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Primaris Units/ vehicles, wishtheory list


Guest Triszin

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Guest Triszin

 

 

I maintain what I always wanted.

A unit with chainswords.

That's as basic as it can get.

Replace Reivers Combat blades with Chainswords, done. They have literally the same rules. :tongue.:

That would imply me buying reivers. And I ain't doing it :wink:

 

add a "grapple charge bonus" and templars would love reivers! =P.

 

- Honestly, I think Grapple should be free, and Grav chutes should be like 1-2 points per model.

- and yes, ad ap-1 to the blade.

You would think with how you have to pay points to put every little upgrade on models, that you could just not put those upgrades on them, or put different weapon options entirely, like predators with autocannon sponsons, or repulsors with nothing as a transport.

 

Or terminators with power weapons. Or chainswords.

 

What I'm saying is, if we are going to have to itemize everything like we are paying our taxes, let us customize everything. If I want my reivers to all have thunderhammers and the grappling hooks to Titan rodeo and :cuss said Titan to death, then let me pay the points (and money in bitz) to make that happen.

 

If I want my Primaris tacticals to have a heavy bolter or missile launcher let me do it.

The lopsided shoulder pads and armored battle capris deter me from considering reivers.

 

On the topic of transports zoom out the fluff view a bit. If the imperium needs tanks and whatnot in a theater if war they're going to send in the guard. When they send in space marines it's because they need a particular kind of infantry presence. They're looking for the best of the best, with the best gear and the best training, and they're looking for some rapid insertion shock tactics, a precise hammerblow to cripple some portion of the enemy war machine.

 

To that end, while I'm sure marines want their transports to be armed out of practicality purposes, they really need to be playing second fiddle to the marines themselves. I can easily see, resource wise, each individual marine costing more to produce than the vehicles they ride in. As far as redeploying goes, don't just think in game terms. Sure, if they're going to another continent, go in the thunderhawks or overlords or whatever, but the games are very small slices of a battlefield. After the battle is done there they may just want to loop around to flank a force a few miles away and they probably don't want to take the time to walk, and public transportation is usually limited in a battlefield. I think the idea of a combo rhino analog/drop pod analog in the form of a cheap, airdropped repulsor transport would fit perfectly with what marines should be doing. It gets them precisely where they need to be in a hurry regardless of their starting point so they can shoot/stab things until their mission is complete.

 

As far as repulsors go, ask people who have land raiders what they think about expensive models with a split transport/battle to role.

Guest Triszin

You would think with how you have to pay points to put every little upgrade on models, that you could just not put those upgrades on them, or put different weapon options entirely, like predators with autocannon sponsons, or repulsors with nothing as a transport.

 

Or terminators with power weapons. Or chainswords.

 

What I'm saying is, if we are going to have to itemize everything like we are paying our taxes, let us customize everything. If I want my reivers to all have thunderhammers and the grappling hooks to Titan rodeo and :censored: said Titan to death, then let me pay the points (and money in bitz) to make that happen.

 

If I want my Primaris tacticals to have a heavy bolter or missile launcher let me do it.

actually.

 

seeing hte new leaked ork strat in vigilus " Hold on BOYz!"

 

it would be cool to get a 1CP strat with reivers, with a specfic vehicle.

 

Primaris Vehicle: "LAnd speeder merged with a rhino"

purpose: Rapid insertion and redeployment

hover: 20" movement

Fly: 40" movement

 

1CP strat: Reivers use their grapples and hook onto the the hull, within 6", remove them from the board. next turn after your movement phase for the vehicle redeploy onto the field within 6 ". this counts as moving for the reivers. ( note: the movement mode of the flyer does not effect this strat, you can also use this strat during the movement phase, and if this vehcile passes with 6" of a reiver unit with grapples you may redeploy them with 6" at the end of the movement phase)

- this strategem does not count towards the transport capacity of the vehicle

 

might be a fun thing to hope the reivers around the field, and potentially pull them out of dangerous situations

You would think with how you have to pay points to put every little upgrade on models, that you could just not put those upgrades on them, or put different weapon options entirely, like predators with autocannon sponsons, or repulsors with nothing as a transport.

 

Or terminators with power weapons. Or chainswords.

