whitewolfmxc Posted March 9, 2010 Share Posted March 9, 2010 09/03/2010 Ok , im bored and while im still using the SW dex for my 13th company , i still find it hard to simulate some of the 13th traits , so here i propose a daring plan to all you Sons of Russ Ive been playing them since i got into the game some years ago and would want to see this special "Black ops" company come alive again. Would you Guys want to work on a SW 13th company community made codex together ? PS: Reason why im posting here instead of the Rules area is because ive known how if post it there , a lot of "haters" will come in and say this and that and i dont want the thread or project be affected like this , so thats why i brought it directly into "The Fang" of the forums and discuss with real brothers who share the same thoughts. Heres a request post for our own 13th sub forum under Space wolves , please post your support by asking NICELY , thank you. link 10/03/2010 Ok seems like everyone wants a independent codex , what i was thinking anyway Ok now thats settle , i need to know some specialty area that certain you would want to get involve in We need people for : 1) Coordinating the Project (Hopefully Me plus someone with a very good sense of what is 13th in general , i was thinking DV8 / Grey wolf / Grey mage etc) whitewolfmxc , DV8 2) Fluff makers / citers from Gw fluff to make the fluff part of the dex Lord Hjamlar , Grey Mage, Aeddon 3) Unit ideas / rules (i would also personally working on this area also with others) If you doubt i have the capacity , you can check out my creation some years ago of Stern hammer for the old Eye of terror 13th list 13th company wolf priest character Lord Hjamlar , whitewolfmxc, Arcus, Grey Mage, Aeddon 4) Art work , pictures / codex cover and the little things that actually count Firenze 5) Computer work , works with the Art work people and also has to be good at PDF / making editing Aeddon 6) Legal department ? well we don't want to get sued do we ? XD at least someone who knows what kind of disclaimer we need and what material we can use from GW 7) publicists , i kid you not , we do need one 8) Play test / proof read / balancing (we aren't GW when it comes to this) Aeddon , SpaceWolf13C, Bloodmange 11/10/2010 This Months TOPIC is "Where does our army stand in the game in terms of army style , and what Army wide rules stand in just right ?" Ok although we in die need a sub forum but lets get some good ideas written down , ill upload a document by the end of the week with some basics of the army (like army wide rules ) as starters and hope we can have a more focused of "whats the topic of the month" and focus that area till we get something out of it , its better than now its everywhere about anything sounds ok ? Could all the rules development members each pm me a list of things you think should be added ? id like to make a full list for others to discuss here Others are also welcome if you feel the need to Post ideas here 14/03/2010 Finally we have a place to talk 13th company forum Lets hear some roarsssssssss Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/ Share on other sites More sharing options...
Arcus Posted March 9, 2010 Share Posted March 9, 2010 Brother, consider me SIGNED UP! Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2310178 Share on other sites More sharing options...
WolfGuardVortek Posted March 9, 2010 Share Posted March 9, 2010 I would be willing to throw in my ideas. I will warn you that I'm very new to the hobby, just FYI. Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2310299 Share on other sites More sharing options...
Spacefrisian Posted March 9, 2010 Share Posted March 9, 2010 Sign me up as well. Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2310308 Share on other sites More sharing options...
SpaceWolf13C Posted March 9, 2010 Share Posted March 9, 2010 if i can be of any help i will Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2310315 Share on other sites More sharing options...
whitewolfmxc Posted March 9, 2010 Author Share Posted March 9, 2010 Good to hear some of our brothers are interested , i know pretty much the 13th rules inside out since 13th was my first army (and yes im old enough to play with the eye of terror codex and i do own a copy) so the basics arent that hard , we only need some art work / fluff / wargear upgrade / fix some units / maybe a new unit of two and that should be good Ok now im off to bed now , will talk to you guys soon now for the first topic to Discuss : A) should this codex be like the last one where it refers back to the SW codex OR B ) Should the codex be totally independent ? Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2310321 Share on other sites More sharing options...
Spacefrisian Posted March 9, 2010 Share Posted March 9, 2010 Totally independent i would say. Allows for some nifty additions. But some units/ rules could be taken from the SW codex though... EG Thunderwolf mounts. Lets go wild on it i would say. Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2310333 Share on other sites More sharing options...
CainTheHunter Posted March 9, 2010 Share Posted March 9, 2010 Sign me in, since 13th Company was my first army and I also still own the old C:EOT :huh:. Rules should be independant, as the Mark of Wulfen was described differently in 13th Company list than it is now. It was still the defining feature of the 13th. And no tanks/vehicles definitely as well as jump infantry IMO. Wolf Lords should be mandatory first HQ choice... And WP/RP stats probably should correspond to those of the present C:SW, despite the fact that in C:EOT they were higher... Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2310343 Share on other sites More sharing options...
