TEXT: CREDITS
  Writing: Olivier Gagnon
  Cover Art: Igor Fiorentini
  Interior Art: Igor Fioentini, Tim Kings-Lynne
  Layout: Matt Heerdt
  Shadowrun Line Developer: Jason M. Hardy
  Development: Peter M. Andrew, Jr.
  Art Direction: Brent Evans, Kat Hardy
  © 2015 The Topps Company, Inc. All Rights 
  Reserved. Shadowrun and Matrix are registered 
  trademarks and/or trademarks of The Topps 
  Company, Inc., in the United States and/or other 
  countries. Catalyst Game Labs and the Catalyst 
  Game Labs logo are trademarks of InMediaRes 
  Productions, LLC.
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    2
  INTRODUCTION
  Activists, freedom fighters, militias, doomsday groups 
  or terrorists; call them what you want, but there is no 
  shortage of people that have decided killing people is 
  the best way to bring about the change they believe the 
  world desperately needs. Ever since the turn of the mil-
  lennium, and heck, even before that, modern history has 
  been scarred by bloody acts of violence with a message. 
  The Night of Rage, where anti-meta hate groups ignited a 
  metahuman pogrom; the Black Tide, a devastating flood 
  of toxic sludge brought about by eco-terrorists; and most 
  infamous of all, Crash 2.0—arguably the most successful 
  worldwide act of terrorism to date. These are some of the 
  biggest, but they are only drops in the bucket.
  We live in a world where the megacorporations call the 
  shots, accountable only to the almighty nuyen. Society is 
  more polarized than ever, with the haves and the have-nots 
  more divided and an institutionalized system—the SIN—
  keeping downtrodden voiceless and powerless. In such a 
  system, there is no good way to have your voice heard. For 
  most people, that means abandoning the field of battle and 
  plugging into BTLs after work to forget about everything 
  and everyone. But some people can’t forget or forgive. 
  Their conscience cannot tamp down their fervor. These 
  people act—often reprehensibly. To them, there are no in-
  nocent bystanders in their battle to transform the world.
  For shadowrunners, these zealots are double-edged 
  blades. Terrorist groups can be allies as readily as ene-
  mies. These groups have connections, gear, manpower, 
  and the will to use it. They can provide shadowrunners 
  with anything ranging from information and supplies to a 
  highly effective distraction. On the other hand, with these 
  folks, ideology trumps nuyen. I know; an alien concept to 
  us mercenary face-shooters. They’re a challenge, because 
  you can’t predict someone you can’t buy. They may decide 
  to kill you as easily as deal with you. Heck, some of these 
  groups make a point of killing shadowrunners. 
  So here are ten of the most up-and-coming terrorist 
  and doomsday groups of our day. Some may fizzle out in 
  their own, some are here for the long game. Some have 
  small, targeted agendas. Others have decided mankind’s 
  time on Earth has gone on long enough.
  The Sixth World is a minefield, and these are some of 
  the most explosive mines—ones that could go off anytime, 
  because they always feel someone is stepping on them.
  SEED
  Ex Pacis is a group as readily known in its infamy as 
  Winternight, the two groups having joined forces to bring 
  about Crash 2.0. Where Winternight was annihilated in the 
  aftermath, Pax and her Ex Pacis survived, and to a certain 
  degree, remained active. The problem with Ex Pacis is that 
  it was always simply an extension of Pax, an organ grown 
  from the terrible technologies and brainwashing secrets 
  she learned from the mad A.I. Deus. Pax’s motivations, 
  which led to some of the biggest acts of terrorism and de-
  struction ever committed, were always quite simple. She 
  craves for the hyper-realism that only an Ultraviolet host 
  can bring. Like a heroin addict, she cares for nothing but 
  her next bit of time spent in a UV host. The only reason 
  Ex Pacis exists and remains coherent is simply because 
  Pax knows brainwashing and mind-control techniques few 
  THREAT RATINGS
  Each group here is rated, as a group, on several factors. 
  Operation team size basically tells you how many guys from 
  the group you can expect to meet at any given time. Each group 
  operates ground teams of various sizes. Keep in mind that 
  large projects—an assault on police precinct for example—
  can require multiple units. Magical assets gives an indication 
  of the group’s ability to bring forth magic and integrate it into 
  their operations. Matrix assets are the organization’s Matrix 
  savvy, both offensively and defensively. Firepower and gear 
  rates the organization’s ability to bring raw bang-bang to the 
  party, along with their sophistication in terms of gear use. 
  Operational discipline is more abstract. Some groups are less 
  cohesive, meaning members basically run around willy-nilly 
  causing trouble. They are more like sledgehammers—raw and 
  indiscriminate. Groups with higher operational discipline plan 
  and recon their attacks much more carefully, coming in well 
  informed of their target’s capabilities and weaknesses. Finally, 
  Fanaticism is rated. All of these groups are pretty unhinged; 
  they are all extremists who have come to the conclusion that 
  slaughtering many people for a cause is a good thing, but they 
  vary in the intensity of their beliefs. You might be able to have 
  a rational discussion with groups that aren’t too fanatic. But 
  the groups higher on the scale are lost to the world, living only 
  to serve their cause. All but the first category are rated either 
  very low, low, medium, high, or very high. Fanaticism has an 
  additional scary rating of Mindless, indicating groups that are 
  thoroughly relentless in their approach to their cause.
  THREAT RATING
  Operational team size: Groups of 3 to 5
  Magical assets: Low
  Matrix assets: Very High
  Firepower and gear: Low
  Operational discipline: Medium
  Fanaticism: Medium
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    3
  possess, and she uses them to maintain the loyalty of her 
  crew. Should Pax slacken the reins, there is little that would 
  keep the group active.
  The trouble thus began when Pax spent some time in 
  Korea. While surely she must have been working towards 
  some agenda, she also took the opportunity to recruit new 
  members. The Matrix is perhaps nowhere as important as 
  it is in Korea. The country lives on the grid. As such, it is 
  also one of the places that breeds the best deckers and 
  technomancers, so it makes sense that Pax would look for 
  new recruits there.
  Two such new recruits were technomancer twins known 
  as Lilith and Eve. The sisters were active in the local nation-
  alist March 1919 movement. No strangers to radical direct 
  action, their acts of Matrix sabotage and terrorism pushing 
  the bounds of acceptability within the M1919 movement 
  itself. When Pax offered them a new home, they gleefully 
  accepted the offer and joined Ex Pacis. 
  > 
  M1919 is mainly a student movement of nationalists aiming 
  to topple the current Korean government, whom they claim 
  is a puppet of the Japanese. The authorities are constantly 
  raiding them, but new cells spring up all the time. It is indeed 
  a good recruiting ground for more serious organizations, as 
  the constant repression teaches budding M1919 terrorists to be 
  nimble while also hardening them and pushing them into the 
  extremist camp.
  > 
  Kia
  As counter-terrorism reports will attest, while Pax con-
  tinues to be active and recruit, she has lacked energy in 
  her efforts of late. She has been distracted—appearing low 
  on steam, as it were. Lilith and Eve, however, were far from 
  being the same. The twins, difficult to control and increas-
  ingly sociopathic, twitched for activity. Pax’s more care-
  ful, subtle, and long-term plans really weren’t doing it for 
  them. And in what can only be a further testament to Pax’s 
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    4
  lethargy, her brainwashing and thought-control processes 
  were not creating the unquestionable loyalty of days past.
  > 
  One testament to Pax’s subtlety is how often people like you 
  completely fail to understand what she is trying to do.
  > 
  Puck
  > 
  Ah, was wondering when you’d show up. So tell us, what is your 
  girlfriend up to these days?
  > 
  Glitch
  > 
  I don’t see why I should try to explain her to you.
  > 
  Puck
  Seed was thus born when the twin sisters Lilith and 
  Eve broke away, bringing with them a good portion of the 
  members and, from the appearance of it, a solid chunk of 
  Pax’s finances. Ex Pacis ruptured. While in some groups 
  this may have resulted in bloody and bitter internal war-
  fare, the truth is Pax simply doesn’t care about Ex Pacis be-
  yond it being a tool for her needs. Thus, after a brief and 
  half-hearted attempt to rein things in, Pax simply shrugged 
  and let the split occur.
  > 
  Really. I would have though Pax more unforgiving than that.
  > 
  Bull
  > 
  Pax is pragmatic. Everything is about her goal, very little is 
  about settling scores.
  > 
  Puck
  Lilith, Eve, and their followers took no time in making 
  a name for themselves. Embracing causes as diverse as AI 
  rights and anti-corporatism and acting with a heavy an-
  ti-Japanacorp bias, Seed would be more classified as just 
  another punk or neo-anarchist movement, if it weren’t for 
  the body count. Lilith and Eve always exhibited sociopath-
  ic tendencies, but this was tempered somewhat when they 
  were part of a larger movement. Incubated within M1919 
  and then Ex Pacis, the two sisters gained the knowledge 
  and experience to wield Seed as their tool of revenge for 
  whatever malaise haunts them.
  The group’s modus operandi is to lay the groundwork 
  by acquiring information using as much social engineering 
  as possible. While the group’s hacking expertise is beyond 
  doubt, their ability to manipulate people into simply tell-
  ing them what they want to know is one of their biggest 
  strengths. Seed members of all genders use sex and guile 
  to loosen tongues. Once they have compromised their tar-
  geted systems, they unleash hell. Security systems turn on 
  those they are supposed to protect, machinery and auto-
  mated systems go berserk and causes deadly accidents, 
  electrical fires start when extinguishing systems are of-
  fline, biohazard containment systems fail, and so on. Any-
  one foolish enough to stand in their way while in hot sim 
  gets their brain fried as well.
  For the moment, the group has not caused any note-
  worthy wide-scale catastrophes, but their acts show a 
  chilling progression in scope. They are darlings of the ex-
  tremist hacker scene, and new members have flocked to 
  them. The group has no trouble funding itself due to their 
  expert ability to empty bank accounts and profit from the 
  mayhem they unleash. Seed is the kind of group that, if it is 
  not nipped in the bud, can come out of nowhere to pull off 
  the kind of horrendously destructive act of mayhem that 
  will keep people shuddering years after the fact.
