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File: Map of Europa.jpg (98 KB, 874x602)
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>Twitter: @EuroWarQM
>Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=First%20Europan%20War%20Quest
>Pastebin: http://pastebin.com/40f05rLR

The boat drifts perilously close to the rocks, but you deftly keep it in deeper waters. You've managed to avoid both civilian and military boats on your way into Imperial waters, but you've had a few close calls since crossing the border. It doesn't help that your map of the area is not very precise and that your own boating experience is not what one would call extensive. Still, the boat is floating, so you can't really complain.

"It looks like we're about ready to make landfall," Karl says. "'Looks like' being the keywords here. It's a shame we couldn't get better maps."

"So long as we can put this boat somewhere and get back on dry land, I won't complain," Nina says. "I don't get seasick, but all this water is just unsettling."

"This won't take much longer." You take a peek at the map. "Karl, what are our options from here?"

"There's a lot of guesswork involved, but… I think we can anchor the boat near a beach here. That should put us near the telegraph juncture's most likely location, but there's not a lot of cover we could use. There should also be a cove nearby. We can set the boat there, but the terrain is likely to be quite difficult. I'm not sure if fencers could manage it."

"Don't worry," Nina says. "I can fix anything up to a broken leg right away. As long as you don't land on your skull, it should be fine."

"Regardless, I'd rather take some precautions."

>"We'll anchor near the beach. A frontal assault should work just fine."
>"We'll anchor inside the cove. I don't want to just walk up to an Imperial outpost."
>>
>>37048449
>"We'll anchor inside the cove. I don't want to just walk up to an Imperial outpost."
>>
>>37048449
To the beach!
>>
>>37048449
>>"We'll anchor inside the cove. I don't want to just walk up to an Imperial outpost."
>>
>>37048449

>"We'll anchor inside the cove. I don't want to just walk up to an Imperial outpost."
>>
>>37048449
>>"We'll anchor inside the cove. I don't want to just walk up to an Imperial outpost."
cover is good.
>>
File: Renard1.jpg (28 KB, 225x350)
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>>37048449
"We'll anchor inside the cove," you say. "I don't want to just walk up to an Imperial outpost. Karl, bring the map over and give me some directions. Vanessa, keep a look out for rocks. "

The two of them immediately agree to your order. With Karl's directions and Vanessa's watchful eye, you navigate the Imperial coastline. It's a tough going, but the weather is cooperative and you soon find yourself at an odd bend. That part is more tricky, but you skillfully navigate the boat into the cove. You head as close to the shore as you can and order Jetje to set down the anchor just as the sun sets.

The cove is hidden very well. Boats won't be able to see you unless they follow the same path you did and it's surrounded by cliffs. If all goes well, the Imperials won't even be able to put up a pursuit.

"Team, we are now officially on duty." Your subordinates gather around you on the ship's deck. "Since we don't know the precise location of the Imperial outpost, we'll have to scout around first. We'll decide how to proceed from then. Any questions?"

Your team members all shake their heads.

"Good. Now, for the scouting…"

>Send Vanessa ahead.
>Take care of it yourself.
>>
>>37048942

>Send Vanessa ahead.

It is literally her job after all.
>>
>>37048942
Believe in yourself Vanessa
>>
>>37048942
>>Send Vanessa ahead.
Time to earn your pay, girl.
>>
>>37048942
>Send Vanessa ahead.
>>
>>37048942
>>Send Vanessa ahead.
>>
File: Vanessa5.jpg (6 KB, 299x168)
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>>37048942
You take your shoes and boots off to keep them dry and disembark. Once you're all on the cove's beach, you dry off and get to work on your scouting mission.

"Kreuss, I want you to climb out of the cove and have a look around. See if you can find any trails or roads, but avoid Imperial troops at all costs and do not engage them. I expect the telegraph junction will be made of stone since it's been around a while, but it should be defended by improvised fortifications. That's the most I can give you. There's also the possibility that it's no where near here, so don't stay out too long. Understood?"

"Yes, sir." Kreuss nods resolutely. "I'll do my best, but I won't take any unnecessary risks."

