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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

Your convoy rolls into the warzone of the Barious Desert. It's all reddish sand dunes, trenches and ruins from whatever settlements had once been here. The wind occasionally carries sandstorms over the battlefield. They make for good cover, but cover works both ways and the sand makes rifle maintenance a pain in the ass to deal with.

Thousands of Gallian and Imperial have their heads down in the trenches and there are dozens of tanks going back and forth, trying to find away around the obstructions presented by pits and ruins. Mortars arc over the battlefield and explode into blue-white flames and thick smoke. Fortunately, the wind is going sideways, so the Gallian side isn't being choked too badly. That's not much to be thankful for though.

You step out of the truck and gather your team while the local gophers unload the supplies you brought along.

"Everyone, get settled in while I find General Gunther," you say.

"You won't need to look far, captain."

You turn around and snap to attention. There's General Belgen Gunther standing right behind you with his assistant. He looks surprisingly young for a general, but he still has a soldier's bearing.

"Captain Renard de Velde reporting for duty, sir."

>(1/2)
>>
File: Belgen Gunther.png (141 KB, 193x373)
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>>39074707
"Welcome, captain." The general returns your salute and you relax slightly. "I don't have much time, so I'll keep this simple. If there's a patch of desert that can be used to move an army through, we've covered it with trenches. However, there are a few smaller paths that could be used to move small teams. Those are usually covered by a makeshift watchpost with mortars and a machine gun emplacement, maybe a tank if we have any to spare. We're sending you to one of those watchposts nearby so you can provide support for our trenches as needed. I handle the defense while General Konrad and the 33rd Infantry Battalion handle most of our offensives, but the situation is…fluid and I expect you to exploit an opening if you find one. Just don't compromise our defenses."

"I understand, sir."

"Good." He hands you two folders. "Since we don't have a way to maintain lines of communications with tank crews, the Army decided that all tank commanders should be first lieutenants in order to grant them the authority to act independently. That's why you received your promotion. Currently, I have two tank crews available. One is commanded by Danielle Moeller. She's former cavalry, but she adapted well to tanks. Her style of command is very aggressive, but extremely orthodox. Your second option is Justinia Moeller, the daughter. She's still inexperienced as an officer, but she's still good enough to handle a tank crew. She's a prodigy in a tank, but her style is the complete opposite of her mother's. Her style isn't aggressive, but she's very good at improvisation and at getting out of tight spots."

>"I'll take First Lieutenant Danielle Moeller. I'd like someone steady."
>"I'll take First Lieutenant Justinia Moeller. Getting out of tight spots is usually our top priority."
>>
>>39074712
>"I'll take First Lieutenant Danielle Moeller. I'd like someone steady."
>>
>>39074712
As a reminder, I'm now going to try the Fate rules to make combat interesting. It's a bit late to change things up, but I'm hoping I can make it work. All the new rules should be in the pastebin, but here's a breakdown:

Rolls are 4d6 to substitute for Fudge dice. You add your rolls' result to the attribute rating to get the final success threshold.
1 and 2 = -1
3 and 4 = 0
5 and 6 = 1

Equipment adds to Damage and Defense, while level adds to everything else. Some of the equipment got bumped up a full level to make up for redundant purchases.

Let's see if this works out better.
>>
File: Danielle Moeller.jpg (71 KB, 749x628)
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>>39074712
"I'll take First Lieutenant Danielle Moeller," you say. "I'd like someone steady."

"Good choice," the general says. "Come, I'll introduce you."

General Gunther brings you to the tank lot. It's just a bunch of tarps propped up by a bunch of poles, but as long as it's good enough to keep the sand out of the tanks and keep the mechanics happy. The general introduces you to a stern woman who's looking over one of the tanks.

"Lieutenant Moeller, this is your new commanding officer," the general says. "Captain Renard de Velde, meet your new tanker. I'll leave you to get acquainted. Take your posts at Tower 5 once you're done."

You salute General Gunther as he leaves and greet your new tanker.

"Happy to have you on board, lieutenant," you say. "The rules are simple. We keep things loose off-duty, but I expect you to follow my orders while we're on the battlefield. Any questions?"

