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> Just went through an insane battle., What could we have done better?
Eleazar
post Apr 1 2007, 05:53 AM
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We start the session from where we left off. Our covert ops specialist gets captured by an unknown enemy using some form of mental manipulation. I summon an air spirit and have him start searching for him. The air spirit eventually locates him after having to push through a ward. I however, don't find out anything because the spirit is banished as soon as he locates my team member. So, I send out another one, this time with a watcher following close behind. He finds him and I get the location. The whole team suits up and goes to the location. I summon another spirit and have him sustain Guard and Concealment. I obliterate the barrier and combat ensues. A Force 8 or 10 Fire Spirit attacks my Force 6 and deals 5 damage. As soon I am able to act I fire a powerful stunbolt with edge and take it down. The rest of my team takes position at the door and one of the street sams busts the door down. He find 4 heavily armed guards at the other side. A fire fight ensues with the street sams fire back and forth at the guards. One of the street sams notices a a woman standing at the top of the stairs. She is very beastial looking and pumps one burst into her. He nearly drops thing and leaves it very heavily wounded. The thing runs up the stairs and away from the fight. Just then a Spirit of Man materializes and then overcasts a spell at my Force 6 Air spirit. This disrupts him. I react by casting a high Force stunbolt only to have it resisted away by the spirits edge.

While this is going on the street sams have been putting a huge hurt on the guards and have killed all four of the original guards. 3 soon come rushing down the steps. One of them I ignite on fire and he isn't taking it too well. The two others engage the street sams. Now another Force 10 fire spirit comes by on top of the already powerful spirit of man overcasting every single spell he slings. The Force 10 begins using his elemental attack and noxious breath to cream us while the spirit of man overcasts his spells. I end up getting nauseated and confused. This is in addition to wound modifiers. So I have like a -7 to anything I do. One of my guys grabs me and one of the other street sams grabs another team member that was terribly burned. We get the heck out of there and luckily are not pursued by the spirits.

We later find out that the magician summoning all of those spirits was a vampire.


What tactic would have worked here? The 2 force 10 fire spirits and the overcasting spirit of man are what screwed us. I have counterspelling but when their doing that much, and with so much force it really only lessens the already insane damage that is being dealt. We almost dropped the vampire and it would have had to regenerate to get back up. It then somehow managed to summon a force 10 while heavily wounded, which is terrible luck for us. Man I really hate edge sometimes.

I know some of you guys have a lot of successful runs under your belt and have been dealing with spirits a long time. How would a professional have done this? Keep the spirits in mind too, because from the looks of it, we can expect many more Force 10 spirits.

EDIT: One last thing. What the heck can you do when an enemy magician is bunkered in and releasing spirits like mad? I mean this vampire was just going to keep on releasing all those overcasting bound spirits of man and summoning more Force 10s to replenish the ones I was able to disrupt.
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Ravor
post Apr 1 2007, 06:05 AM
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Well, first I think I'd throw a really heavy object at your DM's head because I'm fairly sure that the second batch of Spirits were summoned via fiat instead of fair play, although I supose I could be mistaken... :cyber:

Secondly, without details on what your group is really capable of I can't offer anything more concrete then the idea that in the shadows it always pays to know when the time for stealth ends and the time for firebombing the fragging building and leaving your teamate to burn alive begins.
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Eleazar
post Apr 1 2007, 06:11 AM
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We had 3 street sams that were all gun bunnies. One had medic, demolition, and infiltration skills. The 2nd one had technical, hacking, piloting, and computer skills. The last one was a martial arts guy. Then there was the magician. He is mainly a combat/mental manipulation magician. He can summon spirits, but don't ask him to bind or banish them.
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azrael_ven
post Apr 1 2007, 06:23 AM
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Let's straighten a few things out. She did not look bestial at all. I said slightly feral, like something wasn't quite right. She was already upstairs, so she did not have to go up any stairs at all; just limp back into her room. They drop the first spirit like a bad habit and almost outright kill the antagonist in one fail swoop. That is Shadowrun though, it is fast and dirty. The street sams take out over half the flunkies in one combat phase. Under normal circumstances you would think the battle is in the bag, but this is Shadowrun, it is very dirty at times. Not realizing what they are fighting and the antagonist almost dying because of hubris(silly mortals, storming my adobe), she gets pist... very pist. Now remember, she was expecting company after having to dispel not one, but two force 6 spirits in less than 12 hours. So I really don't know what he crying about. Oh, none of the spirits over-casted either, Eleazar was just frustrated. He hates edge sometimes, his character's edge is 5. That can be annoying at times, but I don't say anything. Oh yeah, I'm the GM.
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Blade
post Apr 1 2007, 06:25 AM
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First, the sprits you sent to look for your friend might have alerted the magical security that something was going on, giving them some time to prepare a good magical protection.