 

What I'm saying is, if we are going to have to itemize everything like we are paying our taxes, let us customize everything. If I want my reivers to all have thunderhammers and the grappling hooks to Titan rodeo and :cuss said Titan to death, then let me pay the points (and money in bitz) to make that happen.

 

If I want my Primaris tacticals to have a heavy bolter or missile launcher let me do it.

While I totally understand your point, I can't disagree enough.

 

For one, Primaris versions of those weapons don't exist.

 

Two, I cannot tell you how absolutely horrifically annoying it is for a kit to not include the best wargear options for that unit simply because somewhere in the line it's an option. That's so disheartening for both new and old players. The feeling of buying a kit only to find the best build isn't even in the kit and you have to buy more kits somewhere else for it? That sucks.

 

I can totally accept it for HQs and characters. But for line infantry? Not without the option to buy a full on weapon sprue.

 

I know that's an unpopular opinion, but 'tis my most hated part of the hobby.

Guest Triszin

 

You would think with how you have to pay points to put every little upgrade on models, that you could just not put those upgrades on them, or put different weapon options entirely, like predators with autocannon sponsons, or repulsors with nothing as a transport.

 

Or terminators with power weapons. Or chainswords.

 

What I'm saying is, if we are going to have to itemize everything like we are paying our taxes, let us customize everything. If I want my reivers to all have thunderhammers and the grappling hooks to Titan rodeo and :censored: said Titan to death, then let me pay the points (and money in bitz) to make that happen.

 

If I want my Primaris tacticals to have a heavy bolter or missile launcher let me do it.

While I totally understand your point, I can't disagree enough.

 

For one, Primaris versions of those weapons don't exist.

 

Two, I cannot tell you how absolutely horrifically annoying it is for a kit to not include the best wargear options for that unit simply because somewhere in the line it's an option. That's so disheartening for both new and old players. The feeling of buying a kit only to find the best build isn't even in the kit and you have to buy more kits somewhere else for it? That sucks.

 

I can totally accept it for HQs and characters. But for line infantry? Not without the option to buy a full on weapon sprue.

 

I know that's an unpopular opinion, but 'tis my most hated part of the hobby.

 

I actually like that GW is attempting to streamline a lot of the armies.

 

it can get frustrating and slow the game down a ton if every unit is kitted different per model.

 

I dont mind that, if its ultra expensive units though.

Reivers in general need a lot of help. One thing I thought of whilst reading Plague War, and the descriptions of the Reivers fighting therein, is that they either need to be able to fall back from combat and still charge, or need -1 to hit. Either of these wouldn't solve all their problems but would go some way to giving them an extra niche in the army as well as boosting their utility.

 

 

I would love to see a unit with Onslaught Gattling Cannons, essentially being a Primaris-scaled version of Forge World Rotor Cannon (an alternative to Hellblasters, in a similar Legion Support Squad style). Could be a bit too good though with 60 S5 AP-1 shots at 10 men (but fixes Horde army dominance).

 

I would make an army of nothing but those

 

 

I love the look of the FW rotor cannons and figured that something similar would work in a more Primaris scale, especially since the Onslaught already exist. I did think about a "mini-Onslaught" that could be 3 barrels in a shroud with half the shots of the full Onslaught (given the Onslaught has 6 and the Heavy Onslaught 12)...but realized that's just a Heavy Bolter.

 

 

I think aggressors with flamers do need to become better, but I wouldn't nerf the bolter varient. I think they need more ways to enter the battlefield. They're just too slow on foot or in a repulsor (which puts a huge target on them). So more ways to deep strike them in, and possibly a rule that extends their range enough to shoot them that turn (or in general a 10" flamer would help immensely). 

 

I also think unit upgrade models should be considered. The ideal of an onslaught gattling cannon unit does sound cool but I think it would be tricky to make it balanced, but a single model with one would do wonders for a squad of intercessors. Units like Reivers could have a power weapon option or a gunslinger with 2 pistols there is a lot of design space there.  

 

Although I am a little uncomfortable about the idea of regular Flame weapons having greater range, I realised that putting them up to 10" or 12" increases the viability by making it virtually impossible to charge them without eating the Overwatch, so Flamers become the better defensive tool as currently it is too easy to bypass the "Shoot twice if didn't move" bonus by charging from outside their range.