"Good," you say. "And if you do find any Imperial troops in the area, try to mark their location."

Kreuss packs her equipment and begins the climb out of the cove. All you can do now is wait.

>(roll 3d100)
>>
Rolled 16, 7, 80 = 103 (3d100)

>>37049379
>>
Rolled 26, 28, 24 = 78 (3d100)

>>37049379
>>
Rolled 91, 70, 20 = 181 (3d100)

>>37049379
>>
Rolled 56, 34, 71 = 161 (3d100)

>>37049379
>>
>>37049477
Thank you. I was beginning to think Kreuss's abysmal luck meant she was finally going to die.
>>
>>37049506
She still has chances to get shot again.
>>
File: Vanessa1.jpg (6 KB, 300x168)
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>>37049379
Kreuss easily makes the climb and disappears from your sight.

"All we can do now is wait," Leifstel says. "Hopefully, she won't be long."

Leifstel's hopes are answered. Kreuss returns in less than an hour. Even in the darkness, you can see her smiling happily.

"I found the base," she says. "There are suspended wires leading to it, so I'm sure it's the right one. I also found some Imperial troops."

"Great job," you say. "Tell us what you found."

"There's a group of four scouts guarding the main road, but I found a path in their blind spots. There are also two fencers standing by at the gate and two more shocktroopers patrolling the grounds. There's at least one person inside, but I think that's the only one."

"That's most likely the commanding officer," you say. "That makes nine troops total."

"Couldn't we just cut the wires off?" Stroheim asks. "That should be enough to get accomplish the mission objectives and there shouldn't be as much risk."

"That's true," Shreiner say, "but if we take the outpost, we can also get whatever documents they have on hand. We might be able to get access to their telegraph codes."

>"Stroheim's right. Cutting the telegraph wires is our best option."
>"We're taking that outpost. We'll take out their scouts first."
>"We're taking that outpost. We'll take out the shocktroopers first."
>>
>>37049701
Take out the scouts.
>>
>>37049701
>>"We're taking that outpost. We'll take out their scouts first."
>>
>>37049701
>>"We're taking that outpost. We'll take out their scouts first."
Commence Virtuous Mission.
>>
>>37049701
>"We're taking that outpost. We'll take out their scouts first."
>>
>>37049701
>"We're taking that outpost. We'll take out their scouts first."
>>
>>37049701
>>"We're taking that outpost. We'll take out their scouts first."
>>
File: Imperial Scouts.jpg (26 KB, 480x270)
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>>37049701
"We're taking that outpost," you say. "We'll take out their scouts first and deal with the rest of their troops afterwards. The scouts have the most mobility, so they're the greater threat for now. Kreuss, can you shows us the way?"

The climb is hard for you and you can only assume it's significantly more difficult for the fencers. However, Kreuss was able to find the best path on her way up, so the whole team eventually makes it up. Kreuss keeps the lead and shows you the path through the woods and to the front of the outpost. She keeps her distance, so while the Imperials won't spot you, you will need to get closer to make your attack.

"There they are." She points to the four scouts who are taking cover behind sandbags. "We can't see the fencers from here, but they're a bit farther back. The shocktroopers stay behind the wooden palisade."

You look through your scope. The scouts don't have high-ranking insignia - this is well within friendly lines for them, so the Empire probably didn't assign elite troops - but their equipment looks quite new. There's also four of them, and you only have three people with rifles.

"What are your orders, sir?" Kreuss asks.

>"Stroheim, get close and hit them with a grenade."
>"Stroheim, Kreuss. The three of us are going to pick a target and shoot."
>"Leifstel, Schreiner. The two of you are going to get close and charge them. We'll shoot on your attack."
>>
>>37050256
Grenade out!
>>
>>37050256
>"Leifstel, Schreiner. The two of you are going to get close and charge them. We'll shoot on your attack."
>>
>>37050256
>"Stroheim, Kreuss. The three of us are going to pick a target and shoot."
>>
>>37050256
>"Leifstel, Schreiner. The two of you are going to get close and charge them. We'll shoot on your attack."
>>
>>37050256
>>"Stroheim, Kreuss. The three of us are going to pick a target and shoot."
>>
>>37050256
>>"Leifstel, Schreiner. The two of you are going to get close and charge them. We'll shoot on your attack."
They'll pick off anyone we weren't able to shoot down.
>>
>>37050256
>"Stroheim, Kreuss. The three of us are going to pick a target and shoot."