There should be a lot of different ways to get to the vampire. One of them is just to blow his hiding place to bits with a mortar. Another one is to send an assassin drone there... Just take a small drone, equip it with some kind of poisoned dart (or have it carry some Fuel-Air Explosives) and send it there.

Anyway, here are some pointers to deal with heavy opposition :
1) Avoid them (sneaking in, talking your way in...)
2) Blow it up with heavy weaponry (Drones, mortar, rockets...)
3) Change the rules: they are safe and secure in their Thor-proof bunker ? What about their family and friends ? Guess they'll have to get out if they want to see them ever again.
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mfb
post Apr 1 2007, 06:54 AM
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i think one thing you could have done is spent more time looking for information, and/or been sneakier about it. other than that, i'd say the fight went about as well as can be expected--you did give the antagonist ample warning that you were coming. it might have been worthwhile to try and draw the bad guys out into an ambush, but given the level of spirit support they had, i don't think that would have worked.

like Blade said, if you don't have overwhelming firepower, you shouldn't try a frontal assault.
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Blade
post Apr 1 2007, 07:23 AM
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Oh, and another thing you could have done : draw the spirits away from the scene. Have your own spirit engage them in astral combat and fight defensively. It should keep the opposite spirit busy for some time.
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Slump
post Apr 1 2007, 07:39 AM
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To add to what was said before, you were obviously dealing with someone awakened, because they had wards and banished your searching spirits. So, go out and hire a couple of street shamans, and get a whole gaggle of low-force spirits. Knock down that ward, and let the spirits-for-hire play chaff. Even at low force, enough of them ought to be able to distract the higher-force spirits long enough for you to do something about them.

Plus, nobody like collateral damage. Let the grenades fly.
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Ravor
post Apr 1 2007, 07:47 AM
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Well, assuming that everything was played fairly (Yeah, I'm sorry, unless Eleazar is mistating the Force of the Spirits I'm still getting weird vibes about the whole thing even with the advanced warning unless Summoning Drain has been House Ruled.) the next time you corner a vampire some things to keep in mind...

* Vampires can't regenerate damage caused from head shots, or any damage at all while peppered with wood, so its time to break out the crossbows or if you are playing a cimimatic game, wooden shotgun shells/grenades if you want to try for another frontal assualt.

* They are however immune to toxins, so any drones you send in need to be rigged to explode unless you are wanting to simply geek your own teammate, and as long as she has had him, he's already talked so silencing him doesn't really buy you anything.

However for the most part your team really isn't set up to be able to handle multiple high force spirits so personally once you manage to track the vampire down again I think I'd put your sammy's demolition abilities to the test and level whatever the vamp's new haven is with as much explosives you can get your hands on and simply writing your buddy off, provided of course that she doesn't want to make a deal, and since she's faced you once and won handedly that probably isn't in the cards.
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mfb
post Apr 1 2007, 07:49 AM
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QUOTE (Slump)
Plus, nobody like collateral damage. Let the grenades fly.

well, it was a rescue mission, remember. the rescuee could very well be part of that collateral damage.
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kzt
post Apr 1 2007, 09:09 AM
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As an aside, given that anyone who can summon and bind force 10 spirits can also put up force 10 wards (by having the spirits cast them if nothing else), how would a force 6 spirit ever get though it? And does it even need to, or is it enough for it to come back and say "he's here, behind this huge astral barrier"? The spirit certainly can't be penetrating every ward in th city, now can it?

If I'd been defending, after the first spirit set off the alarms I'd have summoned my flock of bound spirits and been waiting for the watcher (or mage), and nuked or followed it.