  SEED HACKER
  (ELF, PROFESSIONAL RATING 3)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  2
  3
  3
  2
  4
  5 (6)
  4
  6
  5.7
  Condition Monitor
  10
  Armor
  6
  Limits
  Physical 3, Mental 6(7), Social 8
  Physical Initiative
  7 + 1D6
  Matrix Initiative  
  (Hot Sim)
  [Data Processing] + 4 + 4D6
  Skills
  Acting skill group 4, Blades (Knife) 2, Cracking 
  skill group 6, Electronics skill group 6, Etiquette 4, 
  Forgery 4, Pistols 2
  Knowledge Skills
  Japanacorps 4, Known A.I.s 4, Matrix Hangouts 
  4, Money Laundering 5, Neo-Anarchists 4
  Qualities
  Prejudiced (corporate citizens, radical)
  Augmentations
  Cerebral booster 1, datajack
  Gear
  Armor clothing [6], Renraku Tsurugi [Device 
  Rating 3, Attribute Array [6,5,5,3], Programs 3], 
  programs [Stealth, Hammer, Armor]
  Weapons
  Fichetti Tiffani Needler [Hold-out, Acc 5, DV 8P(f), 
  AP +5, SA, RC —, 4 (c), w/ regular ammo]
  SANGRE Y ACERO
  Taking its name from the infamous Aztlan gladiatorial 
  fighting style, Sangre y Acero is a rising anti-corporate or-
  ganization. The group is built around the charismatic lead-
  er known as Brother Barreda. Barreda was a gladiator in 
  Aztlan’s underground blood-sport arena. It was the only 
  life he knew, and he was good at what he did. 
  THREAT RATING
  Operational team size: 12 to 20
  Magical assets: Low
  Matrix assets: Low
  Firepower and gear: High
  Operational discipline: High
  Fanaticism: High
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    5
  However, under unclear circumstances, Barreda ran afoul 
  of the Aztlan authorities. More specifically, as he tells it, he 
  became involved in an Aztechnology plot. He rarely speaks 
  of the details, but he makes it clear the corporation attempt-
  ed to involve him in some sort of plot against the Aztlan peo-
  ple, which he resisted. Whatever the case may be, when they 
  came for him, he fought and ran. Anyone that sheltered him 
  or that was connected to him was arrested or killed. Whatev-
  er he did to piss them off, they came at him hard.
  Miraculously, he managed to survive and flee Tenoch-
  titlán, arriving in the UCAS sector of Denver. Once there, 
  Brother Barreda was not inclined to forgive and forget. First, 
  he reached out to his remaining allies in Aztlan—mostly 
  fellow gladiators—and helped smuggle them out. It turned 
  out he had a knack for people-smuggling. After getting his 
  buddies out, he opened his smuggling network to a wider 
  audience, charging dissidents to escape the state.
  Then, having both grown in funding and manpower, 
  Barreda decided to start hurting Aztechnology. Again, his 
  version of the story is that the first move wasn’t his. He 
  claims that the corporation learned of his whereabouts 
  and came looking for him again. It was then he understood 
  they would never leave him alone, at least until he made 
  it too costly for them to continue the pursuit. So he went 
  on the offensive. He and his men began a wave of terror 
  attacks against any known Aztechnology holdings, indis-
  criminately killing Aztechnology corporate citizens and 
  destroying facilities and resources. Sangre y Acero, as they 
  started calling themselves, had a distinctive style, which 
  is not surprising for people bred in the bloody pit fighting 
  dungeons of Tenochtitlán. The group would willfully target 
  personnel, often ambushing security patrols, opening fire 
  with assault weapons and finishing off the survivors with 
  bladed weapons—eviscerating, flailing and dismembering 
  as they went, a low-budget action trid come to life.
  Of course, things changed when Ghostwalker leveled 
  the Aztlan sector in 2061. By then, Sangre y Acero had 
  made a name for itself. It was not a group for the faint 
  hearted, as it suffered high casualties among its mem-
  bers, but it was seen as a respectable, tough-bastard out-
  fit. Barreda, perhaps finally sated, recognized that what he 
  had built had momentum. For all his desire for carnage, he 
  was always a simple man, and he let some of his lieuten-
  ants take control of the movement. By then, Barreda and 
  his fiery passion was becoming a sort of legend among the 
  rank-and-file. The group’s culture began to change. New 
  recruits—refugees flowing from the Aztlan pipeline he had 
  set up as well as locals from the CAS and UCAS—came to 
  seek him out, looking for the man who stood against Az-
  technology and won. He became a living legend. 
  > 
  So, let me get this right. Barreda wants Aztechnology gone, and 
  then in a pure coincidence of timing, Ghostwalker annihilates 
  the Azzies in Denver without any real help from Barreda, but 
  somehow Barreda becomes “the man that beat Aztechnology”?
  > 
  Ecotope
  > 
  Yup. To be fair, Barreda isn’t the one that circulated that 
  perception; his followers did. People are desperate for 
  something to believe in. That kind of stuff has a life of its own.
  > 
  Dr. Spin
  The group slowly took on the aspect of a brotherhood, 
  preaching life without corporations, reliance on one an-
  other, and an underlying warrior ethos of direct action 
  against the corps. In this code, a pure warrior lives simply 
  and fights the corporations with no holds-barred. Enemies 
  are to be bloodily dispatched in order to terrorize and de-
  moralize the rest. The warrior should not fear death from 
  corporate bullets. His life is calm and contemplation at 
  rest, carnage and fury in action. Death means nothing so 
  long as life is lived this way.
  Sangre y Acero still has momentum, having chapters in 
  most of the major sprawls of North America. As an orga-
  nization, they do not really pose a world threat. They lack 
  the true strategic and tactical skills to really make a dent. 
  However, like barbarians at the gate, they more than make 
  up for this in sheer zeal and raw carnal strength. Sangre 
  y Acero will hit corporate assets—whatever they may be, 
  none too small, none too big—and hit it with overwhelm-
  ing force, killing everyone and destroying everything.
  > 
  Interesting bunch. So, like, Viking monks? Odd combo.
  > 
  /dev/grrl
  > 
  One time my team and I were exfiltrating a facility just when 
  Sangre y Acero hit it. You know that guy in your team, the street 
  samurai that’s cybered to the gills and armed to the teeth? 
  Imagine twenty like him, coming down on a facility with the sole 
  intention of slaughtering everyone. Yeah, messy. They certainly 
  took casualties; at least five of them died, several others pretty 
  seriously wounded, but they pretty much killed everyone. All 
  the guards, scientists, technicians—they even killed the fragging 
  receptionist. We snuck past them in the chaos, because we all 
  agreed we didn’t know if they’d take a go at us too. They’re rabid.
  > 
  Hard Exit
  > 
  Yeah, but myself, and several chummers that I know of, have 
  taken shelter in their chapter houses. It’s off the grid with wifi 
  inhibitors. Great place to lay low. The Sangre y Acero members 
  I met there were welcoming, offering us simple meals of bread 
  and some disgusting porridge. They meditate and train most 
  of the day and lecture about Barreda’s life the rest of the time. 
  Weird guys, and meeting them at their base of operations, you 
  would never imagine they are capable of such carnage.
  > 
  Reptile
  Brother Barreda still lives somewhere, though only the 
  Chapter Masters know where to find him. At this point, 
  though, the group is far larger than Barreda and doesn’t 
  need him, save as a continuing inspirational figure. Sangre 
  y Acero is divided into independent chapters, headed by a 
  master and whatever lieutenants the master needs. Duties 
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    6
  of the leadership are simply to guide the dual lives of ini-
  tiates: peace, tranquility and meditation at rest; then plan-
  ning, sourcing, and executing raids on corporate facilities. 
  Chapter houses are always situated in the worst parts of 
  the sprawls they are in, off the grid if possible.
  > 
  I met Barreda once. As you probably guessed, this whole thing 
  around him has really grown out of proportion. Sure, he’s a 
  mean motherfragger, passionate and smart in his own way. 
  He survived Aztechnology kill squads and brought the fight to 
  them—that’s all true. But he’s older now, quiet. When I met him, 
  he lived in a shack in the middle of nowhere. He looked pretty 
  content to have the world forget about him. He knows about the 
  group, and thinks of them fondly, like children. All in all, he’s a 
  pretty fucked up guy that’s killed way too many people in his life. 
  Don’t tell him I said that.
  > 
  Kat o’ Nine Tales
  SANGRE Y ACERO SOLDIER 
  (ORK, PROFESSIONAL RATING 3)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  8 (10)
  3
  4 (6)
  7
  4
  2
  3
  2
  0.25
  Condition Monitor
  12 (13)
  Armor
  16
  Limits
  Physical 9(10), Mental 4, Social 3
  Physical Initiative
  9 + 3D6
  Skills
  Armorer 5, Close Combat skill group 6, 
  Demolitions 4, Firearms skill group 6, First Aid 
  3, Gymnastics 4, Heavy Weapons 6, Running 4, 
  Survival (Urban) 4
  Knowledge Skills
  Aztlan 5, Aztechnology 5, Denver 2, International 
  Politics 2, Meditation 4, Security Procedure 3
  Qualities
  Prejudiced (corporate citizens, radical)
  Augmentations
  Adrenaline pump, aluminum bone lacing, dermal 
  plating 4 (betaware), smartlink, wired reflexes 2 
  (alphaware)
  Gear
  Armor jacket [12], goggles [Capacity 3, w/ image 
  link, flare compensation, low-light vision], Sony 
  Emperor [Device Rating 2] 
  Weapons
  Combat Axe [Blade, Reach 2, Acc 4, DV 12P, AP 
  –4]
  AK-97 [Assault Rifle, Acc 5(7), DV 10P, AP –2, SA/
  BF/FA, RC —, 38 (c), w/ underbarrel external 
  smartlink, regular ammo]
  or
  Ingram Valiant [Machine Gun, Acc 5(6), DV 9P, AP 
  –2, BF/FA, RC 2(3), 50 (c), w/ laser sight, bipod, 
  regular ammo]
  or
  Ares Antioch-2 [Launcher, Acc 4(6), DV Grenade, 
  AP —, SS, RC –8 (m), w/ high-explosive 
  grenades [DV 21P, AP –2, Blast –2/m]]
  THE CRYING MASKS
  About ten years ago, authorities became aware of a 
  group called The Crying Masks. This group has complex 
  roots. To understand the Crying Masks, one must first un-
  derstand the False Face Society. This latter group is a secret 
  society of Native American shamans. Healers and spiritual 
  leaders, the False Face members are pacifists. With roots 
  going back centuries, they act as guides to the tribes of 
  the Northwest region, including the Sioux, and the Algon-
  kian-Manitou Council.
