QUOTE (Not of this World @ Dec 15 2013, 09:14 AM)

Has anyone read it? What is the writing like? I read the sample on Drivethru but didn't get a good feel for what the book is.
I have, I have!!! XD
So, if any of you have any doubt, yes "Coyotes" is in the same vein as "Assassin's Primer" was. The difference being that it's about the people who transport other people across borders (geographical, political, extraterritorial, etc.), and that unlike A-P, it has quite a bit more crunch to it. So much so that it makes A-P look comically bare-bones and underwritten (if it already wasn't for you).
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FluffinessAnd thankfully, "Coyotes" premise as an article/thread on Jackpoint isn't quite as silly as Assassin's Primer was. Here it's just a guest Coyote on JP (fellow by the handle of "Timothy Movo") explaining the Coyote lifestyle, what they do if their "cargo" turns on them (which by the way, I think to be the DUMBEST idea anyone can do. I mean, isn't there a golden rule to SR to "Never fuck with the rigger while he's in his van"?) where and how to hire one (especially if you're in a situation where you're in a pinch and can't call your fixer), and all about the different kinds of border checkpoints one will find. I have no idea if the fluff on Coyotes is extensively covered already in previous sourcebooks for SR, or if any of it is contradictory, so I'm not the guy to ask about that.
One of the major flaws of this release, however (skipping ahead a bit, but this is kind of important) is that "Coyotes" is oddly...lacking in explaining how to actually get past border security. Considering the nature of this release, you would think that this is the most important part of e-book. But no, the "Getting Past Borders" section barely accounts for half a page, and the methods listed are only a sentence long in it's description. Now I'm not sure if the author (...er, a "Mr. Grant Robinson") felt that the points were self-explanatory that they didn't require further explanation, or if he simply was getting close to the page limit and didn't want to cut anything out, but it's still a huge misstep and is woefully underdeveloped.
Oh, and one odd story continuity error(?) I found: Marcos is posting in this one. Now I still haven't read through Storm Front, but wasn't Marcos along with the other casualties like Black Mamba? So unless if this and A-P really do take place before Storm Front, I call shenanigans.
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Crunch TimeCrunch-wise...well, as I said, there's a LOT here. Really, comparing it and A-P is like comparing a gourmet steak to a cheap fast food burger.
For starters there's a table that lays out Border Crossing Costs when you need to determine the asking price of a Coyote. I know, I know, people here aren't too thrilled about SR5's payout tables. Still, I'll take what I can get, and it's a start. Plus, this chart actually DOES include multipliers depending on the difficulty of the border crossing (a measly x0.5 for the CAS/UCAS border to as high as a x10.0 for Aztlan/CAS).
We've also got full stats for Border Checkpoints...
(yeah, full stats! In an e-release that's not a gear/critter/faction splat book! It really is Christmas!!!!)
...ranging from Very Easy, Easy, Normal, Hard, and Very Hard. The stats listed include those of your typical border guard, the Matrix Host ratings and running programs and a description of their Matrix policies, what type of magical protections they have, and physical protections. Just from reading through the stats once, nothing immediately jumps out to me as being misplaced or horribly unbalanced (although I did chuckle over how the 'Easy' Border Patrol Guard's overall inherent Limits were worse then the 'Very Easy' Border Patrol Guard's Limits). Well, unless if you count the Matrix Hosts, whose stats seem to be rather high ("Very Easy" having a Host that's Rating 6, with ASDF of 6 9 7

. So either a.) The Matrix stats are ridiculously high and need to be scaled back or b.) In the Sixth World, border security is treated VERY seriously. I would say the same with Magic security...buuuut then again, if the party's magician has a Magic of less then 5 and don't have a single Bound spirit that's Force 5 or higher, then they're doing it wrong.
(which even then I'm not sure of, since I have no basis of comparison with RL border security)
And as if that's not enough, the e-book also provides six sample Coyote character sheets. They range from Jock Bean, your friendly Ork Underground guide, to Timothy Movo himself, to even Contrail the high-flying TM air jockey. In terms of variety, all of the core metatypes are represented and come from a variety of archetypes (from your standard riggers, to the aforementioned TM, and even an adept). And because of that, they're good for when the GM needs a Coyote NPC in a pinch, or to use them as guidelines for making your own Coyote characters.
As for the character sheets themselves, I'm happy to report that in terms of format, everything is where it should be. No weird cases of Initiative missing, or the CMs being gone, everything is where it should be. The only exceptions being that Menole's Skills are listed as their Ratings only and not in their Dice Pools like everyone else, and that he and Oorzark don't have any qualities, but these are easily forgiven, with only one resulting in minor tedium in figuring out. And besides, this is Shadowrun: if you made it this far, a little bit of arithmetic isn't going to kill you. That said, as of this post, I have not crunched the numbers to see if these characters are Priority-legal, or if they even were made with Priorities. I doubt it, especially since Contrail is Submerged at Rating 3.
And if THAT wasn't enough, the e-book even comes with it's own little adventure module! "Piping Hot" is a one-shot mission where PCs serve as temp Coyotes to get a guy across the Seattle-Salish border. It's a pretty straightforward mission: meet the Johnson, get across, pick up the target, get through a detour, sneak back into Seattle, payday. There are a couple of combat encounters sprinkled through the mission (which I will not spoil here) to spice things in between, naturally. Obviously, the players need to have a PC with a good Pilot Groundcraft skill, otherwise the whole mission falls apart (as well as if the PCs choose specifically not to go by land and opt for air or sea...which at that point I'd say you're missing the point of the Mission, but w.e).
Now the one huge flaw that I DID find though: the mission doesn't list the base payout price. It lists the maximum amount you can Negotiate up to and it lists the bonuses they could receive at mission's end, but not the actual base price. Definitely a really bad oversight.
QUOTE (Knight Saber @ Dec 16 2013, 12:37 AM)

Were there any new vehicles or vehicle mods in it, or was all the crunch on the border side of things?
(
The Kicker)
...and this, I believe, is the biggest flaw of "Coyotes": out of all the crunch they could have added, the one that's the most absent is any gear related to the art of human smuggling. There are no vehicles or vehicle mods listed specifically for Coyotes. Part of the problem has to do with how the SR5 vehicle mod rules aren't out yet, so I get why there aren't any listed here. And because of that, I wish this had been released AFTER Run and Gun's release instead of before, as this would have made a good follow-up to those rules. To further drive this point home, the sample Coyote characters vehicles as they are seem a bit under-equipped, because they don't have the bells and whistles that would be essential to their trade. As it sits no Coyote-related gear, and it's omission is puzzling.
And here's the thing about Coyotes: it seems to be more of a GM-tool on knowing about Coyotes and setting up Coyote-esque runs, but little for players that want to BE a Coyote.
Just from reading through this, I can understand that the role of a Coyote is an incredibly niche one. So niche that you're better off doubling up on another archetype, or just being a full-time rigger. And you're not still not completely boned if you want to make a Coyote PC; that's what the sample Coyotes are for. Even then, it still seems odd to not have any goodies specifically for players on being a Coyote, or a character with a Coyote background. And, well, you never know when you'll get that one player that wants to have a PC as specialized as the metahuman smugglers. Bare minimum, some Coyote-themed qualities would have been nice; the full-Nelson, some vehicle mods or even statted out vehicles that were built specifically for Coyotes.
TL;DR Overall: it's a HUGE step-up in this new line of "How to do ______ Runs" PDFs. It's not perfect, but for what it does offer, and any omissions are sorely missed, but for what its' got, it's good stuff. Worth the $8 bucks, but if the omissions I mentioned are a make or break for you, then skip it.