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tisoz
QUOTE (blakkie)
Does this mean if i want to walk from point A to point B i say "i start walking". I don't actually get anywhere until a simple action or complex action passes.

Starting to walk is like SR3, you didn't start until your action, when you declared what you were doing.

QUOTE
While the walking occurs i can use that simple action for something else, like going Dirty Harry on someone? With a penalty of course.  If i simply want to get from point A to B i just let the simple or complex action go by and at the end of it i'm that much further?

What about running? Same thing, i can [attempt] to do things while running? Or just not allowed to at all? Or is it that GM disgression thing again?


I said walking did not even take an action, but needed to be declared, so you still have a pass with all your actions intact and unused when walking.

Now you're obtuseness is making me look up again what action declaring running uses, running requires a free action. While I am at it, sprinting (the use of a skill to increase running distance) takes a Simple Action.

With any of these movements a character can carry out an additional action they are alloted for the pass. (Do we need to go over again what actions may be taken in a pass?)

Running imposes a -2 dice pool modifier to any action except charging attacks and defending against attacks.
Kyoto Kid
QUOTE (SL James)
QUOTE (Kyoto Kid @ Aug 24 2005, 02:49 PM)

Can you still make an athletics skill test to increase movement?

That's what the "running + strength test" is for.

So by this I take it successes in Athletics skill then no longer augment movement as in the past.
hahnsoo
QUOTE (Kyoto Kid)
So by this I take it successes in Athletics skill then no longer augment movement as in the past.

Running is a skill that's folded into the Athletics Skill Group. "Hits" on the Running + Strength test increases your movement rate. I don't know how much simpler someone can make this. You can roll either your Athletics Skill Group (if you have it) or your Running skill. Note that they are mutually exclusive... you can have either one or the other, because if you break off the Running skill from the Athletics Skill Group, you divide the whole skill group into individual skills.
Kyoto Kid
QUOTE (hahnsoo)
A TON of cyber/bioware is in SR4. Notable omissions include Encephalon, Math SPU, Trauma Damper, Move-By-Wire, Boosted Reflexes (no longer exist, but Wired 1 is MUCH cheaper now), Dermal Sheathing, Digitigrade legs, and headware memory (obsolete).  None of these are in SR4.

I expect that many of the "omissions" will be included in a later supplement.

So what is going to replace Headware Memory? This was an indespensable tool not just for Deckers (hackers) but anyone who needed to store data or other information in a more discrete manner. For example I have a CyberSnoop who basically has an entire audio/vid editing studio in her head. Key to this is her memory implant which can store over 2 hours of vid.
apple
Cybercommlink for 0,2 Essence.

SYL
hahnsoo
QUOTE (Kyoto Kid)
So what is going to replace Headware Memory? This was an indespensable tool not just for Deckers (hackers) but anyone who needed to store data or other information in a more discrete manner. For example I have a CyberSnoop who basically has an entire audio/vid editing studio in her head. Key to this is her memory implant which can store over 2 hours of vid.

As stated, Headware Memory is obsolete. Somewhere earlier in this thread (or maybe another one), it was written that Storage Memory is assumed to be so advanced that you'll have more memory than you can ever use in your cybernetic devices, not the mention the ease of transferring data to a remote wireless storage location. So if you have cybereyes or a datajack, or simply a recording system, the onboard storage is always assumed to be more than enough. The GM can stop you before it gets ridiculous (no downloading the Library of Congress to your smartlinked Assault Rifle), but there ya go.
Kyoto Kid
QUOTE (hahnsoo)

Neither Math SPU or Encephalon are in the book (I'll add that to my list).  The Cerebral Booster now goes up to 3 and adds directly to Logic, and thus supercedes those pieces of cyberware.

Dermal Sheathing may come out in a different sourcebook, you never know. Same with the Trauma Damper.