Arcus Posted March 9, 2010 Share Posted March 9, 2010 hah! well since were all seeing how high we can pee, Wolves have been my army since 2nd ed... also, i have about 4 squads of 13th i made up years before the EoT even came out! actually i was a bit mixed in feelings when i heard it was coming tbh heh i thought i would not be unique anymore :( but the tsunami passed and as a bonus i got sweet wulfen models and direction in my armys rules and fluff - and a 13th company community! ;) aaaaaaanyway, i would like to agree with the ban on tanks/transports ala EoT, but i would like to disagree about mandatory hqs. in my opinion our boys are split up into many small warbands or taskforces all working virtually independantly of each other and all quite eccentric. for me this means that if a Wolf Priest is whats needed/available (maybe he was the last hq standing?) then thats who will be leading the pack, same goes for all cases... actually come to think of it a RP would be the really neccesary hq otherwise how did the 13th arrive to the warzone? bah im not convinced myself heh theres a dozen scenarios just went whizzing thru my head.... i think the new codex helps us heaps, and we should take whats usefull from it, but there are several areas that need to be covered on our own (as im sure u all know heh) so my vote is to build a new one, recasting whatever we need from C:SW. and heres what i reckon needs to be added (well some of it): THE GATE (dammit) wulfen squads army wide infiltrate multiple scout units our wolfguard level troops and high WS longfangs YEAH! IM EXCITED!! Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2310401 Share on other sites More sharing options...
Spacefrisian Posted March 9, 2010 Share Posted March 9, 2010 Maybe some Wolflike MC to make up for the lack of Vehicles. Nothing wrong with having an oversized Fenrisian Wolf as heavy support capable of tearing the throat out of a Carnifex. Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2310414 Share on other sites More sharing options...
Arcus Posted March 9, 2010 Share Posted March 9, 2010 well i just cant stop thinking on this so i thought id list things we had outta EoT... not saying we NEED all of them or anything, just collating evidence heh actually this will be usefull if any of us dont have EoT and besides it all needs discussing, ;) so: hq - WL, WP, RP, 0-1 of each (its worth noteing that these guys were from the C:SW, with added rules) elites - wulfen pack, storm claws troops - grey slayers fast attack - fenwolves, stormclaw bikers heavys - longfangs old special rules move thru cover scouts sentries Wolf Lord - Bodyguard of stormclaws, Wulfen lord enabling wulfen to be troops Rune priest - the Gate allows you to redeploy any GS SC or LF within 6" of RP by deepstriking to anywhere on the table. worked even when in combat! B) Wolf Priest - he negated Animal Rage on the wulfen squads wulfen pack - no ranged weapons! 2 ccw always. animal rage makesthem headstrong to the extreme must move normal +d6" towards the nearest enemy. and no one but a WP could join. stormclaws - wolfguard in PA with 2 special ccw weapons and 2 plas pistols upgradeable greyslayers - wolfguard in PA with 2 special ranged weapons upgradeable. can take wolf standard. no attack bike. fenris wolves - cavalry storm bikers - skilled riders. can take 2 of most any infantry weapon, ranged or cc longfangs - fire control. the GS, SC, and SCB can all take a pack leader (despite them all being WG) who has access to the wolfguard upgrades. wow i forgot how small a list it is heh. so that was classic 13th company! :P for the new era (or should i say the wolftime?) i would like to see some wolf scouts in there, and thunderwolves to keep the speed up. also the 0-1 limits on hq choices strikes me as simply outdated. following the anarchistic nature of the warbands, i believe any combo should be available... there is a tension i feel in our army between the berserker and scout playstyles. the infiltrate move was there but i was never really impressed with that tbh... less infiltrate and more scout would (imho) be a better way to show the role of the 13th... appearing from nowhere and everywhere, and falling on the enemy like the furys :) :) ok im gonna shutup and go back to my cell for a while! i hope my post is of some use! Brothers, continue the brawl! :D B) Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2310510 Share on other sites More sharing options...
Arcus Posted March 9, 2010 Share Posted March 9, 2010 Maybe some Wolflike MC to make up for the lack of Vehicles. Nothing wrong with having an oversized Fenrisian Wolf as heavy support capable of tearing the throat out of a Carnifex. hahaha! i just saw a vision of a monster battle like outta Godzilla :) MegaWolf Vs The UberFex :) Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2310514 Share on other sites More sharing options...
