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Review – Run & Gun (Shadowrun)

9 May, 2014

Shadowrun: Run and Gun provides tools and tricks for the working shadowrunner.  Do you need this book?  Unless you are running a very combat oriented game, probably not, but it sure has a lot of fun toys and options in it.  The rule options can be extremely detailed and are not going to be needed for most games and styles of play, but they are an interesting reference and provide interesting ideas and adventure seeds.  As a GM, I would definitely put this book on the list of things to have to scare players with.

Shadowrun: Run and Gun, is the first major sourcebook for the 5th edition of Shadowrun providing more toys for the players (and GMs), not just guns but armor, explosives, tactics, martial arts and hazardous environments all get explored in this book.  There should be something for just about everyone (but especially the GM).

The book begins with one of the ubiquitous fiction sections, then a (in game world) discussion on weapons followed by the weapons themselves, this section is call Arsenal naturally, everything from chainsaws to flamethrowers, crossbows to lasers, something for everyone.  Additionally there are rules for customization of weapon and new things to customize them with.  Overall, a good expansion of the available options for weaponry including more nonlethal choices.

Followed by a section on Armor & Protection, to keep you from being killed by all the new weapons . . .  Much of it is armored fashion which provides some interesting insight into the Shadowrun world with some in game world discussion on how best to use armor and style to your best advantage.  Also included are various forms of unusual environment protection (including space suits) and new options for armor.  Again, a nice broadening of options.

Next, there is Tactics & Tools, which discussion the place of combat tactics with a basic overview of small unit tactics, how various groups apply them and some rules to give mechanical advantages to those groups that follow trained tactics.  Additionally some gear to enhance tactical options, including tactical communications networks is provided.  Killshots & More provides options to adjust the combat rules for greater or lesser lethality, expanding rules for called shots and combat actions and new qualities.  Rule for martial art styles are provided which in turn allow access to additional types of combat actions and other coolness.

Staying Alive is all about environmental hazards and how to survive them (or not) from extreme heat to bone chilling cold, radiation to vacuum with appropriate new qualities to help runners do one or the other.  Then, Blow Up Good provides advanced demolition rules for blowing up everything from people to building as well as rules for making your own explosives (don’t glitch!).

It ends as it began with another fiction piece and then tables, lots of them, covering everything from the earlier chapters and the core book as well.  All of the weapons!  And a handy cheat sheet for the new combat options.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

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