  The Crying Masks are a dark splinter cell of the False 
  Face Society. The group gets its name from the masks 
  members wear: a sad face that cries red tears. While with 
  the False Face the mask is a sacred artifact unique to each 
  shaman, the Crying Mask’s first act of shattering rebellion 
  is to defile the meaning of the mask and wear identical 
  ones. While the False Face Society combats the ills of so-
  ciety with patience, spiritualism, and wisdom, the Crying 
  Mask have lost patience with these subtle means. Frustrat-
  ed and angry at the pollution of the sanctity of the human 
  body with cyberware and bioware, the group promoted 
  direct action to stop and reverse progress in that area. 
  Their stated goal was, simply, to make it too costly for aug-
  mentations to exit. The means to achieve these goals were 
  sabotage of cyberware factories and the kidnapping, ex-
  tortion, and murder of illustrious figures of the augmenta-
  tion world, mainly scientists, professors, and industrialists. 
  > 
  Right, I remember them. Our dearly missed Captain Chaos 
  sponsored an upload on them on the old Threats 2 doc.
  > 
  The Smiling Bandit
  The group, however, was relatively small scale, and in 
  some way remained tied to the False Face Society, which 
  acted as a calming influence, cajoling and shaming mem-
  bers back to the path of peace.
  > 
  Likening the Crying Mask to the teenage offspring of the 
  False Face Society wouldn’t be terribly incorrect, but only at 
  a very superficial level. It is worth stressing that reality is far 
  more complex. The False Face Society is a deeply imbedded, 
  THREAT RATING
  Operational team size: Groups of 6 to 12
  Magical assets: High
  Matrix assets: Low
  Firepower and gear: Medium
  Operational discipline: Medium
  Fanaticism: High
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    7
  important, and complex aspect of Native American culture, 
  but so is the Crying Mask, with its ties to the Warrior Societies. 
  The latter remain a controversial and widely debated 
  aspect of Native culture with which ordinary people have 
  complicated and mixed feelings, as they have played hero 
  and ruffians throughout the last few turbulent centuries of 
  Native American history.
  > 
  Elijah
  Recently, however, a terrible development occurred.
  Winternight, perhaps the most infamous terrorist or-
  ganization known to the modern world, was destroyed 
  during the fateful events of Crash 2.0. The organization’s 
  leadership and operational capabilities were annihilat-
  ed with extreme prejudice by direct Corporate Court 
  mandate. But Winternight had many members and cells 
  throughout the world that remained at large after the 
  initial crackdown. Corporate Court hunter-killer squads 
  eradicated as many as possible, but they were never go-
  ing to get everyone. The few surviving members of Win-
  ternight sought shelter wherever they could, and this of-
  ten meant within allied groups. Winternight, prior to its 
  sinister crowning achievement, supported many other 
  terrorist networks around the world. One such alliance 
  was with The Crying Mask.
  According to files uncovered during Sioux Wildcat 
  raids, it appears that Winternight’s liaison agent with the 
  Crying Mask, a woman named Fylgia, managed to reach 
  her allies and seek shelter on the rural back roads of the 
  Sioux Nation. Fylgia, whose chosen name translates 
  roughly to “she who follows,” seems to have all the cha-
  risma and insane zeal of the old Winternight leadership. 
  A true believer mixed with a cunning strategists, she has 
  managed to not only hide within the Crying Mask, but also 
  corrupt them with her zeal and warp them into the instru-
  ment of her vengeance against the world.
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    8
  The Crying Mask, after a period of near-dormancy, has 
  reactivated with a vengeance. Gone is any form of their old 
  restraint or lingering compassion. Any member that lacked 
  the will to see things through either left or was eliminated. 
  The group tightened up and, through Fylgia’s old network 
  of allies, gained international access. New alliances have 
  been forged, and a new drive animates the group. Where 
  the False Face Society used to pray for the salvation of their 
  misguided brothers and sisters, now they shudder in fear 
  and look away in horror.
  The revived Crying Masks have recruited from the 
  worst parts of society: toxic shamans, murderers, fanat-
  ics and criminals. Using old Winternight tricks, Fylgia has 
  whipped them into a fanatical force promising nothing but 
  death and vengeance on the world. 
  > 
  Old Winternight tricks indeed. One of the group’s infamous 
  methods was the use of BTLs to completely brainwash the 
  rank-and-file. If Fylgia has access to some of those, ensuring the 
  loyalty of her new army would be a cinch.
  > 
  Pistons
  > 
  This would be made all the more abhorrent by the fact that, 
  while the Crying Mask may have used violence to achieve their 
  means, they stood for the sanctity of the metahuman body. 
  Corrupting the minds of members with addictive BTLs would 
  go against everything they once stood and fought for.
  > 
  Elijah
  > 
  I have a contact—yes, within the False Face Society—that used 
  to offer salvation to Crying Mask members and so was close 
  to the inner workings of the group and its leadership. From 
  what she told me, it would appear there is a romance going on 
  between Fylgia and one of the leaders and original founding 
  members of the Crying Masks. Fylgia—perhaps aided by her 
  BTLs, perhaps by magic, or perhaps even by nothing but her 
  rumored amazing beauty and immense charisma—managed to 
  get him to fall in love with her. He changed drastically, seeking 
  only to please her, and willingly scarified all his old comrades-
  in-arms and ideals to do whatever she asked. To see such a 
  noble warrior brought so low is disgusting. 
  > 
  Glasswalker
  > 
  And disturbing. Winternight is a by-word for horror, the dark 
  gods of the terror world. 
  > 
  Bull
  Authorities believe the group, who seeks no recogni-
  tion or publicity for its acts, is moving quickly and singu-
  larly towards a certain, as-of-yet undetermined goal. The 
  group has staged brutally efficient black-ops style raids 
  on pinpoint corporate facilities, raiding Matrix servers or 
  kidnapping R&D personnel. Targets have been hit all over 
  the world, but with an obvious focus on North America. 
  The common link between all the targets is frightening—all 
  corporations hit, notably Aztechnology and Shiawase sub-
  sidiaries — are agri-corps responsible for the production of 
  the bulk of the food feeding the world.
  > 
  Well, now that Fylgia’s dark, dank little hidey-hole has been 
  exposed, can we expect a Thor shot coming down on her head?
  > 
  Sunshine
  > 
  Not that simple anymore. Over the decade since Crash 2.0, 
  rumors of Winternight survivors plotting the destruction of the 
  human race have never stopped. Even the Corporate Court can’t 
  thoroughly investigate each and every one right away. Plus, 
  the Sioux Nation are big believers in taking care of their own 
  trash and aren’t interested in the CC meddling in their internal 
  affairs. Don’t forget, the Crying Mask is a sensitive subject and 
  the Sioux aren’t about to hand over a part of their culture to 
  outsiders.
  > 
  Kay St. Irregular
  > 
  So what, we gotta worry about an imminent doomsday scenario 
  because of politics?
  > 
  /dev/grrl
  > 
  Isn’t that always the case?
  > 
  Kay St. Irregular
  CRYING MASK SHAMAN 
  (ORK, PROFESSIONAL RATING 4)
  B
  A
  R
  S
  W
  L
  I
  C
  M
  ESS
  6
  3
  3
  4
  5
  2
  4
  4
  6
  6
  Condition Monitor
  11
  Armor
  12
  Limits
  Physical 6, Mental 5, Social 7
  Physical Initiative
  7 + 1D6
  Astral Initiative
  8 + 2D6
  Skills
  Automatics 5, Conjuring skill group 5, Enchanting 
  skill group 5, Perception 3, Stealth skill group 5
  Knowledge Skills
  Agriculture 5, Corporate Security Forces 3, Crime 
  Syndicates 2, History 6, Magical Theory 3, Native 
  American Nations Culture 5
  Qualities
  Mentor Spirit (Raven), Prejudiced (everyone, 
  radical)
  Spells
  Chaos (alchemical), Control Thoughts (alchemical), 
  Swarm (alchemical)
  Gear
  Alchemical preparation (mask, command trigger, 
  Chaos, potency 5), alchemical preparation (corn 
  husks, command trigger, Control Thoughts, Potency 
  5), alchemical preparation (dead locust, command 
  trigger, Swarm, Potency 4), armor jacket [12], 
  contact lenses [image link], Hermes Ikon [Device 
  Rating 5]
  Weapons
  Colt Cobra TZ-120 [Submachine Gun, Acc 4 (5), 
  DV 7P, AP —, SA/BF/FA, RC 2(3), 32 (c), w/ laser 
  sight, regular ammo, 2 extra clips]
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    9
  LOGOS
  GreenWar is a group that has been on the terror radar 
  for decades. The most radical eco-terrorist group in the 
  world, GreenWar believes the only way to restore Moth-
  er Earth to her un-ravaged state is to simply eradicate all 
  metahuman life. Plainly, we are blight on the world that can 
  never be taught to respect nature. We must all die. Green-
  War had success in earlier decades, claiming responsibility 
  for such catastrophes as making the Scottish Fringe Zone 
  into a toxic no-man’s land.
  However, in the past years, GreenWar has suffered 
  from leadership struggles as well as basically being on 
  everyone’s hit list, including other eco-terrorist outfits. 
  When a group is under that kind of pressure, it’s not sur-
  prising to see splits. One such emerging splinter cell is 
  Logos. This new group is composed primarily of the for-
  mer Awakened members of GreenWar, or at least its cen-
  tral cadres are. 
  Since its founding, Logos has apparently been hunting 
  for certain magical relics, items imbued with very primal 
  magic. Logos shamans have discovered certain rituals to 
  go along with these relics that can, for lack of better terms, 
  activate Mother Nature’s immune system to fight of the 
  human virus that infects it.
  The group’s knowledge, however, seems incomplete. 
  Logos’ strikes worldwide indicate they are looking for 
  more relics, more information on the rituals to perform, 
  and people with knowledge of either of those subjects. 
  In regards to the latter, there have been reports from Asia 
  and South America of spiritual leaders being kidnapped by 
  Logos strike teams. Some of the bodies have been recov-
  ered, bearing signs of forceful interrogation.
