Review: Run and Gun Part 7

Natural Hazards and Demolitions

Let me be clear. I’m not going to read through the last 60 pages of this book for you. Sorry.

I half-skimmed the Natural hazards section to inform you of two things: Bad stuff happens in extreme environments. And there are some cool fluff sections expanding stuff in each hazardous environment. So, the underwater section shows sealabs, the space section shows space stations and etc.

Demolitions has always been a special beast. I have no desire to dive into the serious crunch of it all, but the basic gist I’ve gotten from my skim is SR5’s demolitions are supposed to be risky and powerful. Naturally, the rules get fairly involved as demolitions is rather complicated in the real world.

A skim of the rules reveals some interesting sections and factoids.

It takes at least 960P boxes of damage to bring down an arcology with more than 26 floors. A Truck, by contrast, takes 26P boxes.

Explosion DVs over 35 cause background count. For every additional 20 boxes of DV over 35, the count increases by 1. So, our arcology-busting 960P bomb would leave 47 points of background count, effectively ending magic for a bit less than 2km. Granted, to exceed 3 you’d have to include some kind of awful WMD-type stuff, but let’s be honest. If you can assemble and plant that kind of bomb you don’t have any scruples about getting and using such things.

There are rules for blowing up buildings, cars, assassinating people car bombs, pretending your bombs are someone else’s bombs, breaching/Cutting, making your own, and a few new qualities.

The bottom line is that demolitions is a complex mess. If it works for you, great. If not, ignore it.

End notes

By far my favorite section in Arsenal was the drugs/chemistry section. R&G doesn’t even mention these subjects which is kind of a bummer for me. Vicar, too, as his drug-dealing habit takes quite the hit without extra gear.

Still, it’s hard to complain with so many significant improvements.

Other things missing:

  • Alternative ammo for grenades/missiles/rockets/mortars
  • Manatech/security gear
  • Especially Magemask and magecuffs.
  • More non-weapon gear.

Overall I can see why this book so long to release. They’ve done a staggering amount of research on many things and I can’t imagine making it seem as balanced as it does was all that easy.

There are some funky bits, but overall the quality control is very good. Where the core SR5 book often lapsed into ambiguity, R&G mostly avoided that pitfall. Even with the stuff I wanted to find in it absent it feels like it accomplished everything it set out to do.

This is a fine supplement. Well worth your money and mine.

If you’re looking to spice up a SR game this book will provide you with a first-class buffet of new choices. From the player perspective, It definitely borders on overwhelming. From the GM perspective, I suspect you can hear my laugher from here.

Catalyst did a damn good job with it. Thanks for reading.

Review: Run and Gun Part 6

Advanced Combat Rules

Kind of scary we’re only now getting to the real meat of this review, isn’t it? The “Killshots and more” section is probably the best part of the whole damn book. It’s a pile of new combat options, mostly in the form of actions. Some of these are  called shots, some require martial arts training, and some are just specialized variations on existing actions.

The first section is six optional rules for more or less lethal combat. Two of the six optional rules are massive changes in game balance. The first of these, RG1, allows multiple simple-action attacks per initiative pass. While they recommend to keep a close eye on progressive recoil, it’s not really enough to change how much more powerful ranged combat is than melee.

The other unbalancing option is RG4, which removes Initiative passes and has the person with the highest initiative go first. So, rather than everyone getting a turn before anyone goes a second time, the high-initiative characters get to go until they’re on the same level as the low init ones.

And heaven help you if you’ve got a decent drone rigger.

I strongly dislike this option, but I guess if you want to be eventually killed by someone with better initiative without the option to defend yourself, that’s your business.

One aspect of this rule I do like is how it makes the interrupt actions more dangerous. But even that isn’t enough to compensate for the downsides.

The other 4 options are much more mild. RG2 adds a size modifier based on body+strength, which is fine if you want the extra paperwork. Though it leads to some weird oddities  where a slightly above average dwarf is easier to hit than an average sized human despite the latter having two feet on the former.

There’s a progressive movement speed penalty option (RG3) where the further you go the more penalties stack up.

RG5 is interesting. It takes armor away from damage resistance tests and applies it as a negative dice pool modifier to attack tests. Not sure how I feel about it, but the concept is at least more original than the others.