Hellios Posted March 9, 2010 Share Posted March 9, 2010 I'm in :P I think it should be independent of the current dex. But based on it. HQ Wolf Lord Rune Priest Wolf Priest Sternhammer (other special characters?) Elites Storm claws (based of Wolfguard in current dex but different weapon load-outs and so on.) Wulfen packs (based on Apocalypse datasheet?) Troops Grey Slayers (based of Wolfguard but different load-out again) Fast Attack Fenrisian Wolves Maybe replace Stormclaw bikers with Thunder Wolves? Heavy Support Long Fangs EoT style Mark of the Wulfen upgrade? Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2310549 Share on other sites More sharing options...
AGPO Posted March 9, 2010 Share Posted March 9, 2010 My two cents: HQ: Wolf Lords Wolf Priests Rune Priests Troops: Grey Slayers Storm Claws (both as discussed earlier) Elites: Wulfen Packs Thunderwolf Cavalry Lone Wolf/Wulfen cross 13th Company Terminators - no assault cannons or post heresy wargear, but lots of nice wargear options (imagine how cool the Wolf Guard and Chaos Terminator Kits will look crossed :P ) Fast Attack: Storm Claw Bikers Fenrisian Wolf Packs Heavy Support: Long Fangs Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2310578 Share on other sites More sharing options...
WolfGuardVortek Posted March 9, 2010 Share Posted March 9, 2010 My Basic Layout: HQ: Wolf Lord Rune Priest Wolf Priest Elite: Terminators Wulfen Pack Troops: Grey Slayers(as Grey Hunters, maybe with a slight increase) Storm Claws(look to Berserkers for ideas) Fast Attack: Thunder Wolf Calvalry Bikers Wolf Packs Heavy Support: Long Fangs Some sort of MC Wulfen Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2310758 Share on other sites More sharing options...
wolf2.3 Posted March 9, 2010 Share Posted March 9, 2010 Just like to throw in my bit. No TH/SS Terminators. Post heresy they didn't have any* (Not seen any in any of the HH novels) Grey slayers should have wargear options ike our old SW dex :unsure: Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2310807 Share on other sites More sharing options...
Dewi Sant Posted March 9, 2010 Share Posted March 9, 2010 Count me in, Maybe we could adopt some of the Legion of the damned rules, they kind of fit the fluff in regards to appearing out of nowhere. I know its early days but I think we really need to take our time on this and do a lot of research and play testing to make sure opponents don't just think its another two bit fan dex. I line with current 5th Ed codex's there needs to be some drawbacks to fielding a 13th Coy force, but the fact of no transport/tanks maybe enough. I think RP should be mandatory. I'm also not keen on the idea of TWC fluff wise, they are not genetically modified and would die out over time. Where as weapons and equipment can be scavenged from fallen comrades and the slaughtered enemy. I still have the rules for Sternhammer as printed in the GD program back in the UK and would be happy to forward them on when back in the UK on leave in April. Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2310949 Share on other sites More sharing options...
Pils Posted March 9, 2010 Share Posted March 9, 2010 Just an idea, all space marines can currently drop pod or deathwing drop on turn one, i'm thinking of somthing similar with our Rune Priests as they have The Gate anyway, somthing like our army(as it's all infantry) to be kept in reserve at the start of the game and the rune priest and squad deepstrike onto the table on our first turn and the rest of our army must deep strike within 12" (maybe 18") as they're all pulled into the battle through the gate with him. Our whole army will deepstrike on turn one, this will try to offset some of the imbalances in the army but is still a dangerous and risky move to take. So in essance at the begining of your turn one the Rune Priest and his unit will gate in (deepstriking) and all our other units will deepstrike within 12-18" or somthing like that. Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2310953 Share on other sites More sharing options...
Spacefrisian Posted March 9, 2010 Share Posted March 9, 2010 No TDA wolf guard in general i would say, the 13th company isn't that good in keeping stuff working. Lone wolves would fit though. Thoughts on MC Wolf, first draft so it would require a lot of work on it. Storm Wolf: 80 points Ws: 5 Bs: 0 S:6 T:6 W:3 I:4 A:3 Ld:8 Sv: 4+ Special: Cavalry, Monstrous creature, fearless, rage, Immunity Unit size: 1-3 Storm wolf cannot contest, same thought as Fenrisian wolves not being able to. And its size makes a mockery of obstacles, he ignores terrain when charging. Immunity: (needs a better word for it) Such is his rage that he ignores any psychic effects. Its immune to Psychic powers Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2310958 Share on other sites More sharing options...