"No, sir."

Danielle's expression barely changes - she looks even more severe than Roberta - but you unfortunately don't have time for a team-building exercise right now.

"We still have a few things to sort out," you say. "You can introduce yourself to the rest of the team while we're on our way."

"Yes, sir."

>Head to whatever passes for training grounds.
>Look for Sergeant Gaul and see if he has any equipment to sell.
>>
>>39074712
>>"I'll take First Lieutenant Justinia Moeller. Getting out of tight spots is usually our top priority."
>>
>>39075266
>>Look for Sergeant Gaul and see if he has any equipment to sell.
>>
>>39075266
>>Look for Sergeant Gaul and see if he has any equipment to sell.
>>
>>39075266
>>Look for Sergeant Gaul and see if he has any equipment to sell.
Let's get upgrades while we have the chance.
>>
File: Sergeant Bernard Gaul.jpg (11 KB, 244x139)
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>>39075266
"Let's see what the armoury has."

You go through the introductions on your way to Gaul's place.

Gaul has set up shop in a tent. It's a massive step down from his old warehouse and he has a far fewer crates - and you don't see any luxury civilian goods either, just military equipment - but he's still counting up a wad of bills.

"It's good to see you again, captain," he says. "I didn't want to lose one of my best customers."

"Have you got anything useful for us?" You ask.

"As you probably noticed, my stocks aren't what they used to be," he says. "Still, I have plenty of military equipment. I even picked up a few of these from the 33rd." He pats a crate of mortar shells. "They call it Sacred Fire. It's made form ragnite and something they call white phosphorous. Burns right through most chemical armour."

"Have you got anything less… dangerous?"

"Everything I have is dangerous, captain." Gaul smiles. "But if you mean something that's easier to handle, then yes. I can even get you upgrades for your tank."

>You have 8468DCT to spend on the following:
>Infantry Equipment:
>Grenades 3 (Damage +3) - 3000 DCT
>Lance 3 (Damage +3) - 3000 DCT
>Machine Gun 3 (Damage +3) - 3000 DCT
>Rifle 4 (Damage +3) - 4000 DCT
>Sniper Rifle 3 (Damage +3) - 3000 DCT
>Sword 4 (Damage +3) - 4000 DCT
>Uniform 3 (Defense +3) - 3000 DCT

>Tank Equipment:
>Machine Gun - 1000 DCT. Adds +2 to attack against Infantry.
>Mortar Shot - 1000 DCT. Adds +2 to actions to suppress Infantry.
>Tank Shells 2 (Damage +2) - 2000 DCT.
>Tank Armour 2 (Defense +2) - 2000 DCT.
>>
>>39075670
>Uniform 3 (Defense +3) - 3000 DCT

>Machine Gun - 1000 DCT. Adds +2 to attack against Infantry.
>Tank Armour 2 (Defense +2) - 2000 DCT.
>>
>>39075670
>>Sniper Rifle 3 (Damage +3) - 3000 DCT
>>Uniform 3 (Defense +3) - 3000 DCT
>>
>>39075670
>>39075740
This sounds good enough for me
>>
>>39075670
>Uniform 3 (Defense +3) - 3000 DCT
>Sniper Rifle 3 (Damage +3) - 3000 DCT

>Machine Gun - 1000 DCT. Adds +2 to attack against Infantry.

I think a tank upgrade is necessary, but whatever else is fine.
>>
>>39075740
Alright, thirding
>>
>>39075670
"We'll take the reinforced uniforms for ourselves and the machine gun and armour for the tank," you say. "Can you make that happen?"

"Not a problem," Gaul says. "I'll have your gear sorted out before you leave for your post."

"Thanks," you say. "That's it for equipment. "Let's have a look at the current situation and work out some tactics. Danielle, I'll need your advice about tank tactics."

"I'll advise you to the best of my abilities, sir."

You get the feeling it'll take a while until she warms up to you a bit.

You sit around a map of the Barious battle lines and begin to go over the reports from the previous operations.

