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Rolling Mini of the Day (Urai Fen) Options
General_Grievous
Posted: Wednesday, April 8, 2015 10:08:14 AM
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swinefeld wrote:
Q: How does Tactics Broker interact with Recon or Anticipation?
A: Multiple rolls and rerolls still result in the selected final roll being considered a 1. Only in the case of a tie (that is, the player with Tactics Broker also rolling a 1) would the Tactics Broker ability be lost.


Could you exchange your 1 that the MTB gave you with his roll which would also become a 1 and then one could then reroll?
swinefeld
Posted: Wednesday, April 8, 2015 11:56:59 AM
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You exchange the actual rolls, not the result after modifiers.
TheHutts
Posted: Wednesday, April 8, 2015 5:11:42 PM
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Luke Skywalker, Jedi Knight, from Rebel Storm



Quote:
27 points, Rebel
Hit Points: 90
Defense: 18
Attack: 10
Damage: 20

Special Abilities
Unique
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Melee Attack (Can attack only adjacent enemies)

Force Powers
Force 3
Force Leap (Force 1: This turn, this character can move through enemy characters without provoking attacks of opportunity)
Lightsaber Sweep (Force 1, replaces attacks: Can attack each adjacent enemy once)


A pure attacking unique from Rebel Storm is obviously going to appear dated, but there are worse Luke Skywalkers out there than this one. He obviously pales in comparison to some of the other Lukes in his price range - Luke Rebel Commando's Levitation makes him one of the stronger pieces in the game and Luke Hoth Pilot Unleashed has the big Force Push 4. Even more significantly, Luke Skywalker, Jedi from KOTOR feels like a direct upgrade of this piece with an identical statline and pose, and the addition of Djem So and defensive abilities. Even so, this Luke has some slight potential, as one of the few Lukes with Sweep; you could give him twin via Hero of Endor, make him a pilot with Biggs, juice him up with Jon 'Dutch' Vander's CE, and have him hitting for twin 30s on a big Lightsaber Sweep. With 90 hit points and easy access to Evade, he's relatively robust for his cost as well. I'm probably overrating sweep (a good opponent is going to spread out), and Luke's never going to see competitive action with all the other great Lukes out there, but he's not quite as useless as you might expect, 3/10.
TheHutts
Posted: Wednesday, April 8, 2015 7:04:19 PM
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Joined: 6/23/2010
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Location: The Hutt, New Zealand
Hailfire Droid, from Universe



Quote:
36 points, Separatist
Hit Points: 60
Defense: 13
Attack: 8
Damage: 30

Special Abilities
Droid (Immune to critical hits; not subject to commander effects)
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
Missiles 40 (Replaces attacks: sight; 40 damage to target and to each character adjacent to that target; save 11)
Mounted Weapon (Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character)
Rigid (Can't squeeze)
Wheeled (Replaces turn: Can move up to 18 squares, then attack)


My favourite memory of this piece is someone trying to sell one of these for $50 on Trademe (New Zealand's answer to Ebay) - arguing that they had 3 in their Separatist army and they were "very powerful". As Wizards left them, they're not very powerful at all - while Damage Reduction 10, Wheeled, and Missiles 40 are all assets, the limitations of the huge base size and 60 hit points make it weak for its cost. The v-sets have introduced some boosts: Sev'rance Tann provides 10 rapport, the ability to ignore targeting rules with missiles, and advanced shields, while Passel Argente provides Stable Footing and an avoid defeat CE. But these boosts are relatively expensive - Sev'rance and Passel cost 68 points between them - but they at least provide a build that provides a niche for the Hailfire Droid so that they're not just a poor cousin of the IG-86, 4/10.
TheHutts
Posted: Wednesday, April 8, 2015 8:28:37 PM
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Joined: 6/23/2010
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Location: The Hutt, New Zealand
Nen Yim, from Destiny of the Force



Quote:
27 points, Yuuzhan Vong
Hit Points: 70
Defense: 16
Attack: 8
Damage: 20

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities)
Master Shaper (Choose one Yuuzhan Vong ally, that character gets +4 Attack and +10 Damage and gains Demolish for the rest of the skirmish)
Shaper +10 (Yuuzhan Vong allies within 6 squares get +10 Damage. This bonus damage is multiplied by critical hits.)
Thud Bug (Replaces attacks: range 6; 10 damage, living target is considered activated this round; save 11 negates. Huge and larger characters ignore the nondamaging effect.)


