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>>36061480
> Ready for Operation


"Good. We're going to be deploying you at the Easter market station, there is a US Army platoon from the 3rd Infantry there. We want you to make contact and assist them with pushing towards the Navy Yard. Ariel recon suggests that the alien forces have fallen back in that direction." To illustrate his point, the screen at the back of the skyranger lights up, showing you an overhead map of the area, showing you both the navy yard, and the Easter market station.

"Your goal this mission is to eliminate all alien activity in the area and to minimize civilian casualties. Property damage is considered acceptable."

His briefing complete, he promptly kills the video link. Looks he's having a busy day...

The Skyranger comes in low over the buildings around the metro station, rear ramp open as occasional plasma gunfire lights the sky. You can hear conventional weapons fire coming from the south east, as what seems to be an army unit is in a stalemate with the aliens.

The skyranger makes a couple circles for a moment, the wreckage around the metro is preventing it from landing, Looks like your going to have to rappel down.

> D20 fast rope!
>>
Rolled 2 (1d20)

>>36062206
>>
Rolled 16 (1d20)

>>36062206
>D20 fast rope!
Please beat that 2
>>
>>36062206
"Sir, where are the Marines?"
>>
Rolled 3 (1d20)

>>36062206
>>
No thread title. Ya goofed.
>>
Rolled 10 (1d20)

>>36062206
woops, looks like you forgot the title
oh well
>>
Rolled 9 (1d20)

>>36062206

Been looking everywhere for this, I'm glad I have a good bit of intuition
>>
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> Other thread 404'd and I'm a tard for forgetting the title >.>

>>36062206

Your team drops down from the rear door one by one, each sliding down the rope to the ground, unslinging their weapons and aiming down their sights, alert for any threats. The plasma fire you saw below didn't seem to be directly aimed at your LZ, more just stray shots from the firefight down the road.

As the last squadmember touches down, the skyranger goes to full power and shoots off into the night, the pilot obviously keen on getting altitude away from the ground fire.

Gathering yourselves, you head down the road towards the sound of a firefight to the south-east.

As you pass the entrance to the metro station, you see a coffee shop on the street corner, its windows knocked out and various soldiers in multi-cam operating radios.

Coming closer, your spotted by one of the sentries, who drops to his knee and raises his rifle, apparently thumbing his radio.

"Halt! Identify yourselves!" The sentry calls out across the road, his rifle aimed at your squad.

> X-Com, We've been told to report to your commander.
> We're on your side, We've been sent to help.
> Stuff it Army boy, let the professionals do their thing.
>>
>>36063137
> X-Com, We've been told to report to your commander.
>>
>>36063137
> We're on your side, We've been sent to help.
>>
>>36063137
>We're on your side, We've been sent to help.
>"Do I LOOK like an alien?!"
>>
>>36063137

>X-Com, We've been told to report to your commander.

I assume that given the current situation, we're expected
>>
>>36063137
>> X-Com, We've been told to report to your commander.
>>
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>>36063137
> X-Com, We've been told to report to your commander.

Its only when you respond do you notice the machine gun teams covering you from the rooftops across from you. Guess being polite has its benefits.

The solider talks into his radio again, before gesturing you towards the command center that's been setup in the coffee shop.

Inside, your greeted by a rather grizzled looking captain. Or rather, that could just be the fact that his left arm ends in a fused stump.

"About time you showed up, my platoon has been sitting here for the last six hours. I dont know who you are and honestly, I don't care either. We've been fighting these bastards street to street since it kicked off yesterday." He rants.
Its pretty obvious that he's pissed. No wonder though, looking around the command post there are about a dozen soldiers in various states of wounded, along with a couple bodybags.

Behind you, you hear a IFV roll up, its turret pointing down the street searching for targets as a infantry section dismounts.