  Interpol has also tracked a flurry of Logos activity in the 
  Amazonian jungle. A dangerous place even without the 
  remnants of the recent Aztlan-Amazonia War, reports in-
  dicate that the group at least survives. Nearby Metropole, 
  the Amazonian mega-sprawl, has been a favorite depopu-
  lation target of GreenWar for decades. Sources there have 
  revealed that known Logos cadres spent time in the city in 
  the sixties, immediately prior to the formation of Logos. 
  Signs point to the city being important to the group’s end 
  goal. Although how or why remains unclear.
  > 
  Hmm, maybe I’ll look into that.
  > 
  Stone
  > 
  Have you ever been to Metropole? Good luck finding anyone in 
  those labyrinthine streets. Good luck finding anything, including 
  your way home.
  > 
  Kane
  Logos is a secretive cabal that works in cells and layers. 
  As they require copious manpower throughout the world 
  to secure the things they need, they make use of low-lev-
  el inductees, mercenaries, and shadowrunners. The group 
  will only recruit members who profess eco-radicalism, 
  though the specific desire to eradicate all of mankind is 
  not necessary. The group’s recruiters peddle just the right 
  amount of righteous ideology and an air of occult mystery 
  to be seductive to rebellious youngsters. Members are 
  brought in, slowly spoon-fed information and indoctrina-
  tion until they become radicalized enough to desire the 
  end of mankind. 
  Logos partially funds itself by talislegging. The group 
  believes that everything and anything is worth doing to 
  achieve their final goal, which means that selling pieces 
  of Gaia as reagents does not bother them. Once Mother 
  Nature is rid of humans, she will heal quickly. Logos thus 
  supplies some of the purest, powerful magical ingredients 
  around—kind of like pure, uncut cocaine straight from the 
  jungle. Of course, all proceeds go straight into funding 
  their next plot.
  > 
  I’m okay with that.
  > 
  Haze
  THREAT RATING
  Operational team size: Groups of 5 to 10
  Magical assets: High
  Matrix assets: Low
  Firepower and gear: Medium
  Operational discipline: Medium
  Fanaticism: Very High
  JOB OFFER
  From: Ethernaut
  Hoi chummer,
  I need you to go down to Metropole and find a friend of 
  mine that has gone dark, Dr. Nilton Fonseca. He’s in the Rio 
  sector; I’ll give you better coordinates when you get there. 
  All I know is the last thing he told me: that he found out what 
  Logos is looking for so desperately down there. Whatever it 
  was, it scared him badly. He said they were going to come for 
  him that the secret couldn’t get out. I’ve known Dr. Fonseca for 
  a long time, and he is a sane, rational man. I’ve no reason to 
  doubt his sanity now and every reason to believe him. I think 
  he has gone into hiding. I need you to find him first, before 
  Logos does. I have a chummer that will get you there, don’t 
  worry about that. You just find my old friend and keep him safe.
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    10
  LOGOS SHAMAN 
  (HUMAN, PROFESSIONAL RATING 3)
  B
  A
  R
  S
  W
  L
  I
  C
  M
  ESS
  3
  3
  3
  2
  6
  5
  4
  4
  6
  6
  Condition Monitor
  11
  Armor
  12
  Limits
  Physical 4, Mental 7, Social 7
  Physical Initiative
  7 + 1D6
  Astral Initiative
  8 + 2D6
  Skills
  Assensing 6, Blades 3, Conjuring skill group 7, 
  Firearms skill group 3, Negotiation 4, Outdoors skill 
  group 6, Perception 3, Sorcery skill group 6
  Knowledge Skills
  Amazonia 5, Europe 4, GreenWar 5, Magical Theory 
  (Toxic Magic) 5, Polluters 6, Talislegging 3
  Qualities
  Prejudiced (polluters, radical)
  Spells
  Analyze Magic, Detect Enemies (Extended), Mass 
  Confusion, Toxic Wave
  Gear
  Armor jacket [12], Erika Elite [Device Rating 4]
  Weapons
  Colt America L36 [Light Pistol, Acc 7, DV 7P, AP –, 
  SA, RC —, 11 (c), w/ regular ammo]
  THE BROTHERHOOD 
  OF FLESH
  The Brotherhood of Flesh can be seen as a modern ap-
  plication of medieval Satanist cults. The core of Brother-
  hood belief is a typically Gnostic one: that there are two 
  Gods, one bad and one good, but the bad one has usurped 
  control from the good one. It is this dark God that created 
  the world and acts upon it. Whereas mainstream Gnostic 
  religion deals with this belief in what can be defined as a 
  “sane” way—seeking to escape imperfection and sin, like 
  most other religions—the Brotherhood applies sheer in-
  sanity as a resolution.
  Following the idea that the False God in fact tricked hu-
  manity into believing false morals, the Brotherhood, like 
  Satanist medieval cults of old, seeks to practice the ex-
  act opposite of commonly held virtues. Cruelty, violence, 
  debauchery, and wantonness are the group’s aims. This 
  wouldn’t make them stand out in many circumstances—
  indeed, in the amoral Sixth World, many corporate and 
  political leaders could be accused of the same behavior—
  but added danger comes from the fact the Brotherhood 
  of Flesh is a magical group. And their ways seem to grant 
  them great power.
  Authorities believe that the Brotherhood of Flesh is an 
  initiatory group tied in a spirit pact with a malign entity. 
  Thus, their vile acts feed the power of this spirit, which in 
  turn empowers the lodge members. While shadowy spir-
  it pact groups are known to authorities throughout the 
  world, the Brotherhood of the Flesh may be one of the 
  world’s largest and most successful examples. Unlike oth-
  er conspiracy groups, such as the Black Lodge or even the 
  Ordo Maximus, whose secrets remains well guarded, the 
  Brotherhood of Flesh is no mere conspiracy theory; its ex-
  istence and activities are well known to authorities.
  This is largely because their activities aren’t subtle at all. 
  The Brotherhood revels in terror activities. Small groups of 
  members will descend upon neighborhoods and employ 
  their powers to perform gruesome, ritualistic murders. The 
  Brotherhood has a preference in victims: corporate citi-
  zens. The Brotherhood of Flesh believes corporations are 
  the epitome of the False God’s work, organizations that 
  lead men and women astray from the redemption they 
  should be seeking. By sacrificing people belonging to this 
  group, the Brotherhood wages a war against the Dark God.
  Members of the Brotherhood have been arrested and 
  interrogated, with authorities concluding the power that 
  flows through them creates a sort of blinding indoctrina-
  tion and addiction. Indeed, many members are promis-
  ing students of the arcane from families that should have 
  landed some of the best prospects a person can hope for. 
  Instead, whatever curiosity or peer pressure led them to 
  explore the cult seized them with a fanaticism that cannot 
  be shaken.
  Brotherhood activity has bled into European and North 
  American cities in the past decade, with most believing 
  the origins of the cult can be traced to France. While agen-
  cies devoted to fighting Awakened threats believe a single 
  malign spirit of great potency must be the source of the 
  group’s power, authorities are nowhere in terms of zeroing 
  in on the group’s leadership. In the meantime, the Broth-
  erhood of Flesh’s notoriously grisly murders—usually in-
  volving flailing—continue. Members are considered to be 
  extremely dangerous and capable magicians with a disre-
  gard for their own lives, making them formidable threats. It 
  is not unknown for patrol officers to come across suspect-
  ed Brotherhood activity to turn away rather than risk their 
  lives in attempted arrests.
  When not using magic to skin people alive, the group’s 
  ritual practices are known to run the gamut of typical Re-
  naissance devilry; including feats, orgies, and black rites.
  THREAT RATING
  Operational team size: Groups of 3 to 6
  Magical assets: Very high
  Matrix assets: Low
  Firepower and gear: Low
  Operational discipline: Low
  Fanaticism: Mindless
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    11
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    12
  BROTHERHOOD  
  OF FLESH MAGE 
  (HUMAN, PROFESSIONAL RATING 2)
  B
  A
  R
  S
  W
  L
  I
  C
  M
  ESS
  3
  2
  3
  2
  6
  5
  4
  4
  8
  6
  Condition Monitor
  11
  Armor
  6
  Limits
  Physical 4, Mental 7, Social 7
  Physical Initiative
  7 + 1D6
  Astral Initiative
  8 + 2D6
  Skills
  Arcana 5, Assessing 5, Astral Combat 4, Blades 
  4, Con 4, Disguise 3, Etiquette 5 (High Society +2), 
  Impersonation 4, Perception 3, Sorcery skill group 
  7, Summoning 3
  Knowledge Skills
  Anatomy 4, Fine Wine 4, History 4, Investing 3, 
  Magical Rituals 4, Politics (Corporate) 4 Qualities: 
  Focused concentration (Rating 4), SINner (national)
  Initiate Grade
  2
  Metamagics
  Flexible Signature, Shielding
  Spells
  Agony (Ritual), Control Thoughts (Ritual), Decrease 
  Willpower, Manabolt, Physical Mask 
  Gear
  Armor clothing [6], contact lenses [Capacity 1, w/ 
  image link], Erika Elite [Device Rating 4]
  Weapons
  Knife [Blade, Reach —, Acc 5, DV 3P, AP –1]
  TA MAKRINIA
  A scary new group to emerge in the past decade is Ta 
  Makrinia. This is, essentially, a group of singularity seek-
  ers. They believe society of the Sixth World has shown 
  that mankind is finished. We have driven ourselves into 
  the ground; crumbled and broken. Our only salvation is 
  through artificial intelligence, but more specifically a merg-
  er of AIs and our own brains aimed at creating an organ-
  ic super-intelligence within ourselves, finally capable of 
  overcoming our flaws and problems. The group is named 
  after a certain Catholic saint, St. Macrina the Younger, who 
  supposedly wrote on her deathbed that the Automata 
  “point toward the existence of the soul and God.”
  The group’s goal is to destabilize and disrupt society. 
  They believe that metahumanity, via the unparalleled eco-
  nomic and scientific dominion of the megacorporations, 
  has the ability to deliver the moment of Singularity, a 
  blessed merger of flesh and machine, of the clarity of arti-
  ficial super-intelligence governed by the ethics of humani-
  ty, to launch us into a new epoch.