 

I don't think making the Bolter variant Pistols would necessarily be a nerf. You lose the ability to advance & fire, but gain the ability to shoot whilst engaged in combat. Since massed attacks are the easiest way to grind down T5 multi-wounds this would help thin out hordes, boost their output against heavy-armoured units by turning the principle of massed attacks back at them. Combined with the potential to shoot twice before they are engaged (4 times if the stars align and can fire in the Shooting phase AND overwatch) they put out a lot of dakka still, they just don't take away a niche from the Flamers any more.

 

The speed matter is clearly one of great debate (how, rather than the need - cheap versus elite army, drop pod versus stratagem etc). I would prefer to keep teleportation to Terminators. Perhaps they need their movement value increased so that they can move + advance every turn, or the ability to advance + charge so that on-foot is at least doable if risky. Maybe a Boarding Torpedo (again stolen from Plague War) could be a good half-way house - effectively a Drop Pod that has tracks to give it limited mobility once it lands, and superior firepower (relative to the DP not to something like a Repulsor). This could be significantly cheaper than the Repulsor yet provide more utility (be it protection or firepower) than a Stratagem - depending on armament it could cost similar to the current DP (which needs a large drop).

 

I am unsure about unit equipment - one of the things that currently separates Primaris from Classic is the squad flexibility. In many ways I would like that to continue, but I do think that there could be supplemental wargear additions along the line of the Auxiliary Grenade Launcher that can further boost the squad's natural skills without being a true "weapon option". Extra squad options would be cool, perhaps you could choose between taking true Power Weapons or taking Chainsword plus Bolter (further enhanced by mask allowing Bolters to ignore cover OR the fancy grenades they have to assist the PW units).

 

 

 

I think the flamer variants might get a point drop and be cheaper. I'd be happy with that.

 

I am not convinced a point drop alone would be enough, given that the Boltstorm plus Fragstorm would still be the only variant that could benefit from all of their rules and also kicks out more damage, so I would probably still take that even if it were more expensive. Perhaps if the Flamestorms brought some AP or re-rolled Wounds or something else to give a reason to actually take them. Perhaps evening out the options might simply require making the Fragstorm available to both weapon types, that way one has increased range but the other auto-hits whilst mathematically doing almost the same damage.

 

Though to be honest I struggle to think that any variant of Aggressor is worth it given their statline - 3W would be a massive boost to make them viable as a unit type.

I don't really have a problem with primaris units having fixed loadouts, but I really wish that characters and sergeants had more wargear options.  Especially since being able to customize my units was what drew me to marines in the first place!  A weapons upgrade sprue with some different weapons and pistols or something would be great.

On the subject of Teleportation instead of cheap transports - Can anyone tell me exactly what access to the tech the Deathwatch have that the Ultramarines or... Iron Hands or Salamanders wouldn't have? I don't care if the Deathwatch have the blessing of the Inquisition. The Ultras will have access to anything and everything the Imperium has.

 

The Ultras have literally some of the most sophisticated star ships. The Iron Hands and Salamanders have an affinity for technology. Let's not mention the Fists and the Phalanx.

 

There's no lore reason. At all. That justifies Astartes not having access to teleportation. Maaaaaybe some of the superstitious old guard distrust the technology, but that won't be an issue for the Primaris.

Reivers in general need a lot of help. One thing I thought of whilst reading Plague War, and the descriptions of the Reivers fighting therein, is that they either need to be able to fall back from combat and still charge, or need -1 to hit. Either of these wouldn't solve all their problems but would go some way to giving them an extra niche in the army as well as boosting their utility.

 

-1 to hit would work...but I wonder if that would be best achieved by just making their grenade last much longer than just the current player turn. 

 

 

 

Although I am a little uncomfortable about the idea of regular Flame weapons having greater range, I realised that putting them up to 10" or 12" increases the viability by making it virtually impossible to charge them without eating the Overwatch, so Flamers become the better defensive tool as currently it is too easy to bypass the "Shoot twice if didn't move" bonus by charging from outside their range.

 

Certainly true. 

 

 

 

I don't think making the Bolter variant Pistols would necessarily be a nerf. You lose the ability to advance & fire, but gain the ability to shoot whilst engaged in combat. Since massed attacks are the easiest way to grind down T5 multi-wounds this would help thin out hordes, boost their output against heavy-armoured units by turning the principle of massed attacks back at them. Combined with the potential to shoot twice before they are engaged (4 times if the stars align and can fire in the Shooting phase AND overwatch) they put out a lot of dakka still, they just don't take away a niche from the Flamers any more.

