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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Tue Jan 18, 2011 6:36 pm 
Really Cool Alien from a Cantina
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+1 to the following:

-Kyp Durron, Jedi Master
-Lowbacca
-a Shapeshifter
-Satele Shan
-Jedi Swordmaster (NR)
-New Carth
-Quinlon Vos, Falling Jedi
-Tactical Droid
-Firebreathers
-Corran Horn, Jedi Master
-Lord Hoth
-Force Pull
-Assassin (+10 Damage against Unique enemies)
-Nas Choka
-Human Special operations soldier
-Quick Reflexes (+6 Def against Attacks of Opportunity)
-Winter
-Cassus Fett
-Onimi
-Darth Maul, Sith Lord (Sep)


Edit: Here are some I didn't see mentioned...

Hacker (Replaces Attacks: Enemy character's lose Relay Orders for the rest of the round)

Ailyn Vel

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Last edited by kamikaze13 on Wed Jan 19, 2011 4:15 pm, edited 1 time in total.

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Wed Jan 19, 2011 5:43 am 
Third Jedi from the Left
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I've never liked the restrictions of Squad abilities (especially on pieces that have no other ways to boost those stats) and was trying to think of a way to help them without just handing out Gree's CE to new factions. I have also been playing Fire Emblem for the DS and this came to me:

Freelancer (At setup, choose one character on your squad. This character is treated as having the same name as that character, only for the purposes of special abilities whose name contains Squad.)

Put it on a cheap filler piece to cover the more expensive Squad pieces and gaps for people who don't have dozens of certain pieces.


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sat Jan 22, 2011 9:21 pm 
Droid Army Commander
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A new Rebel Yoda with Levitate 2.

Ideas for Levitate 2:

could move up to Huge characters

could move farther than 6 six squares

could move opponents units

could move a character and adjacent units

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Mon Jan 24, 2011 12:22 am 
Junk Dealer Extrodinaire
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The beatstick that dooko looks like in the clone wars series...and his new apprentice...that dude is sick.


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Mon Jan 24, 2011 6:56 pm 
Warmaster
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Haven't read through this thread, but in case this idea hasn't come up, I'd like to throw it out there. I posted the same idea on BlooMilk, but figured I'd post it here as well to see what people think of it.

Blast Shield: This character is immune to special abilities whose name contains "Self-Destruct".

Obviously, name could be changed to reflect something in Star Wars canon, but it would be a nice ability. Preferably on a low-to-mid- cost shooter who could base a bomb and take it out.


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Mon Jan 24, 2011 8:36 pm 
Droid Army Commander
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Location: Yes, I am yet another Canadian. Keeping the game alive on life support in the GTA.
A Dianoga would be cool as a multi piece mini.

Dianoga Eye
Fringe
Cost 23
HP 70
DF 13
AT 0
DM 0

Unique
Completely intregrated (If this character is defeated allied dianoga tentacles are defeated)
Eye (+6 Attack to Allied Dianoga tentacle against enemies this character has LOS to)
Cloaked
Swallow (Replaces Turn:Adjacent enemy is defeated; save 6)

Dianoga Tentacle
Fringe
Cost 6
HP 20
DF 16
AT +2
DM 10

Savage
Melee attack
Melee reach 3
Swarm +4
Clamp
Stealth
Tentacle (Ignores difficult terrain, enemy characters, and low objects when moving)

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Tue Jan 25, 2011 8:59 am 
Sith Apprentice
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Posts: 224
R5Don4 wrote:
A Dianoga would be cool as a multi piece mini.

