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FAN-CREATED FACTION: The Neverwatch


Foxhound7

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This is a new faction I've decided to work on. They're called the Neverwatch, and their purpose is to fight back the threat of the Neverborn. Below is a small summary/brief on the faction as a whole and the ideas I have for the masters. Feel free to comment and criticize.

THE NEVERWATCH

“The Neverborn prey on the fears of mankind… Let us see how they fare against those of us who fear nothing.” –Watch Captain Alastor

Fluff

When the Breach was opened, mankind came face to face with its deepest and darkest fears in the form of the Neverborn. Led by Lilith, the mother of all monsters, they terrorize the hard working citizens of Malifaux in a never-ending campaign to rid their world of its human intruders. Striking from the shadows, they fight a war on their own terms, fighting only battles they believe they can win. Every faction has fought them, but none has the power or resources to wage an all out war against an unseen enemy. Thus, the Neverwatch was formed.

Whereas the other factions fight for power, money, and status, the Neverwatch fights for the people. Torches lit, they fight back the darkness, hunting the Neverborn wherever they hide.

Summary

The Neverwatch, as a faction, focus on short to mid-range combat with a heavier focus on control. They make extensive use of traps and terrain to control the flow of combat. The appearance of their agents is a cross between monster hunter and Knight Templar. They tend to wear long overcoats, beneath which they keep an assortment of tools and weapons.

Key Characters

Watch Captain Alastor

· Master

· Torch (1” Melee)/Crossbow(6” Range)

· 12 Wd

· Focus on Team Buffs and Solo Combat

· Head of the Neverwatch, strong in his faith, fearless in combat

Dr. Lloyd Harker

· Master

· Wrench (1” Melee)/High-Caliber Rifle (10” Range)

· 10 Wd

· Focus on Traps and Ranged Combat

· Master inventor, tactician, and mechanical genius

Charlotte

· Master

· Paired Longswords (2” Melee)/Wooden Stake (1” Melee)

· 10 Wd

· Focus on Melee Combat and Self Buffs

· Close quarters fighter, very tough, intense hatred of Neverborn

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No, no lol. I just wanted to create a faction that fit with the fluff. I figured the powers at be Earthside would want to put together a force to hunt down the Neverborn and secure Malifaux once and for all against the things that go bump in the night. The Ortegas may have found a calling as 'monster hunters', but that doesn't mean they couldn't use some help ;)

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I love seeing creative work such as this, but I am on the same page as CserZ....the Ortegas already fulfill this basic concept.

It would be similar to creating a new faction that was dedicated to fighting the Arcanists or Resurrectionists....its just already been done.

I do like your level of detail though.

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While it is a cool name, I'm sure the Guild has more than just the Ortegas out there kicking Neverborn ass. You can't secure your Soulstone supply if there are all sorts of nasty beasties mucking about whenever you turn your back. It's not like Justice and Sonnia are the only Guild personnel that handle their particular specialties.

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Okay, well I finished my first build of Watch Captain Alastor. Let me know what you guys think.

LEGEND: T for Tomes and R for Rams

Watch Captain Alastor - Master

SS Cache: 3

Wk/Cg: 5/7

Ht: 2

Wp: 8

Ca: 5T

Df: 7

Wd: 12

Torch

Rg: 1"

Cb: 7R

Dg: 2/3/4

Crossbow

Rg: 6"

Cb: 6

Dg: 2/3/5

TALENTS

Abilities:

Armor 1

Hard to Kill

Hard to Wound 1

Hunter

Weapon, Torch: Magical

Weapon, Crossbow: This weapon deals +1 Dg to Neverborn models

Actions:

Melee Expert (+1)

(0) Test of Faith: Discard a control card

and flip a control card. If the value of the flipped card is higher than the discarded, draw two cards, otherwise, this model suffers 1 Wd. If the Red Joker is drawn, this model also makes a healing flip. If the Black Joker is drawn, this model suffers 2 Wd and ends its activation.

(0) Light in the Darkness: (AURA 6)

Friendly models receive +2 Wp and may move their Wk towards this model.

Triggers:

Cb(RT) Cleansing Fire: A Neverborn model hit by a Torch Strike, does not benefit from Black Blood until the end of the closing phase.