And RG6 adds a bonus to damage for when you’ve lowered someone’s defense test dice under zero. Perfect for that flechette round fully-automatic shotgun. Go ahead and start laughing.

Just don’t get caught surprised.

Acres of Called Shots

New actions start by piling on a heaping load of optional called shots. Oh my, so many. These come in more or less three varieties: Ammo-specific, Martial-art-trained, location. and general use.

One of my personal favorite location options is kneecapping. It does almost no damage (Up to 1 box), takes a massive -8 modifier to the hit, and kind of crippled. They get stunned, knocked down, have their move-speed halved, and are unable to make complex actions for a number of combat turns.

My old Ork Bouncer, Big Caper, would have loved this shit.

Naturally, there are also rules for shooting someone’s junk. It’s real bad all around.

Next comes the ammo-specific options. These can be things like shooting someone in the temples with a gel round to stun them (-10 initiative!) or shooting a capsule round in someone’s open mouth to improve the power of the toxin (get a ballistic mask!).

Another hiccup in editing includes a called shot for an ammo-type which didn’t make it into Run and Gun. If you had Hi-C rounds (or gyrojet rounds which are in the book), you could perform a ricochet shot. Which would be pretty sweet if they bothered putting the suckers in the book, especially as they’re the plastic rounds designed to go through MAD scanners.

There are so many tricky options here it makes me almost giggle. Maybe the best of them is “Through and through… and into” which has one shoot a little bullet through one person so it doesn’t harm them to mess with the jagoff using someone as a human shield. Not using armor piercing rounds? Don’t apply.

MOAR ACTIONS!

Next up is 8 pages of new actions available to anyone with the right gun, martial art skills, or will to live. There are a few major kinds of actions worth noting.

First might be grouped as, “empowered automatic fire.” Basically all the multiple-shot actions (Burst first, Long burst, fully automatic), except to improve their damage instead of making them harder to dodge.

Next is fancy melee moves, from grabbing an enemy’s hand to negate their reach and get superior positioning for a more serious grapple to reversals and finishing moves. Some of these require spending a point of edge to do them at all.

Modified suppressive fire which makes it harder to dodge at the expense of area of effect.

Even playing possum, which is awesome.

There are also preemptive versions of the three single-action defense tests which allow you to use your melee weapon, unarmed. or gymnastics skill for an entire combat turn instead of just a single action. They must be declared on your turn.

As well as some new interrupt actions which allow one to counter strke, dive for cover, throw back grenades, throw yourself on a grenade, and a few other interesting choices.

One favorite of mine is, “Protect the principle” which lets a defense-heavy character take a hit for someone else. They lose 5 from their initiative score and spend a point of edge to actively take a hit. They get no defense test, only a damage resistance test.

They also add new edge options. Such as using a martial arts technique one hasn’t learned, remove up to 4 points of called shot penalty, spend a point of edge for another player to dodge, get a defense test on an attack they’re unaware of, or find some lucky/unexpected cover.

Qualities

There are seven new positive qualities. Four of them let you substitute willpower for Agility, Charisma, Gymnastics, or perception during full defense.

The best name of anything in the book is the Charisma full defense option titled simply, “Too pretty to hit.”

The other three are also pretty cool. One gives you a bonus for brand loyalty with a product line or a specific device and a penalty for similar devices from different manufacturers. A second lets you perform a martial arts technique without learning it’s martial art. And the last gives you a bonus to called-shots for a penalty to less precise shooting.

Only one negative quality, though. Combat Junkie. Whenever you’re in a situation and you want to not assault people, you’ve got to roll a Composure(4) test to do so. Great for parties of people you don’t like.

The only thing I don’t like about this section is how changes to how the Tailored Pheromones mean Vicar can’t get the same benefit from Too Pretty To Hit as he can from Agile Defense.

 Martial Arts

Shadowrun’s martial art rules have always been a bit awkward and occasionally overpowered. R&G has, I think, fixed this. There are 42 martial art styles to choose from each with 6 technique choices. You buy a style for 7 karma over a month and it comes with a technique. Each additional technique costs 5 karma and takes two weeks to learn.

