![]() I notice that even compared to 4th Edition, the Life in the Sixth World section of the new corebook doesn't spend much time at all going over how things got from our present (well actually, not OUR present, since “the Awakening” that returned magical power to the world started in 2011 in this history) to the current setting which is approximately 2075. The style of the narration is again what Shadowrun fans would come to expect ('Prostitution may be the world's oldest profession, but delivery boy has got to be right behind it'). You will still end up doing odd jobs for them, but they won't own you. The secondary theme is that whatever the price or risks of becoming a shadowrunner, the reward is that you don't have to live your life as a wageslave for the corporations. This may be money, but it may be favors, loss of security or one's very soul (or Essence). The text overall presents a certain theme: Everything has a price. For instance one brand of wired reflexes treatment is called the “SpinRad.” Some of these brand names actually approach cleverness. The rigger isn't just using recon drones, he has Mitsuhama KnowSpheres. One bit I do notice in the fiction is a lot more “product placement” from the fictional and fact-based corporations that the runners get their gear from. Compared to the changes between 4th and previous editions, I don't see too much difference between 4th and 5th. One thing I noticed in 4th Edition is that the fiction presented some actual style changes to how the setting worked, in particular the more pervasive virtual (augmented) reality. I don't even know who reads these anymore. In fact there are similar pieces heading most chapters, and minor sidebar examples. It gained and retains its popularity from the idea of combining popular fantasy elements like Elves, Trolls and magic with the then-current genre of cyberpunk, in which corporations run the world and ragtag groups of neo-anarchists, gun nuts and people who just can't fit into the wageslave world take shady and usually illegal mercenary jobs because that's their last option for making a living.īack when this game first came out, that premise was called “science fiction.”īefore the Introduction and first chapter, there's one of those pieces of fiction about shadowrunning that SR fans have come to expect. Shadowrun 5th Edition is the brand-new, state-of-the-art iteration of the RPG introduced by FASA in 1989, now published by Catalyst. Y'know, that stuff that's tied to a stick. For this reason, I think that ammunition that targets impact armour should be considered to have a virtual armour piercing of at least 1.Currently Smoking: Thai Stick. On the average ballistic is greater by 0.9. It is noteworthy that ballistic armour consistently exceeds impact armour, most often by 2 points. The most common armours should be Leather Jacket, Urban Explorer Jumpsuit or Armour Jacket (indiviually, not in combination) due to their availability, value, and protection (respectively). #SHADOWRUN URBAN EXPLORER JUMPSUIT LICENSE#The above armour combination surpasses the protection of most of the armour suits, while not requiring a license and remaining obtainable, affordable, fairly concealable, and much more socially acceptable. Since it is fairly modular, simply use as many pieces as your attributes allow. YNT Softweave mitigates some of the problem a strength and body of 5 each is probably optimal. The does raise issues with encumbrance however, and wearing it would require a Body of 8. Maximal legal armour protection is achieved by Armour Jacket (or Camouflage Suit), Form Fitting Body Armour (Full Suit), and SecureTech PPP System, for a total of (16/14), or (18/13) by substituting in a Ballistic Mask. It almost goes without saying, but Heavy Military Grade Armour with helmet, shield and gel packs tips the scales at (25/21).Ī simple average of all armours in the game gives (4.4/3.5). #SHADOWRUN URBAN EXPLORER JUMPSUIT FULL#Substitute Full Body Armour if you don't have access to SWAT Armour.įor those wishing to supplement legal armour (with a restricted accessory), a shield can't be beat. SWAT Armour, with helmet and a ballistic shield (or taser or riot shield if appropriate) gives an astounding (20/16) protection, or (21/17) with gel packs. Here are my nominees for the "Best of." armours. In my continuing quest to determine the most deadly weapons in the game, it seems necessary to look at armour. ![]()
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