The Gull
Type: Runner / Street Samurai
Rarity: Uncommon
Cost: 5„
Text: 5/4; Human, Unique. Marine; Melee-1, Firearms-1, Piloting-1. Gains Stamina when The Albatross is present. -3/-2 when attacking a team with The Albatross present.
Picture: A sailor, looking down from a crow's nest out onto the water; the small figure of a sea-bird can be seen above the flat plane of the water. (One of the figures on the deck of the boat is Luckless.)

The Mariner
Type: Prime Runner
Rarity: Rare
Cost: 5/2„
Text: 3/5; Unique, Immortal Elf. Conjuring-1, Leadership-1, Sorcery-1. Whenever the Mariner is trashed or fragged, shuffle back into your draw pile instead.
Picture: An old sailor, sitting cross-legged on a lobster pot and laughing hysterically.

The Stained Glass Parrot
Type: Location (Street)
Rarity: Common
Cost: 4„
Text: 2„: Turn visiting Runner to turn target Runner without Marine. Pay an additional 2„ or visiting Runner gains the trait Anti-Social permanently.

Tobin
Type: Runner / Decker
Rarity: Rare
Cost: 4„
Text: 2/3. Human, Recon; Decking-0, Double Technical-1. Any Chipjacks or Skillsofts played on Tobin are free.

Torpedo Whale
Type: Challenge (Awakened / Marine)
Rarity: Uncommon
Text: 11/7 (A1). Damage from Torpedo Whale is applied to Drones first.
Flavor: " 'Call me Ishmael'?! Call me outta here!"
Picture: A military patrolboat being heaved out of the water by a large, blurred shape.

Tortoise Deck
Type: Gear (Matrix / Cyberdeck)
Rarity: Common
Cost: 3„
Text: Play on Decker. 1„: Roll D6 when a Program on user is trashed from play. On a 4+, place that Program in your hand instead of in the trash pile.

Treat
Type: Gear (Magic/Spell)
Rarity: Uncommon
Cost: 3„
Text: Play on Runner with Sorcery. Turn to remove X damage counters from a present Runner. X = User's Sorcery (+1 if user has Biotech). May be used to heal a Runner whose Body was just reduced to 0 or less.

Trieste Matrix
Type: Objective
Rarity: Rare
Text: (40). Closed System. Whenever a Decker uses a Program on Trieste Matrix, roll D6: Add a permanent +1 modifier after every roll. 4+: Trash Program used. 7+: Trash Decker.
Comments: The Trieste Matrix is a creation of Paolo Marcucci's.

Turncoat
Type: Challenge
Rarity: Rare
Text: 8/8 (A1). Instead of using Turncoat's Attack Rating, owner may select an unturned Runner in shadowrunning team's safehouse.
Sleaze: Leadership-1 or Street-2
Comments: An obviously modified Runners on Retainer.

Turo
Type: Runner / Samurai
Rarity: Uncommon
Cost: 6„
Text: 1/1 (A2). Human, Yakuza; Firearms-1, Street-1. Turo gains +1/+1 for every 10 Reputation in owner's Reputation pile.
Comments: Negative Reputation does not reduce Turo.

Victory Party
Type: Special (Stinger)
Rarity: Uncommon
Cost: 4„
Text: Play just after scoring an Objective. Your Reputation is increased by 10. Runenrs you committed to this shadowrun do not unturn during your next Refresh phase.
Comment: Sort of a spoiler for False Mentor.

Water Elemental
Type: Gear (Magic / Spirit)
Rarity: Uncommon
Cost: 4„
Text: 4/6 Spirit. User gains Marine while Water Elemental is being used. Turn to give target Runner Marine until end of turn.

Wiretap
Type: Gear (Miscellaneous)
Rarity: Uncommon
Cost: 1„
Text: Play on Runner with Technical. (!): Trash Wiretap when another Runner Recons. You may see the card being Reconned as well.

Wreck of The Titanic
Type: Objective (Marine)
Rarity: Common
Text: (20).
Bonus: 2„ for each Runner with Marine.
Picture: (If possible, a scanned picture of the deep-sea remote that actually explored the Titanic.)

XOFF
Type: Runner / Decker
Rarity: Uncommon
Cost: 5„
Text: 3/2 Dwarf. Decking-2. Select target Decker when XOFF comes into play. Target Decker cannot Recon while XOFF remains unturned.

Yomi
Type: Objective
Rarity: Common
Text: (20). When Yomi is revealed, each player must roll D6: On a 4+, he or she must trash a randomly selected metahuman Runner.


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This page was last updated in the 20th century.

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