Most of the techniques either let you lower a called shot penalty, a bonus on one kind of test, use one of the new action choices, or reduce another penalty. The max penalty reduction is 2 and the max bonus is +2 which clears up some of SR4’s awkward bonus stacking.

There are some rough edges though. The technique most of interest to Vicar is called, “Close quarters firearms” and it reduces the ranged combat attacker in melee penalty by one. You have to pick one skill for it to apply to. Vicar is a Longarms(Shotgun) man and all the martial arts which grant close quarter firearms specify a skill at either pistols or archery. If, as I assume, this is intended to mean those martial arts don’t teach being a guy who doesn’t care about wading into melee combat with a shotgun for some inexplicable reason, the only way for him to get this technique is to take the One Trick Pony quality for 2-3x the cost in karma.

Sad. Shotgun. Panda.

Still, even with the kinks it’s a big improvement on SR4 where some of the techniques were so powerful they would almost singlehandedly beat people not using them (Ex. Two-weapon defense).

There’s one last page in this overall section which describes how to heal/fix all the horrible things R&G allows you to do to people/gear. Pretty straightforward.

Check out part 7: Here

Review: Run and Gun Part 5

Tactics

Aside from having some of the better fluff in the book, this section adds a new skill, details on how to think tactically in Shadowrun 5, and  a pile of maneuvers which allow a savvy team take advantage of a situation with superior coordination.

Pretty cool, right? Agreed. Now, right off the bat I’ve got a problem with this section. They added a new skill: Small Unit Tactics. SUT is all about knowing how to train and coordinate a group of people to greatest effect in certain situations. It lets you perform special teamwork maneuvers.

All well and good. Vicar, though, has a problem with it. They don’t define what kind of knowledge skill it is. Vicar, being a former gutterpunk, is uneducated. SUT seems like it should be a professional skill, but you add intuition to it the way you do for street and interest knowledge skills.  Which means he may or may not have to pay 2x the karma to raise it depending on GM-whim, as per the uneducated quality (Pg 87, SR5).

The fluff provides a solid overview of how tactics developed in SR. Here are a few important tips:

  1. Geek the Mage. Does someone look magic? Shoot them first.
  2. Geek the Decker/Technomancer/Rigger. Does someone have an obvious cyberdeck or Rigger Command Console? Shoot them next. Hope for the best with technomancers.
  3. Have a plan and backup plans, focusing on exploiting enemy weaknesses.
  4. Be willing to change plans when they become unworkable.
  5. Be willing to retreat or give up if it’s called for.
  6. Don’t fight chaos with chaos. Going rambo or berserker will usually only leave you exposed and an easy target.
  7. Coordinate and don’t lose coordination.

I won’t spoil the maneuvers beyond stating they’re a little ambiguous. Cool idea, it could probably have been edited better. The execution is still sweet.

 Tools of the Trade

There are a few neat options added in this section. Definitely a few worth picking up. My favorites include the Paint Grenade to vex those aspiring to invisibility, an armored bodybag called a “Personal extraction device for those grumpy new employees, and industrial lubricant when you remember how awesome D&D’s grease spell is.

Which, really, should be all the time.

In addition, the new rules for tacsofts are way clearer and way cooler. And, of course, well out of the budget of all but the most wealthy shadowrunners. Costs range from half a mil to  one and a quarter. Nasty business. SR5’s are called Personal Integrated Tactical Network or “PI-Tacs” and they’re both a bit more complicated and a bit more straightforward to use.

All three levels provide locations of all team members, combining all team sensors, team biomonitor, status on all weapons, and a bonus to perception tests. Better PI-Tac systems let one coordinate faster while also providing a bonus on specific skills and enhancing bonuses.

Check out part 6: Here

Review: Run and Gun Part 4

Armor and Accessories

Gear wise, the armor section is probably the best in the book. It introduces both high-class wear which improve your social limits and rolls and some stackable armor. Mysteriously, this latter class doesn’t include form-fitting armor, once every runner’s best friend.

They’ve added a plethora of new qualities for armor, the net effect being a large endorsement to getting your clothes tailored.