Anyhow, in the future I'd suggest not setting off all the magical alarms and then launching a frontal attack a short while later. Stealth is always a good way to start.
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Neonsamurai
post Apr 1 2007, 10:47 AM
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force 10 spirits are killers - elemental attack with force 10 and 20+ dice ( 30+ when the spirit takes edge )

imagine a spirit of men force 10 who throwes a 30+ dice manaball :S
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knasser
post Apr 1 2007, 10:57 AM
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QUOTE (Neonsamurai)
force 10 spirits are killers - elemental attack with force 10 and 20+ dice ( 30+ when the spirit takes edge )

imagine a spirit of men force 10 who throwes a 30+ dice manaball :S


Agreed! Force 10 spirits are deadly. They only show up in my game for a special reason. Even a powerful mage is taking a big risk in summoning one. Okay, on average it will only get six or seven successes (by which I mean it will only generate a drain value of 6P or 7P :eek: ). But that's the average and it could very easily get fourteen successes. Who on Earth that was capable of summoning Force 10's would willingly take a job where they had to do so on a regular basis? Routinely summoning a Force 10 means that anyone but the really powerful summoner dies. And Force 10's have personality. There's a significant chance that one will become free after being released from service and even if it doesn't, if you piss it off, it might well use some of it's enormous Edge pool to resist the binding attempt. If it does that, then you're in real trouble.
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ornot
post Apr 1 2007, 11:56 AM
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The multiple high force spirits makes me wonder too. Unless I'm reading the rules very wrong, you cannot summon-on-the-fly more than one spirit. Binding these things takes time, money and a lot of effort (possibly also drain). Given the warning the mage has received, it is not unreasonable for them to have spirits pre-summoned and bound, but
QUOTE ("p180")
Binding requires a ritual of a number of hours equal to the force of the spirit


As for what you did wrong; You really should have done more legwork. Bursting in there all gungho is pretty suicidal. You must really love your team mate. If you'd had a better idea what to expect you could have prepared accordingly. Much as I find the concept of them offensive, some FAB3 could have done the trick, if you could have gotten hold of it. Just make sure that you (the mage) have sterilise.
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Adept_Damo
post Apr 1 2007, 12:01 PM
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Not only was it a recue mission, but we also went in not knowing anything about the enemy. And the location was in an upper class residential neighborhood. The team member was kidnapped at a club.

And yeah force 10 spirits suck. When else can you get eleven successes on your attack roll and do not a box of damage.
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Anymage
post Apr 1 2007, 12:32 PM
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Not only was the summon-on-the-fly rule bypassed. (Seemingly, or else the GM in question has a yen for nastily overpowered opponents.) Also, I thought the convention here was that spirits couldn't be requested to overcast or spend edge just in the basic fulfillment of a service. If edge can be spent at the magician's request, your GM just gave you a huge honkin' cannon to tool around with. Direct combat spells are already nasty, they don't have to be upgraded by letting a disposable NPC overcast and spend edge while you personally don't have to cover any of the costs.

Actual mistakes on the run, mostly I wonder why you tried to force your way through the barrier rather than walk through it astrally inactive and called your spirits while you were on the other side, but aside from ringing the astral alarm you were just rushed by too many big things. The GM might have also been overlooking the fact that high essence NPC's don't necessarily have correspondingly high magic scores, but without knowing the specifics of the NPC or the encounter I can't say anything for sure.
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Rotbart van Dain...
post Apr 1 2007, 12:36 PM
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QUOTE (Eleazar)
We later find out that the magician summoning all of those spirits was a vampire.

That sums up your problem: Missing intel.

Vampires can boost their attributes with essence... including magic.
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knasser
post Apr 1 2007, 12:54 PM
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QUOTE (Rotbart van Dainig @ Apr 1 2007, 12:36 PM)
QUOTE (Eleazar @ Apr 1 2007, 07:53 AM)
We later find out that the magician summoning all of those spirits was a vampire.

That sums up your problem: Missing intel.

Vampires can boost their attributes with essence... including magic.