> What's your situation?
> How can we help?
> Where are the Civilians?
> Can we borrow that Bradley?
>>
>>36063620
> What's your situation?
>>
>>36063620
>What's your situation?
>>
>>36063620
> How can we help?
>>
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>>36063620
> What's your Situation

"Fucked up" He sighs "I came in commanding fifty men, I've lost more than half of that.... We're currently holding a barricade down barracks row so the south-east, but only just. An hour ago we tried to push through to the marines trapped in the barracks down the road, but one of those... bugs... Jumped the lead squad." He shudders at the memory, "We lost eight men in as many seconds and had to put down whatever that thing left of them"

"Any friendly forces besides your unit?" you ask gently, noting how bounces between anger to horror in seconds, Obviously in shock.

"So far as I know, there are two areas that are still holding out within the perimeter. The Marines in the barracks and someone with some heavy firepower in the Yard itself."

"Right, Give me a squad and you hold the perimeter, you've done your part"

"What's left of 2nd is yours, they are the ones who just arrived in the Bradley, take that to. God knows you'll need it." He looks over your shoulder at your team for a second and does a double take. "Is that a little girl?"

"Yes. Now sit down. Your in shock."


Two minutes later, your atop the Bradley talking to the commander, He's asking for orders.

> Follow the main street past the barricade, we'll guard your flanks
> Have everyone mount the Bradley and ram it through to the trapped marines
> Tell the Bradley to hang back and provide fire support for the advancing infantry.
>>
>>36063911
> Tell the Bradley to hang back and provide fire support for the advancing infantry.
>>
>>36063911
> Tell the Bradley to hang back and provide fire support for the advancing infantry.
>>
>>36063911
>Tell the Bradley to hang back and provide fire support for the advancing infantry.
Yeah, the time is Giltine o'clock. Gotta maintain those soldiers' state of shock
>>
>there is a US Army platoon from the 3rd Infantry there
What Battalion. Because for all we know we could be linking up with a bunch of guys from a Support Battalion, in which case they'll be total dead weight in a fight.
>>
>>36064088
>Yeah, the time is Giltine o'clock.

One bad roll and you've got a nasty chryssaloli on your hands.
>>
>>36064131
I have faith in the dice!
Said noone in these threads ever
>>
>>36064149
Fortunately they're not xenomorphs and always come out the same regardless of host. Though I do wonder if a child can even spawn a lid, like how much mass do they need? Maybe a small lid?
>>
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>>36063911

> Tell the Bradley to hang back and provide fire support for the advancing infantry.


You order the Bradley to hang back, with its thermal gunsights and cannon, it should be able to suppress any resistance you encounter.

The squad that's accompanying you can hardly be called a squad anymore, with an under strength MG team and three riflemen left of the original eight man section. What the lack in numbers however, they make up in bloody minded professionalism. Despite their bedraggled state, they advance with more caution than most of X-Com's troops, skirting down the right side of the street while your team takes the left.

Soon your team and the Bradley reach the barricade the captain mentioned, made up of two destroyed Humvee's and a burning Stryker, its manned by a half dozen men, all of which are scanning the empty street ahead for targets.

You pass the barricade as the Bradly goes hull down behind the Stryker, no sooner as you've passed from the heavy cover, does the squad on the right side of the street start taking fire from the firestation on your side of the street. The first plasma rounds go wide and the MG team returns fire as the infantrymen dive into the nearest cover.

>D20 Lets show them how X-Com cleans house!
>>
Rolled 14 (1d20)

>>36064294
with rockets?
>>
Rolled 2 (1d20)

>>36064294
>>
Rolled 16 (1d20)

>>36064294
>>
Rolled 4 (1d20)

>>36064294
lazors!
>>
Rolled 12 (1d20)

>>36064294
Good rolls!
>>
>>36064330
Reminder that the American squandered all his rights to rocket-use
>>
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>>36064294
The Bradly responds to the gunfire first, its 25mm chaingun emptying explosive rounds into the second floor of the fire station, blasting away masonry in fist sized chunks. The Army squad takes this opportunity to breach the building its next to, smashing the windows and returning fire across the street.

"Hey Dipshit!" you yell your squads rocket toting American "Make us a door" gesturing to the Firestation thats being shredded by automatic fire.

