Shadowrun

Shadowrun Missions Living Campaign => Living Campaign Discussion => Topic started by: tequila on <04-10-14/1007:52>

Title: Run & Gun
Post by: tequila on <04-10-14/1007:52>
Don't forget, we can't use it in missions until 30 days after the hard copy release.  Time to make shopping lists and drool.  Not necessarily in that order. :)
Title: Re: Run & Gun
Post by: Belker on <04-10-14/1021:30>
Yesssss, time to upgrade the armaments of my NPCs when Pushing The Envelope... soon, my minions, soon...  8)
Title: Re: Run & Gun
Post by: Dinendae on <04-10-14/1648:32>
Yesssss, time to upgrade the armaments of my NPCs when Pushing The Envelope... soon, my minions, soon...  8)

Why does Dr. Evil suddenly come to mind?  ???
Title: Re: Run & Gun
Post by: biotech66 on <04-11-14/0952:49>
Don't forget, we can't use it in missions until 30 days after the hard copy release.  Time to make shopping lists and drool.  Not necessarily in that order. :)


Buuuutttt, it will be fair game by the time Origins rolls around....
Title: Re: Run & Gun
Post by: tequila on <04-11-14/1116:00>
Maybe they'll have some errata for it by then, too.  ::)
Title: Re: Run & Gun
Post by: Michael Chandra on <04-11-14/1121:44>
It's not as if many things are truly broken, it's almost-entirely typos.

As for Origins, are you sure? I haven't seen an expected release date for the book yet, and it's only available in Missions until a month after that date.
Title: Re: Run & Gun
Post by: PittsburghRPGA on <04-11-14/1345:31>
Good point.  30 days from the release of the pdf or 30 days from the release of the dead tree edition?

Eric
Title: Re: Run & Gun
Post by: Kincaid on <04-11-14/1425:30>
Good point.  30 days from the release of the pdf or 30 days from the release of the dead tree edition?

Eric

Dead tree.  Technically speaking, it's +30 days from Catalyst's street date for the print edition.
Title: Re: Run & Gun
Post by: Michael Chandra on <04-11-14/1559:25>
For books that are also printed, it's 30 days from expected street date of print, and for ebooks simply 30 days from release.

I'm going to allow toys this once because Carbon Copy is a nice time to use them, and I'm not interested in letting the players only have that fun in September.
Title: Re: Run & Gun
Post by: Fedifensor on <05-05-14/1154:16>
Is there any news about the print release of Run and Gun?  Will it be legal in time for the summer convention season?
Title: Re: Run & Gun
Post by: Tsuzua on <05-14-14/1426:10>
Is there any news about the print release of Run and Gun?  Will it be legal in time for the summer convention season?
It won't be legal for Origins unless there's some release date retconning. There's still 60 days left for it to be legal for Gen Con.
Title: Re: Run & Gun
Post by: Michael Chandra on <05-15-14/0714:29>
It's a shame, by the way. I ran a game with the Grenade rule from Run&Gun and it had a significant impact on tactics. Enemies ran from the flashbang but ended up in a worse position, a fireball was neatly dodged and the mage almost cackled as he overcast big enough to hit EVERYONE (including his Spirit and a friendly drone, but it was Stun damage anyway) in the room, so nobody could afford to run away.

So I hope R&G will make it to Gen Con, because that rule is awesome for tactics on both sides.
Title: Re: Run & Gun
Post by: tequila on <05-15-14/0848:09>
I'm slightly bummed by the Grenade rule only because my MysAd and the Mages I run with take advantage of the pre-R&G lack of that rule a lot.   :P  I am curious to see it in play along with the other new rules, though.  More tactical options is always good.  I hope that they announce a street date soon.
Title: Re: Run & Gun
Post by: Michael Chandra on <05-15-14/0856:55>
AoE spells still are a good way of flushing them out of cover, and their movement range is also limited so they can get in trouble with that. Plus it goes both ways, now it's not an immediate TPK if you use grenades against players. :) Also, sometimes they can't run from the AoE. By the way, you could combine it with a Street Sam's suppressive fire: Either get hit by the fireball, or run into bullets.
Title: Re: Run & Gun
Post by: Kincaid on <05-15-14/0934:23>
AoE spells still are a good way of flushing them out of cover, and their movement range is also limited so they can get in trouble with that. Plus it goes both ways, now it's not an immediate TPK if you use grenades against players. :) Also, sometimes they can't run from the AoE. By the way, you could combine it with a Street Sam's suppressive fire: Either get hit by the fireball, or run into bullets.

Yeah, combining suppressive fire with gas grenades is probably going to be one of my go-to moves when R&G goes live.  Even if the guy gets out of the radius, there's a good chance his Free Actions are spent for the rest of the Combat Turn and he'll be taking a -2 penalty on everything.
Title: Re: Run & Gun
Post by: archamedius on <06-19-14/1225:34>
Where is this grenade rule you mentioned in Run and Gun?  I cannot find it.
Title: Re: Run & Gun
Post by: tequila on <06-19-14/1556:04>
Dive for Cover p124 & Run for your Life p125
Title: Re: Run & Gun
Post by: Hibiki54 on <06-20-14/0320:42>
All I know is that some of the called shots, specifically Bulls-eye Double tap/burst is going to need errata. It's clearly OP and not enough of a penalty is being taken with that Ammo Called Shot. Ares Alpha with APDS is -6 AP. So a Bullseye Burst called shot is base AP x number of bullets fire with a cap at 3. -18 AP pretty much means everything is getting mowed down.


I'm actually looking forward to picking up the AA-16 full-auto shotgun. Combining that with Small Unit Tactics skills, teamwork plays and suppression fire will prove vital for a lot of CQC involved missions.
Title: Re: Run & Gun
Post by: tequila on <06-20-14/0646:25>
Bulls-Eye Double-Tap/Burst is in Bull's topic at the top of the forum.  I took "base AP" to mean the AP of the weapon, since after ammo modifiers are applied that's no longer a base value.