Ca(TT) Crusader's March: When this model successfully hits a Neverborn model with a spell, it may then move its Wk towards that model.

SPELLS:

(1) Mark for Cleansing

(CC: 14T / Rst: Df / Rg: 10 ) Target model loses the benefis of cover and and friendly models can draw LoS to it up to 6" into terrain until the end closing phase.

(1) Fire of the Faithful

(CC: 14T / Rst: Df / Rg: 10) Dg 2/3/5. If the card flipped for the damage flip is the Red Joker, any models in base contact with the target take 2 Dg. If the card flipped for the damage flip is the Black Joker, this model suffers 2 Dg.

(2) Pillar of Faith

(CC: 14TT / Rst: - / Rg: PULSE 1) Models in range take 3 Dg.

Edited by Foxhound7
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We don't know how things are handled Earthside as far as Guild operations re concerned. Perhaps the Guild and the Neverwatch work for the same Earthside organization.

Make sure to reread the introduction story about Malifaux at the beginning of the rulebook - the Guild is an Earthside organization and a Malifaux organization. The Guild is pretty much the majority of all "official" business both sides of the breach according to the opening story.

As for the Neverwatch, it sounds to me more like a community watch of commoners in the Guild, with the Ortegas being the ones who deliver the beat when things get nasty.

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... stuff ...

I like where the abilities are going, but he's impossible to kill. 7Df, 12 Wds, Armor 1, H2K, H2W?

And I understand that Neverwatch are meant to be a hard counter to the Neverborn, but against any other faction his abilities are fairly weak.

Test of Faith doesn't present enough of a detriment, with his 12 Wd, "I'll discard this 1-3 in my hand for 2 new cards, and even if I don't flip higher, its only 1 Wd. Oh darn, only 11 Wd left." Maybe a (1) action, with a once per turn clause.

And I'd change Pillar of Faith to :pulse 2, and "Enemy Models take 2 Dg, ignoring Armor" If you compare it to "Pull My Finger" it seems a little weak, it requires a 9 :tomes, costs 2 ap, and only hits models in base contact, essentially. Som'er only needs a 7 (unsuited) to do 2 Dg to everything in 3 inches for only one ap.

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I'll probably change around Pillar of Faith a bit. Now that I look at it, it is a bit weak. Test of Faith I could beef up a little by having it cause more wounds or draw less cards. As far as being impossible to kill, I think it could go either way. I could probably drop Hard to Kill, but I think Hard to Wound and Armor are fine as is. As far as Df 7 goes, he's designed to be a melee character, wading into huge groups of enemies and just going to town, so I think that works for him. I'll probably change the wording on Crusader's March to "enemy model" not "Neverborn model" and I may add in Critical Strike for one of the weapons, not sure. I want him to have a slight advantage over Neverborn but still be able to deal with other factions effectively.

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As far as being impossible to kill, I think it could go either way. I could probably drop Hard to Kill, but I think Hard to Wound and Armor are fine as is. As far as Df 7 goes, he's designed to be a melee character, wading into huge groups of enemies and just going to town, so I think that works for him.

There are some good melee beatsticks in Malifaux already. Still, with those you need to think before throwing them in middle of mountains of enemies. And even if you've designed him to be standing in middle of a huge group of enemies, he doesn't have to. He has other troops for support just like any other master. He can just go stand next to a troublesome model (except for McMourning) and laugh at any puny attempts at his life. That Df7 with HtW1 pretty much guarantees a negative flip on damage against most enemies, especially when he can try to get rid of the bad cards with Test of Faith. And then there's the Armor to take care of the few damage that get through.

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Well, this is Alastor v2.0. I took into consideration everything you guys said and tried to cuddle his stats a bit while making his abilities a bit better.

LEGEND: T for Tomes and R for Rams

Watch Captain Alastor - Master

SS Cache: 3

Wk/Cg: 5/7

Ht: 2

Wp: 8

Ca: 5T

Df: 6

Wd: 10

Torch

Rg: 1"

Cb: 7R

Dg: 2/3/4

Crossbow

Rg: 6"

Cb: 6

Dg: 2/3/5

TALENTS

Abilities:

Armor 2

Hard to Wound 1

Hunter

Weapon, Torch: Magical

Weapon, Crossbow: This weapon deals +1 Dg to Neverborn models

Actions:

Melee Expert (+1)

(0) Test of Faith: Discard a control card

and flip a control card. If the value of the flipped card is higher than the discarded, this model gains one of the following. If the flipped card is lower, this model suffers 2 Wd.