We should use range to our advantage for as long as possible until the shocktroopers are dealt with.
>>
>>37050256

>"Stroheim, Kreuss. The three of us are going to pick a target and shoot."

gorilla worfare tiem
>>
File: Nina5.jpg (15 KB, 201x251)
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>>37050256
"Stroheim, Kreuss. The three of us are going to pick a target and shoot."

The two of them nod at your order.

"Stroheim, take the first one from the left. Kreuss, take the second one from the left. I'll pick from the right." You turn to Schreiner and Leifstel. "The two of you should be ready to charge in when the fight breaks us."

"Yes, sir," Schreiner and Leifstel say.

Unfortunately, the scouts are behind cover, so you can't get a could shot. You might be able to make it away, but Kreuss and Stroheim wouldn't. You'll have to reposition and stay hidden to make this work, but if it does work, it'll make the numbers a little more even for you.

You signal Stroheim and Kreuss and the three of you head out.

>(roll 9d100)
>>
Rolled 83, 11, 40, 10, 30, 27, 38, 92, 80 = 411 (9d100)

>>37050698
here we go
>>
Rolled 6, 13, 58, 72, 33, 59, 42, 36, 50 = 369 (9d100)

>>37050698
>>
Rolled 19, 18, 48, 91, 89, 23, 35, 53, 70 = 446 (9d100)

>>37050698
>>
Rolled 95, 37, 60, 44, 8, 80, 46, 29, 27 = 426 (9d100)

>>37050698
>>
Rolled 78, 15, 45, 55, 23, 61, 64, 88, 21 = 450 (9d100)

>>37050698
Too many dice in the pool brace for low averages ahhhh
>>
Rolled 5, 10 = 15 (2d10)

>>37050698
Yeah, I'm probably not going to have large dice pools rolled again.

On the plus side, Renard is the only one who failed his stealth roll.
>>
File: Renard.jpg (58 KB, 1024x576)
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>>37050698
You run through the woods, keeping an eye out on the scouts so you don't lose them. You get around their cover and dive into the bushes to make a shot. That's your first - and fortunately, only - mistake. The rustling of the bushes alerts one of the scouts, who immediately turns at fires towards you. You feel hot... somewhere, but you can't worry about that right now. You lie down and as soon as you glimpse the scout, you pull the trigger and send him down. On the other side of the gate, another scout goes down. Kreuss seems to have made her shot, but Stroheim seems to have missed, as her target is still up and shooting.

Now that the battle has started, you're out of time. You've done some damage, but not nearly enough to even the odds. Still, it's not like you can just run away after committing to a battle and the upside of having lost the element of surprise is that you can freely give orders.

>"Finish off the scouts!"
>"Intercept the fencers!"
>"I need a medic!"
>>
>>37051028
Finish off the scouts.
>>
>>37051028

>"Finish off the scouts!"
>>
>>37051028
>"Finish off the scouts!"
>>
>>37051028
>"Finish off the scouts!"
>>
>>37051028
>>"Finish off the scouts!"
>>
>>37051028
>>"Finish off the scouts!"

In retrospect, we probably should've setup a few tripewire mines to counter the Fencers and Shocktroopers when they bumble through the undergrowth.
>>
>>37051028
>"Intercept the fencers!"
>>
File: Jetje3.jpg (7 KB, 300x168)
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>>37051028
"Finish off the scouts!"

Every word comes out with pain, but you give the order nonetheless. As your own fencers run out to fight the scouts at close range, you prepare your next shot. Your rifle seems strangely heavy and your breathing is becoming irregular, but you don't think it'll interfere with your sniping. Much.

