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Shadowrun: Hard Targets (Deep Shadows Sourcebook) $25.00
Average Rating:4.4 / 5
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Shadowrun: Hard Targets (Deep Shadows Sourcebook)
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Shadowrun: Hard Targets (Deep Shadows Sourcebook)
Publisher: Catalyst Game Labs
by William J. [Verified Purchaser]
Date Added: 01/29/2021 01:36:10

This is actually one of my favorite Shadowrun sourcebooks.

So this is a Deep Shadow book, which is a book that covers a run type on some strategies and gear, and a location. This book covers wetwork and Havana, Cuba. And it's real fun.

In SR, Havana is the capital of the Caribbean League. A loose federation of Caribbean pirates and neo communism. I am all about SR lore and this was a wonderful read and a great update to the Caribbean League.

On top of which, this also has a lot of fun weapons for murdering. Some things, like depleted uranium rounds is obviously not how it works in the real world, but my suspention of disbelief can be stretched pretty far when rule of cool is being applied.

Anyway, this is a wonderful book. 10/10. Would highly recommend if you like making things dead and Cubans.



Rating:
[5 of 5 Stars!]
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Shadowrun: Hard Targets (Deep Shadows Sourcebook)
Publisher: Catalyst Game Labs
by Kent C. [Verified Purchaser]
Date Added: 01/08/2016 12:21:05

This is a well needed book for both runners and GM's.



Rating:
[5 of 5 Stars!]
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Shadowrun: Hard Targets (Deep Shadows Sourcebook)
Publisher: Catalyst Game Labs
by Sean H. [Featured Reviewer]
Date Added: 10/29/2015 20:33:11

Shadowrun: Hard Target provides information about assassins, killers for hire, along with some metaplot advancement and information on Cuba in the Shadowrun setting. It is very specialized toward particular levels and styles of play so it is not universally useful but interesting and has some fun toys. Do you need it? Unless you are running an assassin or Cuba-based game, not really, but it is a good read and a GM will probably eventually add it to their library.

Shadowrun: Hard Target, is a Deep Shadows sourcebook focusing on assassins and other killers, guardians, and Cuba in the Sixth World. Rather an mixed bag of material, Cuba not sitting particularly well with the assassination and killers sections of the product.

As expected, it opens with fiction, followed by an overview of what the book contains. The first section is devoted to supporting the current Shadowrun metaplot, the CFD/Headcase outbreak, and the evolving metafiction of the Sixth World. It is all over the place with information on megacorporate activities and a variety of other power players, there are interesting plot information there but most are too high level except for the most powerful and connected runner teams.

Next is a selection of contracts (as in assassination requests) with comments and, for the other side of the coin, protection needed jobs. Interesting reading and some good adventure seeds there, especially on the protection side. Followed by a brief section on hiring killers, protection and dupes for such jobs. The following section is a collection of famous assassins, guardians and hunters (of killers).

Then we go to Cuba, heart of the Caribbean League, it is the usual package but also seeded through are NPCs complete with connection ratings and what they can provide and how they like to be paid (very useful). In addition there are rules for Caribbean magic, new creatures, new life path modules and even a couple of new vehicles. Overall, very useful for anyone who had wanted to explore the Caribbean League.

A section on the life and business of being a professional assassin, good advice for both players and GMs here, couched in world discussion. But an interesting and amusing read (especially as the signature character for the in-world writeup is by Blackwing, who has been around since 1st edition Shadowrun). Then, what everyone has been waiting for, new toys! Weapons, ammunition (including silver bullets), cyber and bioware, new tools (including disguises), drones and poison are all provided. Nore are character options neglected, with new adept powers, including some for archers, new positive and negative qualities, specialized knowledge skills, and contacts. Truly something for everyone (who wants to kill someone else).

Closing the book is a short bit of advise on running assassination teams, a few new life modules (for those using that character creation systems) and ten adventure hooks building off the information presented earlier. The hooks are very short and will take considerable work to turn into useable adventures.

Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/



Rating:
[3 of 5 Stars!]
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Shadowrun: Hard Targets (Deep Shadows Sourcebook)
Publisher: Catalyst Game Labs
by Rob W. [Verified Purchaser]
Date Added: 10/29/2015 15:16:51

Pretty decent fluff, with plenty of plot hooks for wetwork and decent NPCs for competition or opposition. The "targets lists" are pretty great, and the CFD segments haven't been as intrusive and "scene-stealing" as they have been in other books. I also felt the chapter opening stories were particularly good this time.

The section on Cuba is quite decent, though I feel there could have been more detail on the pirate factions (like this Gingerbread Man character). The mystical segments of their society are quite important but do not overwhelm the mundane, and the government itself shows plenty of room for intrigue and makes solid political sense.

Most importantly of all, the weapon modifications and spygear segments are great, and the weapon mods section in particular covers so much that it either covers or gets close to covering all the weapon mod options that 4th edition's Arsenal covered. Great job!

The new items have a lot of nice touches (holographic sights, disguise kits, more rules for archers and adepts, official rules for C2, cloaks, depleted uranium bullets), and for the most part seem well balanced (though I have yet to give these a real playtest). The only truly odd component is the Ares AP arrow; leave it to Ares to reinvent a 14th-century piece of technology with a monofilament edge and a fancy price tag.

Unfortunately, the crunch takes up only a small section of the book, but it covers a lot of things that have needed to be covered since 5th edition came out. Fluff and crunch combined make this book worth a 4/5, and a decent buy!



Rating:
[4 of 5 Stars!]
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