  • Absolution: This model makes a healing flip.
  • Divine Guidance: Draw two control cards.
  • Wings of Hope: This model gains Fly until the end closing phase and gains +2 Wk/+2 Cg.

(0) Light in the Darkness: (AURA 8)

Friendly models receive +2 Wp and may move their Wk towards this model.

Triggers:

Cb(RT) Cleansing Fire: A Neverborn model hit by a Torch Strike, does not benefit from Black Blood until the end of the closing phase.

Ca(TT) Crusader's March: When this model successfully hits an enemy model with a spell, it may then move its Wk towards that model.

Cb(R) Critical Strike: Torch

Cb(R) Crippling Shot: A model hit by a Crossbow Strike gains Slow until the end closing phase.

SPELLS:

(1) Mark for Cleansing

(CC: 14T / Rst: Df / Rg: 10 ) Friendly models receive [+] on attack and Dg flips against target model until the end closing phase. In addition, friendly models can draw LoS to the target model up to 6" into terrain until the end closing phase.

(1) Fire of the Faithful

(CC: 14T / Rst: Df / Rg: 10) Dg 2/3/5. If the card flipped for the damage flip is the Red Joker, any models in base contact with the target take 2 Dg. If the card flipped for the damage flip is the Black Joker, this model suffers 2 Dg.

(2) Pillar of Faith

(CC: 14TT / Rst: - / Rg: PULSE 2) Enemy models in range take 3 Dg. This damage ignores armor.

Edited by Foxhound7
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I finished up the first build of Dr. Lloyd Harker. I'll post the stats for Clockwork Spider in a bit.

Dr. Lloyd Harker - Master

SS Cache: 4

Construct, Scavenger

Wk/Cg: 4/6

Ht: 2

Wp: 8

Ca: 7T

Df: 4

Wd: 8

Wrench

Rg: 1"

Cb: 4

Dg: 1/2/3

High-Caliber Rifle

Rg: 16"

Cb: 7T

Dg: 4/5/6

TALENTS:

Abilities

Bulletproof 2

Cannibalize Parts: When this model damages a Construct with a Wrench Strike, heal this model an equal number of Wd.

Mechanical Fodder: This model may choose to redirect hits against it onto a friendly Construct within 3".

Mechanical Genius: This model gains [+] on attack and damage flips against Constructs.

Weapon, High-Caliber Rifle: Damage from this weapon ignores Armor.

Actions

Ranged Expert (+1)

(1) Tinker: Flip a control card and consult the following table…

  • Black Joker: This model ends immediately ends its activation.
  • 1-5: This model gains no Scrap Counters.
  • 6-10: This model gains 1 Scrap Counter.
  • 11-13: This model gains 2 Scrap Counters.
  • Red Joker: This model gains 2 Scrap counters and gains Casting Expert(+1) for the rest of this activation.

(2) Aim: This model gains [+][+] on its next High-Caliber Rifle Strike attack flip this activation.

Triggers

Cb(R) Critcal Strike: High-Caliber Rifle

SPELLS:

(1) Dynamite Trap

(CC: 14T / Rst - / Rg: C) Place a Dynamite marker within 6". If an enemy model ends its activation within 2" of a Dynamite marker, all models within 2" suffer 3 Dg.

(1) Snare Trap

(CC: 14T / Rst - / Rg: C) Place a Snare marker within 6". If an enemy model ends its activation within 2" of a Snare marker, all models within 2" gain Slow during their next activation.

(1) Makeshift Companion

(CC: 16TT / Rst - / Rg: C) This model may discard up to three Scrap Counters. It then summons a Clockwork Spider within 3" with a number of wounds equal to the number of Scrap Counters discarded.

(2) Recycle Parts

(CC: 12TT / Rst - / Rg: C) This model may sacrifice any number of Clockwork Spiders within 3". It then gains a number of Scrap Counters equal to the number of wounds left on the sacrificed models.