 

Losing the ability to advance and fire, especially since they can do it without penalty, is a huge nerf. You're also can't fire anything else alongside a pistol, so the fragstorm ends up being an expensive paper weight. It reduces their mobility a ton, which is what they need to get into position. 

 

 

I am unsure about unit equipment - one of the things that currently separates Primaris from Classic is the squad flexibility. In many ways I would like that to continue, but I do think that there could be supplemental wargear additions along the line of the Auxiliary Grenade Launcher that can further boost the squad's natural skills without being a true "weapon option". Extra squad options would be cool, perhaps you could choose between taking true Power Weapons or taking Chainsword plus Bolter (further enhanced by mask allowing Bolters to ignore cover OR the fancy grenades they have to assist the PW units).

 

If you think about it, chainswords for sergeants are technically only accessible through the Blood Angels and Space Wolves upgrade kits. Same with power swords - they're only really available on the 30th anniversary Vet Sgt. model and Ultra/DA upgrade kits. We know we're getting power fists as well from the IF upgrade kit, so they could theoretically expand the wargear options by adding rules for other limited bits like that. For example, those backpack lights that come with the IF kit - what if they boosted the squad in some way?

 

I like this idea. But I really doubt they'll go the route of letting every member of the squad carry a power weapon or chainsword. Super easy to support in the rules - not so easy when you start looking at what it would take to achieve as far as kits go. 

 

 

I am not convinced a point drop alone would be enough, given that the Boltstorm plus Fragstorm would still be the only variant that could benefit from all of their rules and also kicks out more damage, so I would probably still take that even if it were more expensive. Perhaps if the Flamestorms brought some AP or re-rolled Wounds or something else to give a reason to actually take them. Perhaps evening out the options might simply require making the Fragstorm available to both weapon types, that way one has increased range but the other auto-hits whilst mathematically doing almost the same damage.

 

Though to be honest I struggle to think that any variant of Aggressor is worth it given their statline - 3W would be a massive boost to make them viable as a unit type.

 

I feel like all Flamer weapons need a boost. Auto-hit is awesome, but the entire weapon type needs some love. I had always imagined they'd go the direction of having them wound all Infantry on 4s with no S value, heavy flamers just increasing range and shots, and unique weapons like Flamestorm gauntlets sitting in the middle. The downside being they only wound vehicles on 6s. 

The flamestorm gauntlets are great with Ultras as you can leave combat and unleash them at full efficiency, and hurt people who try to charge you again.

 

They are much, much worse if you aren't running them in a Repulsor, however.

The flamestorm gauntlets are great with Ultras as you can leave combat and unleash them at full efficiency, and hurt people who try to charge you again.

 

They are much, much worse if you aren't running them in a Repulsor, however.

 

Yeah, that's probably a good use for them, if a bit niche. But since they're more expensive and do less damage on average than their bolter brethren, and their biggest benefit can be easily shut down (just don't charge them with infantry) they're still pretty underwhelming.  

 

My wishlist would be to point them cheaper than the bolter variant while gaining a few inches extra range on the flamers. As CA can probably achieve the former but not the latter, the real hope is to see if the point reduction does enough to close the gap. 

They're the same price currently, I'm pretty sure. Will double check

 

*edit*

 

I'm wrong. Two points more each!

Yeah GW have to fix this lol

 

I could maybe stomach the premium if they also included the fragstorm on that build. They'd be situationally better for a higher cost. I'd be okay with that. 

 

Right now they average just a smidgen more hits, but don't benefit from reroll auras and work at less than half the range. Bit of a bummer. 

 

I will say that Aggressors at 3W (as was suggested earlier I think) would be absolutely bonkers awesome. Like, hands down one of the bets units in the 'dex if that were to happen, and I find them to already be pretty powerful. 

 

 

You would think with how you have to pay points to put every little upgrade on models, that you could just not put those upgrades on them, or put different weapon options entirely, like predators with autocannon sponsons, or repulsors with nothing as a transport.

 

Or terminators with power weapons. Or chainswords.