Good point. If a vampire could prepare with a few sacrificial victims and get her essence up to 11, then spent 10 points of it, she could get a temporary boost of +5 to her magic rating. If she were already a powerful magician with Magic of 5 or 6, then she could actually be summoning Force 10 spirits with Stun drain. Wow! That's not to say that the opposition was a little too impressive by the sounds of it (binding the spirits would still be dangerous, difficulty and costly), but this whole thread is starting to feel a little like a player telling on his GM to the Shadowrun Police. If this were a campaign BBEG, then perhaps she does have mighty spirits at her command. If she's toxic and the spirits are consumed with a passion for violence, then maybe they do spend edge in battle. Everything can be justified and people play in different ways. Just saying, you know?
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Blade
post Apr 1 2007, 01:17 PM
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QUOTE (Adept_Damo @ Apr 1 2007, 01:01 PM)
And the location was in an upper class residential neighborhood. The team member was kidnapped at a club.

Force 10 spirit summoned in a upper class residential neighborhood ? I'm not sure that the law allows this kind of thing. You could have tried to send the Star down there... :spin:

Anyway, if your friend has a pretty good fake SIN (or a regular one) and has nothing incriminating on him or about him, you could have called the Star to deal with the kidnapping... That's their job after all. :wobble:

QUOTE (Ornot)
some FAB3 could have done the trick, if you could have gotten hold of it


That's what I thought before reading the rules for FAB3. Actually, FAB3 is quite useless. It's too slow to reach the enemy, so you have to aim carefully and then it takes too long to be really dangerous to the spirit. The spirit might just wait until the end of the fight and then go back to his metaplan to shake it off.

That's too bad because I always wanted my Mundane characters to use FAB grenades to deal with magical threats. (According to my "to each problem its grenade" motto)
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toturi
post Apr 1 2007, 01:34 PM
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The very fact that this thread even exists tells us something. And that tells me that the GM has to sit down and talk with his players.
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lorechaser
post Apr 1 2007, 01:39 PM
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The DM did respond in the thread - he said they were not Force 10 spirits, and the player's recollection of events was a bit skewed.

The original account was pretty charged. I'd be willing to bet that it was posted shortly after the game ended.

And the answer I give is the same one everyone else did - you never alert people you're coming, you never go in the front door, and you never underestimate your enemy.

The player seems to fling spirits around pretty wily-nily. It's safe to assume that the GM is aware of this, and probably has set up an opponent who can do the same at least some of the time.

The first time you run in to a spirit fthat can wipe the floor with yours, you pull back and reassess.
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hyzmarca
post Apr 1 2007, 02:21 PM
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There is one surefire way to deal with vampires, SADM

Intel is very important. Start by having a good hacker get into their security system, hire one if you don't have one, and use any security cameras in the facility to get a good image of all of your foes. Then run a matrix search against those images to see what you can come up with. If they have audio surveillance or if you can set up audio surveillance, try to get a name, too.

This should give you some idea about who you are facing and if it doesn't you are either going up against SINless gangers or badass prime runners. If it is a place when you won't find SINless gangers, be prepared.
Do not send in spirits ahead of you unless it is absolutely necessary. That is a mistake many people make since it will alert astrally active characters and those with magical senses. If you can't set up remote surveillance then you could get intel on the targets by sending in a Task or Ally spirit with drawing or painting skill and have it sketch the faces of the people it sees so that you can scan the image and use it in a matrix search, but that isn't highly recommended.

In a public establishment, you should lead with your face. If people are supposed to be there, then your presence is unlikely to raise alarm. Give your face a briefcase full of explosives to set up a nasty surprise. Pair him with your stealth guy if you like.
If the establishment is not public, the face should still be able to sleaze his way in if he's good. But it doesn't work if he is recognized and it can be rather dangerous in a private residence.

Your hacker controls the terrain. Maglocks are very popular for a very good reason. In case of emergency they can be opened up or locked down from a central control. You hacker can open or close any maglock door that is connected to the security system once he is in and he can keep them that way. Using security cameras, he can tell you where to go and where your enemy is. Using maglock doors he can clear your way and funnel your enemy into a trap.
If your hacker can't gain control of the facility, for god's sake destroy the power meter and any generators that it may have.