While they may have improved the Cerebral booster, the Math SPU would still be much less expensive. (in M&M the CB 2 was 110,000 base cost while the top line Math SPU was somewhere around 16,000 - 20,000)

Again I have a feeling it is not so much obsolete as it ill appear in the SR4 "version" of M&M.
hahnsoo
Cerebral Booster is 10,000 nuyen per rating (up to Rating 3, max of Rating 2 at Character Creation due to Availability). So it's not that much more expensive. nyahnyah.gif

I'm assuming that a Math SPU or something similar is built into a cyber commlink, so any bonuses that you get from having a Math SPU would be manifest in that.
Kyoto Kid
QUOTE (hahnsoo)
QUOTE (Kyoto Kid @ Aug 25 2005, 03:28 PM)
So what is going to replace Headware Memory?  This was an indespensable tool not just for Deckers (hackers) but anyone who needed to store data or other information in a more discrete manner.  For example I have a CyberSnoop who basically has an entire audio/vid editing studio in her head.  Key to this is her memory implant which can store over 2 hours of vid.

As stated, Headware Memory is obsolete. Somewhere earlier in this thread (or maybe another one), it was written that Storage Memory is assumed to be so advanced that you'll have more memory than you can ever use in your cybernetic devices, not the mention the ease of transferring data to a remote wireless storage location. So if you have cybereyes or a datajack, or simply a recording system, the onboard storage is always assumed to be more than enough. The GM can stop you before it gets ridiculous (no downloading the Library of Congress to your smartlinked Assault Rifle), but there ya go.

Ahh...integration. Makes sense...saves essence.
6thDragon
Maybe this deserves a separate thread, but you keep saying the nuyen costs are significantly reduced. Is that just for cyber/bioware or is that everything across the board? If so, what prompted that, the matrix crash? I'd imagine that would do it. If all other costs are reduced could you give us some examples, say for instance lifestyles?
Kyoto Kid
QUOTE (hahnsoo)
Cerebral Booster is 10,000 nuyen per rating (up to Rating 3, max of Rating 2 at Character Creation due to Availability). So it's not that much more expensive. nyahnyah.gif

I'm assuming that a Math SPU or something similar is built into a cyber commlink, so any bonuses that you get from having a Math SPU would be manifest in that.

Yoikes! That's like 18% of the SR3 cost. Man, I hope my local store gets the book in soon.
hahnsoo
QUOTE (6thDragon @ Aug 25 2005, 03:49 PM)
Maybe this deserves a separate thread, but you keep saying the nuyen costs are significantly reduced.  Is that just for cyber/bioware or is that everything across the board?  If so, what prompted that, the matrix crash?  I'd imagine that would do it.  If all other costs are reduced could you give us some examples, say for instance lifestyles?

Lifestyle costs are still approximately the same. I think it's slightly different (Low is now 2,000 nuyen instead of 1,000 nuyen, while Squatter is 500 instead of 100), but comparable.

EDIT: Middle, High, and Luxury are identical to before. Street is pretty much the same. smile.gif

Cyber/Bioware costs are reduced across the board, pretty much. A simple datajack is only 500 nuyen (but datajacks were always inexpensive). A cyberarm costs 15,000 nuyen (a HUGE reduction in cost). There are some that retain their old costs (Enhanced Articulation), but in general, most Bioware with Ratings have reduced costs (but higher availability). Wired Reflexes 1 is 11,000 nuyen, 2 is 32,000 nuyen.

Not sure what "justifies" the price drop, other than the tech getting better and game balance issues. Cyberware used to be the biggest character creation money sink, so much so that it made no sense for a runner to have such expensive cyber instead of retiring on that cash.
6thDragon
Wired Reflexes:1 is 11,000 and Cerebral booster is 10,000 per level!!! eek.gif Wow you weren't joking when you said bioware was more expensive! I'd agree about the costs at chargen. If you were a decker your deck got a lot of money sunk into it, and riggers got lots of vehicles, but samis put a lot of money into their cyber. That will be an interesting development. The lifestyle costs go up and the cyber/bioware costs go down. Does it give examples of what the average run goes for? If the sample lifestyle goes up, I would imagine the average run would pay more. Do they still have street index in SR4?
tisoz
Weapons look a little cheaper, ammo looks about the same, armor is a bit less here and there, some vehicles got a little cheaper.

Like a Euro Westwind is 85K. Harley Scorpion is 12K. Steel Lynx is 5K.

No street index per item, but the GM has a table of modifiers to adjust prices.