  One problem, though, is that our innate flaws have 
  created a world where our full might is not properly de-
  ployed. We are splintered, and power serves only to cre-
  ate shackles. This human shortsightedness, driven by fear, 
  has plagued us throughout our history, but finally, in the 
  modern age, we have crashed firmly into the ground, bro-
  ken and unable to get up. Ta Makrinia believes that only an 
  existential threat can get us back on our feet. Only when 
  faced with our own extinction will we shine.
  The group’s actions are therefore nothing less than 
  attempts to bring about a catastrophic end to life on the 
  planet. They hold firm to the idea that, at the last moment, 
  the greatest among us will rise, save us, and bring us to our 
  new destiny. But they believe the impending doom must 
  be genuine for this to work. No fake apocalyptic stage 
  shows allowed. They are literally looking to cause total 
  planetary extinction—or near-extinction—with the belief 
  that, somehow, we’ll come out alright.
  > 
  But we’re are all still here, so what have they succeeded at so 
  far?
  > 
  /dev/grrl/
  > 
  This is a group that does not take credit for their acts, and they 
  don’t do public attacks for the sake of doing public attacks. 
  Events from the past or waiting in the future could be stepping 
  stones toward a final grand move.
  > 
  Fianchetto
  > 
  They are led by eggheads: economists, mathematicians, 
  engineers, etc. They understand systems better than anyone 
  else. The rest of us don’t understand them, but we put total 
  faith in them, and they’ve become so precise and reliable that 
  redundancies and backups have fallen into disuse and disrepair. 
  That means if something happens to the main systems, 
  interrupting them long enough, problems will metastasize 
  out to other systems. As inter-related as our systems are, they 
  would all tumble down like dominos. Currency, banking, water, 
  information, logistics—these are what Ta Makrinia will target.
  > 
  Cosmo
  Ta Makrinia recruits on two fronts. The first is the shad-
  ows of factories and manufacturing plants, along with 
  nearby slums and barrens of large cities. Recruiters target 
  street urchins, orphans, and abandoned children, painting 
  a picture of a utopia within our reach, and a family waiting 
  to accept them. The group believes we have the technolo-
  gy to cause the Singularity, but that forceful change must 
  be brought to society. These children receive heavy cyber 
  modifications, including combat ’ware and secure com-
  munication suites. They become warriors for the group, 
  heavily cybered killing machines who would do anything 
  THREAT RATING
  Operational team size: Groups 6 to 12
  Magical assets: Very low
  Matrix assets: High
  Firepower and gear: Very high
  Operational discipline: Medium
  Fanaticism: High
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    13
  for their new family, indoctrinated forever to the ideals of 
  Ta Makrinia.
  The second recruitment point is among the academics, 
  scholars, and researchers who form the leadership of the 
  group. Obviously, these are older than the street youths, 
  but apparently in the heart of many technologist lies the 
  aspirations of a Singularity seeker. In exchange for their 
  vision and intelligence, they are given access to the sol-
  diers, a veritable army ready to be commanded, a means 
  to bring Ta Makrinia’s vision to reality.
  The inner circle of the leadership plans their actions, 
  and the soldiers execute, combining the cold killing power 
  of a machine with the dreams of youths. 
  Ta Makrinia is frightening in its scope. Indoctrinated 
  children is sadly nothing new, and while the addition of 
  top-notch cyberware certainly makes for dangerous killing 
  machines outclassing most law-enforcement personnel, 
  their young age and inexperience means they can’t plan 
  anything of significant scope and their tactics don’t get 
  much better than amateurish. The real scary aspect comes 
  from the involvement of many of the world’s top luminar-
  ies. The massive brain power fueling Ta Makrinia makes 
  them an extraordinarily resilient group. With so many ge-
  niuses planning their moves and applying their intellect to 
  keeping the organization secret, they have proven to be 
  unpredictable and impossible to crack.
  It is believed by law-enforcement specialists that the 
  leadership—the type of people one would find among 
  the top ranks of corporate R&D departments—have found 
  ways to divert some of the corporate resources at their 
  disposal to add to Ta Makrinia’s assets. Some also fear that 
  while some corporate security elements may have discov-
  ered this, they turn a blind eye to avoid the fiscal scandal 
  of having to arrest their top researchers.
  > 
  That’s the corps for you—always willing to turn a blind eye to 
  possible long-term cataclysm if they need to save their own 
  hoops in the short run.
  > 
  Pistons
  > 
  That’s not just the corps; that’s metahumanity.
  > 
  Cosmo
  The ultimate leadership of Ta Makrinia is an enigma. 
  Law enforcement believe the organization is either oper-
  ating as an “inner council” style, with all of the scientists 
  and researchers invited into a communal leadership pool, 
  or with a cellular model, where small subsets of leaders 
  plan their own activities to promote the group’s shared vi-
  sion.  That being said, what keeps investigators up at night 
  is trying to figure out who started the group, and thus who 
  is truly in charge of Ta Makrinia. 
  > 
  Well, I’m going to state the obvious: an AI?
  > 
  Clockwork
  > 
  Nothing is impossible, but it doesn’t look that way. Ta Makrinia 
  has an interesting relationship with the AIs out there, and vice-
  versa. But, the group seems to consider AIs as … incomplete 
  and even potentially hostile. Ta Makrinia is really looking for a 
  human-AI merger, whatever that is.
  > 
  Snopes
  > 
  We’ve seen what that is. It’s a head case. While the corps 
  might have been behind the research that led to cognitive 
  fragmentation disorder being unleashed in the world, it’s quite 
  possible that the catalyst that helped the virus make the leap 
  from private labs to the whole world had connections to a group 
  a lot like Ta Makrinia.
  > 
  Butch
  SIGNAL INTERCEPT
  Sir, I will have the report of which systems were breached 
  within the hour. In the meantime, as requested, below is the 
  text security recovered from the body of one of the assailants 
  that attempted to breach our AMC facility:
  >>>History has shown we are at our best when we are at 
  our worst. Unfortunately, we need an “other” to make the “us” 
  or “we” have any meaning. Only when faced with an outward 
  force do we look inward as to what makes us what we are. 
  Only when faced with the flaws of another do the opposite 
  in us become virtue. What happens when greed is the norm? 
  What happens when we all share the same vice? What 
  happens when we reach the point where there is only a single, 
  monolithic culture that spans the entire globe? My colleagues 
  in astronomy assure me they have not yet found little green 
  men in outer space ready to invade us. So what shall we use 
  to galvanize ourselves? We can be better. We must be better. 
  I do not fear the day when we will be challenged. I know it 
  will be a hard day. I know many innocents will suffer. I simply 
  have a far greater fear of the succession of days in which we 
  are not tested.
  God be with you, my child.<<<
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    14
  TA MAKRINIA CYBER SOLDIER
  (HUMAN, PROFESSIONAL RATING 3)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  5
  4
  4 (6)
  4
  5
  2
  5
  3
  0.35
  Condition Monitor
  13
  Armor
  12
  Limits
  Physical 6 (7), Mental 5, Social 4
  Physical Initiative
  11 + 3D6
  Skills
  Automatics 6, Athletics skill group 4, Close 
  Combat skill group 5, Cybertechnology 3, 
  Hardware 4, Navigation 4, Survival 4 
  Knowledge Skills
  Cybertechnology Theory 3, SOTA Technology 3, 
  Street Rumors 3
  Qualities
  Weak Immune System
  Augmentations
  Cyberears [Rating 1, w/ sound link, damper], 
  cybereyes [Rating 2, w/ camera, image link, 
  smartlink, thermographic vision], datajack, 
  cyberarm [obvious, customized Strength Rating 
  1, customized Agility Rating 1, gyromount, hand 
  blade], cyberskull [obvious, w/ commlink (Transys 
  Avalon [DR 6)], pain editor, wired reflexes 2 
  Gear
  Armor jacket [12]
  Weapons
  Ingram Smartgun-X [Submachine gun, Acc 4(6) 
  DV 8P, AP —, BF/FA, RC 2, 32 (c), w/ regular 
  ammo]
  Katana [Blade, Reach 1, Acc 5, DV 7P, AP –3]
  HAND OF FIVE
  Back in 2039, during the infamous Night of Rage, it 
  is believed the Hand of Five, an anti-metahuman militant 
  group, was responsible for the firebombing of the ware-
  houses and the fires that killed hundreds of terrified meta-
  humans, setting the stage for decades of racism and a leg-
  acy of mistrust between humans and orks, elves, dwarves 
  and trolls. The Hand of Five was hunted down like dogs 
  and exterminated by Lone Star, in an attempt for the po-
  licing corporation to salvage their reputation as accom-
  plices-by-inaction (if not outright participation, as some 
  eyewitnesses have maintained). No members of the group 
  were brought to trial: all died “resisting arrest.”
  Over thirty-five years later, the Hand of Five is being 
  spoken of again. There is some uncertainty about the 
  group’s claims to be led by a surviving member of the 
  group. Technically, this is not impossible. Lone Star never 
  claimed to have apprehended every member of the group; 
  they just said they had irrevocably damaged the organiza-
  tion’s ability to function. By all accounts, though, the Hand 
  of Five was never a top-notch organization like Humanis 
  or Alamos 20,000. It really, at its core, was just a gang of 
  violent racist youths. Indeed, some conspiracy theorists 
  have always claimed that the Hand of Five were just the 
  scapegoats, incapable of having achieved what history 
  has attributed to them. A small number of members, prob-
  ably young SINless punks, could easily have escaped the 
  notice of the authorities and slipped into the shadows.
  In any case, the group claims to have direct links to the 
  original organization. As these things often go, the Hand 
  of Five may have achieved more in death than it did in life. 
  The Hand of Five has long been synonymous with martyr-
  dom for “the cause” (which is how other hate groups refer 
  to it, since saying “the work of unreasoning hatred” just 
  doesn’t sound as good), and their deed on that night ranks 
  in the hallowed hall of fame for racist achievements. Old 
  and young racists speak about “the good old days,” when 
  groups like Hand of Five and Alamos 20k actually went 
  out and performed mass murder.
  This means that the claim of a direct connection has 
  earned the resurgent Hand of Five quite a bit of publicity. 