You don't see Stroheim or Kreuss from your current position, but you do see the bullets hitting the scouts' makeshift cover. Whether or not they actually heard your order, they are following. That's good enough for now.

>(roll 1d100)
>>
Rolled 96 (1d100)

>>37051432
>>
Rolled 8 (1d100)

>>37051432
>>
>>37051445
Not even going to bother. This is legit
>>
Rolled 43 (1d100)

>>37051432
For completeness sake.
>>
>>37051432
>Jetje Leifstel has Gained a New Potential Gained - Blood Knight: Attacks ignore all defense.

There are two scouts remaining. One of them dies to two volleys from Stroheim and Kreuss. The other takes a bullet right through his helmet. Schreiner and Leifstel rush out of the woods and simply jump over the corpses and head straight for the two Imperial fencers standing guard. The four fencers begin to duel, but it's clear your own subordinates have the advantage.

The officer in charge of the telegraph post will have sent out a warning by now, but you're far enough away from the nearest town that you should still be able to finish the mission and get out before Imperial reinforcements.

Your most immediate problem is the shocktroopers. They haven't arrived yet, but they'll be on their way. You could intercept them, or you could sneak past them and go for the commander. It would get things over with faster. Or you could call Stroheim over to treat your wound.

>Ambush the shocktroopers.
>Sneak past the shocktroopers.
>Get Stroheim over here.
>>
>>37051642
>Sneak past the shocktroopers.
>>
>>37051642
>Get Stroheim over here.
>>
>>37051642
Stroheim. Please I'm bleeding out.
>>
>>37051642
>>Get Stroheim over here.
>>
>>37051642
>>Sneak past the shocktroopers.

Cut off the head and the beast dies.
>>
>>37051642
>>Get Stroheim over here.
>>
>>37051028
>"Intercept the fencers!"
>>
>>37051642
>Ambush the shocktroopers
>>
>>37051642

>Get Stroheim over here
>>
>>37051642
>>Get Stroheim over here.
>>
File: Imperial Shocktrooper.jpg (22 KB, 391x350)
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>>37051642
"Stroheim! I need a medic! The rest of you, get ready for the shocktroopers!"

At your order, Leifstel and Schreiner plant their shields right in the middle of the path to provide cover for themselves and for Kreuss, who hides behind them with her rifle at the ready. It's unlikely that the shocktroopers will be able to ambush you here, so preparing for a direct assault is the best course of action, given the current state of your troops.

Meanwhile, you roll over on your back and wait for Stroheim.

The engineer runs over to you and starts taking off your uniform to look for the wound.

"So where did you-" Her face pales. "What the everloving FUCK?"

"What?" Your voice is barely above a whisper now.

"You got shot in the fucking lung, that's what!" Stroheim takes out her ragnaid and the rest of her equipment. "How the fuck can you even talk?"

"Don't ask… me… I'm not… the medic…"

You cry out in excruciating pain as Stroheim digs into your chest with a pair of tweezers to fish out the bullet. You scream again when she stabs something between your ribs, but the sweet relief of ragnaid soon comes and you can finally breathe properly again.

"Thanks," you say. You start to sit up, but Stroheim stops you.

"You're staying here, nurse's orders," she says. "Even ragnaid won't let you quickly recover from a wound like this.

"It's not like I can just stay here while Imperials are running about," you say. "It wouldn't exactly be safe."

A rapid volley of bullet bounces of Leifstel and Schreiner's shields while Kreuss prepares to shoo the shocktroopers who have just arrived.

"Damn it," Stroheim says. "Just sit this out, you're in no condition to fight."

>You can't let those three fight alone.
>Leave it to the rest of the team.
>>
>>37052256
Oh hell no. We gotta fight on.
>>
>>37052256
>You can't let those three fight alone.
>>
>>37052256
>You can't let those three fight alone.
>>
>>37052256
>You can't let those three fight alone.
>>
>>37052256
>>You can't let those three fight alone.

Fight back the pain and get the Potential: Never Say Die.

"Like hell I will! We're finishing this mission together, medical advice disregarded!"
>>
>>37052256

>You can't let those three fight alone.

