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Shadowrun guide - Sixth World starters, team roles and subsystems

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This longread gives you a clean on ramp to Shadowrun Sixth World - what to buy first, how to assemble a functional team in one evening, how the core subsystems actually run at the table, and how to prep missions without drowning in notes. If you are still comparing all Catalyst lines, skim the brand overview so you can decide whether a cyberpunk campaign or a different table experience fits your group this season.

What Shadowrun is and how it plays

The loop in 3 minutes

Shadowrun is about professionals pulling off risky jobs in a high tech, high magic sprawl. A session flows through legwork, infiltration, conflict and extraction, with consequences that drive future work. Legwork frames the target and angles, infiltration tests planning and stealth, conflict resolves when plans collide with alarms, and extraction cashes out the job while heat rises. The system rewards teams that cover combat, matrix, magic and wheels without forcing every player to learn every rule at once.

Why teams matter

Balanced parties move through obstacles without bottlenecks. A hacker opens doors and loops cameras so the samurai does not have to brute force every lock. A mage scouts astrally and covers anomalies so the face does not overpromise to contacts. A rigger keeps mobility, drones and exfiltration on point so everyone gets home. With four coverage pillars in place, the GM can design clean missions and players can lean into their roles without stepping on each other.

Starters and first purchases

Core Rulebook vs Beginner Box

The Core Rulebook is a full toolkit for campaigns. It shines when a GM wants to build custom runs, pace downtime and tune subsystems. The Beginner Box is a guided start with pregens and a short adventure that highlights core actions without heavy prep. If your table already has a steady GM and likes options, go Core first. If you want a low prep one shot that teaches the cadence, start with the Beginner Box and graduate to Core after two or three plays.

GM essentials checklist

Most new GMs run smoother with a screen, a small mission pack, printed character sheets and condition trackers. The screen centralizes reference tables and reduces book flipping. A mission pack provides maps and beats so you can focus on pacing. Printed sheets and visible trackers keep the table aligned mid scene.

Player aids that save time

Pregenerated archetypes let players enter the fiction immediately while learning upgrades on the fly. Personal cheat sheets listing initiative steps, edge triggers and common actions cut dead air. A simple downtime card with boxes for cash, contacts and gear prevents handwave losses between sessions.

Starter comparison

Item What it gives you Best for When to add next
Core Rulebook Full system, character creation, subsystems, GM tools Groups ready for a campaign City book, mission pack, GM screen
Beginner Box Pregen team, short adventure, condensed rules New players and one shots Core Rulebook after 2-3 sessions

If you are teaching non gamers first, run the box adventure with pregens, then let players pick their roles. Between missions you can introduce a lighter icebreaker like a quick abstract duel to keep the energy high while the GM sets up the next scene.

Build a functional team in one evening

Archetypes and roles that just work

Street Samurai anchors physical conflict with reliable offense and defense. Hacker controls cameras, doors, alarms and data without triggering brute force responses. Mage solves anomalies, counters hostile magic and scouts in the astral. Rigger runs vehicles and drones for scouting, support fire and clean exfil. Face secures access through social angles, contacts and contracts. With four of these roles covered, you can move without bottlenecks; the fifth adds redundancy and flavor.

How to balance the table

Map coverage before play: one checkmark each for combat, matrix, magic and wheels. If a role is missing, agree on a flexible build that touches that space. Face or mage can pick utility that helps legwork, hacker or rigger can bring a light drone for spot coverage, and the samurai can carry a non lethal option for quieter entries. Balanced coverage gives the GM license to design varied obstacles and keeps spotlight time fair.

Gear and contacts without the grind

Pick a starter kit that fits your role, then add only one or two signature items. Hackers do not need exotic payloads on day one - reliable access tools and clean exit scripts beat flashy exploits. Riggers thrive on a durable ride and a scout drone before fancy hardware. Faces gain more from two good contacts than from a dozen shallow ones. Samurai value armor that does not slow the team and optics that avoid collateral.