  Furthermore, the group is clear in its intentions to bring 
  back the days of large-scale violence. In recent decades, 
  the top-tier racist groups like Human Nation, Alamos 20k, 
  and Humanis have, for the most part, reduced direct acts 
  of violence in favor of more political approaches. Certain-
  ly, angry youth lynching metahumans and doing other 
  such things has not stopped, but these are now more the 
  acts of individuals rather than a concentrated group-level 
  mandate. This has frustrated some group members who 
  desire to see blood and death now, rather than slowly ad-
  vancing agendas. 
  > 
  One thing lending credence to the story that original members 
  are leading it are reports that many of Lone Star officers involved 
  in handling the Night of Rage and the hunt for the Hand of Five 
  are being murdered. Of course, we’re talking thirty-five years 
  later, so most of these guys are old and retired, not exactly hard 
  to kill. But that’s just it—who would bother besides someone 
  with a decades-old desire for vengeance in their black hearts?
  > 
  Kat o’ Nine Tales
  > 
  Someone who wants you to think they are original Hand of 
  Five?
  > 
  Snopes
  This has created the perfect storm for the resurgence 
  of the group. The group’s cryptic messages on public fo-
  rums, slowly unveiling its return, along with the frustration 
  tied to other groups restraining their own violent tenden-
  cies, has created a fevered pitch of excitement. The world 
  THREAT RATING
  Operational team size: Groups 10 to 15
  Magical assets: Low
  Matrix assets: Low
  Firepower and gear: Medium
  Operational discipline: Medium
  Fanaticism: Medium
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    15
  of believers in Human rights (or metahuman lack there-
  of) is buzzing. Already, the new Hand of Five is claiming 
  responsibility for metahuman deaths throughout North 
  America. The group claimed responsibility for a gas leak in 
  metahuman-heavy area of Hoboken, causing permanent 
  respiratory problems in many, death in several. An Atlanta 
  apartment block fire resulted in the deaths of over thirty 
  residents, mainly orks and trolls. Another fire hit a Puyallup 
  factory; masked individuals were seen locking all doors 
  with chain and lock as the fire spread. A few workers (orks 
  again) were riddled with bullets when they tried to come 
  out through the windows. The Hand of Five claimed re-
  sponsibility each time, and sent promises that this is only 
  the beginning.
  Whether or not leadership is the same, authorities have 
  found they are facing a vastly different Hand of Five. This is 
  no ragtag brand of brainless violence-seekers. Each attack 
  seems to have tested some aspect of the group. They ap-
  pear to be experimenting with gear, supply lines, resourc-
  es and operational discipline. Allegorically, like a killer, 
  sharpening his knife, stretching his muscles, a cold gleam 
  in his eye. The group has funding (most likely from private 
  donors branching out from the lethargic Alamos 20k and 
  ilk), serious operational know-how, and a burning desire 
  to kill them all. 
  > 
  How does Alamos 20k feel about their funding being siphoned 
  off?
  > 
  Kane
  > 
  Alamos 20k has had upheavals in its leadership in the last two 
  decades, going from five leaders to, well, one. And nobody 
  involved in this shuffle stepped down of their own volition, if 
  you take my meaning. While the Doktor may have the cold-
  blooded evil genius to run the whole thing, you can’t tell me that 
  all previous loyalties in the upper echelons, and in the financial 
  backers, suddenly and happily fell in line. Splinter groups—
  serious ones—are frankly overdue.
  > 
  Fiancetto
  > 
  So, we can expect a fight for influence amongst the racist-fucks 
  community? Which means, groups trying to out-do each other 
  in scale and effectiveness of their methods? That does not bode 
  well for us in the coming years.
  > 
  Butch
  HAND OF FIVE TERRORIST 
  (HUMAN, PROFESSIONAL RATING 2)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  4
  4
  4 (5)
  4
  4
  2
  4
  3
  3.25
  Condition Monitor
  10
  Armor
  9
  Limits
  Physical 6, Mental 4, Social 5
  Physical Initiative
  8 (9) + 2D6
  Skills
  Demolitions 2, Disguise 5, Firearms skill group 4, 
  Intimidation 4, Sneaking 4
  Knowledge Skills
  Civil Engineering 3, History 5, Lone Star 4, Police 
  Procedure 4, Racist Policlubs 6, Seattle 4
  Qualities
  Prejudiced (metahumans, radical), SINner 
  (national)
  Augmentations
  Adrenaline pump, wired reflexes 1
  Gear
  Lined coat [9], Sony Emperor [DR 2]
  Weapons
  Colt Cobra TZ-120 [Submachine Gun, Acc 4 (5), 
  DV 7P, AP —, SA/BF/FA, RC 2(3), 32 (c), w/ 
  laser sight, regular ammo]
  Defiance T-250 [Shotgun, Acc 4 DV 10P, AP –1, 
  SS/SA, RC —, 5 (m), w/ regular ammo]
  OMEGA DAWN
  Omega Dawn’s name has only recently begun circulat-
  ing, and if rumors are to be believed, this group marks a 
  frightening turn in history. As if we needed one. Omega 
  Dawn is, simply put, a death squad. The group performs ex-
  trajudicial killings, ridding the world of “undesirables.” At its 
  loosest definition, this is basically any SINless. However, the 
  group is usually more specific in its operations and targets 
  anti-capitalist activists preaching against the order of things. 
  Street preachers, upstart socialist politicians, neo-anarchist 
  community leaders are all prime targets for the group. 
  Omega Dawn also targets “troublemakers,” including gang-
  ers, street kids, and, interestingly, shadowrunners.
  > 
  Really.
  > 
  Slamm-0!
  > 
  Ha! Let them come.
  > 
  Clockwork
  THREAT RATING
  Operational team size: One or many squads of 5
  Magical assets: Low
  Matrix assets: Medium
  Firepower and gear: Very High
  Operational discipline: Very High
  Fanaticism: Medium
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    16
  > 
  Don’t be so sure of yourself. Omega Dawn is becoming a new 
  buzzword in shadowrunner circles. Our activities rely on the 
  fact the authorities of the world normally have too much to do 
  with too little funding to make more than a half-hearted effort 
  to get back at us. These guys, they have the funding, they have 
  the gear, and they have hatred for us burning in their hearts. 
  All those security guards you killed on the way in and out of 
  your latest heist? Their friends remember you. And now, they’re 
  coming for you.
  > 
  Pistons
  Perhaps the most disconcerting aspect of Omega Dawn 
  is not its activities, but its membership roster. It seems the 
  group is composed primarily of corporate security person-
  nel—from several different corporations. Corporate citizen-
  ship tends to limit fraternizing with anyone from another cor-
  poration. If an Ares employee is a known friend of a Shiawase 
  employee, they are likely going to be dragged in for ques-
  tioning to ensure they are not sharing private information or 
  being played as a sap. And that’s just for desk workers. Secu-
  rity personnel would never be caught with people they might 
  well end up shooting at during an inter-corporate skirmish. 
  Despite this tendency, it appears Omega Dawn is somehow 
  connecting lines between corporations. Ares Firewatch vet-
  erans may join with off-duty Red Samurai soldiers to perform 
  a raid to take out a gang of shadowrunners.
  > 
  I don’t think I can wrap my head around how something like 
  this can possibly happen. Pardon the cliché comparison, but 
  that’s like a Eurowar-era German soldier taking orders from 
  a Russian officer. These guys hate each other, not only out of 
  principle and indoctrination but also because, in many cases, 
  they’ve exchanged fire with their peers. That aforementioned 
  Ares Firewatch guy probably tangled with Red Samurai on at 
  least a few occasions.
  > 
  Clockwork
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    17
  > 
  It’s certainly a puzzling development. It’s also possibly an 
  opportunity in disguise. Like any group, there are weak links. 
  Let’s say you find and get leverage on a lower-level Ares 
  footsoldier. Maybe you can squeeze him to get him to lean on 
  his Aztechnology buddy to leave the backdoor of that Aztech 
  facility unguarded.
  > 
  Haze
  > 
  I find it hard to imagine that in such a scenario, you’d be doing 
  anything other than walking into a trap. Squeezing a lowly, 
  poorly paid security guard is one thing. The guy that gleefully 
  kills children during his weekends is a person of an entirely 
  different sort.
  > 
  Pistons
  > 
  You’d be surprised. You just need the right angle and the will to 
  see it through.
  > 
  Haze
  > 
  Hey, look at that, you sound just like an Omega Dawn guy.
  > 
  Slamm-0!
  Omega Dawn’s methods are precise, professional, 
  effective and brutal. The group can and does kill all the 
  left-wing people it can, but terror is their most formida-
  ble weapon. They have the means and the will to reach 
  out and hit just about anyone. No one on the wrong side 
  of their agenda is safe. They specialize in kicking in bed-
  room doors at night; coming for people while they sleep is 
  one of their signature moves. If you’re lucky, they’ll just kill 
  you with a bullet to the face. In the worst case, they have 
  kidnapped certain individuals, torturing, mutilating, maim-
  ing, and disfiguring them over days before dumping their 
  broken bodies in the streets of some public spot to make 
  sure people have a chance to take a good, long look at 
  the damage they wrought. They are ruthless, cold blood-
  ed, and utterly filled with hate for the SINless and social 
  disrupters of the world.
  The group’s end goal is unclear, as is their sponsor. It is 
  hard to believe the megacorporationss themselves would 
  get behind this, and there is no other precedent, short of 
  the infamous Corporate Court Omega Order, for megacor-
  porations joining paramilitary forces at this scale. Analysts 
  believe the group extends invitations to specific members 
  of corporate paramilitary forces, namely those who have 
  lost partners or friends to shadowrun strikes, or those who 
  did tours in barrens areas or other shitholes and gained a 
  clear hatred for the disenfranchised. Members are sworn 
  to secrecy to prevent their employers from finding out 
  their secondary allegiances.
  > 
  Omega Dawn, Omega Order … any link?
  > 
  Cosmo
  > 
  Maybe, but I don’t think they are sanctioned by the Corporate 
  Court, if that’s what you’re asking. The Justices have far better 
  things to do than order extra-judicial killings, which while 
  cathartic for the psychos that perform them, really aren’t 
  changing the world at a macro level.
  > 
  Glitch
  Experts believe the group is funded via private dona-
  tions, as well as by their activities. Omega Dawn is known 
  to take prisoners instead of executing them, only to sell 
  them (or pieces of them) to organ harvesters or prosti-
  tution rings; it is worth noting Omega Dawn attempts to 
  avoid dealing with criminal syndicates. In any case, the 
  group certainly has the nuyen to buy all the toys they need. 