Powerful spirits can be treated three ways, like bombs, like professional wrestlers, and like magic pants.
If you have two force 6 spirits on call, do not treat them like professional wrestlers. Do not send them in the right one at a time. Instead, treat them like bunker-buster bombs. Make sure that they are Spirits of Man with Stunball. Have them materialize in the target room and have both of them cast stunball on whomever is inside. This will incapacitate the vast majority of living characters. If there are likely to be drones inside, use indirect elemental spells (which are likely to kill any hostages) instead or don't send them at all.
After the initial damage is done, use another spirit as your magic pants, providing concealment as you sneak in so that your enemies have to make perception tests against huge penalties as you breach. Accompany this with a small explosive to destroy the door (if it isn't a maglock) and smoke grenades and flashbangs to make these perception modifiers even higher. The important thing is to make sure that all of your team members and your spirit use infiltration while breaching the room. Default if necessary. And make sure that the spirit isusing concealment on itself as well as all of your team members. Infiltration will force a perception test and concealment will jack up the modifers, making it better than Invisibility because the Stealth skill group also defeats Astral Perception.
Also consider having your magic pants spirit use Magical Guard on your team.
Once you've breached, have your magic pants spirit use Accident on all the remaining enemies, including drones, up to the point that you have one service left just in case you need one of its powers for the getaway. Between mass accident, pseudo-invisibility, and the huge stun damage, you shouldn't have that much trouble.

On your way out, drop a bomb just to be sure.

Edit:And if you know that you'll be facing a vampire then get a pair of Blood Spirits, rent them if you don't know Blood Invoking. Crank up their force by feeding a few bums to it and send it in with orders to drain the slitch dry. Vampiric essence contests are, by far, the best way to take out a bloodsucker.
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Jaid
post Apr 1 2007, 02:43 PM
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and if the enemy thinks they're going with no tech security, don't forget that commlinks typically have built-in cameras (and probably speakers), and that most any electrical device is wireless by default. now if someone *actually* has no technological stuff whatsoever, you can use that to your advantage too. that means no maglocks, no MAD scanners, no cyberware scanners, no electronic sensors of any kind. you can sneak in microdrones and do recon, and there shouldn't be much of anything that's gonna detect it. alternately, they're using purely wired systems, and should be really surprised if you manage to get into it by tapping into their system remotely... but yeah, i'd say your biggest mistake was just busting in with insufficient recon. it's one thing to just break down the door and start shooting when you know it's a bunch of gangers whose best weapon is that big troll with a steel pipe. it's another when you *know* your enemy has magica resources, and that they were able to kidnap one of your team members from a public place, with no one even noticing. that should let you know your target has resources available to them, and that you don't want to face those resources unprepared.
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Ravor
post Apr 1 2007, 03:38 PM
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Actually lorechaser I went back and reread the DM's post and s/he only said that the Spirits never used Overcasting, but did appearently use Edge in their attacks and very well could have been Force 10.
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Big D
post Apr 1 2007, 05:57 PM
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I'll just dogpile in on the intel thing. Unless you have absolutely no choice and no time, do not rely on just one method of legwork, especially if that legwork has already exposed your existence to the target. Drones and hacking should have been the order of the day.

I'm assuming the first spirit patrol was a gut "what the heck happened" reaction, with an aim for an immediate frontal assault. Once it pushed through a ward and was suddenly dispelled, things should have slowed down a bit. You suddenly lost surprise and initiative, while still not having any real intel other than location. Your buddy's not gonna get any more geeked than he already was if you wait an hour or two to recon. Minidrones would have been especially useful, and you have to assume that a house in an upscale neighborhood would be wired to the gills (if not, that should set off more warning bells).

Knowing something more about the opposition prior to breach (preferably, having rigger or hacker eyes inside all the way to entry), you could have had more options. Even something as simple as knowing the buddy was in the back room and the bad guys were all in the front would have opened up possibilities. For example, you could have used HE breaching followed by GL volleys. That would have effectively shredded everything in the front room, including the vamp. Or, you could have shot tear gas through the windows, or even simply found a back door or window and tried to avoid combat.

Of course, it's easier to come up with alternatives sitting at a keyboard than sweating it out at the table wondering what you're getting thrown into now. But that's why you get paid the big nuyen.
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