Dianoga Eye
Fringe
Cost 23
HP 70
DF 13
AT 0
DM 0

Unique
Completely intregrated (If this character is defeated allied dianoga tentacles are defeated)
Eye (+6 Attack to Allied Dianoga tentacle against enemies this character has LOS to)
Cloaked
Swallow (Replaces Turn:Adjacent enemy is defeated; save 6)

Dianoga Tentacle
Fringe
Cost 6
HP 20
DF 16
AT +2
DM 10

Savage
Melee attack
Melee reach 3
Swarm +4
Clamp
Stealth
Tentacle (Ignores difficult terrain, enemy characters, and low objects when moving)


Interesting Idea, but the dianoga that spans the entire length of the map (eye on one side/ tentacle on the other) would seem a bit over the top.

As an alternative I'd suggest a huge character (RM Knobby White Spider?) that has savage, greater mobile, melee reach 3 and, triple or perhaps even quad attack.

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Tue Jan 25, 2011 10:00 pm 
Droid Army Commander
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I suppose you could keep the eye far away from the tentacles but the idea is to have the eye at least have LOS to the action to benefit from the +6 Attack.

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Wed Jan 26, 2011 12:58 pm 
Black Sun Thug
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Luke an Leia on Speeder bike
Ewok on Speeder Bike

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Wed Jan 26, 2011 8:35 pm 
Intelligence Operative
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Posts: 329
OLD REPUBLIC
Trask Aldo as the Old republic commander
Disciple as Jedi Consulor

SITH
Colonel Solo (Jacen/Caedus) With rapport/synergy for GAG guards and a CE
Darth Maul Assassin (stealth, mobile, cleave, master speed; use the CS Maul as a base)
Darth Nihilus, Destroyer of Worlds (with Force Consume: Force 6, 60 damage to all characters within 6 squares, save 11 for half, this character gains the HP and Force points of any defeated enemies)
Lesser Krath War Droid (a cheaper swarm-type droid)
Sith Trooper Grenader

IMPERIAL
Advanced TIE Crawler
Ganner Krieg as an Imperial Knight
Azlyn Rae as the female Imperial Knight
General Rom Moc as a Star Destroyer Officer (Individual SAs and CE for all the Dark Troopers , Give the Phase 1 Momentum. Phase 2 Jolt and Splash 20, Phase 3 gets missiles 40; Also all Dark troopers gain damage reduction 10, and rapport of 5.)

Separatist
General Grievous Kaleesh Enforcer (Stealth, sniper, accurate shot, deadeye, intuition)
Sev'Rance Tann (not sure of the mini represent but give her CE: Droid followers gain splash 10; as well as a rapport for droid larges/huges)
Shu Mai (As a Polis Massa medic or a varactyl wrangler; she could grant a rapport of 10 for all separatist huge droid pieces)
Tikkes (Quarren Assassin; boosts the quarren pieces with charging assualt and bloodthirsty)
Passel Argente (As a Gotal Mercenary, Project Instinction; Replaces attacks, enemy characters within 12 squares gain savage for the rest of the round, save 11. On a save of 1 that character joins your team)
Huge (or series 2) Octuptarra Droid (give it ambush, 80 HP and virus droid; when this character is defeated, all living characters within 6 squares are now posioned (each time this character activates it takes 10 damage, save 11 and they are no longer posioned)


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Wed Jan 26, 2011 10:13 pm 
Really Cool Alien from a Cantina
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GeneralGrievous wrote:
Sev'Rance Tann

+1

kamikaze13 wrote:

GenoHaradan Elite Assassin
GenoHaradan Disbatcher
GenoHaradan Infiltrator
GenoHaradan Operative
GenoHaradan Recruiter

Galactic Alliance Commando
Galactic Alliance Guard
Galactic Alliance Sniper
Galactic Alliance Munitions Expert
New Republic Trooper with Repeating Blaster
New Republic Spy
Veteran Antarian Ranger


To that list add: New Republic Tracker

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri Jan 28, 2011 4:17 pm 
Black Sun Thug
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Location: Eugene, Oregon USA
Darth Sidious, Imperial Emperor 90
Faction: Imperial