He takes a moment to grin, before making eye contact with Heather, after which he busies himself with his launcher. Obviously she's had 'words' with him.

Getting himself set up, he checks his backblast area, ensuring that there is nothing that will be caught in the way. Aims at the building and...

WHOOMPH

The rocket fires, forward this time, impacting the building on its corner, blasting a neat three foot hole in the wall.

Entry point identified, the squad rolls up, Heather, Loli and Frenchie on point. Heather first tosses a frag grenade through the hole, before diving through with Frenchie.

Inside you can hear the deep boom of her shotgun's explosive rounds in the building, followed by the rattle of Frenchie's Sub-Machine gun. Seconds later, you hear a "Room clear!" call from inside.

> cont
>>
>>36064677

Jumping through the gap inside, you see you've entered the garage area of the firestation, with two maintenance pits in the center of the room and a set of stairs on the opposite side.
It seems like the Aliens left a shooter here to cover their backs, or at least you think they did. Heathers shotgun has not left much to identify it, just a twisted lump of flesh and metal.

Now your inside, you need to clear the upstairs to stop the aliens firing on the Army squad outside. Only the enemy will obviously have heard the firefight downstairs and will be covering the door at the top of the stairs...

> Have Heather breach with a flashbang
> Ask Shota for some 'assistance'
> Use Heather's shotgun to blow the door open and Ivan to throw loli through.
> Other (put in)
>>
>>36064701
>Ask Shota for some "assistance"
>>
>>36064701
> Have Heather breach with a flashbang
It's Long War. The only problem flashbangs can't solve is "my flashbang is out of range"
>>
>>36064831
What about with robotic or psi units?
>>
>>36064876
Flashbang them just to be safe.
>>
>>36064701
Destroy the supports and flatten the building.
>>
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>>36064701
> Have Heather breach with a flashbang

You have the squad stack up at the door, this time with heather and Loli taking point. Figures if you can stun whatever's in there with a flashbang, Loli's skill with blades will do the rest.

Standing across from Heather ready to open the door for her flashbang, you count everyone down with your hand spare hand. 3... 2... 1..

You push the door open only just wide enough for Heather to throw the flashbang through, before slamming it shut as a plasma bolt blasts right through at head height, singing your eyebrows.

Three seconds later the grenade goes off with a ear shattering bang, deafening even on the other side of the door.
You kick the door open, gun up and covering the left side of the room, while Heather crosses next to you, covering the right side. Going right up the middle goes loli, a look of immense glee on her face as she closes with one of the stunned aliens.

Heather's shotgun barks twice, a warped hunk of metal and perverted flesh falling to the ground in a spray of gore, while you manage to get a burst off at one diving into cover, your rounds slamming into its torso, wounding it.

Loli's quarry however, has decided that its had enough, taking off with what seems to be a jetpack it attempts to propel itself out of the window into the street. Or it would, if Loli had not managed to embed her blade into its back. Out of control, it smashes out of the window into the street, Loli still attached and screaming with glee.

The rest of the squad barrels into the room, Ivan and Shota making a beeline for the window Loli exited by.

> Go Check on Loli
> Finish off the floater you wounded
> Try to use the prod on the wounded floater.
>>
>>36065463
>> Try to use the prod on the wounded floater.
>>
>>36065463
>Prod floater and let the other check on loli
>>
>>36065581
>>36065764

Hey guys, participation seems to be dropping off. Do you want me to continue or pick this up tomorrow?
>>
>>36065463
>> Try to use the prod on the wounded floater.
>>
>>36066016
what ever you want to do man
>>
>>36065463
>> Try to use the prod on the wounded floater.
>>
>>36066094
I just opened another can of energy drink, So i'm all for contiuing
>>
>>36066145
then onward
>>
>>36065463
> Try to use the prod on the wounded floater.
>>
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>>36065463
> Try to use the Prod on the wounded Floater

Telling Ivan and Frenchie to cover you, you close in on the wounded floater, the shot's to its torso seem to have damaged the engines mounted on its back. It's crawling along the floor, apparently trying to escape.
You close the distance towards it quickly, taking advantage of the fact that its still stunned from the flashbang, you jam your electric prod into its rear torso, eliciting a scream of both pain and fury from the victim.
Despite the jolt to its system, the little shit still kicking, its metal claws shredding the rooms carpet as it tries to get away from you. Its movements pull it free from your grip before you can get another shot of the prod in, forcing Ivan to come over and pin it to the ground.