Role matrix

Role Core job Typical pitfalls Quick fixes
Street Samurai Control space, end fights fast Overcommitting without intel Wait for hacker cams or a drone ping
Hacker Open, loop, exfiltrate data Staying in the matrix too long Short bursts, leave clean logs
Mage Scout, counter, support Drain spikes and tunnel vision Pick safe spells and pace drain
Rigger Mobility, recon, support fire Signal loss and fragile toys Harden comms, keep a spare drone
Face Access through people Overpromising or stalling Prep two exits, keep payouts clear

Use this matrix as a preflight - if two roles compete for the same spotlight in every scene, trim one or reframe beats so each has a distinct job.

Subsystems made simple

Magic without overwhelm

Pick a compact spell list that solves common problems: a utility for doors and sensors, a defensive layer, one or two clean offensive options. Drain is a pacing lever - manage it like a resource and the table feels heroic without becoming invulnerable. Astral scouting should be treated as recon, not a solution to every scene, and visible tells should matter so other players can react.

Matrix for non coders

The matrix is best when it is fast and visual. Treat access like a heist in miniature: entry, move, action, exit. Most common obstacles are cameras, doors, alarms and simple data pulls. Keep actions short, show feedback clearly and keep the team moving. If the matrix drags, postpone deeper hacks to downtime and focus on real time support that lifts the whole scene.

Rigging and drones in play

Riggers shine when they pair scouting with mobility. A small drone clears corners and rooflines without risking bodies, while a sturdy vehicle keeps the clock from killing extraction. In combat, drones are support pieces, not replacements for the team - they feed intel and fire where it matters while the group completes objectives.

Combat pacing tips

Write initiative order where everyone can see it. Encourage players to predeclare likely actions while the previous turn resolves. Edge economy works best when you remind players to use it for big moments rather than hoard it. Short, decisive scenes are more memorable than long brawls without stakes.

Subsystem load

Subsystem What it enables Setup time GM load Player load
Magic Recon, control, damage Low to medium Moderate Moderate
Matrix Access, control, intel Medium Moderate Moderate
Rigging Mobility, recon, fire support Medium Low to moderate Low to moderate
Combat Resolve conflicts Low Low to moderate Low to moderate

If you sometimes need a zero prep night while keeping cyberpunk vibes, schedule an off week with rules light pulp missions so everyone stays fresh without canceling game night.

Mission building for busy GMs

Session zero in 20 minutes

Align tone, boundaries and payouts. Ask players what risks they enjoy and what they want to avoid. Agree on consequences for loud exits so expectations are clear. Lock in group goals and decide how the crew knows each other so you do not spend the first hour inventing intros.

One page run template

Build jobs with five boxes: Hook, Map, Three Obstacles, Twist and Rewards. The hook explains why the crew cares, the map sets scene spaces, the three obstacles cover social, matrix and physical friction, the twist raises stakes if the crew stalls, and rewards close the loop with cash and growth.

One page run

Section Prompt Example beats
Hook Why this job exists Data broker wants a prototype quietly retrieved
Map Spaces and routes Lobby, lab floor, roof access, service tunnels
Obstacles Three different frictions Guard rotation, camera grid, biometric lock
Twist Escalation or branch Rival crew on site - quiet race or risky fight
Rewards Payout and growth Cash, contact favor, rare component for the rigger

This template keeps prep tight and leaves room for player ideas. If someone on your table prefers minis skirmish on off weeks, suggest a minis tactics alternative to alternate pacing without switching groups.

Cities and settings to start with

Urban toolkits

Pick a city that matches your tone. Dense corporate cores drive stealth and social access. Sprawling industrial zones reward drones and wheels. Tourist traps shift the focus to disguises and quiet takedowns. The best starting city is the one you can picture clearly - clarity reduces GM load more than any prep tool.