(2) Defensive Field

(CC: 14T / Rst - / Rg: C) This model receives [+][+] to Df flips until the end closing phase.

Edited by Foxhound7
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Here are the stats for the Clockwork Spider...

Clockwork Spider - Minion

SS Cost: S

Construct, Insignificant

Wk/Cg: 4/6

Ht: 2

Wp: 6

Ca: 4

Df: 4

Wd: *

Iron Claws

Rg: 1"

Cb: 3

Dg: 1/2/3

TALENTS:

Abilities

Arachnid

Armor 1

Companion (Harker)

Mechanical Slave: This model may choose to fail a Df duel with Dr. Lloyd Harker.

Makeshift Creation: This model's starting Wd is equal to the number of Scrap Counters discarded when this model was summoned.

SPELLS:

(1) Arm: Dynamite Trap

(CC: 10T / Rst - / Rg: C) Replace this model with a Dynamite marker.

(1) Arm: Snare Trap

(CC: 10T / Rst - / Rg: C) Replace this model with a Snare marker.

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Dr. Lloyd Harker - Master

High-Caliber Rifle

Rg: 16"

Cb: 7T

Dg: 4/5/6

Weapon, High-Caliber Rifle: Damage from this weapon ignores Armor.

Triggers

Cb(R) Critcal Strike: High-Caliber Rifle

Actions

Ranged Expert (+1)

Ok...I don't want to sound rude, but that is not even remotely balanced (and he has a ton of other abilities too). The heavy-hitter-masters of the game (Justice, Viktoria, and Lilith) don't even hit that hard, and they only have a 2" range vs. Dr. Lloyd's 16" range, which is tied with only 2 other models as being the largest range in the game. The heavy hitting masters have Cb7(suited) to match this guy, but only do 3/4/6 with a range of 2.....this guy has 4/5/6 with a range of 16.....

Now add all that into the fact that he has bulletproof 2, and can generate his own companioned minions....which he can redirect all hits onto.... All this guy has to do is generate a couple minions and stay away from everything and he will almost guaranteed kill everything and stay alive long enough to do so.

I know this project is all for fun, but you are posting it out on a public forum for all to see, so it means you are open to constructive criticism (and the only stuff we have to compare to are official game characters). Anyway, this is not meant to be rude...rather just criticism, so here goes:

I saw how you created your first master....WAY overpowered. I see how you are creating this master....WAY overpowered. If I remember correctly, you made the minion guy from before doing this faction...and I 'think' he was overpowered too. I get that they are your own creations, so you want them to be "good," but you are making them virtually the best in the game at what they do (and the best by far). It seems that you need to tone them down a LOT if you want them to be considered balanced enough to play in normal games.

-----

Now a criticism for the fluff. I like how a lot of your ideas are creative, but then others are just blatant "copy and make better" sorta things. For instance:

The Faction - from what you've shown so far, the Ortegas are completely out of business. Thats pretty bad considering they are viewed as one of the most powerful starter groups in the game currently. They are supposed to be the elite Neverborn hunters, but these masters you've created would destroy the Ortegas with one hand tied behind their back.

Dr. Lloyd - this guy just seems like a combination of Ramos and Hans.....but a lot better. Just a question - why is there a Tomes in his combat value? He has no combat triggers that utilize a tome as far as I can tell. If that is the case, the suit seems irrelevant. Also, him having Aim seems a bit overkill in most situations....his ranged combat value is so high that he probably isn't going to be losing many duels. He could use it to counteract a negative to his flip, but thats just about the only time he would need to use that. Otherwise he's making 3 very long distance shots a turn with huge damage on each shot and a high combat value to ensure those shots don't miss.

Clockwork Spider - alright, this is going to be hard to say without sounding rude....but seriously....a mechanical spider??? You could have made it a mechanical anything, yet you chose to make it a mechanical "spider"?

-----

You seem like you are creative. You make great unique abilities and actions, but then your character and faction fluff seems like its all stolen strait from the stuff thats already in this game, then modified a little bit so that its "different."

I think your ultimate goal is to create something that fits in seamlessly with what is already in the game. As is though, I just don't see that. The fluff and characters overlap too much with stuff that is already in the game, and the characters are way too overpowered. It seems you have the skill and desire to do so, so I'd like to challenge you to do something that is more unique and balanced.