It takes four more attempts with the shock prod before you hit flesh and stun it, its screams finally ceasing.

Your prize secured, you move to see what happened to Loli, joining Shota at the window, you see... Nothing but a rather surprised group of Army soldiers across the road.

"Shota. Where did your sister go to?" You ask the boy next to you, who has an amused grin on his face.

"She's gone for a little flight... " He smiles "Don't worry, I can feel she's fine"

Okaaaay... time to get back to work...

Taking the rest of the squad out of the now cleared building, you join the army unit in moving down the main road, the Bradley following about 50 yards behind you, scanning for threats.

You make it another thirty yards before you hear short bursts of gunfire from a building ahead of you.

> Might be loli, time to pick up the pace
> Could be the Marines, better call freindlies before entering
> They have to be shooting at something, take it slow and cautious.
>>
>>36066414
>> They have to be shooting at something, take it slow and cautious.
>>
>>36066414
>> Could be the Marines, better call freindlies before entering
>>
>>36066414
better take it slow and safe
>>
>>36066414
> They have to be shooting at something, take it slow and cautious.
>>
>>36066414
>They have to be shooting at something, take it slow and cautious.
Loli can survive anything
>>
>>36066414
>> They have to be shooting at something, take it slow and cautious.
>>
>>36066414
just catched up with everything, pretty interesting quest so far

> They have to be shooting at something, take it slow and cautious.
>>
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>>36066414
> They have to be shooting at something, take it slow and cautious.

You move slowly down towards the building where the gunfire came from, this time its on the far side of the street, you signal for the Army unit to hold up, letting you get a good look inside.

As you cross the other side, rounds whiz over your head from the building, its not plasma fire, means whoever is firing is human.

The army unit stacks up along the wall as the gunfire continues, although this time not directed outside of the building. Just as the squad sergeant moves to kick the door ina man digital camouflage rams his way out, running right into the Sergeant and bowling him to the floor.
As they fall to the ground the man in digital camouflage rolls to his feet in less than a second, pointing a pistol at the rest of the army squad.

> D20 Perception Check
>>
Rolled 17 (1d20)

>>36066752
oh boy oh boy
>>
Rolled 5 (1d20)

>>36066752
I spy...
>>
Rolled 18 (1d20)

>>36066752
SEE ALL THE THINGS
>>
>>36066775
>>36066785
What is this 'high rolling' that you speak of...
>>
Rolled 6 (1d20)

>>36066752
let's see
>>
>>36066808
sorcery
>>
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>>36066752

Your eye catches a flash of movement behind the squad, in the building. The army troops are too focused on the marine to be looking into the building, you luckily for them noticed it in time. You squeeze the trigger of your laser rifle, the hot beam of light cutting past the troops and into some... thing... inside the building.

Following the bright line of light over their shoulders, the army squad about faces, pouring fire into the building and backing up fast. Even the MG gunner is firing from the hip, probably burning out the barrel as he empties an entire box magazine into the juddering monstrosity of chitin and claws.

After a full twenty seconds of firing, everyone ceases fire. Whatever was in there, is a charred and bullet ridden mass of flesh.

Ordering the rest of your team to cover you, you jog over to the Army squad and the marine, who by now is standing there, pointing his now empty pistol at the steaming corpse.

