A Shadowrun Duels Scenario by Matt Vanek

shadowrun duels advent 06

Magic is real now. It used to be that magicians were nothing more than parlor tricksters using slights of hand and mirrors to create the illusion of otherworldly power. Still, even in 2060 there is something to be learned from these shysters. Often it is useful to draw attention one way while your hand goes another.


What is Shadowrun?

"It is the latter half of the 21st century. Magic has returned to the world, awakening powerful creatures of myth and legend. Technology merges with flesh and consciousness. Elves, trolls, orks and dwarves walk among us, while ruthless corporations bleed the world dry. You are a shadowrunner – a mercenary living on the fringes of society, in the shadows of massive corporate arcologies, surviving day-by-day on skill and instinct alone. When the powerful or the desperate need a job done, you get it done... by any means necessary."

Shadowrun is a science fantasy setting based in a near-future universe in which cybernetics, magic and fantasy creatures co-exist. Thematically it combines the genres of cyberpunk, urban fantasy and crime, with occasional elements of conspiracy, horror and detective fiction.


What is Shadowrun Duels?

Shadowrun Duels was a collectible miniatures game produced by WizKids back in 2003, set in the world of Shadowrun.

Unusually the Shadowrun Duels 'miniatures' are big 1:12 scale action figures each with a separate base that has three Clix dials. This twist on their single dial Heroclix range allows the figures to take damage in one of three areas (Head, Weapon, or Body) as they fight during the game.

A clever multi coloured dice based mechanic also allows for a level of roleplaying to be easily included in scenarios along with multiple options for different equipment and weaponry that can be chosen from before each game.


Infiltrator: Introduction

Magic is real now. It used to be that magicians were nothing more than parlor tricksters using slights of hand and mirrors to create the illusion of otherworldly power. Still, even in 2060 there is something to be learned from these shysters. Often it is useful to draw attention one way while your hand goes another.

Setting the Stage

In this scenario, a group of shadowrunners have been hired to sneak one of their own into a corporate building. Opposing the runners is a team of hired corporate muscle anxious to repel any assaults on their employer.

“Infiltrator” may be played as a linked scenario with “Planting the Virus.”

Teams should be even in points. Dice for choice of attacker or defender. The attacker must choose one runner to become the infiltrator.

The infiltrator must be given at least one piece of black equipment to allow them to access the data store once inside the building. If “Infiltrator” is played as a linked scenario, please refer to “Planting the Virus” (coming soon to Orcs in the Webbe ;), - Ed) before equipping the infiltrator. Equipment will not be able to be replaced once the scenarios have begun.

Each team takes turns placing 1d4 + 3 pieces (total, not per team) of terrain on the battlefield. The defender places first.

The game should be set up with teams deploying more than 5ft across from each other (i.e.; on the short board edge of a 4X6 table). Each team deploys at opposite ends of the battlefield with their dials placed against the edge. Defender places first.

Attacker is alpha team for the first turn.


If the infiltrator successfully reaches the opposing player’s deployment zone whilst hidden, the infiltrating team wins the game. If the infiltrator is killed, the defending team wins the game. A team can also claim victory if all rivals are killed.

Special Rules for this Scenario

This scenario uses several special rules not found in the Shadowrun: Duels Rulebook. Please read them carefully before beginning the game.

Spotting: A member of the defending team must make a successful spot check before being able to make an attack on a hidden infiltrator. A spot check is an opposed skill check (attacker’s weapon range color / head vs. target’s yellow / head). If successful, the target receives no damage, but is considered spotted and may be attacked by any model until a successful stealth check is made. A runner must be able to draw LOS to his target in order to make a spot check.

Stealth: The infiltrator is considered hidden at the beginning of the game. Only the infiltrator can use stealth in this scenario. A hidden runner can only be attacked if they are spotted. Runners become spotted if they take an action other than movement. If allied runners heal or swap gear with a hidden infiltrator, he or she becomes spotted. A spotted infiltrator can hide by making a successful stealth check. To make a stealth check, the infiltrator must be completely out of LOS of an enemy model (i.e.; behind blocking terrain or behind the bases of allied runners) and make a successful stealth check (yellow / head 15). Once this check is made, the target is considered hidden until spotted again. Hidden characters do not need to break away. Opponents who are only in base contact with a hidden character do not need to break away.

Breakaway: This scenario uses a similar convention to other Wizkids games. If a shadowrunner is in base to base contact with an opposing figure, they must make a skill check (yellow or white/body 10) to break away. Runners can move normally after breakaway occurs. Please note: the breakaway dice do not count for movement enhancement.


Not a Shadowrun Duels Player?

As with any scenario ever written it can easily be adapted for any gaming system with a little work. If the theme matches you don't need to change the blurb but often a little personalisation for your campaign or setting helps. You also need to check the scale, as long as it works with your rules thats fine. Lastly, and the hardest part is adapting any special rules the scenario contains to your ruleset.



Webmaster’s Notes

"Infiltrator" was written way back in 2003 and has been included in the 2019 Advent Calendar with kind permission from the author. It was first published on Orcs in the Webbe on Friday 6th December 2019.

Shadowrun Duels is now out of print but the figures can be found every now and again on eBay, alternatively you can use any number of near future or sci fi miniatures to represent Runners in your games of Shadowrun.

The Shadowrun Duels rules including Jeremy Schwennen's expanded Shadowrun Duels Reloaded can be found in PDF format here on OITW.

For anyone not familiar with Shadowrun there are a variety of places on the internet you can learn more, one of which is the game's Wikipedia page here.