Nothing Is Free Guns and ammo cost nuyen. Mastering martial arts takes time. And learning how to use explosives without blowing yourself up takes patience. Shadowrun: Run & Gun - Nothing Is Free Guns and ammo cost nuyen. Why is the this PDF $5 more than the core rulebook but the physical. shadowrun: run & gun - ronaldweinland.infoevault - run & gun is the core combat rulebook for shadowrun, fifth edition, containing more weapons, more armor.
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[ E-cat] Run & Gun (Combat Corebook) - Ebook download as PDF File . pdf), Text File .txt) or read book online. Vim Recipes A cookbook for the Vim text editor Vim's modal approach to editing can seem confusing Vim Recipes - A cookb. Run & Gun, Shadowrun, and Matrix are registered trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or other countries.
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.
First question is: Do you have the guts to pull the trigger when the time comes? If the answer is yes, then ask yourself the second question: Do you have the knowledge and skills to do it? Do you? The main purpose of this document is to put out enough knowledge so that anyone who reads it can have a fighting chance in the shadows. I cant account for every possibility a runner may face, so consider this a foundation to build on.
Now, Ive worked the shadows for a long time and seen runners come and go. My specialty is team-building and Ive created some interesting ones over the years.
The key is learning from those you run with, both good and bad. How do you think I got my handle? So if you think Im full of it and that you know everything theres to know about combat, by all means stop reading right now, and good luck to you. But ponder this: Most newbies end up with a terminal case of dead within their first year in the biz. To be blunt, they get stupid, arrogant, or overconfident. Some just refuse to recognize a bad situation when they see it. Runners who last the longest arent necessarily the fastest, the strongest, or the ones who have the best gear, or carry the biggest gun.
Its the smart ones who last. The most important thing runners need to cultivate is the grey matter in their skulls. So if youre willing to listen to a former company man and veteran runner, then please, keep going.
Pay attention, think fast, and stay alive.
Defeating your enemy is one thing, crossing the line into wanton brutality, slaughter, and collateral damage is another. Do what you need to win, nothing less, but also nothing more.
Sometimes, victory is about the harm you avoided inicting. No offense, mate, but no wonder this didnt sell. DangerSensei Doesnt make what he says any less true.
Something went horribly wrong and now youre neck-deep in drek. Or you could have decided it was best to pull the trigger first and end the threat before it began. So what now? Combat is a dynamic and fluid situation that can change in an instant, so there are no universal hard-and-fast rules. But if you want to live another day, there are some basic strategies that can keep the odds in your favor.
Fully commit to your combat objective. Whether its assaulting a building, defending against an armed security team, or taking out some beetle-head whos gone psycho on you, dont half-ass your response. Use every weapon, advantage, and trick you know. Combat isnt some honor-duel you see on the trids or sims with rules or codes of conduct. Unless you really are fighting an honor duel, in which case, I hope you enjoy the rest of the eighteenth century if you survive.
In a real fight, there are no rules or honor; someone is trying to seriously injure, maybe kill you. Dont let them. Do whatever is necessary to neutralize the threat. If you can do it with non-lethal means, fine. If your goal requires you to splatter your adversarys brains all over a wall, then do it with zero hesitation.
You can bet your opponent will do the same. Dont worry about fighting fair; worry about staying alive. If you live long enough, you can justify your actions in your memoirs. Like this one. Keep your head. If youre working the shadows, you should be used to fighting and be prepared for it to happen.
A fight is chaotic, but you need to stay in control. Dont panic or rage out. Be mindful of changes in the environment and in what your opponents are doing. Are they trying to set you up for a specific attack?
Are they using the terrain against you, attempting to box you in? Is there an escape route? Is your opponent presenting any opportunities or showing any weaknesses you can exploit? Watch carefully; your opponent will be doing the same. Dont let pride or ego dictate how you fight. Opponents will try to get under your skin and force you into a mistake or control the fights initiative; dont fall for it. Fight on your terms, not theirs. If you cant, recognize that youre in way over your head and get the hell out.