 

What I'm saying is, if we are going to have to itemize everything like we are paying our taxes, let us customize everything. If I want my reivers to all have thunderhammers and the grappling hooks to Titan rodeo and :censored: said Titan to death, then let me pay the points (and money in bitz) to make that happen.

 

If I want my Primaris tacticals to have a heavy bolter or missile launcher let me do it.

actually.

 

seeing hte new leaked ork strat in vigilus " Hold on BOYz!"

 

it would be cool to get a 1CP strat with reivers, with a specfic vehicle.

 

Primaris Vehicle: "LAnd speeder merged with a rhino"

purpose: Rapid insertion and redeployment

hover: 20" movement

Fly: 40" movement

 

1CP strat: Reivers use their grapples and hook onto the the hull, within 6", remove them from the board. next turn after your movement phase for the vehicle redeploy onto the field within 6 ". this counts as moving for the reivers. ( note: the movement mode of the flyer does not effect this strat, you can also use this strat during the movement phase, and if this vehcile passes with 6" of a reiver unit with grapples you may redeploy them with 6" at the end of the movement phase)

- this strategem does not count towards the transport capacity of the vehicle

 

might be a fun thing to hope the reivers around the field, and potentially pull them out of dangerous situations

That strat is awesome

 

They're the same price currently, I'm pretty sure. Will double check

 

*edit*

 

I'm wrong. Two points more each!

Yeah GW have to fix this lol

 

I could maybe stomach the premium if they also included the fragstorm on that build. They'd be situationally better for a higher cost. I'd be okay with that. 

 

Right now they average just a smidgen more hits, but don't benefit from reroll auras and work at less than half the range. Bit of a bummer. 

 

I will say that Aggressors at 3W (as was suggested earlier I think) would be absolutely bonkers awesome. Like, hands down one of the bets units in the 'dex if that were to happen, and I find them to already be pretty powerful. 

 

First time I played against Aggressors my opponent and I both thought they had 3 wounds. It made them so durable I had to dedicate some of my anti-tank firepower to shift them.

 

 

They're the same price currently, I'm pretty sure. Will double check

 

*edit*

 

I'm wrong. Two points more each!

Yeah GW have to fix this lol

 

I could maybe stomach the premium if they also included the fragstorm on that build. They'd be situationally better for a higher cost. I'd be okay with that. 

 

Right now they average just a smidgen more hits, but don't benefit from reroll auras and work at less than half the range. Bit of a bummer. 

 

I will say that Aggressors at 3W (as was suggested earlier I think) would be absolutely bonkers awesome. Like, hands down one of the bets units in the 'dex if that were to happen, and I find them to already be pretty powerful. 

 

First time I played against Aggressors my opponent and I both thought they had 3 wounds. It made them so durable I had to dedicate some of my anti-tank firepower to shift them.

 

 

Perhaps Gravis should have 3 wounds...that sounds particularly fitting. 

 

But I fear that's too much to wish for. 

 

 

 

They're the same price currently, I'm pretty sure. Will double check

 

*edit*

 

I'm wrong. Two points more each!

Yeah GW have to fix this lol

 

I could maybe stomach the premium if they also included the fragstorm on that build. They'd be situationally better for a higher cost. I'd be okay with that. 

 

Right now they average just a smidgen more hits, but don't benefit from reroll auras and work at less than half the range. Bit of a bummer. 

 

I will say that Aggressors at 3W (as was suggested earlier I think) would be absolutely bonkers awesome. Like, hands down one of the bets units in the 'dex if that were to happen, and I find them to already be pretty powerful. 

 

First time I played against Aggressors my opponent and I both thought they had 3 wounds. It made them so durable I had to dedicate some of my anti-tank firepower to shift them.

 

 

Perhaps Gravis should have 3 wounds...that sounds particularly fitting. 

 

But I fear that's too much to wish for. 

 

Posessed got two wounds in the chaos codex, it could happen.

Gravis should have 3 wounds.

 

The Gravis captain got an additional wound so the others should too.

 

I'd personally like to see gravis captains get the aggressor special rules (move, advance and shoot or stand still and shoot twice) and the aggressors and investors get 3 wounds.

Gravis should have 3 wounds.

 

The Gravis captain got an additional wound so the others should too.

 

I'd personally like to see gravis captains get the aggressor special rules (move, advance and shoot or stand still and shoot twice) and the aggressors and investors get 3 wounds.