Common factions and risks

Corporations control assets and care about optics. Gangs control blocks and care about reputation. Security contractors control response and care about contracts. When you know what each faction values, you can write scenes where the crew can trade, threaten or sneak rather than always fight.

Environmental twists

Weather, surveillance density and security levels make the same map feel new. A rooftop chase in the rain plays differently than a sterile lab raid with thermal cameras. For terrain ideas that raise positional play, borrow patterns from airship battles on compact tables where lanes, arcs and altitude matter.

Digital PDFs, printing and organization

PDF workflow for the table

Use a tablet with bookmarks for rules, a phone for dice and trackers, and a cloud folder for character sheets. Searchable PDFs cut lookup time. Name files with short prefixes so you can find what you need mid scene.

Print at home without waste

Print character sheets, quick references and mission pages on heavier paper. Keep a binder with dividers for roles. Slip maps into sleeves so dry erase markers work and you can reuse layouts.

File hygiene and backups

Store versions with dates, keep a short changelog and sync to a cloud account. This prevents mismatched rules at the table and guards against lost files before a session.

Digital setup

Use case Tooling Output Notes
Rules lookup Tablet with bookmarks Fast page jumps One device per side of the table
Character sheets Cloud folder + printer Fresh sheets each arc Heavier paper lasts longer
Maps and missions Sleeves and dry erase Reusable layouts Label zones for faster calls

When you plan purchases or need details on returns and proofs, keep the complete buying and shipping guide open so you do not miss practical steps during checkout.

Buying routes and shipping expectations

When the official storefront makes sense

Choose it when you want breadth, restock visibility and digital tie ins that place PDFs in your account library. It is also the easiest place to confirm which mission packs and screens pair with your rulebook.

When to choose a local retailer

Pick a local shop for faster delivery, curbside pickup and easier returns. Stock varies, so call ahead for boxes and screens you need before session one. Many stores will bundle accessories and dice to reduce the number of trips.

Returns and proof basics

Photograph packaging and any damaged parts, keep labels and the invoice PDF, and contact support within the stated window. Clarity and complete packets resolve most cases quickly.

Buying routes

Route Pros Cons Who benefits
Official storefront Widest catalog, digital tie ins, restock alerts International shipping can be slower Campaign GMs and collectors
Local retailer Speed, pickup, easy returns Selection varies by store Tables starting this week

Whatever you pick, avoid splitting orders into tiny shipments unless you understand how it changes windows and handling costs.

FAQ

What should we buy first if we want a campaign

Start with the Core Rulebook and add a city book and a mission pack after the first arc. Pregens and cheat sheets help new players find rhythm fast.

Can two players run a duo effectively

Yes with flexible builds. Pair a combat capable lead with matrix or magic utility, then add a contact and a drone to cover gaps.

Is a decker mandatory

No. A rigger or a mage can cover light access with the right tools. For heavy matrix work, bring a hacker or reframe the job to social and stealth angles.

How many players is ideal

Four to five keeps roles covered and spotlight time balanced. Three can work with flexible builds and a focused mission scope.

How do we keep combat fast

Write initiative where everyone can see it, predeclare likely actions and use edge for decisive moments. Short scenes with clear stakes beat long brawls.

What safety tools should we use

Pick tools that your table is comfortable with and make them routine in session zero. A quick check-in at breaks prevents drift.

What counts as useful gear at level 1

Reliable comms, a backup entry plan, a medkit and a way to leave quietly. Signature toys can wait until the job pays.

How much prep does a run need

One page of beats and a clean map can fuel a whole night. Add detail only where players show interest.

What do we do when the plan dies

Fall back to objectives, switch to extraction and debrief the failure. The next job will be cleaner because you learned under pressure.

When should we retire a character

When goals are met or the arc stalls. Fresh builds rekindle energy and let the story move into new spaces without baggage.

If you want campaign structure without heavy rules on off weeks, blend your month with cooperative deckbuilding between missions so everyone gets variety without losing momentum.

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