Just try to limit our movement.
>>
>>37052256
>>You can't let those three fight alone.
We'll just rest right here and snipe some shocktroopers.
>>
>>37052256
>You can't let those three fight alone.
We're going to work through the pain like the idiot male hero in every shounen anime.

>>37051642
I'm tickled to see that my suggestion for the Potential name stuck from 2 sessions ago.
>>
>>37052384
She's a blood knight once a month.
>>
>>37052256
You suck in your breath, exhale slowly and roll back on your stomach to get a good luck at the shocktroopers.

"Sorry, but this is why the Gallian Army hands out ragnaid." You peer through your scope at the advancing shocktroopers. They're moving from cover to cover, one shocktrooper providing suppressive fire for the other, and Kreuss' rifle can't handle a sustained assault for very long, so they are making progress. However, they're still not in a position to get around your fencers' shields. All you need to do is wait for the opportunity and take one out. Without the suppressive fire, they won't be able to move.

>(roll 1d100)
>>
Rolled 91 (1d100)

>>37052707
>>
Rolled 73 (1d100)

>>37052707
>>
Rolled 82 (1d100)

>>37052707
for formalities.
>>
>>37052721
Are we a badass sniper or what?
>>
>>37052765
Yes we are.
>>
>>37052707
You hit the shocktrooper that's providing covering fire for the other, blowing away most of his jaw. Kreuss immediately takes the opportunity to fire several shots at the other shocktrooper, who falls dead immediately.

With the immediate threat dealt with, you drag yourself back up with more than a little help from Stroheim, who quietly glares at you. Your body still sore, you force yourself down to the path so you can deal with the last remaining Imperial.

Your team shows concern at your obviously sub-par condition, but doesn't make much of it.

"We're almost done here," you say. "We just need to take out the commanding officer if he hasn't fled yet. Kreuss, what can you tell us about the outpost?"

"It's not big, but the actual building is covered by the palisade," she says. "There aren't any blind spots."

"Figures." You mutter yourself. "All right, here's what we're going to do…"

>"Schreiner and Leifstel, your going to break down the door and charge in."
>"Kreuss, you and I are going to sneak around and kill the officer quietly."
>"Stroheim, you're going to sneak around and throw a grenade into the building."
>>
>>37052906
Kreuss let's get sneaking.
>>
>>37052906
>>"Kreuss, you and I are going to sneak around and kill the officer quietly."
>>
>>37052906
>"Schreiner and Leifstel, your going to break down the door and charge in."
>>
>>37052906
>>"Kreuss, you and I are going to sneak around and kill the officer quietly."
If he has nades, frontal assault would be bad...
>>
>>37052906
>"Schreiner and Leifstel, your going to break down the door and charge in."
>>
>>37052906

>"Schreiner and Leifstel, your going to break down the door and charge in."

Let the close clombat specialists work their magic.
>>
>>37052906
>"Stroheim, you're going to sneak around and throw a grenade into the building."
>>
>>37052906
>>"Kreuss, you and I are going to sneak around and kill the officer quietly."
>>
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>>37052906
"Kreuss, you and I are going to sneak around and kill the officer quietly," you say. "Just look through the windows and pick a shot. Ready?"

"I'm ready, sir," she says.

"The rest of you, stay here and set up a watch in case reinforcements arrive," you say. "We should have some time left, but I'm afraid it won't be much. Kreuss, let's go."

As the rest of your team takes up their positions around the outpost, you move in with Kreuss, careful to stay near the war and to cover your blinds spots. Your last fight with an Imperial officer went well for you, but you don't want to take any chances.

Fortunately, the officer doesn't seem to be wandering about. Even so, you can't be certain how he's fortified himself inside the building.

>(Roll 1d100)
>>
Rolled 28 (1d100)

>>37053384
>>
Rolled 81 (1d100)

>>37053384
>>
Rolled 37 (1d100)

>>37053384
>>
>>37053408
not bad.
>>
>>37053384
You split from Kreuss to cover all your bases. You creep under the windows and occasionally risk a peak through the windows. Unfortunately, there's quite a bit of clutter, so while you can tell there's someone in there, it takes you a while to find a good view of the officers' back.