Rep can be repaired and money can be recuperated later. Your life cant. Too often shadowrunners, new ones especially, think that any damage to their rep is the end of their lives and go to extreme lengths to prevent it. Too many have died trying. Such a waste. Fianchetto There comes a point where a rep cant be repaired. And once it gets to that point, jobs dry up. So to some degree, yeah, you want to stay alive rather than look bad, but there are some things you risk death to avoid because if your rep is totally trashed, you might as well be dead anyway.
I cant say this enough. Sometimes the biggest threat isnt the troll with the assault cannon; its the bookish-looking elf girl hes protecting, especially when she whips out a chain lightning spell or summons a nasty spirit. Or maybe that rusty POS delivery van youre tailing is actually a camouflaged urban combat vehicle with armor, a supercharged engine, and hidden machine guns or drones.
Never, ever take anything at face value. Deception and misdirection are at the core of what we do, and its the same with lots of the people we go up against.
Sometimes you cant even trust the ground youre walking on. Last year I was chasing a mark through an abandoned apartment on the north side of the Chicago CZ with some local muscle as backup. We had the bastard dead to rights and were about to secure him when the locals fell through an illusion spell on the oor. The slots fell twenty metersended up impaled on support beams in a sub-basement. It stopped me cold; I didnt know where to walk, and the mark got away.
Took me four months to nd him again. I put a tranq dart in his neck before he could use any of his tricks. Red Anya Tell that to the troll tank with the assault cannon. Haze Also beware the walking arsenal. Im sorry, but I cant believe that anyone who loads themselves up with a metric damn ton of weapons can be very combat effective. And yet, supposed professionals try it all the time. Stone I have several associates who not only try it all the time, but pull it off.
It depends on the weaponry and how its stored on the body. Those who do it well usually use a lot of small weaponssuch as light or hold-out pistols, knives, throwing spikes, and garrotesand they know how to position it on their person for quick access. Make sense? I hope so, because this is something I shouldnt have to explain. Its like an old saying I heard about jazz: If you have to ask for an explanation, you aint never gonna know.
Weapons are like that, too. Some runners see them as nothing more than tools to get a job done, while others see them as sacred extensions of their bodies. Me, I just think theyre cool toys, and I like to play with them whenever possible. Because I like to be prepared for anything, I prefer to have a general knowledge on a wide variety of weaponry.
You never know what youll have to pick up and use in the heat of battle, or what youll have to defend against. Like anyone, I have a few particular favorites.
No matter what Im doing, Ill always have my trusty hand cannon and pig sticker on me. Theyve gotten me through many rough scrapes, so why mess with a good thing? If you like something, care enough about it to be good at using it. A weapon in an untrained hand is worthless, pure and simple. Better to have only one or two weapons youre extremely proficient with rather than several you can barely use at all.
When youre in the middle of a firefight, you cant waste time trying to remember how to use something. Training and developing the muscle memory necessary to make those split-decision moves is, in my opinion, better than any augmentation or skillsoft. Best of both worlds Id say. Chainmaker It still amazes me how many recruits I turn away because they have no clue how to use the weaponry they bring.
They think a fancy, tricked-out weapon makes up for lack of skill. Id rather have a shooter who knows his beat-up, twenty-year old AK inside and out over someone with a decked-out Crockett EBR whos barely red it.
And get very grumpy. But no matter what you carry, its important to have what I call the proper weapon paradigm. Combat doesnt happen at a single range; enemies will come at you from all ranges and angles, so be prepared.
This is why recon and legwork are vital to any run or operation. Knowing your potential battlefield ahead of time helps determine the right mix of weapons and gear needed to get the job done. For example, taking mostly SMGs through an open field where you can be shot down at range by a sniper, or even a competent shooter with an assault rifle, is no good.
Conversely, trying to wield a full-sized machine gun in close-quarters is just as bad. Whenever possible, have at least one weapon that can handle multiple ranges. Thats not an easy thing for an individual, so it works better if an entire team keeps this concept in mind. Whenever I go out to play, I have at least one primary and one backup weapon, along with a melee weapon and a weapon of last resort. My teams load-out usually consists of something like this: 1. Long-range weapon usually a rifle, assault or EBR, but sometimes a long gun; at least one per team, usually a primary weapon 2.
