House Rules for a cinematic method of Pursuits in Shadowrun: Anarchy. Every rigger needs a chase scene, just like every decker needs a Matrix Run. Chase scenes act as effective spotlights on the rigger’s abilities and due to their near ubiquity in action movies, they are very cinematic. They have break-neck speeds, jockeying for positions, sideswipes and stunts, and of course, crashes. More often than not, a chase scene can be inclusive of other characters and archetypes too,
A follow-up PDF resource for using Small Units in your Shadowrun: Anarchy combats. In the last article, I introduced the concept of combining Anarchy Threats into small Units (Hordes, Packs, Gangs, or Fireteams, etc). Using Units helps speed up combats that could pose a difficulty to pacing and to tracking. They can also help challenge those hard to hit characters and tougher end-game characters. This new document pulls certain Unit-worthy mooks out of the Anarchy Threats doc
Tips for running well-paced, meaningful combats in Shadowrun: Anarchy and house rules for combining NPCs into small Units. Nothing says Shadowrun like a 30-second gunfight that takes 3 hours to finish. With initiative passes, the action economy, modifier application, multiple-test resolution, etc. the process can be drawn-out even when the stakes are high and the action is cinematic. Shadowrun: Anarchy eliminates and mitigates many of the factors that slow down a good fight.
CONTACT SURPRISE THREAT!
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