Lord Hjamlar Posted March 9, 2010 Share Posted March 9, 2010 I'm in :ph34r: But first of all we need to settle some kind of order here... if not you'll get your young asses kicked. 1) No mass posting of self invented rules or roosters posted - it will make the topic unreadable... 2) No whining "my idea was better theh his idea" etc. 3) We need to find sb to mod this topic. That is just the begining... Before we'll start we must discuss a few things from the theoretical point of view... 1) How do we imagine the 13th Co. Warband? It's structure, resources and so on... 2) Will codex be used to represent the orginal 13th Co or will it try to represent any potential "MIA" company? 3) Do we think about its rules being more tournament or fun friendly? More points should appear with time So let me bring in my xp-sth :) 1) From my point of view 13th Co. was always kind of unwanted child... Both in HH and now, end of 40K, nobody really knew what to do with it, so it was joined 2gether and used in one and only possible way for it, as a first wave attack force. Now they are highly elite, due to all being veterans of at least GC times - for those who imagine they spent the time in Warp drinking and smoking, w8 for EoT to spit them out, yup there is such a possibility... Having been divided into smaller groups, sporting guerilla style tactics they become masters of surprise. When it comes to their resources I can see them bringing in some older stuff, some salvaged chaos stuff, but also some current imperial stuff - don't ask how? I'd say from fighting guys in bathrobes/wannabe crusaders/too loyal =][=/robbing, unoticed, storages... T. armour - I can't imagine them having any larger number of T. armours, due to their maintance being hard to continue without resources... Also the T. armours do not really fit to the image of the 13th Co., neither now nor during the Heresy... Bikez - when it come sto bikes let's say they use also chaos supplies, so they can keep those babies rolling. EoT for me Jump Packs - that's tough one, during the heresy they were rare, iirc, but the strategic possibility of having jump infantry wulfen couldn't have been missed by leman, so I see 'em having some in HH, but would they survive till 2day? I can't find any info about marines jet bikes, how popular they were, who did use 'em and so on... so let's leave 'em for now... Tanks, Dreadz, DP and so on - short and simple - NO ;) don't make me elaborate... Though I wish to know what happened with their ships... Structure - i think nth new from me here, the way GW presented it is rather nice: HQ as normal Elites being either CC specialists or Wufens Troops is made of hardned veterans FA is bikes and wolves HS are as usual LF 2) IMHO the 'dex should represent only the survivors of the orginal 13th Co., as that's the most interesting vision + that appears to be the orginal idea - in the short story supporting the release, the Rune Priest informs Logan that the Lost are returning, and that for good or bad the werekind is back. No other company was called werekind nor any other brother than those of the 13th Co was called by this name... 3) I would go for the rules being as tournament friendly as possible, it'd make the list easier to use not only with friends. Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2311078 Share on other sites More sharing options...
whitewolfmxc Posted March 9, 2010 Author Share Posted March 9, 2010 WOW i totally didnt expect that many people are interested Ok seems like everyone wants a independent codex , what i was thinking anyway Ok now thats settle , i need to know some specialty area that certain you would want to get involve in We need people for : 1) Coordinating the Project (Hopefully Me plus someone with a very good sense of what is 13th in general , i was thinking DV8 / Grey wolf / Grey Mage etc) 2) Fluff makers / citers from Gw fluff to make the fluff part of the dex 3) Unit ideas / rules (i would also personally working on this area also with others) If you doubt i have the capacity , you can check out my creation some years ago of Stern hammer for the old Eye of terror 13th list 13th company wolf preist character 4) Art work , pictures / codex cover and the little things that actually count 5) Computer work , works with the Art work people and also has to be good at PDF / making editing , and over all you decide how the codex looks like in general 6) Legal department ? well we dont want to get sued do we ? XD at least someone who knows what kind of disclaimer we need and what material we can use from GW Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2311114 Share on other sites More sharing options...
Lord Hjamlar Posted March 9, 2010 Share Posted March 9, 2010 I can go for fluff as well as for unit ideas, I promise I won't make meph look like a armless girl :P Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2311155 Share on other sites More sharing options...
whitewolfmxc Posted March 9, 2010 Author Share Posted March 9, 2010 Ok , and i think the codex should be player friendly which will base more on fluff than being competitive for tourneys Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2311178 Share on other sites More sharing options...