  When on raids, members wear black uniforms, usually 
  full-body suits of security armor with a discreet red-and-
  yellow Omega Dawn insignia on their shoulder. They tote 
  high-end assault rifles and sub-machine guns, and they 
  count amongst their members a good amount of combat 
  hackers and magic users. Interestingly, the group suffers 
  in no way from racism; internally, all metahumans are rep-
  resented among their order and among their victims, and 
  the group is as likely to skin alive an elf as it is a human. The 
  only thing that matters in their targeting process is if you 
  are pro-corporate or not, SINner or SINless, rich or poor.
  The group uses standard military ranks. This brings up 
  two very interesting points. First, in such a pyramidal order, 
  who is sitting at top? Who is giving the orders? Second, 
  this implies soldiers from one corporation may be taking 
  orders from commanders from another. Indeed, the con-
  flict of interest implied by this is the real factor that has 
  some executives fuming and actively hunting for mem-
  bers. As far at the Big Ten are concerned, their personnel 
  can cut the tongues out of street preachers all they want 
  on their own time, but creating inter-corporate bonds can-
  not be allowed to happen.
  SIGNAL INTERCEPT
  To: Lt. Ximena Alvarez
  From: Col. Duke Ellis
  Lieutenant Alvarez, as discussed, please gather your 
  men and make a sweep of your sector beginning at 03:00. Our 
  sources confirm the High Value Targets will be recovering 
  from their mission in the safehouse. Proceed with the usual 
  caution; shadowrunners are always on guard. Targets are not 
  to be taken alive; eliminate them with extreme prejudice.
  To: Col. Duke Ellis
  From: Lt. Ximena Alvarez
  Sir, please pass on my thanks to your Firewatch colleagues. 
  As per our previous conversation, two of my late husband’s 
  Jaguar battle-brothers have joined our ranks and will be 
  participating in our mission of revenge tonight. They have 
  sworn the oaths of secrecy and have met with Leadership. 
  All is in order. Also, you will be glad to hear I have received 
  news from our team in Manhattan that the raid against the 
  HVTs went better than expected.
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    18
  OMEGA DAWN SOLDIER
  (HUMAN, PROFESSIONAL RATING 5)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  5
  4
  5 (6)
  5
  4
  3
  4
  3
  2.6
  Condition Monitor
  11
  Armor
  18
  Limits
  Physical 7, Mental 5, Social 5
  Physical Initiative
  10 + 2D6
  Skills
  Close Combat skill group 3, Etiquette 3, Firearms 
  skill group 5, First Aid 4, Leadership 4 (Rally +2), 
  Perception 4
  Knowledge Skills
  Corporate Politics 5, Economics 3, Firearms 4, 
  Security Procedures 4, Shadowrunner Teams 5
  Qualities
  Prejudiced (the poor, radical), SINner (corporate)
  Augmentations
  Platelet factories, smartlink, cyberarm [ 
  synthetic, enhanced Agility Rating 1, enhanced 
  Strength Rating 2], wired reflexes 1
  Gear
  Erika Elite [Device rating 4], full body armor 
  [18], helmet, goggles [Capacity 4, w/ image 
  link, flare compensation, low-light vision, vision 
  enhancement 1]
  Weapons
  Ares Predator V [Heavy Pistol, Acc 5 (7), DV 
  6P, AP –1, SA, RC —, 15 (c), w/ integrated 
  smartlink, regular ammo]
  Stun baton [Club, Reach 1, Acc 4, DV 9Se, AP –5]
  Colt M23 [Assault Rifle, Acc 4 (5), DV 9P, AP 
  –2, SA/BF/FA, RC —, 40 (c), w/ underbarrel 
  external smartlink, regular ammo]
  or
  Defiance T-250 [Shotgun, Acc 4 DV 10P, AP –1, 
  SS/SA, RC —, 5 (m), w/ underbarrel external 
  smartlink, regular ammo]
  THUGGEES
  The Thuggees were a cult that existed in India as far 
  back as the 13th century, up until their eradication during 
  British colonial times. They were truly an abnormal insanity 
  of that world. The Thuggees, a word that meant “deceiv-
  ers,” were an hereditary, male-only secret society whose 
  sole goal was the worship of the goddess Kali. Unfortu-
  nately for all involved, Kali is the goddess of murder. So 
  for hundreds of years, bands of roaming religious nuts, 
  from their initiation into the cult at age ten all the way to 
  their death, went about murdering as many people as 
  they could. This was how they worshipped their goddess. 
  Thugs—this is the origin of the word familiar to us—gener-
  ally murdered travelers and were, basically, an accepted 
  if feared part of Indian culture. Some estimates tally their 
  death toll over their five hundred years of existence to be 
  as many as two million people. The British, spearheaded 
  by a magistrate named Sir William Henry Sleeman, abrupt-
  ly ended five hundred years of bloody tradition by exploit-
  ing the group’s belief system, which forbade the killing of 
  Europeans, and imparted on Thugs a fatalistic view of their 
  own lives, leading to the easy arrest and dismantling of the 
  entire Thuggee cult within a few years.
  Or so everyone thought. A retired Lone Star detective 
  recently published an exposé on what he believes is a 
  complete revival of the group, and not just in India. If re-
  ports are to be believed, the Thuggee beliefs and practices 
  have spread to nearly every slum and barren in the world. 
  The Thuggees are very simple in their goals: murder 
  as many people as possible in the course of a career that 
  lasts as long as possible. There is no perceived difference 
  in quality in any killings. A life is a life. That means the 
  Thugs have taken to preying on the SINless and destitute 
  bottom tiers of society, nameless travelers, and others that 
  won’t be missed, and whose deaths the authorities will not 
  spend much time investigating.
  > 
  This includes us shadowrunners, believe it or not. Obviously, 
  it’d be ineffective and suicidal for Thuggees to attack an alert 
  and armed group of runners, but next time you are quietly 
  enjoying the throat-burning sublime agony of moonshine at 
  your favorite Barrens bar, watch your back carefully, omae.
  > 
  Argos
  > 
  I am not prey.
  > 
  Clockwork
  > 
  Yes, you are.
  > 
  Argos
  One of the core Thuggee beliefs remains unchanged, 
  and that is that the death must be bloodless. Historically, 
  strangulation using the rumal, a yellow silk scarf, was the 
  preferred means of committing the murder. Rumals were 
  sacred objects passed down the lineage of the murderous 
  family. At present, it seems rumals are a rarity among den-
  izens of the slums. A certain effort may be made to use 
  some sort of yellow cloth for classic strangulations, but 
  modern Thuggees use a wider variety of bloodless means 
  of murder, relying more often on poisons, neck-breaking, 
  and other inventive forms of murder. 
  Another thing that has not changed is the cult’s mo-
  dus operandi. Thuggee bands always act in groups. Only 
  one of the members will perform the sacred murder, while 
  the others take part in elaborate distraction play. They ar-
  en’t called the deceivers for nothing. While the victim is 
  THREAT RATING
  Operational team size: 10 to 20
  Magical assets: Medium
  Matrix assets: Very low
  Firepower and gear: Very low
  Operational discipline: Medium
  Fanaticism: High
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    19
  distracted by the commotion and scene before him, other 
  Thuggees move in and perhaps poison the victim, Nar-
  coject being a favored means to do so, while the final des-
  ignated cultist strangles the offering.
  Where the biggest change has occurred is in their 
  choice of victims. Originally, the cult was forbidden from 
  murdering many groups of people, including women, 
  fakirs, musicians, leper, and, a big factor in the original 
  group’s demise, Europeans. These restrictions no longer 
  seem to apply. Many women are suspected to have been 
  murdered by Thuggees, while meta-race and nationality 
  clearly pose no bounds to the group’s ritual killings.
  In truth, frighteningly little is known about the Thug-
  gees. Recruitment is a mystery, but it is obvious the strict 
  hereditary nature of membership no longer applies. But 
  authorities are baffled about the motivation modern in-
  dividuals, even destitute SINless, could have to join a life 
  dedicated to murdering random individuals. The usual 
  creed of terrorist organizations includes some sort of fight 
  against a real or perceived oppressing factor, but that can-
  not exist in a group that murders at random. If the group 
  was low in membership, this could be explained. But the 
  evidence uncovered by Lone Star and others point to a 
  staggering worldwide population. Estimates suggest there 
  are several bands in every city, putting the number to hun-
  dreds per area. For an organization with no clear motiva-
  tion other than the religious belief in murder, this defies all 
  understanding.
  > 
  This is fucked up. Why would anyone join a cult devoted to 
  murder? There are better ways to make friends. Is it a form of 
  brainwashing?
  > 
  Sunshine
  > 
  Technically, the original Thuggees used a form of brainwashing 
  too. Why do you think they initiated the new members at age 
  ten? Classic child-soldier stuff right there. Maybe it’s magic. 
  Maybe it’s drugs. Maybe it’s coercion. Maybe they just have 
  really good arguments.
  > 
  Dr. Spin
  No suspected Thugs have successfully been interrogat-
  ed as of the present, as any promising captured suspect 
  commit suicide before they can be taken into secure cus-
  tody, much less questioned.
  > 
  I guess suicide is just another form of murder? One last victim 
  for the road.
  > 
  Sounder
  Nothing is known about any possible Thuggee leader-
  ship. Each Thuggee ring operates independently, killing 
  as many people as they can without any further inter-ring 
  operation beyond that. However, someone or something 
  must be traveling around, forming new rings throughout 
  the world, exporting this culture of death. Theories aside, 
  there are no hints as to the nature of any such leadership.
  > 
  Maybe Kali is their leader … ha … ha … ha. Right? Am I right? 
  Hey, you guys aren’t laughing.
  > 
  Kat o’ Nine Tales
  > 
  There is much unknown in the Sixth World. Perhaps it is not 
  Kali herself; perhaps there is no such thing as the goddess Kali 
  at all, but there are free spirits, and if one chooses to call itself 
  Kali, what then? They may be powerful already and gain power 
  through the blood shed by the Thugs. It may not be the god of 
  times past or the god the current members conceived, but it 
  may well be the god they now have.
  > 
  Man-of-Many-Name
  > 
  Well, there goes any chance of me ever sleeping well again.