>You have 11703XP to spend on the following:
>Engineer 5 - 1200XP X Current Level to level up
>Fencer 5 - 2600XP X Current Level to level up
>Lancer 4 - 2250XP X Current Level to level up
>Scout 5 - 2200XP X Current Level to level up
>Shocktrooper 4 - 2250XP X Current Level to level up
>Sniper 4 - 2250XP X Current Level to level up
>Tank Commander 2 - 1600XP X Current level to level up
>Officer 5 - 2400XP X Current Level to level up

>You can also learn these orders:
>All Accuracy Boost (1800XP)
>All Evasion Boost (1800XP)
>Range Boost (900XP)
>Defense Boost (900XP)
>Damage Boost (900XP)
>Movement Boost (900XP)
>>
>>39076189
And my trip fell off again.
>>
>>39076189
>>Lancer 4 - 2250XP X Current Level to level up
>>Shocktrooper 4 - 2250XP X Current Level to level up
>>Sniper 4 - 2250XP X Current Level to level up
>>Tank Commander 2 - 1600XP X Current level to level up

>Defense Boost (900XP)
>Damage Boost (900XP)
>>
>>39076189
>Lancer 4 - 2250XP X Current Level to level up
>Shocktrooper 4 - 2250XP X Current Level to level up
>Sniper 4 - 2250XP X Current Level to level up
>Tank Commander 2 - 1600XP X Current level to level up
>Officer 5 - 2400XP X Current Level to level up

>Damage Boost (900XP)

Blowing all the XP
>>
>>39076295
>11650 of 11703
wow
>>
>>39076295
Seconding.

Though I'm wondering EWQM, what effect does leveling up have on the game? Is it's focus on increasing survivability, or is it how each member of the squad handles their job?

I know they usually go hand in hand, but they are separate things.
>>
>>39076470
It's mostly just a numbers thing. I generally assume the characters are competent. Better rolls usually just allows them to execute an action really well or makes them lucky in some way.
>>
File: Barious.png (1001 KB, 850x594)
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>>39076189
>New Order learned: Damage Boost
>New Level: Lancer 4
>New Level: Shocktrooper 4
>New Level: Sniper 4
>New Level: Tank Commander 2
>New Level: Officer 5

You go over the previous desert operations and learn the basic layout of the battlefield. As the general said, there are multiple trenches covering what passes for roads, with watchposts scattered between the trenches to intercept any Imperials from entering Gallia. The Imperials have a similar setup.

"That'll do for now," you say. "Let's head to our objective. Remember to grab as much food, water and ammunition as you can. We don't know how long the supply lines will be secure. Danielle, will there be any issues with your tank?"

"I'll make sure you have everything we can't carry ourselves," she says.

"Good," you say. "Nina, what about medical supplies?"

"It should be fine," Nina says. "I even got us some of those chemical suits in case the Imperials try anything dirty."

"Or we end up downwind of the battlefield," William says. "It's not like gases care about whose lungs they're melting."

"And thank you for that insightful lecture, William," you say. "Alright people, let's get moving."

The watchpost itself isn't too far from your current location, but it's closer to the Imperial side of the boarder, so you need to be extra careful and watch your flanks.

Although with Danielle riding along with you, you feel a lot safer. Her tank's main cannon turret and its new machine gun turret can aim in different directions, so she can cover most angles. The main cannon isn't great for artillery, but if it does hit, it'll hurt like hell. It's nice not to be on the receiving end of the damn things for once.

>(1/2)
>>
>>39076874
You reach tower 5 and relieve the current crew. They're not thrilled about heading back to the trenches, but they weren't happy about watch duty either, so it all evens out. Probably. Either way, it's not like it's your problem.

The "tower" is actually a pile of sandbags and a few tents sitting on top of a hill. There's not a lot of cover, but you can see everything for miles and miles. A team would have to be damn skilled to ambush you here. Moeller sets her tank in front of the watch post to provide additional cover.

