Type of bind: Paperback
Dewey Decimal Number: 790
EAN num: 9781555603755
ISBN number: 1555603750
Label: FASA Corp.
Manufacturer: FASA Corp.
Quantity: 1
Page Count: 112
Printing Date: 2000-07
Publishing house: FASA Corp.
Sale Popularity Level: 1034363
Studio: FASA Corp.
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Rated by buyers
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Overall, a little lacking. The rules for gun design are nice. The toning down of pole weapons hurt my PC. I didn't care much for the optional martial arts section.
The rule that reduces recoil for every full 6 points of strength is useful.
I guess the best part was the new skills for using two weapons at once. On the cover of the "Man & Machine" book there's a sam using two swords and no rule for supporting a character like that anywhere prior to this book.
Rated by buyers
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This is a great source book with many new additions to the game of Shadowrun. I mean after all, who wouldn't want more and more equipment to blow stuff up with or protect yourself from getting blown up? There is only one thing that disappointed me and that was that there were not more illustrations of each piece of equipment. All in all, this book is a great addition to the Shadowrun world.
Rated by buyers
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Let me start off with the 2 major flaws in this book from a gamers perspective: 1)Not enough illustrations of the weapons. You need to already know what the original guns look like. Alternately, I wish FASA would tell it's artists how big an ARES Alpha Combat Gun is. I've seen it represented from the size of a small SMG up to a monster that someone of smallish stature would have a hard time shouldering. 2)Not enough "alternative" weapons. There only seem to be a couple of options for small and stealthy, and non-lethal is very limited. Also, the options for long range shooting are pretty limited
Ok, that's the bads. The goods: Lots of guns give you many options. The major categories (like assault rifles), cover many options, so you can have a gun or other weapon for any occasion. If your combat style isn't seriously about the guns you carry, this wouldn't be a high priority book. For the street sams, this is a must have. The weapon creation rules are also sweet, and they are pretty well balanced (unless typical payment for a run is calculated in MegaNuyen in your campaign). There are a bunch of new rules, I won't go into them, but suffice it to say that a GM has better guidelines for the infinite variety of situations that come up in a SR campaign.
Rated by buyers
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Well, this is most definitely a useful resource, especially when playing in the Third Edition rules. But it isn't great. Sure, you can customize weapons REALLY well, but in a lot of places the book is just DRY. It's nice to have some updated combat rules, but who really needs more RULES? And even though they give detail to each type of weapon and such, it's not totally enthralling. So, this book is good, but it could have been a lot better.
Rated by buyers
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Cannon Companion is the latest Shadowrun sourcebook to be released in support of Shadowrun's third edition, and SR 3E is more exciting than cliff-diving with Jennifer Lopez into cold water. Cannon Companion, like Magic In the Shadows and Man and Machine before it, does a terrific job of updating the best material from the second edition sourcebooks while at the same time providing lots of keen new killgear and rules expansions. This book of course takes as its primary subject weaponry of all kinds. It updates all the weapons found in the old Street Samurai Catalog and Fields of Fire, and adds several new ones. Slick new weapons. Sexy new weapons. New weapons to make a PC samurai weep with agony or ecstasy, depending on which end of the weapon he's got. Things like the Shiawase Blazer, an SMG-sized flamethrower. Things like the Ares Redline laser pistol. Things like incendiary arrows and sai and nunckuku - in fact, there is an entire chapter on melee weapons which made my adepts prostrate themselves in an attitude like prayer. If Mike Mulvihill knew what was good for a gamer's character, he would have stopped there. But he doesn't. Mr. Mulvihill doesn't know the very first thing about raising a gamer, so he's spoiling you absolutely rotten. Because the fun doesn't stop there. Cannon Companion includes all sorts of new options for ammunition, explosives, and armor, like shotgun bolo rounds, flashbang grenades and electrical insulation. Cannon Companion also completely revises the skill of Unarmed Combat for the better. Unarmed Combat is dead! Long live Unarmed Combat! There is also a chapter entitled Applied Simsense, which has exactly this much to do with the theme of the book: (0), but is long overdue and much welcomed here. It provides new options for skillsoft chips and finally details BTL chips, bringing them in step with the addiction rules found in Man and Machine. Not every page of this book is brilliant - some of it is actually kind of clunky and silly. But any good gamemaster takes and leaves, and edits to his own tastes. Cannon Companion is a credit to its line and an essential core rules supplement. Ya play Shadowrun? Go get this book.
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