On what jobs pay, the opening fiction has a base price of 5K negotiated to 6K for a 5 person team, which included a mage, rigger, hacker and a couple of muscle types. And it was a rush job that got 2 members killed. Seemed low to me. That group should have been able to pull down 5 times that a night boosting cars.
Chiba Cowboy
There is always going to be a 'motivational' aspect to what shadowrunners do. Afterall, they could easily make more money dealing narcotics/BTL's, getting jobs as stockbrokers etc. Going around stealing cars garners you no respect, does nothing to the corporations in terms of payback and isn't even much of an adrenaline rush after a while. Shadowrunning is a lifestyle choice.

You also have to consider how much of a demand there is for the stolen cars (you could chop-shop but I think in 2070 it's economically dodgy). The only real use for the cars would be untraceable clean vehicles (no serials etc) and how many a fixer would offload a week wouldn't be that high surely.

And stealing cars would be a pretty shit game, let us be honest.
blakkie
6K split 5 ways? That certainly seems low. Unless Mr. J provided solid info on extra gear that was present during the run, and permission for the team to grab the gear and keep it.

QUOTE
That group should have been able to pull down 5 times that a night boosting cars.


Maybe. I don't think i'd have a fixer pay more than 10% of list unless the team was really good and reliable at cleaning the vehicle before the handoff. That Westwind is likely going to have some choice gear protecting it, and usually not left unattended in an insecure location. The more consistantly available Americar fair, at maybe 2K to 3K a job isn't that particularly lucrative.
Clyde
Do we know if the "rush job" was supposed to be that tough? I mean, there are 5k jobs and 50k jobs. It's just that sometimes the 5k jobs aren't the milk runs they're made out to be wink.gif
mmu1
I guess everything has gotten cheaper - but 6K is still a ridiculously small amount of money... Maybe I'm spoiled, but in the games I play in, the characters wouldn't take a job for 6k each - unless it was something legal and harmless... Then again, no one I play with is (AFAIK) interested in playing street level games, either.
Velocity
QUOTE (Chiba Cowboy)
And stealing cars would be a pretty shit game, let us be honest.

I submit that Grand Theft Auto: Seattle 2070 could be awesome. wink.gif
Velocity
QUOTE (mmu1)
I guess everything has gotten cheaper - but 6K is still a ridiculously small amount of money... Maybe I'm spoiled, but in the games I play in, the characters wouldn't take a job for 6k each - unless it was something legal and harmless... Then again, no one I play with is (AFAIK) interested in playing street level games, either.

In my game, the PCs won't work unless they're guaranteed a payoff of 50,000 nuyen.gif apiece--minimum.
kigmatzomat
It was expected to be a milk run. Paraphrased story, dwarven Pepsi exec finds out Coke is going to sell a troll/ork targeted beverage. Pepsi won't be ready with their "big man soda" for several months. After much digging, he finds out Coke's got a massive test-market blitz scheduled for tomorrow. He plans to hire shadowrunners to break in and steal some vaguely useful files as a cover while actually dumping a nasty-tasting addititive into the soda tanks.

Soda is big business so there's extra security but it's only a half-dozen guys, and the computer data isn't incredibly sensitive since this is a warehouse not a factory.

[ Spoiler ]


All in all, 6k to break into a warehouse and add some cod liver oil to a soda tank doesn't seem unreasonable. I'm not sure any amount of money is worth it to walk into an ambush.
maeel
Something i'd really like to know is, how scatter is used in SR4, in SR3 it was kind of complex, especially because it was different for each weapon...
Bull
Suggested run payments have always been perceived to be low, because things like Cyberware cost so bloody much. I think you'll see a general decrease in the perceived "necessary" payments for running, because runners won;t need as much to survive and still "upgrade" their gear on a semi-regular basis.

Bull
JBlades
Screw that! Poppa needs a ride to Chiba! Show me the money! biggrin.gif
Smed
QUOTE (Bull @ Aug 26 2005, 11:34 PM)
Suggested run payments have always been perceived to be low, because things like Cyberware cost so bloody much.  I think you'll see a general decrease in the perceived "necessary" payments for running, because runners won;t need as much to survive and still "upgrade" their gear on a semi-regular basis.