"According to the reports, this post gets attacked daily since the Imperials could use it to flank the trenches," you say. "That means they're due to hit any time soon. Now, we have a few options…"

>Take up defensive positions and wait for them to arrive.
>Send the fencers out to a flanking position just in case.
>Move the whole team to a flanking position and leave the tank here.
>You and Garcia can take flanking positions and catch the Imperials in a crossfire if they arrive.
>>
>>39076892
>>You and Garcia can take flanking positions and catch the Imperials in a crossfire if they arrive.
>>
>>39076892
>>You and Garcia can take flanking positions and catch the Imperials in a crossfire if they arrive.
>>
>>39076892
>You and Garcia can take flanking positions and catch the Imperials in a crossfire if they arrive.
>>
>>39076892
>>You and Garcia can take flanking positions and catch the Imperials in a crossfire if they arrive.
>>
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>>39076892
"Garcia and I will take flanking positions on both sides of the watch post," you say. "If any Imperials come, they'll get caught in the crossfire. Moeller, I'll let you handle their tanks. If they don't have any, deal with the infantry however you like. If no one comes today, that'll be good for us. If someone does come, I'll take the first shot. That'll be the signal for the rest of you. Do you have any questions?"

All of them shake their heads.

"Good," you say. "Remember, we're here on a defensive capacity, so don't take any stupid risks and keep your eyes peeled. I don't want to get ambushed on our first day here. Now, for the rest of your orders…"

>You have my Orders to distribute among the following:
>Accuracy Boost (1 Order per person)
>Evasion Boost (1 Order per person)
>Damage Boost (1 Order per person)
>Call Mortar Strike (1 Order per strike)
>>
>>39077338
I don't understand. Are we assigning these?
>>
>>39077338
>Damage Boost
Roberta

>Evasion Boost
Jetje

>\Accuracy Boost
Renard

Save the mortar for later.
>>
>>39077542
Seconding

>this lack of players
There's usually a good four or five of us
>>
File: Imperial Scouts.jpg (26 KB, 480x270)
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>>39077338
"Garcia, just focus on tearing them apart," you say. "Leifstel, be careful and don't get hit if they do make it this far. I'll make sure my shots won't miss."

Your team takes up positions. Kreuss and Stroheim brace their rifles against the sandbags for stability, while Nelson stays under cover, waiting for a tank to show up. Meanwhile, you and Garcia grab some blankets to serve as camouflage. You also take a pack of signal flags. They're not much, but they'll at least let you communicate with your team.

You take position on the right side of the watch post, while Garcia takes the left. You hide under the blanket and wait for the enemy. And wait. And wait.

And wait.

You keep on waiting until the late afternoon, shuffling around only to grab water from your canteen so the desert sun doesn't cook you. That's when the enemy finally enters your sight.

There are six Imperial scouts crawling through the sand. They're actually quite hard to spot from the watch post's angle, but you can see their trails clearly. It would be easy to take a shot at them, but there might be more Imperials in the area. If you hold off for now, you might be able to lure any reinforcements in for an ambush.

>Take the shot now.
>Wait in case more Imperials show up.
>>
>>39077798
>>Wait in case more Imperials show up.
>>
>>39077798
>>Wait in case more Imperials show up.
>>
>>39077798
>>Wait in case more Imperials show up.
We can wait, we are in control of the situation. Can we signal the watch post without getting spotted by the imps?
>>
>>39077798
>>Wait in case more Imperials show up.
>>
>>39077798
You decide to wait. You hold up one of your flags at an angle only Kreuss can see to inform them of the Imperial scouts. You can't give them very precise instructions, but this will be enough to tell them to get ready. They all know to wait for your orders, even Moeller, who could technically take independent action if she wanted to.

The scouts take up position to mount an attack on the watch post, but you can still see them all clearly. They, however, shouldn't be able to see you.

The scouts don't take any further action. They're just waiting, most likely for their reinforcements.

Reinforcements that happen to be a pair of tanks. You hear them before you can see them, but there's no mistaking what they are. You can't stall the battle anymore, but unless you mess up, those two tanks won't be able to retreat.

You look for a target.