Hit Points: 130
Defense: 20
Attack: 15
Damage: 20

Special Abilities
Unique (Counts as Palpatine)
Affinity Order 66 (Characters with Order 66 may be in your squad regardless of faction)
Melee Attack (Can attack only adjacent enemies)
Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20)
Vicious Attack (Triple damage instead of double on a critical hit)
Execute Order 66 (Cannot be targeted by characters with Order 66)
Jedi Purge (Replaces turn: Non-activated enemy characters with Order 66 and in a squad that does not include a character with Jedi Purge, are now considered part of this characters squad for the rest of the round; allies with Order 66 gain Accurate Shot and Jedi Hunter for the rest of the round.)

Force Powers
Force 3
Force Renewal 1 This character gets 1 Force point each time he activates
Master of the Force 2 May spend Force points up to 2 times in a single turn
Force Lightning 4 Force 4, replaces attacks: range 6; 50 damage to target. Huge or smaller characters are considered activated this round; save 16
Sith Rage Force 1: +10 Damage on all attacks this turn
Lightsaber Block Force 1: When hit by a melee attack, this character takes no damage with a save of 11
Surprise Move Force 1; Once per round, after initiative is determined, this character can immediately move up to his Speed before any other character activates

Commander Effect
After setup, choose one unique enemy character with a force rating. Whenever that character makes an attack roll of natural 1, 2, or 3, it joins the opponent's squad until the end of the skirmish.

Flavor Text: "The Sith Lord, Darth Sidious, flawlessly executed his plan to destroy the Jedi Order as it had been known and soon thereafter reorganized the Galactic Republic into the first Galactic Empire; assuming the title of Emperor.


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri Jan 28, 2011 10:26 pm 
Droid Army Commander
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HanSolo79 wrote:
Darth Sidious, Imperial Emperor 90
Faction: Imperial

Hit Points: 130
Defense: 20
Attack: 15
Damage: 20

Special Abilities
Unique (Counts as Palpatine)
Affinity Order 66 (Characters with Order 66 may be in your squad regardless of faction)
Melee Attack (Can attack only adjacent enemies)
Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20)
Vicious Attack (Triple damage instead of double on a critical hit)
Execute Order 66 (Cannot be targeted by characters with Order 66)
Jedi Purge (Replaces turn: Non-activated enemy characters with Order 66 and in a squad that does not include a character with Jedi Purge, are now considered part of this characters squad for the rest of the round; allies with Order 66 gain Accurate Shot and Jedi Hunter for the rest of the round.)

Force Powers
Force 3
Force Renewal 1 This character gets 1 Force point each time he activates
Master of the Force 2 May spend Force points up to 2 times in a single turn
Force Lightning 4 Force 4, replaces attacks: range 6; 50 damage to target. Huge or smaller characters are considered activated this round; save 16
Sith Rage Force 1: +10 Damage on all attacks this turn
Lightsaber Block Force 1: When hit by a melee attack, this character takes no damage with a save of 11
Surprise Move Force 1; Once per round, after initiative is determined, this character can immediately move up to his Speed before any other character activates

Commander Effect
After setup, choose one unique enemy character with a force rating. Whenever that character makes an attack roll of natural 1, 2, or 3, it joins the opponent's squad until the end of the skirmish.

Flavor Text: "The Sith Lord, Darth Sidious, flawlessly executed his plan to destroy the Jedi Order as it had been known and soon thereafter reorganized the Galactic Republic into the first Galactic Empire; assuming the title of Emperor.


Surprise Move is no Flow Walk. I don't like how this thread morphed the conversation we had going.