As you turn around a corner, you get your chance. There's a shocktrooper wearing an officer's marketing with his machine gun aimed at one of the windows. He's sweeping across the room, waiting for an ambush, but it doesn't matter. The moment he looks away from your current position, you stand and fire. At this distance, you don't even need to use your scope. The bullet pierces the officer's side, killing him.

"We're clear!" You yell.

Kreuss is the first one through the door, followed by you and the rest of your team. You immediately begin looting the place for codes and any other messages. All things considered, it's a fairly impressive haul. You finish the job by destroying as much equipment as you can, then you spill flammable fluid all over the place and throw in a match. By now, the Empire must have learned about the attack and it shouldn't take long for them to replace the telegraph junction or simply repair it. However, it will take time and until they're done, they won't be able to act easily.

"Sir, the Imperial reinforcements should be getting here soon," Kreuss says.

>"Our mission is done, let's get out of here."
>"Our mission is almost done. Let's get ready for a fighting retreat."
>>
>>37053707
>"Our mission is almost done. Let's get ready for a fighting retreat."
>>
>>37053707
>>"Our mission is almost done. Let's get ready for a fighting retreat."
But hopefully we'll manage to evade them or get out before they arrive...
>>
>>37053707
>"Our mission is done, let's get out of here."
We don't need to risk our squad's lives with a mission already successful.
>>
>>37053707
>"Our mission is almost done. Let's get ready for a fighting retreat."
>>
>>37053707
>>"Our mission is done, let's get out of here."

Why would we stay?
>>
>>37053707
time to flee.

Staying longer preparing might end up being counterproductive.
>>
>>37053707
>"Our mission is done, let's get out of here."
>>
>>37053707
>"Our mission is done, let's get out of here."

>>37053839
EXP, bounty, more kills for the board I guess. Not totally opposed to this, but I'll vote otherwise.

Speaking of gains I think it'd be cool to unlock a potential that increases our stats when wounded from this.
>>
>>37053896
Unlocked a new potential: even in death I serve.
>>
>>37053707
>"Our mission is almost done. Let's get ready for a fighting retreat."

let's pull off a Shimazu-tier retreat.
>>
>>37053932
40k this ain't.
>>
>>37053954
Die for Gallia or die trying!
>>
>>37053707
Calling it here.
>>
>>37053707
>Imperial Telegraph Juncture Destruction - Combat Report
>Four Scouts, Two Fencers, Two Shocktroopers, One Shocktrooper/Officer
>2448XP, 1600 DCT

"Our mission is done, let's get out of here."

"Yes, sir."

You leave the ravaged telegraph juncture behind and head back towards the cove where you left your boat. It's actually quite a detour to get back on the trail Kreuss had find, but you don't run into any Imperials.

The return trip is hardest on you. Everyone's tired, but you're the only one who's both tired and wounded. Stroheim checks up on you every now and then, but you keep up with the rest of the team well enough.

You find the boat just as you left it. You get yourselves soak getting back on board, but you don't want to linger here. If the Imperials did here about the attack, they might also send out patrol boats. You take the wheel while Leifstel and Schreiner pull back the anchor.

"Team, we're going home!"

You set sail for Gallia, leaving a defeated Empire behind you. It isn't much of a defeat, but it's something.
>>
>>37054277
And that's all for today. I will probably have a thread this Saturday, January 3rd. That'll be the hot spring episode to wrap up the first story arc. We'll move on to trench warfare after that.

Thanks for playing and happy New Year.
>>
>>37054277
>It isn't much of a defeat, but it's something.

It may not seem like much to us, but to them it's probably pretty alarming.
>>
>>37054334
> trench warfare
Verdun, here we come!
>>
>>37054386
Hope not we'll be there for years.
>>
>>37054402
What're you talking about? Clearly it's going to be the 2nd War for Armageddon with us as the Steel Legion.
>>
>>37054428
The battle of Verdun lasted forever. Trench warfare is loooooooooooooong.



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