I strongly dislike the entire concept of Shaper +10 - having to spend at least 20 points to give all your 10 damage pieces 20 damage, and then spend another 15 points on a Yammosk to make it boardwide, is a huge amount of points in a 200 point game; it would be much tidier just to give the better Vong 20 base damage and move them up a few points instead.

With the v-sets, the Vong now have five options for Shapers, all who fill different niches - Nen Yim's is to boost one piece with Master Shaper, which provides +4 attack, +10 damage and demolish for one Yuuzhan Vong ally for the rest of the skirmish. Therefore, Nen Yim's best used with a heavy unique piece like Nas Choka or Warmaster Tsavong Lah. Unfortunately, none of the Yuuzhan Vong's unique beat sticks are very powerful in the meta at the moment - the Vong's best option for melee beatsticks is currently the Domain Lah Warrior, and they synergise much better with Zenoc Quah as a shaper for an attack boost and evade. So right now, Nen Yim's waiting on the Vong to get a powerful unique beat stick to see play, 6/10.
General_Grievous
Posted: Wednesday, April 8, 2015 8:59:45 PM
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Joined: 1/8/2010
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TheHutts wrote:
Hailfire Droid, from Universe



Quote:
36 points, Separatist
Hit Points: 60
Defense: 13
Attack: 8
Damage: 30

Special Abilities
Droid (Immune to critical hits; not subject to commander effects)
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
Missiles 40 (Replaces attacks: sight; 40 damage to target and to each character adjacent to that target; save 11)
Mounted Weapon (Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character)
Rigid (Can't squeeze)
Wheeled (Replaces turn: Can move up to 18 squares, then attack)


My favourite memory of this piece is someone trying to sell one of these for $50 on Trademe (New Zealand's answer to Ebay) - arguing that they had 3 in their Separatist army and they were "very powerful". As Wizards left them, they're not very powerful at all - while Damage Reduction 10, Wheeled, and Missiles 40 are all assets, the limitations of the huge base size and 60 hit points make it weak for its cost. The v-sets have introduced some boosts: Sev'rance Tann provides 10 rapport, the ability to ignore targeting rules with missiles, and advanced shields, while Passel Argente provides Stable Footing and an avoid defeat CE. But these boosts are relatively expensive - Sev'rance and Passel cost 68 points between them - but they at least provide a build that provides a niche for the Hailfire Droid so that they're not just a poor cousin of the IG-86, 4/10.


I have always liked the hailfire droid, bringing it back in the universe days when missiles 40 was somewhat legit. And huge pieces were new and exciting. But they have been cursed by their size so much that they either need to be incredible for their overcosted price or else at least cheap. Something that thanks to Tann the hailfire is one of a handful of huges that is somewhat playable. Here is a new squad that has actually become one of my favourites to play:


--Scorched Earth--
55 Sev'rance Tann
104 Hailfire Droid x4
19 BX Commando Droid Spotter
13 Passel Argente
3 Mouse Droid
6 Ugnaught Demolitionist x2

(200pts. 10 activations)

Super accurate missiles and super avoid defeat make these guys at least an interesting game but still nowhere near remotely strong enough to compete in the meta. Either a remake with overload or advanced missiles 40/stable platform or a new (cheap this time) support piece that grants them something similar as well as forward posistioning would help them make it longer in today's game. My one day dream is to bring a huge team to a regional and actually do well. One day.... One day...
TheHutts
Posted: Thursday, April 9, 2015 5:08:52 PM
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That squad looks about as good as Hailfires are going to get. I like Sev'ance Tann a lot, but I wonder if she could have been costed in the late 30s or something - the rapport 10 is big, but the pieces she helps are overcosted to start with.