  > 
  Kat o’ Nine Tales
  THUGGEE
  (DWARF, PROFESSIONAL RATING 4)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  5
  5
  3
  5
  5
  2
  5
  3
  6
  Condition Monitor
  11
  Armor
  6
  Limits
  Physical 6, Mental 5, Social 6
  Physical Initiative
  8 + 1D6
  Skills
  Acting skill group 6, Chemistry 2, Clubs 5, Con 
  4, Perception 5, Stealth skill group 7, Unarmed 
  Combat 4
  Knowledge Skills
  Anatomy 5, Kali 3
  Qualities
  Blandness, Cat-like
  Gear
  Armor clothing [6], disposable syringe [Narcojet], 
  Meta Link [Device Rating 1]
  Weapons
  Sap [Club, Reach —, Acc 5, DV 7P, AP —]
  MKONO WA DAMU
  Mount Kilimanjaro is, today, home of the Corporate 
  Court’s mass driver. However, during the late ’60s, the fate 
  of the mass driver project looked far from certain, as Mount 
  Kilimanjaro was the home of many powerful spirits. Allied 
  with the local tribes of the area who had worshipped them 
  for as long as their people had existed, these Awakened 
  THREAT RATING
  Operational team size: 5 to 10
  Magical assets: High
  Matrix assets: Medium
  Firepower and gear: Medium
  Operational discipline: Medium
  Fanaticism: Medium
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    20
  forces put up quite a fight against the corporate project. 
  The might of the Corporate Court, however, eventually 
  broke the back of the Awakened forces, and the corpo-
  rations scattered the resistance. Some tribes did not give 
  up the fight, and insurgencies around Mount Kilimanjaro 
  and Nairobi, the main supplying center for the mass driv-
  er, have continued. While these insurgencies have been a 
  thorn in the side of the Corporations, causing expenses 
  in the millions of nuyen due to sabotage and the need for 
  added security, they have no true chance of truly disrupt-
  ing the mass driver.
  > 
  It doesn’t help that the corporations did well in terms of breaking 
  the unity of the tribes. More than a few gleefully turned their 
  weapons against rivals, the addition of payment in corporate 
  scrip to do so simply an added bonus to their desire to hurt age-
  long enemies. Even among the spirits, unity is far from assured.
  > 
  Dr. Spin
  The Awakened forces and their tribal allies were simply 
  not wise to the modern world and did not understand the 
  megacorporations and how to combat them. Spirits, how-
  ever, are anything if not fluid. Mkono wa Damu is the result 
  of their ruminations. In their view, the Mount Kilimanjaro 
  mass driver is nothing but the tip of the megacorporate 
  beast’s slithering tentacle. To slay the beast, or, perhaps 
  more modestly, encourage it to retract its tentacle, one 
  must aim for the body.
  Mkono wa Damu, Swahili for “Bloody Hands,” is a 
  movement for the dissemination of insurgents, and terror-
  ists, into the heart of corporations. The spirits sent out loy-
  al members into the biggest cities of the world, where the 
  corporations base their operations, to open a new front. 
  Mkono wa Damu has one clearly broadcasted goal: the 
  return of Mount Kilimanjaro to the free spirits who call it 
  home. This central goal is more broadly coupled with an-
  ti-corporate, anti-capitalist ideals, general pro-ecological 
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    21
  movements, and related ideals. The spirits that lead the 
  movement have been wise in their acceptance of “tag 
  along” causes, ensuring broader appeal and thus more 
  support, both in terms of public sympathy and potential 
  recruits.
  > 
  Don’t these people realize they are being played by spirits who 
  want only one thing and one thing only, and that is to return to 
  their little mountain. Once they get, that they could care less 
  about the injustices of us stupid mortals.
  > 
  Argos
  > 
  Mkono wa Damu perfectly taps into a number of causes: the 
  environment, corporate greed, anti-establishment, and even 
  anti-conformity. The fact the movement is led by spirits simply 
  adds to their mystique.
  > 
  Dr. Spin
  The group basically employs classic urban insurgency 
  methods: hit and runs, targeted assassinations, sabotage, 
  and so forth. In the violent maelstrom of the Sixth World, 
  this would hardly be enough to differentiate them from 
  the background of gang violence and other, minor groups 
  of violent malcontents and extremists. However, Mkono 
  wa Damu differs in that it can count on great, if somewhat 
  alien, intellect of the free spirits that form its leadership. 
  The group is backed by powerful magic, which makes it 
  mighty, which makes it successful, and which in turn at-
  tracts members.
  Where there is a corporate presence, specifically any of 
  the Big Ten, there is potential for a Mkono wa Damu strike. 
  To this point, the group has shown great restraint in the 
  killing or harming of non-security personnel. The group 
  is clearly fighting in an effort to gain public sympathy. So 
  much so that the group actually has merchandise. Items 
  ranging from T-shirts to Maasari tribal masks, all tagged 
  with various Mkono wa Damu slogans and icons, are pop-
  ular counter-culture items. Of course, no corporate retail 
  store would ever sell them. They are only available in street 
  markets—and then only until security forces intervene—
  but this adds to their appeal.
  > 
  Yeah, no kidding. You can’t toss a dead dwarf in any reasonably 
  independent university campus without hitting a dozen students 
  wearing “Free Kilimanjaro” or black T-Shirts with the stylized 
  bloody hand icon of the group.
  > 
  Kay St. Irregular
  > 
  Anyone else disturbed by how well and fast a bunch of free 
  spirits that used to live in complete isolation of civilization came 
  to understand how to win public sympathy? It’s really like their 
  Horizon changed all of a sudden.
  > 
  Sticks
  > 
  I see what you did there. And you’re probably right.
  > 
  The Smiling Bandit
  > 
  Seems like a dumb move. If Horizon is siding with the spirits, 
  they are siding against the Corporate Court. That would be 
  an extremely stupid thing to do. And they have problematic 
  relations with spirits in the past that would make it tough to 
  build a real partnership.
  > 
  Kay St. Irregular
  > 
  I think there is probably more to it. Either Horizon is supremely 
  confident in the deniability of their actions, or it might be rogue 
  elements within the corp doing this. Or it has nothing to do 
  with Horizon at all. Either way, I know of at least a couple fixers 
  looking to exchange Corporate Court checks for any paydata 
  confirming or denying Horizon’s involvement.
  > 
  Cosmos
  Smuggled into the various cities of the world, seed 
  members were from the Kenyan tribes that supported 
  the free spirits, such as the Gîkûyû, Maasai, or Kamba. 
  The goal of these seed members was, simply, to generate 
  more members. These seed members, men and women 
  handpicked for their dedication but also their charisma, re-
  cruited amongst the SINless and downtrodden. They also 
  quickly forged links and alliances with other groups with 
  related ideals such as Terra First!, or any other established 
  armed resistance groups.
  Mkono wa Damu then began terrorist activities, often 
  sabotage, in brilliantly planned strikes that made heavy 
  use of Awakened support. However, it should be noted 
  that after their early successes, recent attacks have begun 
  meeting stiffer resistance, as the corporations are becom-
  ing more aggressive and violent in their efforts to hunt 
  down Mkono wa Damu cells, beefing up their own count-
  er-insurgency and security details with anti-magic means, 
  especially banishment teams.
  While the group’s paramilitary strikes may be suffer-
  ing, the group’s image is flourishing, which is forcing the 
  corporations to tie up more and more nuyen into security. 
  Ultimately, what may define Mkono wa Damu’s success is 
  not so much their actions, but their opponents’ reaction. A 
  nuyen is a nuyen is a nuyen, and if it’s spent rebuilding a 
  blown-up factory or on security personnel overtime pay, 
  that’s fine—what matters is that the corps are having to 
  shell out cash to deal with the group. 
  There is no doubt that Mkono wa Damu’s leadership 
  are free spirits from Mount Kilimanjaro. This is a well-
  known enemy, simply using new tactics. They’re resilient—
  the corporations have been trying to silence the spirits 
  for more than a decade now, meaning that if the megas 
  could eliminate the spirit’s leadership, they would have 
  years ago. So while corporate top brass, aided by state-
  of-the-art anti-Awakened military intelligence techniques, 
  is able to discern individual spirits responsible for leader-
  ship of Mkono wa Damu, targeted assassination (or ban-
  ishment, which is temporary but at least gets them out of 
  the picture for a while) is easier said than done. These are 
  powerful free spirits who have become extremely crafty 
  
  >> SHADOWRUN <<
  << TEN TERRORISTS    22
  and knowledgeable in the ways of metahumanity. This is 
  a case of the Corporate Court having created, piecemeal, 
  its worst enemy.
  MKONO WA DAMU SOLDIER 
  (HUMAN, PROFESSIONAL RATING 3)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  4
  5
  4 (5)
  3
  4
  2
  4
  4
  4
  Condition Monitor
  10
  Armor
  12
  Limits
  Physical 5, Mental 4, Social 6
  Physical Initiative
  9 + 2D6
  Skills
  Armorer 3, Automatics 4, Demolitions 5, Etiquette 
  5, Gymnastics 4, Negotiation 3, Perception 4, 
  Running 3, Sneaking 4, Survival 5, Throwing 
  Weapons 4, Unarmed Combat 4
  Knowledge Skills
  Africa 6, Corporate Politics 5, Marketing 4, 
  Smugglers 4, Spirits 5
  Qualities
  First Impression, Natural Athlete, Prejudiced 
  (corporate citizens, radical)
  Augmentations
  Wired reflexes 1
  Gear
  Armor jacket [12], Renraku Sensei [Device Rating 
  3]
  Weapons
  AK-97 [Assault Rifle, Acc 5, DV 10P, AP –2, SA/
  BF/FA, RC —, 38 (c), w/ regular ammo]
  High explosive grenade [Grenade, DV 16P, AP –2, 
  Blast –2/m]
  JOB OFFER
  I represent parties seeking to hire resourceful independent 
  contractors. My employers have been informed that a shaman 
  allied to the Mkono wa Damu terrorist network knows the 
  True Name of a powerful Mount Kilimanjaro free spirit. My 
  employer is looking for contractors interested in breaching 
  the cell’s defenses to extract the True Name from the shaman. 
  Please let me know if you are interested. Teams with strong 
  magical assets at their disposal are recommended.
  Mr. Johnson
  
SOURCE: textdata/thevault/Shadowrun [multi]/5th Edition/Shadowrun 5e - 10 Terrorists.pdf