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sat Jan 29, 2011 3:22 am 
Sith Apprentice
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Location: Indiana
I know I've been out of the loop for a while, but I have a couple of ideas for future sets. Feel free to tweak 'em as you see fit.
----------------------------------------------------------------------------------------------------------------------------------------
Winter, Targeter [Echani Handmaiden]
Rebel/New Republic
Cost: 25
HP 50
Def 15
Att +7
Dam 20

Special Abilities:
Eidetic Memory (When this character is within 6 squares of an enemy commander, this character gains that Commander Effect until the commander or this character is defeated.)
Master of Disguise (This character may not be attacked by non-adjacent enemies, Save 16 negates this ability.)
Accurate Shot, Twin Attack
Affinity, Rapport with Leia (from any faction)


Princess Leia, Lady Vader
New Republic
Cost: 23
HP 50
Def 15
Att +7
Dam 20

Special Abilities:
Ruhk and Noghri may be included in this squad
Unique

Force 2

Commander Effect:
Noghri characters are subject to this Commander Effect. At the end of this character's turn, 1 New Republic follower within 6 squares can make 1 immediate attack at +4 Attack and +10 Damage.

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sat Jan 29, 2011 10:50 am 
Droid Army Commander
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R5Don4 wrote:
8. Imperial Commander UC
Imperial
Cost 12
HP 50
DF 14
AT 3
DM 10

CE

Troopers are treated as having the same name as each other, only for purposes of special abilities whose name contains Squad.





Voren_Chalco wrote:
I've never liked the restrictions of Squad abilities (especially on pieces that have no other ways to boost those stats) and was trying to think of a way to help them without just handing out Gree's CE to new factions. I have also been playing Fire Emblem for the DS and this came to me:

Freelancer (At setup, choose one character on your squad. This character is treated as having the same name as that character, only for the purposes of special abilities whose name contains Squad.)

Put it on a cheap filler piece to cover the more expensive Squad pieces and gaps for people who don't have dozens of certain pieces


Nice idea here but a modified Gree CE would actually bring back the use of the older pieces that don't see play anymore or never saw play because the Squad abilities to were too prohibitive to actually get to work.

:stormie: :stormie: :stormie: :shooter: :stormie: :stormie: :stormie: :stormie:

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sat Jan 29, 2011 2:13 pm 
Unnamed Wookiee
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Posts: 26
Location: RS-Brasil
-1 -Darth Maul, Sith Lord (Sep)

+1 Chazrach


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sat Jan 29, 2011 3:52 pm 
Intelligence Operative
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Joined: Thu Aug 26, 2010 5:25 pm
Posts: 329
11MBStarWalker wrote:
Several new pieces and updates to past pieces that I'd like to see:

Galactic Alliance Guard - Cost 21, faction New Republic (Storm Commando model)

HP 50
DEF 18
ATK +7
DMG 20

Special Abilities: (considered Galactic Alliance Trooper), Stealth, Satchel Charge, Double Attack, Cunning Attack 10, *new* Stun Grenades (replaces attacks, range 6: target & characters adjacent to target take 10 DMG & are considered activated this round, save 11)

Galactic Alliance Guard Commander - cost 27, faction New Republic (Imperial Officer model)

HP 60
DEF 19
ATK +8
DMG 20

Special Abilities:

Stealth, It's A Trap, *new* Stun Grenades

Commander Effect --> Followers with the words "Galactic Alliance" in their name gain Squad Assault.



Colonel Jacen Solo - cost 60, faction New Republic (uses Darth Caedus model)

HP 130
DEF 21
ATK +15
DMG 20

Special Abilities: unique, melee attack, Double Attack, Greater Mobile Attack, Master Tactician, *new* Body Armor (whenever this character takes damage, a save of 11 reduces the damage dealt by 10), Blaster 20 (replaces attacks: +15 ATK, 20 DMG, sight)

Force Powers: Force 2, Force Renewal 2; Force Sense, *new* Implode Door (Force 1: replaces attacks; target door is considered open for the remainder of the skirmish), Lightsaber Assault, Lightsaber Defense, Master of the Force 2

Commander Effect --> Followers gain Gregarious.