Gray Jedi, from Renegades and Rogues



Quote:
30 points, New Republic
Hit Points: 80
Defense: 18
Attack: 10
Damage: 20

Special Abilities
Melee Attack (Can attack only adjacent enemies)
Triple Attack (On her turn, this character can make 2 extra attacks instead of moving)
Affinity (May be in a Republic or Old Republic squad)
Force Ascetic (Cannot spend Force points to reroll or move faster)
Internal Strife (On an attack roll of natural 1, this character joins the opponent's squad until the end of the skirmish)

Force Powers
Force 3
Dark Temptation (Force 1: +4 Attack and +20 Damage until the end of this character's turn. At the end of that turn, make a save of 11; if the save fails, this character joins the opponent's squad until the end of the skirmish.)
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)


Out of the high risk reward pieces - think Lord Scourge or Villie Grahrk - the Gray Jedi is one of the better ones. With Triple and Dark Temptation, it has a huge potential damage output; and in three different factions it has access to damage boosters like Bastila Shan's Advanced Battle Meditation and General Skywalker's Momentum. But to balance the potential damage, Internal Strife means that it changes teams as soon as it rolls a 1, while of course it only has a 50/50 chance of making its Dark Temptation save. It's hard to know which faction is its best - in New Republic it can access Leia for rerolled saves, in Republic it has access to lots of movement breakers, and in Old Republic it can pick up +10 damage from Bastila's Advanced Battle Meditation. The Gray Jedi is a nice piece with lots of options - its volatile nature means that it probably won't make competitive squads, but it's still a strong piece, 7/10.
TheHutts
Posted: Thursday, April 9, 2015 8:04:59 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Darth Maul, Sith Apprentice, from Jedi Academy



Quote:
43 points, Sith
Hit Points: 110
Defense: 20
Attack: 11
Damage: 20

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)
Vaapad-Style Fighting (Scores a critical hit on an attack roll of natural 18, 19, or 20)

Force Powers
Force 2
Knight Speed (Force 1: This character can move 4 extra squares on his turn as part of his move)
Lightsaber Riposte (Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker)
Sith Rage (Force 1: +10 Damage on all attacks this turn)


Maul Sith Apprentice certainly looks like a WOTC Sith piece. No ranged defense? Check. Overcosted? Check. He's not that bad for his cost in some ways, but a 43 point force user with only 2 starting force points and no renewal is bizarre, and the lack of ranged defense is a major problem. He's also unable to do more than 30 damage on the move, and his attack is low. If you use a movement breaker like Revan or Caedus, he can do 90 damage standing still (as long as he rolls well with that +11 attack), but he feels significantly overcosted - even with renewal or access to more force points he'd be better in the mid 30s. The Sith have better options than this Maul, and I doubt he's seen much table time since release, 3/10.
TheHutts
Posted: Monday, April 13, 2015 3:13:03 PM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Red Hand Trooper, from Masters of the Force



Quote:
15 points, Rebel
Hit Points: 50
Defense: 16
Attack: 9
Damage: 10

Special Abilities
Merciless 20 (+20 Damage against enemies at half Hit Points or less)
Squad Firepower (+10 Damage while 3 allies with the same name as this character are within 6 squares)


No idea who these guys are, but according to their flavour text they were founded by someone called Bria Tharen. While they're not very glamorous, they're reasonably solid for 15 points; their stats are very solid for 15 points and Merciless 20 is also neat. Their most obvious synergy is with Lando Rebel Leader from the same set; since they already have Squad Firepower, giving them Squad Assault is useful, but since there's no other boost to help them get Squad Abilities, you need to use a bunch of them to get their Squad bonuses. They can also pick up twin easily from a SpecForce Technician or Rebel Captain, and Rieekan's Evade and Mobile are also very helpful. So there's a reasonably solid themed squad with these guys, but it involves fiddly squad abilities and the Rebels have better options with SpecForce pieces in the same price range, 5/10.
TheHutts
Posted: Tuesday, April 14, 2015 2:10:49 PM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Mira of Nar Shaddaa, from Shadows



Quote:
28 points, Fringe
Hit Points: 70
Defense: 17
Attack: 10
Damage: 20

Special Abilities
Unique
Mandalorian
Twin Attack (Whenever this character attacks, she makes 1 extra attack against the same target)
Mobile Attack (Can move both before and after attacking)
Agile (This character can move 2 extra squares at the end of her turn)
Bounty Hunter +4 (+4 Attack against Unique enemies)
Explosives Expert (+4 to this character’s save rolls against abilities whose names contain Grenades, Mines, or Missiles)
Grenades 20 (Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target; save 11)
Overload (Can use 2 abilities that replace attacks instead of 1 on its turn)
Rigged Detonators (Characters in or adjacent to a square with low objects automatically fail saves against this character's attacks and abilities)
Satchel Charge (Replaces attacks: Designate 1 adjacent door as open; it remains open for the rest of the skirmish and cannot be closed)