Medium to short-range weapon s SMG, shotgun, or pistol; can also be a primary weapon 3. A weapon of last resort knife, perhaps a taser 6. A good assault rifle has fairly long maximum range, and depending on the specific model can also be used in close combat. And if youre trying to save weight, a machine pistol can stand in for a true SMG while also being able to function as a regular pistol. These are all things to keep in mind when determining load-out.
We may have theoretically limitless ammo, but drain sometimes wallops even the best of us, especially if were slinging a bunch of combat spells. When youre too drained to cast another spell, youll be thankful for that gun or knife on your belt. Winterhawk Fists, feet, elbows, and knees dont run out of ammo either. Dont fall into this trap. For all ones skill and intent to get the other guy before they can get you, thats not always going to happen.
Theres always someone better and faster than you are. And when you meet them, your armor and protection are going to be the only things thatll save your ass so you can haul it to a good medkit or some healing magic.
If you dont have a good set of armor, then go get some now. And dont skimp on it either. It pisses me off when people pay top nuyen for the latest bang-bang but go bargain basement on armor.
IMHO, it should be the other way around. Or at least even. With all the things out there that can kill you; a runner can get by with a decent gun, but not with mediocre armor. Count on the opposition packing as much, if not more, firepower than you are. After all, theyre usually better funded. Its also difcult to know exactly what kind of armor is needed because, like rearms, there is no one kind of armor that does everything.
The best stuff is hard to conceal and attracts all kinds of unwanted attention, while the more subtle and concealable stuff tends to offer less protection. The trick is to know what your armor is going to be used for and even have multiple sets for different uses. My general rule of thumb is to at least wear armor that will protect you from whatever weapon youre carrying at the time, just in case you nd yourself in the situation where someone takes and uses your weapon against you.
Mika Also, know what kind of armor is best for your run or mission. If stealth, speed, or subtlety is required, then a large and bulky suit of mil-spec armor is probably not your best option.
Conversely, if you know youre going into a potential hot combat zone with heavy weapons being deployed, youd better have something more than an armored jacket. Just like with weapons, use something that fits your missions parameters.
Fire, acid, edged weapons, chemical attacks, shock damage; bullets are not the only things out there that will kill you. These are the people who, like the walking arsenal, go overboard with their personal armor and try to turn themselves into walking tanks.
All theyre doing is adding unnecessary weight and limiting their mobility. People like that tend to fall behind and become large, awkward targets. They usually dont last long. Picador you go out.
Training equals familiarity which equals coordination which leads to smooth operations when the shit is flying. No amount of tech or augmentation can equal that. If your group is having trouble bonding, give it a little time. You may just need to get to know one another, to start to appreciate what each person adds to the team my advice, though, is that you dont take any difficult jobs until team chemistry ticks upward.
If you can get to the point where bonds start to form, then greatyoull have what you need, a team full of people ready to fight hard for people they care about.
If you give it a chance and the bonds dont set inwell, time to head to your favorite runner bar and see what other groups out there might be looking for a new teammate. Runners only care for each other as long as it serves their mutual interests, which usually stops the moment the run is over and the cred has been deposited.
What youre spouting leads to vulnerability, something runners cant afford. Rigger X Says the man who likes to sell out teammates for a few extra yen.
Oh and X, after I came into my nice new position here at JackPoint, I found out how a certain other rigger came into possession of some very personal info about my family. Consider yourself on notice. I could go on and on about tactics and teamwork, both because there is a lot to learn and because its so vital to what we do. But Ill avoid diving into minutiae and focus on some of the more important broad concepts of why this matters.
If you want more details, youll just have to download my full book when it comes out. Just like weapons, tactics are only as good as the team who uses them. If the team cant come together, work as a single unit, and follow orders when necessary, then everything else is a waste of time. A teams particular make-up and style usually dictates what tactics will be used and how successful those tactics will be. Some teams are just better at certain types of runs or missions than others.
Whatever the teams style is, groups should play to their strengths and adjust the tactics accordingly. Also, and I cant stress this enough, train together constantly.
The teams that work the best are the ones where each member knows the others skills, weaknesses, habits, and tendencies. Knowing how each team member will react or move in a combat situation is vital. Even if you all hate each others guts off the clock, learn to love each other when its go-time, because you will be holding each others lives in your hands every damn time Once you have the right team, the tactics usually fall into place.