Some highlights: The mortimer of London coat-line has many wonderful qualities. When tailored to you properly, they stack as armor. They increase your social limit. And they’re even better than the lined coat at both armor and for concealing stuff. Their only weakness is people will look at you like you’ve got stuff worth stealing.

There’s also the nightshade/moonsilver gown/suit line, which glows. Because sometimes you need to be the light of a party. Oh god, I did actually just type that. Plus side? You’re still armored.

The new, oddly legal, form fitting body armor is called Second Skin. 12k with nigh-invisible ruthenium polymer coating, which lets you change how it appears or attempt to cloak you. Unlike the form fitting, this stuff stacks.

And then we get to security/Hardened Mil-spec battle armor. This is the stuff you don’t want to see on the other side of a fight. “Civilian” armor caps off around 12 rating points. This stuff starts at 15 and goes to 20, 23 with helmet.

The Mil-spec armor is both more and less terrifying than it’s SR4 counterparts. On one hand, it now provides hardened armor as per the critter power. If you’ve never looked it up on page 397 of SR5, do so. Hardened armor means never having to say you’re sorry. At best, light Mil-spec armor doesn’t take damage from a modified damage value of less than 15.

So if you’ve been as charmed by the Onotari JP-K50 sniper rifle as I have and your target is wearing a helmet as well, you need 3 net successes for it to even try to hurt the sucker. It gets worse. Before even rolling the damage resistance test, hardened armor grants it 8 automatic hits for resistance. So your badass 15-DV shot is reduced to 7 before your target rolls.

There are two upsides to this: The armor is so bulky that running from it is relatively easy and they no-longer have the option for the mil-spec armor enhancements which let you do things like exceed the augmented maximum for strength because powered armors are awesome and it’s not your muscles doing the lifting. There are, in fact, no special enhancements for this armor. So while they’re damn hard to kill, they’re not as much on offense as the SR4 versions could be.

There are plenty of more obscure armor types, each providing some bonus/penalty in addition to its armor. For example, chainmail lowers your social limit for dealing with non-gangers and raises it with gangers. I guess it’s out this season.

A personal favorite of mine is the Ballistic Mask because it covers your face while having all the strengths of a helmet. Sure, you look like an extra from Army of Two, but it’s a small price to pay in a world of facial recognition software.

There are also the usual slew of environmentally-appropriate armors including an, “I can’t believe it’s not a stillsuit” for deserts.The vice must flow! Honestly, I mostly skipped over these and the rules for the environments they go with. I mean, I’m currently playing a game in Boston. Not much need to retain all my moisture or survive sub-stupid temperatures in Boston.

Armor Modifications

So, I was pretty hard on the weapon modification options. IMO, the armor mod section more than makes up for it. They’ve got a variety of options with some really fun ones such as Fresnel Fabric which reduces wireless signal noise at the expense of forcing you to wave your arms around like some human bunny-ear antenna.

There’s also Pulse Weave, which is like a flash-pack/rave on your clothing. Which is, obviously, awesome. And shock weave, which is like a shock-glove you can block attacks with to taze your enemies. Because you should be tired of wannabe kung-fu masters need to be tazed. Ho ho ho.

Last, there’s a sweet table on pg 87 that lets you see all the capacity of all the things you might want installed into armor from both R&G and SR5. Handy, even without availability or cost.

The bottom line is the armor mods are pretty much complete. Keeps you safe, vexes your enemies, does so with style. Aw, yeah.

Check out part 5: Here

Review: Run and Gun Part 3

Weapon Modifications

The modifications already in R&G are all pretty much well and good. They’ve simplified the modification options from SR4 quite a bit and, while I loathe to admit it, this is probably a good thing. There are, however, quite a few things from previous editions SR5 really could use. Disclaimer: R&G is already a hefty 213 pages. I can understand why space concerns would have them limit how many options are included.