Just gonna point out that Gravis Captains get no additional wound out of the ordinary. Gravis and non Gravis Primaris caps both get 6 wounds. Each getting 1 over a normal cap. Just part of being a Primaris, nothing to do with the Gravis armor.

 

However, I 100% agree Gravis needs 3 wounds. Inceptors would benefit too!

 

-1 to hit would work...but I wonder if that would be best achieved by just making their grenade last much longer than just the current player turn. 

 

Losing the ability to advance and fire, especially since they can do it without penalty, is a huge nerf. You're also can't fire anything else alongside a pistol, so the fragstorm ends up being an expensive paper weight. It reduces their mobility a ton, which is what they need to get into position.

 

 

If you think about it, chainswords for sergeants are technically only accessible through the Blood Angels and Space Wolves upgrade kits. Same with power swords - they're only really available on the 30th anniversary Vet Sgt. model and Ultra/DA upgrade kits. We know we're getting power fists as well from the IF upgrade kit, so they could theoretically expand the wargear options by adding rules for other limited bits like that. For example, those backpack lights that come with the IF kit - what if they boosted the squad in some way?

 

I like this idea. But I really doubt they'll go the route of letting every member of the squad carry a power weapon or chainsword. Super easy to support in the rules - not so easy when you start looking at what it would take to achieve as far as kits go. 

 

 

I feel like all Flamer weapons need a boost. Auto-hit is awesome, but the entire weapon type needs some love. I had always imagined they'd go the direction of having them wound all Infantry on 4s with no S value, heavy flamers just increasing range and shots, and unique weapons like Flamestorm gauntlets sitting in the middle. The downside being they only wound vehicles on 6s. 

 

 

I had completely forgotten that you couldn't fire the Fragstorm if the Boltsorm was a pistol. Oops.

 

Adding in extra kit through other kits is certainly an idea, and I am very interested in what the Imperial Fist backpack things do, but would the stuff like extra wargear for the Sergeants really make that much difference? Perhaps I am too focused on Intercessors here, giving a Power Fist (or newfangled thing) to a Reiver Sergeant makes them a little more attractive, certainly.

 

Tell me about it with Flamers, I otherwise play Salamanders, Sisters of Battle, Guard and Orks (whose Burnas are D3 shots!) - autohit is great but they lost a lot in the edition switchover in terms of volume of hits and AP. I really feel basic Flamers should be AP-1 and Heavies AP-2, and the Flamestorms could be a middle ground with AP-1 re-rolling Wounds (previous way of "twin linking" and keeping in appearance with the modelled weapons). An absolute dream would be to borrow from some of the former Large Blast weapons and give additional hits based on the number of models in the enemy unit. Now they are not constrained by the template more range would be awesome, but I am not sure it works thematically to have a Flamer firing as far as a pistol!

 

 

The flamestorm gauntlets are great with Ultras as you can leave combat and unleash them at full efficiency, and hurt people who try to charge you again.

 

They are much, much worse if you aren't running them in a Repulsor, however.

 

I have just switched to running proper Ultramarine Primaris so knowing there is at least some use there is handy - not quite sure what to put in the pair of Repulsors I am definitely running so I will have a ponder about that.

 

 

 

Just gonna point out that Gravis Captains get no additional wound out of the ordinary. Gravis and non Gravis Primaris caps both get 6 wounds. Each getting 1 over a normal cap. Just part of being a Primaris, nothing to do with the Gravis armor.

 

However, I 100% agree Gravis needs 3 wounds. Inceptors would benefit too!

 

 

Just gonna point out that Gravis Captains get no additional wound out of the ordinary. Gravis and non Gravis Primaris caps both get 6 wounds. Each getting 1 over a normal cap. Just part of being a Primaris, nothing to do with the Gravis armor.

 

However, I 100% agree Gravis needs 3 wounds. Inceptors would benefit too!

 

I think they're trying to avoid just making bigger versions of already existing units, so I think "Primaris terminator" is about as unlikely as "nonprimaris gravis". That said I would like them to provide answers as to what Primaris units are going to end up in the Deathwing and Ravenwing, and I'm sure other deviant chapters would like answers for their specialty formations, especially ones that are organizational and not dependent on a geneflaw.

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