Bull

That is one thing I do like about 4th edition. I had 3rd edition characters that spent a few million nuyen on gear and equipment over the course of their careers. Dropping the costs makes it more plausible that people could afford 'ware, and that companies or the military would spend the money to implant it in their employees. The lower payments for runs also make it more plausible that corporations would use Shadowrunners as a resource.
blakkie
This is really across all these three threads; Training skills and increasing attributes, are there detailed rules for in-game time this takes, nuyen.gif costs, and required trainers? If so do the rules, on first blush, look as fubar as SR3s?
Triggerz
QUOTE (Bull)
QUOTE
First, how does two-weapons melee combat work? Both with and without the ambidexterity edge (if it has made it into SR4)...

Second, how about firing two pistols or two SMG's at the same time?


You split your dice pool for each weapon. If you're using two diff weapons with two different skills (ex. An SMG and a Pistol), you use the smaller of the two pools. Recoil penalties apply to both weapons (see below). If you do not have Ambidexterity, your off hand weapon suffers a further -2 to the dice pool. [...]

Bull

Is there any tactical advantage in wielding two weapons instead of one then? Provided you have ambidexterity, I mean. If you split the pool and get shorter reach because you are using two short swords (say, reach 1) than your opponent who's wielding a no-dachi, then you don't get any more dice than the other guy - if fact, you get two attacks with half of your dice, if I got this right - but you still suffer from the reach.

Is there any advantage to the second attack? The other loses one die on his defense against the second one, I think. Is that it? If two opponents with equal skill face each other with the same reach but one wields two weapons, does it give him any kind of tactical advantage? Or will he just waste all of his more numerous attacks instead of getting fewer that actually have the chance to do some damage?

I like the SR3 mechanic because it reflected well the fact that when you parry an attack - or just get your opponent's weapon out of the way - with one of your weapons, then you create a potential opening for your other weapon to strike (which was represented by the half-you-skill dice bonus you got for your off-hand).

If you need twice the number of dice of your opponent - on top of ambidexterity - for two-weapon melee combat to be at all effective, then you might as well stick with one weapon and cut your opponent in half on your first attack.
Clyde
Is fletchette ammo still useless?
blakkie
QUOTE
Is there any tactical advantage in wielding two weapons instead of one then?


If your weapon has a really high base DV, and you feel reasonable sure you can get at least 1 net hit?
White Noise
QUOTE
If you need twice the number of dice of your opponent - on top of ambidexterity - for two-weapon melee combat to be at all effective,
then you might as well stick with one weapon and cut your opponent in half on your first attack.


Hence the reason nobody uses two weapons in real life. It's inefficient and likely to get you killed.
Triggerz
Hmmm... Ok. I guess I don't know much about RL martial arts. I understand it's tough on coordination, but if you can do it right, then I would have thought it could give you an edge over your opponent. Maybe it was too powerful in SR3 though. I'll have to playtest the options a bit in SR4 before I can make sense of it all.
Darkness
QUOTE (White Noise)
Hence the reason nobody uses two weapons in real life. It's inefficient and likely to get you killed.

I beg to disagree. Just look at Arnis/Eskrima/Kali. These martial arts especially teach the use of 2 weapons in close range combat. And it works extremly well. You start with rattan sticks, but advanced pupils may train with knifes or short swords. The techniques are the same. It is quite effective if the opponent has only one weapon.
blakkie
QUOTE (Darkness)
QUOTE (White Noise)
Hence the reason nobody uses two weapons in real life. It's inefficient and likely to get you killed.

I beg to disagree. Just look at Arnis/Eskrima/Kali. These martial arts especially teach the use of 2 weapons in close range combat. And it works extremly well. You start with rattan sticks, but advanced pupils may train with knifes or short swords. The techniques are the same. It is quite effective if the opponent has only one weapon.

Wouldn't that then translate to treating using the two weapons as a single weapon that took a Specialized Melee Weapon?
Triggerz
QUOTE (Darkness)
QUOTE (White Noise)
Hence the reason nobody uses two weapons in real life. It's inefficient and likely to get you killed.

I beg to disagree. Just look at Arnis/Eskrima/Kali. These martial arts especially teach the use of 2 weapons in close range combat. And it works extremly well. You start with rattan sticks, but advanced pupils may train with knifes or short swords. The techniques are the same. It is quite effective if the opponent has only one weapon.