>Take out one of the lead scouts. It'll put less pressure on the watchpost.
>Take out one of the rear scouts. It'll stall their retreat.
>>
>>39078330
>>Take out one of the lead scouts. It'll put less pressure on the watchpost.
>>
>>39078330
>Take out one of the lead scouts. It'll put less pressure on the watchpost.
>>
>>39078330
>>Take out one of the lead scouts. It'll put less pressure on the watchpost.
>>
>>39078330
>>Take out one of the lead scouts. It'll put less pressure on the watchpost.
>>
Lead scout it is. Roll 4d6.
>>
Rolled 5, 4, 2, 2 = 13 (4d6)

>>39078644
>>
Rolled 3, 5, 5, 2 = 15 (4d6)

>>39078644
Boom!
>>
Rolled 1, 1, 5, 3 = 10 (4d6)

>>39078644
>>
Rolled 4, 6, 3, 4 = 17 (4d6)

>>39078644
>>
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>>39078330
You aim at the lead scout and pull the trigger. Your bullet doesn't just shatter it skull. It looks like it actually hit hard enough to snap his neck sideways as well.

The scouts know that their position is compromised, but they're committed to the fight now that the tanks are here. They might try to retreat, but it won't be easy. Your shot was the signal that got the fight started and both Garcia and Kreuss are spraying the battlefield with bullets. The Imperials have to keep their heads down.

Of course, that doesn't solve your problem with the tanks. Now that they're in visual range, they'll be able to attack your team. They do have cover, but sandbags aren't designed to deal with tank shells and you're not sure Moeller can take on two tanks on her own.

>Signal for Nelson to move around the tanks and hit them from beyond.
>Signal to focus on the scouts first. There's more of them and they have a better rate of fire.
>Use your sniper rifle to keep the scouts scared and trust your team to pick their shots.
>>
>>39078843
>>Signal for Nelson to move around the tanks and hit them from beyond.
>>
>>39078843
>>Signal for Nelson to move around the tanks and hit them from beyond.
>>
>>39078843
>>Use your sniper rifle to keep the scouts scared and trust your team to pick their shots.
>>
>>39078843
>Signal for Nelson to move around the tanks and hit them from beyond.
>>
You're going for the weak spot. Roll 4d6.
>>
Rolled 6, 6, 6, 4 = 22 (4d6)

>>39079184
roll
>>
Rolled 3, 2, 1, 1 = 7 (4d6)

>>39079184
>>
Rolled 3, 6, 1, 2 = 12 (4d6)

>>39079184
>>
>>39079212
Haha, that's a +3!
>>
>>39078843
You signal for your lancer to circle around the tank. You won't be able to track his progress, but as long as the enemy doesn't see him either, he'll be in perfect position to hit the tanks from behind.

In the meantime, you still need to deal with the battle. The scouts and the rest of your team are trading shots, but no one's making any progress.

The tanks are a different situation. The two Imperial tanks both fire at Moeller. Both tank shells hit, but fortunately, they bounce your tank's hull. It's a good thing Gaul delivered that armour, or else you might have to look for a replacement tank crew already.

>Take down another scout.
>Signal for Leifstel and Schreiner to charge the scouts.
>You could expose your position and bait the tanks to draw their fire.
>>
>>39079368
Fucking trip.
>>
>>39079368
>>Signal for Leifstel and Schreiner to charge the scouts.
This should unnerve and expose the scouts, but I'm concerned what the tanks might be able to do...
>>
>>39079368
>>Signal for Leifstel and Schreiner to charge the scouts.
>>
>>39079368
>>Signal for Leifstel and Schreiner to charge the scouts.
>>
>>39079368
>>>Take down another scout.
>>
Fencer charge is go! Roll 4d6.
>>
Rolled 2, 5, 6, 4 = 17 (4d6)

>>39079690
Cleave and smite!
>>
Rolled 3, 5, 5, 3 = 16 (4d6)

>>39079690
roll
>>
Rolled 2, 4, 5, 2 = 13 (4d6)

>>39079690
>>
Rolled 2, 2, 3, 6 = 13 (4d6)

>>39079690
No one wants to live forever!
>>
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>>39079368
You raise up the flag for the fencer charge. Leifstel and Schreiner immediately charge down from their position. They're slightly downhill and they have the momentum of their armour to carry them forward. They quickly reach flat ground and leap and the two nearest scout, who aren't nearly armoured enough to deal with two fencers armed with longswords. Both scouts are immediately run through. Leifstel and Schreiner both hold up their shields to protect themselves.