Unless, of course, no one on the team takes the lead or has any clue about tactics. Then you better find someone who does. You may lose a gun or a blade may break, but youll never lose your body.
And if you do, then your fighting days are probably about done anyway. There are people who spend their entire lives tuning their bodies into hand-to-hand combat machines, or they just download those skills from a catalogue. There are more styles and disciplines out there than one could possibly learn in ten lifetimes, but some still try. Adepts are famous for this, but anyone with the time and discipline can master the basics of unarmed combat.
And while its not my specialty I dont have that much patience , I have a tremendous fascination and respect for those who practice these arts. But the sad fact is, most martial arts just arent meant for use in true combat unless its against another martial artist. Ask any Gladio or MMA fighter and theyll tell you the same thing.
The details may vary, but for the most part theyre centered on two things: physically manipulating your opponent and striking, a. These styles are quick, simple, effective, and specifically designed for use in a chaotic combat situation. If you dont have the time to become a martial arts master, make the time to learn some basics, or at the very least know how to throw a good punch or kick for when the time comes.
Otherwise, know how to run away. Theyre the one threat that scares me the most. Most things in combat you can take into account and at least try to protect against, but not the assassin.
If they do their job right, you never see them coming. Sure, theres some gear that might do some good against snipers, but most assassins dont ever come close to engaging in legitimate combat. Theyre the definition of a dirty fighter. Theyll slit your throat while you sleep, rig your commode to explode, or kill you in some whacked-out way I havent even thought of.
The only way Ive figured to prevent becoming an assassins next mark is through due diligence. Operational security, personal security measures, careful reconnaissance, constant vigilance, and a healthy dose of paranoiaall are decent ways of staying alive under any situation.
But with assassins, sometimes even thats not enough.
And yeah, this is worded to try to scare you for a reason. Dont let fear paralyze you, but dont ignore it either. Gangs from various sprawls learn how to ght really quickly if they want to survive. Ive seen street brawlers take on so-called martial arts masters and wipe the oor with them.
Never underestimate someone just because they look like another street punk. Chainmaker Thats because most martial artists, especially those out of the dojos, have been conditioned in very specic, often regimented ways.
Their moves can be predictable.
Those with combatpractical military training are a little harder to anticipate, but if you recognize their style, you know what to expect. A street ghter whos survived long enough learns to do whatever is necessary, making their moves more unpredictable. Its hard to defend yourself when you have no idea of what your attackers going to do. Though Ill admit, some styles are better than others when it comes to dealing with a chaotic opponent.
Thorn Or you could just shoot them before they get anywhere near you. From Wikipedia, the free encyclopedia. For other uses, see Gun Runner disambiguation. Archived from the original PDF on The Daily Star. In Gregg Lee Carter. Guns in American Society: Retrieved 7 May A Theoretical and Juristic Interpretation". Airborne Arms Trafficking Operations in Africa". European Journal on Criminal Policy and Research. December World Policy Journal. African Analyst. Archived from the original PDF on 21 February Retrieved 17 June Inside the International Arms Trade".
Inside the International Arms Trade.
Instead of getting one action per round, each player rolls their initiative and then goes in the usual highest to lowest order. Then everyone subtracts 10 from their roll. If they have a roll above 0, they get to go again. Repeat until everyone is down to 0 initiative and start again. Now you might be able to go first and get a couple extra attacks in to boot.
This option also really lets mages get more out of slow and haste style spells. More options are always welcome while more forced canon rules appearing outside the core rulebook are rarely welcome. This section continues with even more new combat options a character can take when his or her turn comes up.
For example, you can try to aim your Toxic round into a part of the body that will absorb the poison faster. From there we get to one of the low points in the book.
They either should have made this a separate addendum, put them in the core rulebook or not done them. After that you have five new ways to spend Edge, seven new positive Qualities and one negative one. Besides all the martial art styles I mentioned, you also have techniques, which are the equivalent of called shots for martial artists. All of this is great if you are a physical adept, but these fifteen pages might have been better off as their own separate PDF so that more detail could have been added.
Basically this was a great idea on paper, but not enough follow through. Here you are given mechanics for dealing with extreme heat, cold, radiation, pollution and more. Each of these topics only gets between one and three pages of content, but Space Combat gets about seven.