Daffydd Fireclaw Posted March 10, 2010 Share Posted March 10, 2010 Count me in, definately! Loved the 13th company, still do, currently using C:SW rules to represent them, but it's not the same feel. For the army list, Wulfen are a must, I don't care how many points I have to spend on them, I want wulfen! Gate with RP, this is another essential for me. Scouting and Infilitrating, not essential, but still greatly missed, "I set up 18 inches away, I now move 6 inches, my turn 1..." was always fun. I know a lot of people aren't that keen on the idea of squads of 13th company terminators, but I think they actually work (actually combining the kits looks really good), just maybe not in large numbers, so maybe limiting the number of units. Also, I know the 13th company were always meant to be pretty much infantry based, but I do like the idea of maybe having an very limited vehicle supply, which would incorporate a large amount of scavened bits, so possibly a 0-1 on a vehice (probably 0-1 predator, as chaos marines have quite a few of them).To fit in with this idea, I also think maybe 0-1 Iron priest as well (I think it would make for some awesome conversions), which would give them a means of mantaining the terminator armour as well, although they would probably need to be boosted stats and points wise to represent being so experienced. As for downsides for the army, I think the higher points costs and lack of transports that were seen in C:EOT may balance it quite well, as it means mechanised forces have a clear advantage, as do horde armies. Obviously, feel free to ignore these suggestions, as they are just what I would like to see, which may not be what everyone else wants. Daffydd Fireclaw. Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2311219 Share on other sites More sharing options...
Grey Mage Posted March 10, 2010 Share Posted March 10, 2010 6) Legal department ? well we dont want to get sued do we ? XD at least someone who knows what kind of disclaimer we need and what material we can use from GW Space Wolf, Warhammer 40k, Fenris, and other GW trademarks found in this work are all registered trademarks of Games Workshop ltd, and no challenge to their intellectual property or trademark status is intended. This document is in no way official, and should never be sold for any reason. Or something like that. Im willing to help with units, or written fluff- my ability to produce pictures on the computer consists of drawing on my monitor though :s. Fenrisian Wolf Packs: Troops Unit. Unit Size 5-20, 8pts each. WS BS S T W I A Ld Sv .4....0...4.4.1.5.1..7..6+ Options: One wolf may be upgraded to a Thunderwolf at +55pts. Thunderwolves have a better profile, with +1 Str, +1 T, +2 W, a save of 4+, and grant the unit furious charge. Rules: Beasts, move through cover, huh?, feral brothers. Huh?: Fenrisian Wolves are not scoring. Feral Brothers: Fenrisian Wolves count as a troops unit, but do not count towards your required number of troops units. In addition they do not in any way take up a troops slot on the force organization chart. Rune Priest: HQ Choice. Character, 125pts. WS BS S T W I A Ld Sv .5....5..4.4..2.5.3.10..3+ Equipment: Bolt Pistol, Runic Weapon, Wolf Tail Talisman, Power Armor. Options: May upgrade to a Master of Runes for +50pts, May exchange his BP for a PP a +10pts, or for a combiweapon at +5pts. He may have a SS at +30pts, MBs at +5pts, and/or a Chooser of the Slain for +10pts. He may ride a thunderwolf for +50pts. Rules: ATSKNF, Counter Attack, Keen Senses, Honor the Fallen. Each Rune Priest knows two psychic powers chosen from the following list. A Master of Runes may select a third power: Stormcaller- All friendly models with 12 inches gain a 5+ coversave and are targetted using the night fighting rules. The rune priest may not fire a ranged weapon on the turn this power is used. The rune priest MAY use a ranged psychic power. Hammer of Thunder- A ranged attack with the following profile- Str 10, AP 1, Assault 1, 18" Gate- *As per codex EOT* but may take bikes. May not take vehicles. Must be attached to the unit he takes. The unit may not run after this move. Trial of Ice and Fire- All enemy psychic tests must be made on 3d6, suffering perils of the warp on a roll of 3 or any roll of 11+. Lasts until the begining of the SW players next movement phase. Justice of Nifleheim- All enemy units in combat with the Rune priest have their iniative reduced by 2, to a minimum of 1. All models directing attacks against the Rune Priest lose one attack, to a minimum of 1. Living Lightning- A ranged attack with the following profile- S 7, AP 5, Assault d6. Honor the Fallen: Space Wolves live for honor, glory, and death in battle and through their service to the emperor. They do not fear the fate of all warriors like lesser men. No Space Wolf model may have his Leadership reduced by more than -3 total for any reason. Link to comment https://bolterandchainsword.com/topic/194284-ok-who-wants-to-work-on-a-new-community-project-with-me/#findComment-2311223 Share on other sites More sharing options...
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