Here are my suggestions:

  1. Skinlink.
    1. Skinlink was a special device in SR4 which let you connect gear such as a smart-linked weapon to your PAN without sending a wireless signal.OK, yes. I know SR5 is trying to make hackable gear a serious risk. But let’s be honest: That’s no reason to do away with Skinlink. We aren’t bound by what works with physics here.
    2. Instead, we can say hackers figured out how to interfere with skinlink signals wirelessly, allowing even them to be hacked. Last-gen skinlinks, presumed unhackable, weren’t encrypted. So a new generation was released which provide additional noise (+1 or +2) to anyone trying to hack them.
    3. BAM. Now Skinlink is both a valuable defense without making someone immune to hacking.
  2. Additional/Extended Clips
    1. Additional Clips jury rig a gun to accept two clips at once. They can be switched between with a free action with a smartgun or a simple action otherwise.
    2. Extended clip comes with two options:
      1. Increase the size of the clip by 25%
      2. SMGs and assault rifles can get a 50 or 100 round drum-loading mechanism. Naturally, this makes a weapon much easier to spot.
  3. Firing Selection change
    1. A delightful option to change weapons with standard loading mechanisms/ammo so they have the option of firing more. It comes in two flavors. A large modification converts a Single Shot or Semi-Automatic weapon into a Burst Fire or Full-Auto weapon. A small modification covers all other possibilities(SS-> SA, BF ->FA).
  4. Easy Breakdown
    1. Modifies a weapon to break down into small enough pieces to be easily hidden. The regular modification takes 3 complex actions to assemble/broken down and a powered version reduces that to 2 complex actions.
  5. Ceramic/Plasteel Components
    1. MAD scanners got you down? Replace your gun’s parts with stuff that doesn’t show up on them! This is super expensive, but can be worth it.
  6. Custom Look
    1. Make your weapon look stupidly elaborate so you can intimidate and push your rep on unsuspecting fools. Comes in a +1 and +2 version.
    2. Showing off with custom weapons is a sure way to raise your public awareness.
  7. Electronic Firing
    1. Most of a weapon’s moving parts are removed and an electrical charge fires the bullets. It provides 1 point of recoil compensation and a -1 dice pool mod for hearing the shots.
  8. Barrel Extension/Reduction
    1. Extend a barrel to increase range by 10% and concealability by 1.
    2. Cut down a barrel to reduce range by 20% and concealability by 1. Sawed-off shotguns cannot use narrow spread.
  9. Trigger Removal
    1. Make all firing happen by wireless command instead of by pulling the trigger.
  10. Melee Hardening
    1. Reinforce your guns so you can beat people with them and not break or accidentally fire them! What’s not to love?
  11. Personalized grip
    1. Admittedly, this option might go against the focus on adding wireless risk to SR5 options and therefore might be too much power for not any additional risk.
    2. In SR4 it added 1 point of Recoil Compensation to ranged weapons or 1 extra die to melee weapons for the person it was customized to.
  12. Ultrasound Sight
    1. Reduce lighting penalties by 1 step

Another weakness to this section is the recoil compensation compatibility chart which reads like a godless mess. The bullet points in Arsenal were much clearer.

Here’s how modification works: You can install a single accessory or modification into one of six slots: Top, barrel, underbarrel, stock, internal, and on the side. Few modifications actually take up the stock or internal slots, so your chances of running into overlap is relatively low.

For some reason, the table with the cost of each weapon accessory/mod doesn’t include what slot(s) they can be used in. Which is a bit annoying when trying to figure out what all you can put on a single weapon. The quick-reference table in the back of the book, normally quite good, doesn’t correct this despite apparently having enough space to do so.

Ammo

The ammo section is also light relative to earlier books. Where both the cannon companion and arsenal had expansive sections on all kinds of ammo with special sections for shotguns, grenades, rockets/missiles, mines, and mortars.

They add five very useful bullet types here. Better explosive rounds, rounds designed to hurt unarmored people but not equipment, flare rounds, rounds with RFID trackers in them, and rounds designed to dose someone with a toxin or drug.

Of these, I’d say Tracker rounds are probably the most uniquely useful. They can embed themselves in armor if all damage is resisted, making them useful even if you fire them from a holdout-pistol.

There you have it, the complete weapons and ammo section. As you can see there are lots of good options for mischief.

Check out part 4: Here

Run And Gun Review

So, I went a teensy-bit overboard writing up an extensive review of the new SR5 book, Run and Gun. Think of it like a Wal-mart, if it were managed by sociopaths and claymore-wielding serial killers.