Darth Caedus, Sith Lord - cost 60, Sith Faction (Darth Caedus model)

HP 130
DEF 21
ATK +16
DMG 20

Special Abilities:unique (counts as Jacen Solo), melee attack, Double Attack, Greater Mobile Attack, Master Tactician, *new*Body Armor (save 11, reduces damage dealt by 10), Djem So Style Mastery (When hit by a melee attack, make save 11. On a success, this character can make an immediate attack against that attacker at +10 DMG.)

Force Powers: Force 2, Force Renewal 2; Advanced Battle Meditation, Force Lightning 2, Lightsaber Assualt, Lightsaber Deflect, Master of the Force 2

Commander Effect --> Followers gain Gregarious

Dooku, Jedi Master - cost 56, Republic faction (Count Dooku model)

HP 130
DEF 21
ATK +16
DMG 20

Special Abilities: unique, melee attack, Triple Attack, Makashi Style Mastery

Force Powers: Force 2, Force Renewal 1; Lightsaber Assault, Lightsaber Deflect, Lightsaber Precision, Lightsaber Riposte, Master of the Force 2

Commander Effect --> Characters in your squad with Lightsabers gain the Force Power Lightsaber Precision


Tahari Veila - cost 25, Fringe faction (Young Jedi Knight model)

HP 80
DEF17
ATK +8
DMG 20

Special Abilities: unique, melee attack, Double Attack, Blaster 20 (+12 ATk for 20 DMG, sight), Synergy (+4 ATK & +4 DEF when Anakin Solo or Jacen Solo are within 6 squares)

Force Powers: Force 4; Knight Speed, Lightsaber Defense, Sith Rage



+1 to all of these

I want those NR GA Pieces, maybe Jacen costing a bit more though haha


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sat Jan 29, 2011 4:25 pm 
Intelligence Operative
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Posts: 329
This is a personal one I would love to see if they ever redid Grievous:

Cost 70
General Grievous, Unleashed
HP 130
Def 18
Atk 12
Dmg 20
SA
Unique
Melee Attack
Charging Assualt +10
Twin Attack
Wall Climber
Parry
Evade

Also remakes of Dooku as a sith and Holo sideous as a Separatist

Republic
Omega Squad complete with more squad abilities and affinity for mandos

18
Etain Tur-Mukan (use young jedi knight)
HP 70
Def 17
Atk 11
Dmg 20
SA
Unique
Affinity (this character can be on a Mandalorian team)
Clone Bodyguard (if an adjacent allied character with Order 66 would take damage from an attack this character can take the damage instead)

Force Powers
3
Lightsaber Deflect


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Mon Jan 31, 2011 2:44 pm 
Death Star Designers
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Posts: 1281
Location: Kokomo, Indiana
Ric Olie (could have pilot ability and commander effect(s) for pilot followers). Maybe 60 or 70 HP and +8 attack with twin. Evade perhaps, -1 cost if in Amidala squad. Like 18 Defense and 10 dmg. with cunning or opportunist. Also, think V-Set 1 is excellent but would like to perhaps see not so many new abilities with every set to come and perhaps build on abilities or utilize them again for new characters. Some new abilities or force powers are great just not too many.


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Mon Jan 31, 2011 9:38 pm 
Black Sun Thug
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Posts: 51
I mentioned on another thread that i would like to see the Jedi Seer group from Knights of the Old Republic. I would like to see them all get a new ability, i would call it something like Future Sight.

Future Sight: This character's activation may count as zero, one or two activations. Immune to the special ability that
effects characters activations.

It would help to make the group of Seers playable as a theme team, without being a CE and not affecting other characters.

Geonosian Elite: Ranged attack, +6 Attack, ignores damage reducers

Sun Fac: Geonosian Leader. CE: All Geonosian allies gain Hive Mentality (+2 attack for each Geonosian within 6 range, max of +6.) and Camo (limited stealth, same as stealth except they become a legal target within 10 squares.)


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