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Shadowrun 5e: Bullets and Bandages

Bullets and Bandages

Sometimes (always?) a shadowrun doesn't go quite as smoothly as you might like. Sometimes, you'll get hurt. What then?

This is an optional extra to the core rules that takes a closer look at the whole area of combat medicine, Shadowrun style. It will suit groups who are interested in bringing the after-effects of being injured into centre stage within their game, rather than leaving treatment and healing as downtime activities that are handled 'off screen' between gaming sessions.

Opening with a piece of fiction describing an injured 'runner seeking help, the work is filled with atmospheric in-character snippets including a run-down of the DocWagon organisation... and even a portion of DocWagon's introductory training module for armed medical response operators. This gives a good run-down of what they do, the personnel that make up their 'High Threat Response' teams and a genral overview of the entire operation. Armed with this information, the next encounter with one should be interesting for the party (and, of course, potentially life-saving if it is a party member who is in need of aid).

Next is an article on creating a 'combat medic' character for Shadowrun. Naturally a group interested enough to start using this supplement might feel the need of one for their team, there is even potential given the previous article for a whole campaign to be developed around a DocWagon team. In the past I ran a campaign which was based on a turf war between DocWagon and CrashCart, and have played a combat medic character attached to a team akin to an FBI Hostage Rescue Team under Shadowrun rules... both concepts worked well, and are worth considering if you want a slightly different slant on your game from regular shadowrunning.

The suggestions made give some good indications as to how to build a 'combat medic' character and the notes cover both Shadowrun 20th Anniversary Edition and Shadowrun 5e, making this supplement useable with both rulesets. A medic can rely on technical training in emergeny medicine or on magical healing by a variety of routes, or an extremely potent healer could br built by combining both scientific and magical medical techniques and training. There are also notes on the specialist equipment such a character might need and even a range of Qualties that are not just for the potential medic but for any character in a game where ongoing health is intended to be a feature in play rather than a background thing dealt with in downtime between missions. There are even options for female characters to be pregnant or for anyone to have a chronic illness or be suffering the effects of advancing years.

Next come some advanced biotech rules to cover the actions of a skilled medic in diagnosing and treating whatever injuries or illnesses might present themselves. There are also rules to cover the delivery of medical care under fire. There is a lot of detailed information here but it all flows in a surprisingly clear manner once you get your head around it. Both GMs and players with medic characters ought to study this before the game begins, so that gameplay does not stall whilst rules are consulted.

Finally there are rules relating to medkits and a selection of new drugs... also toxins and pathogens, complete with their effects. There are also some new medical-related spells, adept powers and equipment.

If you want to make medicine - particularly emergency field medicine - a feature in your games, this will equip you with all you need to make it happen.

Return to Bullets and Bandages page.

Reviewed: 4 June 2014