Then one of the tanks explodes. Nelson made good on his orders and hit one of them from behind. The damn thing never stood a chance.

Moeller brings her own tank around and peaks out from the inside, her head protected from the hatch. She waits for your orders.

>Suppress the scouts! Nelson can handle the other tank.
>Hit the tank! You can't allow it to retreat.
>>
>>39079902
>>Hit the tank! You can't allow it to retreat.
>>
>>39079902
>Hit the tank! You can't allow it to retreat.
>>
>>39079902
>>Hit the tank! You can't allow it to retreat.
>>
>>39079902
>Hit the tank! You can't allow it to retreat.
>>
Going for the tank. Roll 4d6.
>>
Rolled 2, 6, 1, 5 = 14 (4d6)

>>39080242
>>
Rolled 3, 3, 1, 1 = 8 (4d6)

>>39080242
roll
>>
Rolled 3, 5, 2, 2 = 12 (4d6)

>>39080242
>>
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>>39079902
You point at the Imperial tank. Moeller ducks back in and her tank's turret turns towards the Imperial. Moeller fires a shot, but while it does hit the enemy tank, it doesn't do any critical damage. A second lance from Nelson also hits, but it only damages the treads. The tank will have a hard time pulling away, but it's still combat worthy.

Combat worthy enough to fire at Moeller's tank and penetrate the armour. Moeller doesn't go up in a ball of flames, which is good, but that can't be good.

And you still have to deal with the enemy scouts, who are still shooting ineffectually at Schreiner and Leifstel's shields and trying to avoid Garcia's fire.

>Snipe another scout. You need to clear this battlefield.
>Distract the tank. You're not sure Moeller can handle another hit like that.
>Have Stroheim grenade the scouts. That'll take care of them.
>>
>>39080504
>>
>>39080504
>>Snipe another scout. You need to clear this battlefield.
>>
>>39080504
>>Have Stroheim grenade the scouts. That'll take care of them.
>>
>>39080504
>>Have Stroheim grenade the scouts. That'll take care of them.
>>
>>39080527
>>39080504
>Have Stroheim grenade the scouts. That'll take care of them.
woops forgot to put in my answer.
>>
>>39080504
>Have Stroheim grenade the scouts. That'll take care of them.
>>
Grenade is go. Roll 4d6.
>>
Rolled 3, 3, 3, 6 = 15 (4d6)

>>39080726
>>
Rolled 1, 1, 3, 3 = 8 (4d6)

>>39080726
>>
Rolled 6, 1, 5, 5 = 17 (4d6)

>>39080726
>>
>>39080796
Yessss, my work is done here.
>>
>>39080796
We are saved.
>>
>>39080504
>Barious Desert Watch - Combat Report
>Six Scouts, Two Tanks
>5904XP, 4360DCT

The grenade lands right in the middle of the scouts. Schreiner and Leifstel are protected by their shields, but the Imperial scouts are still wearing armour that might as well be made out of paper. Even though they're crouched down, they still get a face full of shrapnel.

As for the Imperial tank, it takes another hit from Nelson. This time, it's a good hit that causes the tank to catch blue fire and explode.

With the Imperials all dead, you can finally take a moment to relax. You'll need to go over the damage done to Moeller's tank and file a report about the attack to the general, but you held your ground for now.

Maybe the desert won't be so bad after all.
>>
>>39080919
That's it for today's thread. I'm still a little ambivalent about the rule changes, but the rolls are less of a foregone conclusion, so that's good. I'll keep them up for now, maybe figure out a way to manage multiple simultaneous actions, and see where it goes.

Next thread will be next Wednesday at around the same time. Thanks for playing.
>>
>>39081007
Thanks for the run, dude. See you next thread.
>>
>>39081007
Remember that with fate/fudge dice, the chance of getting a result from -1 to +1 is ~65%. One only needs to go over rolls of this session to confirm this.



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