Yes, it’s good. Not perfect, but one endures. This sucker clocks in at over 5,000 words.

Enjoy.

-S

Review: Run and Gun Part 2

Weapons

I found this to be one of the weaker sections. There are a lot of cool toys here, but most aren’t anything to write home about.

The melee options are extremely strong, bordering on, “Everything here is better than the core book.” There are a few tradeoffs, but more or less in favor of R&G. Later in the book it implies a weapon called a, “sword breaker dagger” is supposed to exist, but it doesn’t seem to.

If you don’t like your enemies, the exotic ranged weapons section has your name on it. Two items specifically inspire maniacal laughter: The Boom Bola and Monofilament Bola. Boom Bolas are two grenades tied together. If you succeed in hitting your target, they get to take the awful amount of damage from multiple explosions and being at ground zero.

Laugh with me, Jocko. Laugh with me!

The Monofilament Bola is, obviously, awesome. But it suffers from some weird layout thing where they put the stats for the standard bola on one line then the monofilament bola on another and then duplicate the stats for the standard bola on one side of a slash. It continues to explain in the text you’re only supposed to look at the bit on the right of the slash. Weird choice.

Speaking of odd editing choices, there’s a bit of inconsistency with how recoil compensation is displayed. In SR5, they created a convention where recoil compensation was listed as a positive number. If some accessory which needed activated such as a fold-out stock or gas-vent system needed activated they put parentheses around it. Here’s where things get strange: Starting at shotguns and running until the end of machine guns they list it as a negative number when it’s clearly supposed to improve one’s ability to control recoil.

My gaming group got pumped over the inclusion of a weapon we’d made up under a different name. Our Tazeooka has become “shock net” ammo for the netgun. It’s a net and a taser. IE: Awesome. Expensive, but totally worthwhile if you need someone taken down.

Tasers and pistols are standard fare. Of note is the Shiawase Arms Puzzler. A light pistol which breaks down into apparently harmless pieces for when you need to sneak something past security. Even if the Remington Roomsweeper is better than SR3/4’s Hatamoto 2, I’m sad the little shotgun-pistol wasn’t included. It was an old favorite of mine.

SMGs include an update of the old-standby for packing heat during interviews, the Executive Protector (A SMG hidden inside a briefcase). Ares, masters of PR, have renamed it the “Executioner.” Real subtle, guys.

One complaint I do have is the Ares HVAR, previously one of the scarier weapons in Shadowrun 4, is just a fully-automatic assault rifle. Still a bad day at the office, of course. But quite a bit better to be shot at with.

Mind you, if you’re new to shadowrun 5 that doesn’t really matter. It’s still a neat weapon.

Sniper rifles add another burst fire rifle, marginally better in some ways than the Cavalier Arms Crockett EBR but more expensive. The Onotari JP-K50 also sports a better backstory as the sniper rifle Lofwyr gave to mercs to help him kill his brother Alamais circa Stormfront.

There are two fully-automatic shotguns: The Auto-assault 16 and Mossberg AM-CMDT. The former has a larger drum magazine and does more damage, but lacks Smartlink built in and is more expensive. The AM-CMDT can only really fire one Full-auto burst before reloading, but could be useful if you’ve got geckogrip or a sling. You draw it, unload into a guy, and reload when you’re clear.

3 new machineguns are introduced, the most fun of which is the Vindicator Mini-gun. Sure, it’s not as powerful as other weapons, but it’s got an optional 200 round belt option allowing you to suppressive fire 10 times before giving a fuck about ammo. And it’s got a built in smartgun system and superior armor-penetration. Seriously, what’s not to like? This isn’t quite so much about damage as it is about controlling a battlefield.

If you’re into heavier weapons, I rather enjoy the Mitsubishi Yakusoku MRL. Which lets you fire two missiles/rockets at once, avoiding the need to split your dice pool by aiming the rocket while having the missile target itself. Just be sure whatever you’re shooting at is worth the money you could have been spending on hookers and blow.

R&G also adds laser weapons and a new flamethrower to SR5. I tend to ignore laser weapons despite how awesome they are, but the flamethrower rules include allowing you to use the flamethrower for suppressive fire.

In case you’re unsure, I’m a big fan of anything that forces my enemies not to think about shooting at me.