> What was that thing?
> Are there any other survivors?
> Can you still fight?
>>
>>36066934
>Are there any other survivors?
> Can you still fight?
We'll unprofessional if we ask what it was and right now we're these guys' last hopes. Let's not break morale any further
>>
>>36066934
X-ray eliminated.
>> Are there any other survivors?
>> Can you still fight?
>>
>>36066934
> Are there any other survivors?

we better be on alert when the bodies start moving
>>
>>36066934
> Are there any other survivors?
>>
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>>36066934

> Are there any other survivors?
> Can you still fight?

"I... Dont know... it was all so fast... We were holding out in the barracks, we thought the flying bastards had given up... Then these... things.." He gestures to the steaming corpse next to you "Starting coming at us, we killed dozens of them but they just kept coming! They broke down the barricades and just tore everyone apart... I don't know if anyone else made it out..."

"Can you still fight?" you ask, gesturing at his empty pistol.

"Yeah. I think so..." He stutters, as one of the army troops hands him a couple spare magazines for his pistol.
From the look of him, your honestly not sure if he'll be much use, but if anything in combat, having more people gives the enemy someone else to shoot at.

After this incident, you continue to make your way down the street, an unearthly quiet coming over the street. You dont encounter any more marines, only bodies, and precious few of those at that.
Your squads come up towards the barracks compound on your left, the building itself is on fire, and you can catch glimpses of movement inside. Could it be Survivors? or more of these creatures the marine talked about?

> Could be Survivors, hold your fire
> Anything not fled by now has got to be alien. Open fire.
>>
>>36067164
> Could be Survivors, hold your fire
>>
>>36067164
>Could be Survivors, hold your fire
I'm tempted to say shoot the rest but trained soldiers are probably going to be in high demand soon so we should probably take every opportunity to save their asses.
>>
>>36067164
>> Could be Survivors, hold your fire
>>
>>36067164
> Could be Survivors, hold your fire

Waving to the squads to hold their fire, you gather both teams together at the end of the building. Its two got two floors and external stairs to the second floor. Your going to have to clear both at the same time for it to be cleared properly.

Directing the army squad to the upper floor, they stack up, waiting for your team to breach first. If there are any hostiles on the ground floor, you'll drive them upwards and trap them upstairs.

> D20 Sweep and clear.
>>
Rolled 10 (1d20)

>>36067352
MANLY ENTRY NOW!
>>
Rolled 12 (1d20)

>>36067352
>>
Rolled 7 (1d20)

>>36067352
Sweep it good!
>>
Rolled 7 (1d20)

>>36067352
>>
Rolled 15 (1d20)

>>36067352
Hostiles spotted!
>>
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>>36067352

With a grunt of effort, you kick the door in, splintering the wood around the lock and swinging the door open. Inside is a long hallway, with rooms branching off on each side, Once the door is down, you bring your gun up, alert for any movement. The fire inside is inside the building at the opposite end, sending smoke upstairs. Your grateful that your team is on the ground floor, as you can imagine the smoke upstairs is impossibly thick.

Following your lead, you clear the rooms on your left, your battle rifle you reason, having enough stopping power at point blank range to put down anything in the first couple of hits. Heather takes the right, with Ivan covering the center corridor with Frenchie acting as rearguard.

Your not halfway through clearing the rooms when you hear gunfire above you, looks like the other squad hit hostiles.

Picking up the pace, you poke your gun through into the next side room, seeing a man in marine camouflage hunched over a bloody figure.

> Shoot
> Dont shoot
>>
Rolled 11 (1d20)

>>36067576
>Dont shoot
It will inevitably be an ally if we do
>>
>>36067576
call out to him, i he reacts like a zombie (or doesn't react), shoot
else, i guess it's CPR time
>>
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>>36067576
don't shoot immediately, but something might be with that body you know
>>
>>36067576
>> Dont shoot
"You okay?"
>>
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>>36067576
> Dont shoot

You hold your fire as the figure turns his head sharply to the side, a relieved expression on his face.
"Oh thank god, something attacked Michael, I need to get him to a corpsman!"
As the man turns to you, the man he referred to Michael moves, rising to his feet, an empty look in his eyes. Before you can react, he vomits all over the marine, who screams.