Again, my intention has not been to sound rude (although it probably did...). Constructive criticism has been my goal.

Edited by thetang22
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Ok...I don't want to sound rude, but that is not even remotely balanced (and he has a ton of other abilities too). The heavy-hitter-masters of the game (Justice, Viktoria, and Lilith) don't even hit that hard, and they only have a 2" range vs. Dr. Lloyd's 16" range, which is tied with only 2 other models as being the largest range in the game. The heavy hitting masters have Cb7(suited) to match this guy, but only do 3/4/6 with a range of 2.....this guy has 4/5/6 with a range of 16.....

Now add all that into the fact that he has bulletproof 2, and can generate his own companioned minions....which he can redirect all hits onto.... All this guy has to do is generate a couple minions and stay away from everything and he will almost guaranteed kill everything and stay alive long enough to do so.

I know this project is all for fun, but you are posting it out on a public forum for all to see, so it means you are open to constructive criticism (and the only stuff we have to compare to are official game characters). Anyway, this is not meant to be rude...rather just criticism, so here goes:

I saw how you created your first master....WAY overpowered. I see how you are creating this master....WAY overpowered. If I remember correctly, you made the minion guy from before doing this faction...and I 'think' he was overpowered too. I get that they are your own creations, so you want them to be "good," but you are making them virtually the best in the game at what they do (and the best by far). It seems that you need to tone them down a LOT if you want them to be considered balanced enough to play in normal games.

-----

Now a criticism for the fluff. I like how a lot of your ideas are creative, but then others are just blatant "copy and make better" sorta things. For instance:

The Faction - from what you've shown so far, the Ortegas are completely out of business. Thats pretty bad considering they are viewed as one of the most powerful starter groups in the game currently. They are supposed to be the elite Neverborn hunters, but these masters you've created would destroy the Ortegas with one hand tied behind their back.

Dr. Lloyd - this guy just seems like a combination of Ramos and Hans.....but a lot better. Just a question - why is there a Tomes in his combat value? He has no combat triggers that utilize a tome as far as I can tell. If that is the case, the suit seems irrelevant. Also, him having Aim seems a bit overkill in most situations....his ranged combat value is so high that he probably isn't going to be losing many duels. He could use it to counteract a negative to his flip, but thats just about the only time he would need to use that. Otherwise he's making 3 very long distance shots a turn with huge damage on each shot and a high combat value to ensure those shots don't miss.

Clockwork Spider - alright, this is going to be hard to say without sounding rude....but seriously....a mechanical spider??? You could have made it a mechanical anything, yet you chose to make it a mechanical "spider"?

-----

You seem like you are creative. You make great unique abilities and actions, but then your character and faction fluff seems like its all stolen strait from the stuff thats already in this game, then modified a little bit so that its "different."

I think your ultimate goal is to create something that fits in seamlessly with what is already in the game. As is though, I just don't see that. The fluff and characters overlap too much with stuff that is already in the game, and the characters are way too overpowered. It seems you have the skill and desire to do so, so I'd like to challenge you to do something that is more unique and balanced.

Again, my intention has not been to sound rude (although it probably did...). Constructive criticism has been my goal.

Ha ha wow. Yeah I copied the wrong stats for Harker last night. I did a few different builds of him and that was the overpowered one I then went and changed. First off, his rifle is only supposed to be Rg 12 Cb 4T Dg 3/4/5. Also, it should have a special rule stating it can only be fired once per activation. Aim should grant [+] on the attack flip, not [+][+].

As far as Alastor goes, I don't think he's OP at all. A failed Test of Faith does 2 Wd which is 1/5 his max. Plus, if he wants to assure that he passes, you have to keep low cards in your hand, reducing your options to cheat fate with. It also should state that if the Black Joker is flipped, the model ends its activation and suffers an additional 1 Wd. His casts have an average cost and his triggers aren't so focused that they limit him to just Neverborn. I could probably lower his Cb a bit, but besides that, his stats aren't too bad.