So, what do you think of two-weapons melee rules in SR4? Do they work? If not, how would you fix them? I guess a specialization in two-weapons (say, two-short swords) would give an extra die on each attack. If two-weapon melee combat is only learnt in specific martial arts, then maybe it'd be best as a maneuver? Hmmm... Or as a specific bonus you get when you learn a particular MA anyways, like the +1 to resist knockdown/knockback from Kung Fu strikes. Yeah, that seems better than a maneuver. Too bad we won't see any of that until much later, if at all. I'd have absolutely loved to have MA in the BBB. nyahnyah.gif Oh! Well...
Triggerz
QUOTE (blakkie)
Wouldn't that then translate to treating using the two weapons as a single weapon that took a Specialized Melee Weapon?

A completely separate skill, you mean? Like "two-blades", "two-clubs", etc.?
Darkness
QUOTE (blakkie)
Wouldn't that then translate to treating using the two weapons as a single weapon that took a Specialized Melee Weapon?

Effectively - yes. At least in the three mentioned MAs the movements would suggest this.
QUOTE ( Triggerz)
So, what do you think of two-weapons melee rules in SR4? Do they work? If not, how would you fix them? I guess a specialization in two-weapons (say, two-short swords) would give an extra die on each attack. If two-weapon melee combat is only learnt in specific martial arts, then maybe it'd be best as a maneuver? Hmmm... Or as a specific bonus you get when you learn a particular MA anyways, like the +1 to resist knockdown/knockback from Kung Fu strikes. Yeah, that seems better than a maneuver. Too bad we won't see any of that until much later, if at all. I'd have absolutely loved to have MA in the BBB. nyahnyah.gif Oh! Well...

Don't know yet. I need the book first, and then i will playtest it myself. But your suggestion might work fine.
Kremlin KOA
nah buy the specialization "twinned" giving you the spec bonus whenever suing 2 blades or sticks... still 1 attack
blakkie
What i mean is though there are two distict pieces (say 2 knives) that each could function as a weapon when used by itself, when used together with the Exotic Melee Weapon (dual blades) skill they function as one weapon with one attack. Just like an Unarmed Melee attack where you have knees and fists and teeth, but just one "weapon".

The benefit? Beyond stylishness that makes the opposite sex weak in the knees? wink.gif I don't know. Maybe the weilder gets dice and decision making as a 2m reach with 1m reach weapons, but you can't actually attack opponents 2m away.

EDIT: For some reason i thought "Exotic" was wrong word. Likely because that word is the name of the catagory in DnD for oddball weapons.
Triggerz
QUOTE (Kremlin KOA @ Aug 27 2005, 03:12 PM)
nah buy the specialization "twinned" giving you the spec bonus whenever suing 2 blades or sticks... still 1 attack

The problem I see with that is that you could just take a specialization in any melee weapon and it would give you the tw-dice bonus. It wouldn't give anything specifically for using two melee weapons at the same time. I guess I might convert martial arts really soon. sarcastic.gif Or try anyways... Once we all have the book, I'm pretty sure we'll be able to figure out something that works.

To be more precise:

Blades (Katana) 6 ( 8 )

Blades (Twinned) 6 ( 8 )

There's no advantage to using two weapons. The mechanics are exactly the same if you make it only one attack.

EDIT: ( 8 ), not (cool.gif
sarcastic.gif
Triggerz
Combine the reach of the two weapons? It might work. Use only the highest reach if the character does not have ambidexterity as he is not able to take full advantage of the second weapon. Add them up if the character has ambidexterity.

Using one short sword versus two (reach 1 each): With ambidexterity, you actually know what you're doing and get a one-die reach bonus (except your weapons haven't gotten any longer as Blakkie pointed out). Without ambidexterity, the extra weapon is a burden more than anything else and you lose two dice (or only one if you still combine the reach of the two weapons).

How separate are the skills though? Is there any way you could default from one-weapon to twinned or the other way around?
Rotbart van Dainig
What about adding up half the attribute+skill (-2 dice if not ambidextrous) as bonus dice (like in SR3) when using two melee-weapons?
Triggerz
I think it's be too big a bonus as most people would have (attribute+skill)/2 greater than 2. So it wouldn't reflect the fact that, if you don't know how to fight with two weapons, then the second weapon is not helping you at all and might even be a hindrance.

