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If you like 6e ... okay if you PLAY 6e (because lets be real, even those of us who like 6e don't really like 6e) this is a must have. It has some awesome new features, a ton of new gear, and even a new decking option. I think the highlight of this is the martial arts section which has just an unbelievable number of options. My girlfriend is playing a cyber boxer in our upcoming game and just a little hint, the damage she can do is unreal. OFC if you have the 6e book you know the printing / binding is so-so. It's fairly cheap compared to my other ttrpg books, but if you're looking at this then you already know that. The content in this book is a must have.
You can play Shadowrun sixth edition with just the core rulebook, but Firing Squard opens it up so much more in terms of cool toys and options. This is a slimmer book than I was expecting but they cram a lot in here, and your runners and the enemies they face will have gear to choose from for years to come. The extra rules beyond the gear are a mixed bag. The martial arts stuff is of incredible value, but the philosophical musings on violence and the in-game effects it can have on PC's psyche won't be valuable to everyone. There are lots of games that explore the moral ramifications of players' actions, both on their characters and others but I don't know if Shadowrun is one that benefits from that mechanic, given that it's a game where much of the appeal lies in the escapism being an orc cyborg or elven mage standing up against dystopian authority. The nice thing is those rules are optional and as a resource book, it remains indispensable for players and GM's alike.