Shadowrun Missions (SRM) are designed to be run in the standard 4 hour convention slot. So by design they have to be simple and quick to play. To follow the references in this scenario you'll need a copy of Shadowrun 20th Anniversary Core Rulebook plus the usual suspects in terms of expansions (Arsenal, Running Wild etc.).
Clearly with something so brief I am not going to indulge in spoilers. The text is well written, and edited to the usual Catalyst standard. I suggest GMs read Jackknifed well in advance of play as not all continuity issues are written out, though they are explainable. The distinctive rich Shadowrun atmosphere is maintained.
There are three maps at the, one needs a color printer. Interior maps are in a simple black and white building plan like format but because they contain spoiler text etc. they're not suitable for use as handouts even though that is their description.
At first glance you might be tempted to think that this scenario is little more than a variant on the classic GMs exercise, a 5 room dungeon, you'd be wrong. Given, the plot is simple, defend a truck, but Shadowrunners paying attention to inter-corporate politics and action will have to give some thought to the background information they glean from this mission. That Catalyst are carving a plot arc in the background is part of the interest in these missions. Yet a wider picture is absent from the PDF. This is good for GMs who want to drop this into their existing campaign and with a little effort maintain their own corporate politics, even better for people wanting to play a series of missions then discover the big picture in the Shadowrun history as it develops. You never know, your character might be part of it!
[5 of 5 Stars!]