To the fluff part, the Ortegas have made a name for themselves hunting monsters, this is true. But they're good against more than just Neverborn. The only official fluff so far has them fighting Seamus and his belles while after Killjoy, who in my personal opinion, is more an undead horror than a Neverborn. The way I see it, no one in a position of power with a stake in Malifaux would leave the Neverborn threat up to one family of gunslingers. They may be the first to hunt the Neverborn, but they're not going to be the last. As far as putting them out of business, I'm trying to build a faction that focuses on synergy to get the job done. They aren't going to "specialize" in killing Neverborn as far as their stats go but the fluff in their abilities will definitely reflect their purpose. As I start working up minions, you'll see what I'm talking about. I'm thinking about shifting the Neverwatch more towards the religious in terms of back story. Perhaps the major religious figures Earthside see the Neverborn as demons and have established the Neverwatch to exact holy vengeance.

Clockwork Spider? Yes. I was tired, it was like 3 AM, and I couldn't think of a mechanical animal I liked so I just went with spider. It could have been a Clockwork Creation, Clockwork Shambler, Clockwork Homunculus, etc.

As far as taking what's there and making it "different", I disagree. With Harker, I wanted to show the scientific branch of the Neverwatch. Sure, they're a religious group, but they respect science enough to use it to their advantage. They have no respect for pure constructs (as they have no souls) and thus have no problem using them as fodder. Being a more intelligent sort, Harker prefers not to engage in close combat. Instead, he uses a large bore rifle to attack from range. Now, if that seems too much like Hans and Ramos put together, I'm sorry. If anything, he's like the Crooked Man with his trap markers.

Anyway, I still have some work to do on all of them. They're works in progress. I'd like to get a playable version of each guy and actually try them out. You can only figure out so much through the numbers. It's not until you run a guy that you see just how over or under powered he is.

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To the fluff part, the Ortegas have made a name for themselves hunting monsters, this is true. But they're good against more than just Neverborn. The only official fluff so far has them fighting Seamus and his belles while after Killjoy, who in my personal opinion, is more an undead horror than a Neverborn.

At the time that was written, I believe Killjoy was still considered a Neverborn horror for fluff purposes, and not until later was he really associated as being undead as well. I think that had more to do with game mechanics anyway. I think that is why the Ortega's were included in that story...because Killjoy was a Neverborn.

The Guild's whole fluff right now is supposed to be based around crews that specialize in fighting another particular faction...that's part of why I'm saying the basic Neverwatch idea isn't really new and unique as I see it. Its just taking the concept from one branch of the Guild and making an entire faction out of it.

As for the Ortegas, their whole fluff is centered around being the elite arm of the Guild that deals with the Neverborn threat (which seems strikingly similar to your concept for the Neverwatch...and thus why I'm saying it sounds like its copied from the existing fluff).

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As for the Ortegas, their whole fluff is centered around being the elite arm of the Guild that deals with the Neverborn threat (which seems strikingly similar to your concept for the Neverwatch...and thus why I'm saying it sounds like its copied from the existing fluff).

I could say Ramos is the construct raising version of Nicodem or vice versa. Everything bears similarity to something else. Nothing is purely unique.

I wanted a to create a religion-based faction that specialized in killing abominations. Thus, the Neverborn became their enemy. I don't play Guild, and I haven't played anyone who does, so I haven't had a reason to look at the Guild section much. When I went through it the other day, I saw that the Ortegas, while being good at killing Neverborn, are good at just KILLING. It doesn't matter what they fight, their abilities aren't tailored to fight Neverborn. It seems like you view what's been written for Malifaux as the end-all-be-all of what could/can exist in that world. When I look at the characters in the book, I only see a handful of people. These people, while being excellent at what they do and definitely major players in Malifaux, aren't the only ones there. Maybe the Neverwatch will have a special rule that lets them hire the Ortegas out of professional curtesy, I'm not sure yet. As of right now, I haven't flushed them out enough to build them up properly. All you see is the fact that they hunt Neverborn. That's not all they do. Maybe they see Malifaux as a chance to convert and redeem those convicted of crimes. Maybe they desire soulstones like anyone else in order to power their holy magic. Hell, I might just decide to give them a devious and deceptive leader who's secretly manipulating their faith for his own agenda. No matter what direction I take them, the Neverwatch won't simply be Ortegas with bibles lol.

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