Check out part 3: Here

Review: Run and Gun Part 1

They finally released Run and Gun, first of the Shadowrun 5 core supplements. This is wonderful news for those of us who are waiting for the kinks in SR5 to be ironed out.

Sadly, R&G tackles the more-clearly defined area of combat rather than the murkier waters of magic, the matrix, and the doomed reaches of Rigger-land.

What it does, though, is expand combat with tremendous style. Let’s take a close look. And I mean close. This beast topped out over 5,000 words.

Overview

If you’re looking for a new pile of options for SR5, buy Run and Gun. I know it’s a bit gauche to put the bottom line at the top, but we’re going to be here awhile. This is your chance to get out quickly before I pick this bird apart.

Some background on myself and the book: My name is Steve and I’ve been playing Shadowrun since 2002. I started out as a GM, stopped playing after high school, and have *finally* found a stable group that lets me swap out GMing/playing duties in a manner I like. Which is the SR GM holy grail.

Run and Gun is the first major supplement for SR5. As you might infer, it’s about being able to shoot at people in new and more interesting ways. There are new guns, new armor, new ways to customize both, a few new qualities, a whole slew of new/modified actions, revamped martial arts, and 30 godforsaken pages worth of demolitions rules.

It looks good, and the rules seem good. There are too many new options to be sure how it impacts game balance, but my first read through didn’t find anything standing out as too unbalancing. In short, it’s an excellent pile of more ways to be awesome.

R&G is a dense read with lots of new additions to SR5. Part of what this means is I can’t really be sure my first impressions on how rules and the like are going to work out in actual play. Just because something strikes me as awkward or bad doesn’t mean it is so. Your mileage may vary.

There is one other disclaimer we need to get to before proceeding. I’ve been playing shadowrun for 3 editions now. Many of the things I don’t like about R&G are differences between previous editions and SR5. Feel free not to care about these. Another set of gripes comes from things which are awkward or annoying for my current character: Vicar, the Mercenary/Face/Drug Dealing Dwarf. I’ve included those comments because every player looks at new information with the question, “How does this impact my character?”

In some places I’ve even broken out the old Cannon Companion from SR3 and Arsenal from SR4 for comparison.

Gives a good bit of SR flavor and thinking without taking away from the “crunch”/hard rules. SR2 still wins for this stuff, but I think SR5 does a good job of balancing the two.

One of the strengths of R&G is the sense of humor which pops up. From random digs in the flavortext to a camouflage suit’s wireless bonus of, “Um… you draw in curious hackers?” R&G will bring more than a few chuckles to mind.

Fiction and Examples

There are 2 full stories in R&G and an opening piece for each chapter. Cat’s Paw is a heartwarming (Really!) tale of selling out and betrayal. Good stuff. I wouldn’t lie to you. OK, it’s actually a gritty clusterfuck but if you didn’t like that sort of thing you’d probably be playing some sunnier RPG like Kobolds Ate my Babies.

The second story, Hostile Extraction, actually is a heartwarming tale of a mildly psychotic professional grenade-tossing dwarf adept and his quiet assault-cannon wielding troll. It’s pretty much fantastic. The two of them have staked their rep on being noisy specialists who get the job done as long as you don’t mind extra chunky salsa.

The chapter-starting shorter stories were also mostly fun. Nothing really stand out, but good fun to get you in the mood for the subject matter.

I’m of two minds about the examples. First, with all the new mechanical tweaks there should be more. I’m sympathetic for space requirements and all that. Maybe Catalyist would find it a good idea to release a pdf of examples to show how all the new mechanics play with eachother.

The examples they do have though, are pretty solid and fun to read. The end of the martial arts section is out and out hillarious. It has some mouth breather starting a fight and getting beaten up by the well trained people he wanted to bar-fight with

The demolitions section has more reasonable amounts of examples and they’re a lot more fun. One series of them takes an almost, “good idea/bad idea” format showing the difference between the competent Twitch and the foolish Tic.

Remember: A little skill in demolitions is just enough to get you and everyone you know dead. Or arrested for a long time!

I’m just happy they saved their examples for the detailed-demolitions rules.

Check out part 2: Here