Force Powers
Force 3
Force Sense (Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round)


WOTC released a power house shooter, Dash Rendar Renegade Smuggler, for 28 points - the strong Fringe v-set shooters in the same price range haven't been outpowering Dash but providing other options. Morrigan Corde offers unblockable damage and a built-in movement breaker with Charging Fire and Agile, while this Mira offers a bunch of flexibility. As well as her respectable twin shooting, she can also surprise an opponent with her combination of Grenades 20, Rigged Detonators, and Overload - if you leave a piece next to low objects, you take 40 autodamage from her.

If you've been playing in tournaments lately, you may have noticed that Super-stealth squads are popular at the moment - Republic Commandos are very powerful, Klat Black Sun Vigos with Grenades 30 are strong, and Arfan Ramos is bringing super stealth to the Old Republic. Perhaps it's not a coincidence that all these pieces, along with this Mira with Force Sense to counter stealth, were released in a set named Shadows. While there are a bunch of pieces with Force Sense, Mira is one of the most playable options with her relatively cheap cost and the fact that she brings a lot to the table to go along with Force Sense - it's more like a bonus than something something that's built into her cost. Mira is a very strong and well designed piece - great job design team, 10/10.
Darth_Jim
Posted: Tuesday, April 14, 2015 6:05:35 PM
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Joined: 4/23/2008
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Location: Central Pa
Mira was a key factor in me winning the NY Regional this year. A solid shooter, Force Sense, Overload w/grenades 20, and Rigged Detonators made her a good choice when looking for something to deal with super-stealth.
leshippy
Posted: Tuesday, April 14, 2015 6:45:18 PM
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Joined: 6/17/2009
Posts: 489
Thanks. I will admit she was tough to design. At one point I think she was going to still be in the OR and have affinity for Mandoes. Maybe it was she was going to be the other way around. That's been a year ago, so i don't rightfully recall. I know the one thing that we kept bring up was that she is going to compete with The Boba Fett that came out the same set and with Guri that came in that set as well. She is a fun pieces and you can make an easy custom for her with a hero clix fig. The name slips my mind a the moment. Red jump suit leaping over a cement wall is what I remember.
TheHutts
Posted: Wednesday, April 15, 2015 6:56:27 PM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
YVH 1 (Yuuzhan Vong Hunter Droid), from Destiny of the Force



Quote:
20 points, Fringe
Hit Points: 60
Defense: 15
Attack: 9
Damage: 10

Special Abilities
Droid (Immune to critical hits; not subject to commander effects)
Laminanium Armor (Each time this character activates, remove 10 damage from it.)
Missiles 30 (Replaces attacks: sight; 30 damage to target and to each character adjacent to that target; save 11)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Vong Hunter (+4 Attack and +10 Damage against Yuuzhan Vong characters)


At 20 points and with abilities that excel against a specific faction, the YVH1 is obviously meant as a Lobot reinforcement option against Vong. Against the melee based Vong, however, it's debatable whether a YVH1 is better than four Camaasi Nobles or a wall of Mouse Droids. The YVH is a solid enough shooter with its twin and Vong Hunter, and Missiles 30 is also useful, but as a droid it probably won't benefit from other commander effects in your squad, so another cheap shooter like Greedo with Snare Rifle might be a better option.

As a secondary option, with built in twin, the YVH1 is a potential choice for Old Republic droid squads, where it can pick up double and fire control from Bao-Dur and +10 damage from Bastila, but it's usually passed over in favour of choices like the IG-86 and the Zann Consortium Droideka. Solid piece, but unlikely to see much table time, 6/10.
TheHutts
Posted: Thursday, April 16, 2015 2:35:04 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Obi-Wan Kenobi, Unleashed, from The Force Unleashed



Quote:
44 points, Rebel
Hit Points: 110
Defense: 20
Attack: 15
Damage: 20

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)

Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Force Heal 20 (Force 2, replaces attacks: touch; remove 20 damage from a living character)
Force Push 2 (Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller)
Force Repulse 3 (Force 3, replaces turn: 30 damage to all characters within 3 squares; push back Huge or smaller characters to 4 squares from this character. Huge or smaller characters are considered activated this round; save 11.)
Force Spirit 8 (If this character is defeated, immediately add 8 Force points to an ally with a Force rating; that ally can spend Force points 1 extra time per turn for the rest of the skirmish)


Fundamentally, Obi-Wan Kenobi, Unleashed is simply an enhanced version of Rebel Storm Obi-Wan Kenobi - a double attacker with very similar stats, and with the big Force Spirit 8 force power. For only 4 extra points, Obi-Wan Unleashed is going to replace his predecessor in most squads - while he loses Sweep, the slightly higher stats and hit points, and the cool exciting force powers mean that he's worth the extra spend. Not really a competitive choice, but since Rebel Storm Obi-Wan Kenobi got a 5, I guess that makes Obi-Wan Kenobi, Unleashed a 6/10.
TheHutts
Posted: Thursday, April 16, 2015 2:54:58 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Rebel Trooper, from Rebel Storm



Quote:
5 points, Rebel
Hit Points: 10
Defense: 13
Attack: 5
Damage: 10




1/10
General_Grievous
Posted: Thursday, April 16, 2015 4:46:47 PM
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Joined: 1/8/2010
Posts: 3,623
TheHutts wrote:
Rebel Trooper, from Rebel Storm



Quote:
5 points, Rebel
Hit Points: 10
Defense: 13
Attack: 5
Damage: 10




1/10



Hahahaha awesome review.

As for the YVH1 droid, he is an excellent reserves option for the reserves teams I often play and I believe with his cost he was meant to be that way. What the YVH droids need now is a Lando with a SA/CE to boost them up with overload and Killik hunter haha
obiwan1knight
Posted: Thursday, April 16, 2015 6:09:22 PM
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Joined: 12/14/2011
Posts: 150
Location: Voss
I like all of your reviews, but this one is my favorite because I actually laughed a little when I saw it. :)
TheHutts
Posted: Thursday, April 16, 2015 7:47:25 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
The Tantive IV is obviously a really good piece - it's a cheap activation with a powerful ability. But it's mainly about how the Rebel trooper is terrible - could have done the same thing with a Stormtrooper too, I guess.

General_Grievous wrote:
As for the YVH1 droid, he is an excellent reserves option for the reserves teams I often play and I believe with his cost he was meant to be that way. What the YVH droids need now is a Lando with a SA/CE to boost them up with overload and Killik hunter haha


Would you go higher than a 6? I don't think I've ever seen one used.
TheHutts
Posted: Sunday, April 19, 2015 7:03:51 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Admiral Ackbar, from Universe



Quote:
21 points, Rebel
Hit Points: 70
Defense: 14
Attack: 4
Damage: 10

Special Abilities
Unique
It's a Trap! (Enemies with Stealth within 6 squares lose Stealth)
Recon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy)

Commander Effect
Followers within 6 squares get +4 Attack against an enemy who has activated this round.


Ackbar definitely has some useful attributes - It's A Trap and Recon are both useful Special Abilities, and the conditional +4 attack bonus is great for the Rebels, who often struggle with their low attacks. But at the same time, he feels somewhat lacking for 21 points - which is hardly surprising for a Universe piece. If Ackbar was cheaper, or a stronger attacker in his own right, he might see some play, but he's just a little too expensive at 21 points to have a chance to get on the competitive tables. 6/10.
TheHutts
Posted: Monday, April 20, 2015 3:54:28 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Duros Scout, from Imperial Entanglements



Quote:
7 points, Fringe
Hit Points: 10
Defense: 15
Attack: 4
Damage: 10

Special Abilities
Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)


The Duros Scout is the cheapest accurate shot piece in the game, but that doesn't stop it from being a jabronie piece that's almost unplayable with its low stats and complete lack of defense. The emergence of Talon Karrde all fringe squads give it a small chance of seeing play - with Talon Kardde and Jabba Crime Lord, it can get up to a respectable +12 for 30 accurate damage - but even then it's better to upgrade to something with Stealth and more teeth like the Rodian Assassin or the Jawa Scavenger. 2/10.
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