
Shadowrun 6th Edition
How to play Shadowrun 6th Edition
A fast, practical overview. Shadowrun, Sixth World is the current edition of the classic cyberpunk-fantasy RPG. It is the 2080s: the Awakening brought magic back, metahumanity (elves, dwarfs, orks, trolls) walks the streets, dragons sit on megacorporate boards, and shadowrunners do the deniable dirty work the corps cannot be seen doing. You play a runner: part criminal, part specialist, part survivor, taking jobs from anonymous Mr. Johnsons in a world where the real power holds an extraterritorial charter.
Beginner checklist
Say what you do and what you want to happen (intent).
Use the system's core roll mechanic to resolve uncertainty.
Apply consequences quickly to keep scenes moving.
Between sessions, record advancement so changes are consistent.
How rolls work
Shadowrun 6E rolls d6 dice pools: Attribute + Skill dice, counting 5s and 6s as hits against a threshold. Glitches (more than half the dice showing 1s) complicate even successes, and Edge lets you reroll, add dice, or bend outcomes.
Build your pool: relevant Attribute + Skill (plus modifiers), one d6 each.
Roll and count hits: every 5 or 6 is a hit; meet the threshold (or beat the opposing roll) to succeed.
Check for glitches: more than half of the dice showing 1s is a glitch (a critical glitch if that glitch also scored zero hits). Spend Edge to reroll failures or add dice when it matters.
Agility 5 + Firearms 4 = 9 dice vs threshold 3: rolling three 5s and a 6 gives 4 hits, a clean success unless five or more dice came up 1s.
Key facts
5 metatypes: Human, Elf, Dwarf, Ork, Troll
d6 dice pools: Attribute + Skill, hits on 5s and 6s
Edge economy: earn and spend tactical advantage every combat round
19 consolidated skills covering combat, Matrix, magic, and social play
Five paths: Mundane, Magician, Adept, Aspected Magician, Technomancer
Glitches: half or more 1s complicates the roll, with no hits it turns critical
Derived stats: Physical Monitor, Stun Monitor
Play examples
Intent, roll, consequence
State what you want, roll only when the outcome is uncertain, and apply a consequence that changes the situation.
Change approach instead of rerolling
If you fail, don't spam attempts. Change position, get help, spend resources, or accept a cost to keep the scene moving.
Common mistakes
Rolling too often.
Roll when the outcome matters and uncertainty is real; otherwise just do the thing.
Stalling on failure.
On failure, change the situation (cost, complication, new threat) and move forward.
Character creation
Choose Metatype and Archetype: pick your metahuman lineage (Human, Elf, Dwarf, Ork, Troll) and the role you play on a runner team.
Set Attributes: rate Body, Agility, Reaction, Strength, Willpower, Logic, Intuition, and Charisma from 1-6 (metatypes can raise some maximums), plus Edge 1-7.
Choose your path: Mundane, Magician, Adept, Aspected Magician, or Technomancer, and set Magic or Resonance 0-6 if you have one.
Distribute Skills: spread ranks 0-6 across the 19 skills, focusing on the handful your archetype lives by.
Pick Qualities: note the positive and negative qualities that define your edge and your baggage.
Record Gear, Augmentations, Contacts, and Lifestyle: your equipment, chrome, fixer, and how you live between runs.
Attributes
What to track during play
What to open next
Prefer definitions? Browse terms in the Shadowrun 6th Edition glossary.