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Guns and ammo cost nuyen. Mastering martial arts takes time. And learning how to use explosives without blowing yourself up takes patience and a steady hand. These weapons and more are out there, waiting for you. You have the chance to use them to become deadlier, faster, more dangerous than the next guy—and more dangerous than you were yesterday. You’ll have to pay the price to get what you want, but this is the Sixth World. Don’t you always?
RUN & GUN is the core combat rulebook for Shadowrun, Fifth Edition, containing more weapons, more armor, more modifications, and more game options such as martial arts and unit tactics. Explosives, survival gear, specialized techniques—they’re all here! Break the book open and prepare to raise your game!
F I F T H E D I T I O N
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TABLE OF CONTENTSCATSPAW 6
FIGHT FOR YOUR LIFE 10WHAT YOU DON’T KNOW KILLS YOU 11
Sensei’s Thoughts On: Fighting 12On Weapons 13On Armor and Protection 14On Tactics and teamwork 15On Manhandling and Skullcracking 15On Things That Go Boom 16On ‘Sneaky Bastards’ 16Final Thoughts 17
Warfare Gone Digital 90REALITIES OF TACTICAL TEAMWORK 91
Building the Team 91Team Types 91Know Your Role 92
Small Unit Tactics: Basics 94Mission 94Operations 94Maneuver Considerations 95Offense and Defense 95
“By the Book” 96The Military 96Law Enforcement and Security 97Shadowrunners 97Criminals and Gangs 97
APPLYING THE LESSONS 98Combat Teamwork 98
Combat Maneuver Tests 98Combat Maneuvers 99
Bounding Overwatch 99Counter Peal 99Crossfire 100Diamond Formation 100Dog Pile 100Dynamic Entry, standard 100Dynamic Entry, “Chuck and Charge” 100Fire Shield 100Marching Fire 101Slicing the Pie 102Traveling Overwatch 102
THE TOOLS OF THE TRADE 103Personal Integrated Tactical Network 104
KILLSHOTS AND MORE 106PUTTING THE HURT ON 107
Options for Deadlier or Less Lethal Combat 107RG1: No Action Phase Attack Limit 107RG2: Target Size Modifiers 108RG3: Movement Penalties by Speed 108RG4: Alternate Initiative 108RG5: Putting Bullets Around Armor 109RG6: Damage for No Defense 110
More Called Shots 110Ammo-Specific Called Shots 111Blast out of Hand 111Break Weapon 111Dirty Trick 111Disarm 111Entanglement 111Feint 111Knock Down 112Pin 112Reversal 112Shake Up 112Splitting Damage 112Specific Target 112Trick Shot 112
Ammo Whammy! 115Bellringer 116Bulls-Eye Double-Tap/Burst 116Down the Gullet 116Extreme Intimidation! 116Finger Popper 116Flame On! 116Flash Blind 116Here’s Muck in Your Eye! 116Hit ‘em Where It Counts 116Light ’em Up 116More Muck, Better Duck! 117Nasty Finger Prick 117On Pins and Needles 117Ricochet Shot 117Shake, Rattle, and BOOM! 117Shake, Rattle, and Pop! 117Shredded Flesh 117Spinner 117Tag! 117That Hit the Spot! 117Through and Through … and Into 117Troll Finger Popper 118Up the Ante 118Warning Shot 118
Interrupt Actions 124Block 124Counterstrike 124Dive for Cover 124Dodge 124Full Defense 124Parry 124Reversal 124Right Back At Ya! 124Run for Your Life/Dive on the Grenade 125Sacrifice Throw 125Riposte 125Protecting the Principle 125Shadow Block 125
Acrobatic Defender 127Agile Defender 127Brand Loyalty 127One Trick Pony 127Perceptive Defender 127Sharpshooter 127Too Pretty to Hit 127
Negative Quality 127Combat Junkie 127
MARTIAL ARTS 128Martial Art styles 128
It’s All About How and Where You Hit 12852 Blocks 128Aikido 128Arnis De Mano 128Bartitsu 128Boxing (Brawler Style) 129Boxing (Classic Style) 129Boxing (Swarmer Style) 129Capoeira 129Carromeleg 129Chakram Fighting 129Drunken Boxing 130Fiore dei Liberi (Two Weapon Sword Fighting) 130Firefight 130Gun Kata 130Jeet Kune Do 130Jogo Du Pau 130Jujitsu 131Karate 131Kenjutsu 131Knight Errant Tactical 132Krav Maga 132Kunst des Fechtens (Longsword Fighting) 132Kyujutsu 132La Verdadera Destreza (Rapier Fighting) 132Lone Star Tactical 132Muay Thai 133Ninjutsu 133Okichitaw 133Parkour 133
Homemade Versus Commercial Grade 175Explosions and Background Count 177Time Frame for Building Charges 178
RULES FOR TAKING DOWN BUILDINGS 180Step 1: Identify Amount of Explosives Needed 180Step 2: Make the DemolItions Tests 182Step 3: Planting the Explosives and Detonating 183
RULES FOR EXPLOSIVES AND VEHICLES 185Car Bombs for Property Damage 185Car Bombs as Tools for Assassins 187Disabling Vehicles 189Erasing Explosive Fingerprints 189Using Explosives with Drones 189
RULES FOR BREACHING/CUTTING 191Breaching Charges 191Cutting Charges 192
RUN & GUN CREDITSWriting: Raymond Croteau, Jason M. Hardy, John
Helfers, Robyn “Rat” King, Adam Large, Scott Schletz, R.J. Thomas, Michael Wich, Thomas Willoughby
Additional Contributions: David Ellenberger, Steven “Bull” Ratkovich
Editing: Kevin Killiany, Philip A. Lee, Andrea Rebholz
Art Direction: Brent Evans
Cover Art: Victor Manuel Leza Moreno
Cover Layout: Matt Heerdt
Iconography: Nigel Sade
Interior Art: Nate Abell, Marius Andrei, Piotr Arendzikowski, Gordon Bennetto, Echo Chernik, Victor Perez Corbella, Phil Hilliker, David Hovey, Ian King, Ben McSweeney, Victor Manuel Leza Moreno, Mark Poole, Rob Ruffolo, Andreas “AAS” Schroth
Interior Layout: Matt “Wrath” Heerdt
Shadowrun Line Developer: Jason M. Hardy
Playtesting: Dylan Avery, Aaron Brosman, Stephen Brown, Kurt Fryzek, Jeff McLane, William Murray, Anthony Presbitero, John Rogers, Scott Schletz, Charles “Nick” Zaffery
Proofreading: Raymond Croteau, Lars Wagner Hansen, Mason Hart, Adam Large, Scott Schletz, R.J. Thomas
SPECIAL DEDICATIONIn memory of Steven A. Tinner (GM to the Stars), who certainly would have been able to use the gear and tactics in this book to make life for his players even harder.