You've seen enough, placing a laser beam into the risen man's chest, the stench of burnt flesh permeating the room. The first shot doesn't put him down though, as it shambles towards you, arms outstretched.

The deafening boom of heathers shotgun from behind you puts an end to the thing, an explosive round detonating inside its torso, spreading gore all over you, the other marine and the rest of the room.

"Think of that as me making up for leaving you...." Heather whispers in your ear before she gets back to clearing her side of the hallway.

You pull the gore splattered marine to his feet, handing him off to Jennifer, who despite looking like a blonde ditz, actually seems to know something about looking after shock victims. Given that you found her in a gimp suit, she probably has many hidden talents.

The rest of the floor reveals two more survivors, one of which nearly shoots heathers head off when she opens the door. You also find four more of the zombie creatures, which the teams firepower puts down with some difficulty.

By the time you reach the internal stairs at the end of the corridor, the gunfire from above has ceased.

> Continue the Breach Upstairs
> Wait for the Army Squad to come down.
>>
>>36068000
> Continue the Breach Upstairs
they're probably in deep shit
>>
>>36068000
>> Continue the Breach Upstairs
>>
>>36068048
Yeah this.

Also;
>"Think of that as me making up for leaving you...." Heather whispers in your ear
How was finishing off a zombie compensation for leaving us for dead? Silly Heather's still gonna get some angry sex coming her way
>>
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>>36068000
> Continue the Breach Upstairs

You gesture for the team to keep up the assault, moving upstairs to see how the Army is doing. Heather takes point, bounding up the stairs, shotgun ahead of her.

Following her with Ivan, you leave the rest of the squad and the surviving marines on the ground floor, covering the entrances to the building. As you catch up to her at the top of the stairs, you open the door, just in time to catch what happened to the squad...

> D20 hold your guts check!
>>
Rolled 19 (1d20)

>>36068350
>>
Rolled 7 (1d20)

>>36068350
Why can't I hold all these guts...
>>
Rolled 15 (1d20)

>>36068350
>>
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>>36068350


The explosion of gore as the remains of one of the US army soldiers explodes into a monstrosities of chitin and claw stuns you and heather. But only for a second.

No sooner as the creature finishes its birth, than the fusillade of gunfire ends its short existence, blasting it limb from limb. Behind it, the mix of other Chrysalids and zombies push towards you in a wave, almost tripping over each other in the tight confines of the corridor.
They are almost upon you when Ivan finally reaches the top of the stairs with his autolaser, adding to the devastating wall of gunfire. The last Chrysalid falls, a mere two meters from you, its corpse gently smoldering.


> Gonna call it for tonight. If the thread's still live tomorrow, I'll continue, otherwise I'll start at this point.

> As Usual, I'll hang around for a bit for Q&A

> Twitter at: https://twitter.com/LWQ_Dent

> Archive at: http://suptg.thisisnotatrueending.com/archive.html?tags=Loli%20STALKER
>>
>>36068628
Will berserkers have jumpy legs?
>>
>>36068628
thanks for running
>>
>>36068628
Keeping my laser handy....
>>
>>36068628
Thanks for running and good night
>>
>>36068661
Yes. No blocking all the ladders and stopping them from climbing up to brutalise your anus.

That or they will just knock the building down. Ive not decided yet
>>
>>36068686
When do we research angel armor?
>>
>>36068725
When Vahlen is sufficiently pleased with your offerings to her.

And when Shen gets tired to watching rookies rocket into ceilings.
>>
>>36068628
just woke up and caught up, thanks for running
>>
bump
>>
>>36071914
one small bump before i pass iout
>>
bump
>>
>>36071914
>>36073300
>>36074227

Why are you bumping a thread that has finished?
>>
>>36075207
See >>36068628
>> Gonna call it for tonight. If the thread's still live tomorrow, I'll continue, otherwise I'll start at this point.
>>
bedtime bump, can another anon please keep this thread alive for OP?
>>
right on time



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