Maybe just (skill/2) instead. Minus 2 if you don't have ambidexterity. When you get to skill 5 or 6, you would know how to use a second weapon to your advantage even if not ambidextrous.

But I liked the off-hand skills in SR3. How about, for example, Attribute+Blades+(Twinned Blades/2)? Minus 2 if not ambidextrous. If ambidextrous, the second blade wouldn't penalize you, but you'd still need training to use it effectively. That way, if you're a pro with Blades 6, you wouldn't be completely clueless if you have twinned blades at 2, but it wouldn't give you a huge bonus either, and it would only give you a bonus if you're ambidextrous. If not, then you'd need a lot more training to be any good with two weapons, which seems to be the case in RL.

Hmmm... I'll have to playtest a bunch of options to find the one that works best.
hahnsoo
If you're going to gab about two-weapon melee rules, please start up another thread in the SR4 section, as there are NO rules right now for using two weapons in melee combat in SR4. The only time which you split dice is when you are either attacking multiple opponents in melee or when you are firing two pistol/SMG weapons in the same simple action.
Triggerz
QUOTE (hahnsoo)
If you're going to gab about two-weapon melee rules, please start up another thread in the SR4 section, as there are NO rules right now for using two weapons in melee combat in SR4. The only time which you split dice is when you are either attacking multiple opponents in melee or when you are firing two pistol/SMG weapons in the same simple action.

Oh! Ok. Sorry. I thought splitting dice applied to both melee and ranged combat, but I had asked about melee and ranged combat at the same time, so I probably just misinterpreted Bull's words.
Zen Shooter01
By the way, the obvious advantage to two weapons in SR4 is in the damage.

Firing one Predator (5P, -1AP) with a pool of 9, with a little luck you can score 4 hits and do 9 points of damage (before the target does anything to reduce it).

Firing two Predators, you'd split the pools and subtract 2 from the smaller one. With a little luck, you could score 2 hits on the first shot and 1 on the second, for a total of 13 damage (again, before reductions by the target).
Rotbart van Dainig
Keep in mind though, how armor works now... the target resists twice, too.
Triggerz
QUOTE (Rotbart van Dainig)
Keep in mind though, how armor works now... the target resists twice, too.

I guess it only makes special ammunition that much more relevant.
Knarfy
Ok, when you do two pistols, you split the pool however you like, or does it have to be in half?

Because if its however you like, then I know how to make it effective...

First shot, 1 die vs normal defense.

Second shot, all the rest vs their defense -1.

Third shot (second simple action), 1 die vs their defense -2.

Fourth shot, all the rest vs their defense -3.

Its kindof a twinked out silly way to do it, and I dont really like it... but Its the best I think you would be doing.
hahnsoo
Not necessarily. Ideally, you want every single shot to hit. In doing so, you'll actually want to weight the dice toward the first attack. One attack with 5 net hits is usually less effective than two attacks with 1 to 2 net hits.
Triggerz
QUOTE (Knarfy @ Aug 28 2005, 02:05 PM)
[...] Fourth shot, all the rest vs their defense -3. [...]

I'm not sure I get the logic behind making the fourth shot tougher to dogde than the first. Obviously, the more rounds you shoot, the more likely one of them will hit, but you already get more attack tests for that. Autofire is something else as it is one test and possibly even more rounds.

QUOTE
Defender defended against previous attack, -1 modifier cumulative for each additional defense roll
[...] Attacker firing burst or shotgun, -2mod vs wide bursts, -5 vs long wide bursts, -9 vs full auto wide bursts, -2 vs shotgun on medium spread, -4 against wide spread.


I'm not too sure what the difference is between a wide burst and a long wide burst. (Burst-fire vs full autofire?) But I guess it should be looked at when considering defense penalties for shots after the first.

Personally, I'd be tempted to link the defense penalty more to the number of people shooting at you than to the number of semi-auto shots [a single guy shoots at you. EDITED FOR CLARITY] I mean: If you got out of the way for the first shot, why should you be more exposed for the third or fourth? Inertia, maybe? If you dodge to the left, the shooter can re-adjust and hit you more easily? Still, I think the penalty is more appropriate when there are many people shooting at you. It's one thing to get out of one guy's line of fire, but it's something else getting out of the line of fire of tens guys shooting at you simultaneously. Am I making any sense?
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