Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
SIGSEGV
Nov 4, 2010


Now I'm worried because cinematic in Battletech generally means a pair of mechs have either headcapped each other or punched each other in the face.

Adbot
ADBOT LOVES YOU

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
Worried more like excited!

even if a player mech got punched in the face that's hilarious (sorry player mech who probably got punched in the face)

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Red Dawn 12

The Thalmus’s turret swiveled as the gunner took a shot at the pair who’d gone to relieve the prison. That was all the opening Able needed. He brought his Pariah to a halt, and gave it a moment to settle before dropping his crosshairs over the big dome-shaped vehicle. It was hovering, so he could’ve tried for the engines—but unlike later designs, the Thalmus had armored flaps that folded down to protect the thruster nozzles in flight. Those armor sheaths had been damaged so rarely in combat that the Scientists had written them off as ineffective.

In practice, they’d been incredibly effective at deterring exactly the shot Able had wanted to make. He wouldn’t have hesitated to take that shot against a Leukocyte, the Thalmus just gave him no opportunity. Instead, he let his crosshairs hover over the Thalmus’s turret and waited until he could no longer hear the telltale whine of myomer muscles that meant the Pariah had stopped stabilizing its weapons. The back of that turret would hide turret mechanisms, power cables, or even capacitors for the weapon system. Even if all he managed to do was lock the turret, that would still keep the Thalmus from taking advantage of its circular design to shift damaged armor plates away. He fired. The Thalmus barely seemed to shake with the impact.

And then it exploded.







Movement Phase
Thalamus WMG
- Fires Wave Motion Gun! No units affected!


Shooting Phase
GUR-20 Gurkha (Player)
- Holds fire!
- Gains 2 heat, sinks 11!

UCU-F40W Scarecrow (Player)
- Fires Medium Pulse Laser at Thalmus (3 base + 0 range + 2 movement + 0 enemy movement - 1 improved targeting (short) - 1 laser = 3): rolled 11, hit Turret (72/78 armor remaining)!
- Gains 9 heat, sinks 13!

WVR-60G Wolverine (Player)
- Fires Large Laser at Thalmus (2 base + 0 range + 3 movement + 0 enemy movement - 1 laser = 4): rolled 7, hit Front (63/78 armor remaining)
- Fires SRM-6 (iStreak) at Thalmus (2 base + 0 range + 3 movement + 0 enemy movement = 5): rolled 8, 6 missiles hit Right Side (76/78 armor remaining (CfMSD!)), Front (61/78 armor remaining), Turret (70/78 armor remaining), Turret (68/78 armor remaining), Turret (66/78 armor remaining), Turret (64/78 armor remaining)!
- Gains 19 heat, sinks 14! Overheating!

Pariah Refit (Player)
- Fires Light Gauss Rifle (Slug) at Thalmus (2 base + 0 range + 0 movement + 0 enemy movement = 2): rolled 12, hit Turret (58/78 armor remaining) TAC! Marksman Crit!
- Gains 3 heat, sinks 10!

Crossbow Refit (Player)
- Torso-twists to threaten hex 1618!
- Fires LRM-6 (ARAD) at Thalmus (3 base + 0 range + 2 movement + 0 enemy movement + 1 heat + 2 minimum range - 1 improved targeting (short) - 2 anti-radiation missiles = 5): rolled 5, with a cluster roll of (7 + 2 = 9): 5 missiles hit Turret (53/78 armor remaining), Front (56/78 armor remaining), Right Side (71/78 armor remaining (CfMSD!)), Front (51/78 armor remaining), Left Side (73/78 armor remaining (CfMSD!))!
- Gains 9 heat, sinks 11! Overheating!

Cyclosarin Commander
- Fires iATM-12 (iER) indirectly at Gurkha (1 base + 0 range + 2 movement + 3 enemy movement + 0 networked spotter = 6): rolled 7, 12 missiles hit Left Torso (11/16 armor remaining (TAC!)), Right Leg (7/24 armor remaining), Left Arm (12/18 armor remaining)!
- Gains 10 heat, sinks 15!

Cyclosarin Bodyguard
- Fires ER Medium Laser at Wolverine (3 base + 0 range + 3 movement + 3 enemy movement - 1 focus = 8): rolled 5, missed!
- Gains 15 heat, sinks 13! Overheating!

Standard Scout
- Fires ER Large Laser at Wolverine (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 10, hit Right Torso (18/30 armor remaining)!
- Fires Flamer at Wolverine (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 4, miss!
- Gains 13 heat, sinks 13!

Standard Terrorizer
- Torso-twists to threaten hex 1719!
- Fires iATM-9 (iMR) at Scarecrow (3 base + 0 range + 1 movement + 2 enemy movement = 6):
rolled 5, fails to lock-on!
- Gains 1 heat, sinks 11!

Standard Assault
- Fires Autocannon/10 (Ultra, HE) at Scarecrow (4 base + 0 range + 0 movement + 2 enemy movement - 1 focus = 5): rolled 2, miss!
- Gains 6 heat, sinks 10!

Common Sniper #1
- Fires Gauss Rifle at Scarecrow (4 base + 2 range + 1 movement + 2 enemy movement = 9): rolled 6, miss!
- Gains 3 heat, sinks 10!

Common Sniper #2
- Fires Gauss Rifle at Scarecrow (4 base + 2 range + 1 movement + 2 enemy movement = 9): Rolled 8, hit Rear Left Torso (0/7 armor, 5/10 structure remaining)! Crit!
- Gains 3 heat, sinks 10!

Common Security
- Holds fire!
- Gains 0 heat, sinks [6]! Overheating!

Leukocyte Sniper #1
- Fires Gauss Rifle at Gurkha (4 base + 0 range + 0 movement + 3 enemy movement = 7): rolled 2, miss!

Leukocyte Sniper #2
- Fires Gauss Rifle at Gurkha (4 base + 0 range + 0 movement + 3 enemy movement = 7): rolled 7, hit Left Arm (0/18 armor remaining)!

Leukocyte Terrorizer #1
- Holds fire!

Leukocyte Scout #1
- Holds fire!

Leukocyte Scout #2
- Holds fire!

Leukocyte BattleArmor Carrier #1
- Holds fire!

Leukocyte BattleArmor Carrier #2
- Holds fire!

Feral Team #1
- No Line of Sight to primary target!
- No Line of Sight to secondary target!

Feral Team #3
- Holds fire!

Feral Team #4
- Holds fire!

Feral Team #5
- Holds fire!

Feral Team #6
- Holds fire!


Shooting End Phase:
Thalmus
- Chance for Motive System Damage: rolled (7 - 2 Heavy Armor = 5), no damage sustained!
- Through-armor critical chance in Turret: rolled (9 + 1 Experimental = 10): Wave Motion Gun destroyed!
- Marksman Critical chance in Turret: rolled (10 + 1 Experimental = 11): AP Gauss Rifle ammo destroyed!
- Chance for Motive System Damage: rolled (6 - 2 Heavy Armor = 4), no damage sustained!
- Chance for Motive System Damage: rolled (3 - 2 Heavy Armor = 1), no damage sustained!
- Chance for Motive System Damage: rolled (7 - 2 Heavy Armor = 5), no damage sustained!
- Wave Motion Gun explodes!
- - Thalmus suffers 20 damage to Front (5/10 structure remaining (Crit!), Right Side (5/10 structure remaining (Crit!), Turret (5/10 structure remaining (Crit!), Front (0/10 structure remaining)! Vehicle destroyed! Crew killed!
- - Leukocyte Sniper #1 suffers 10 damage to Turret (0/5 structure remaining (Vehicle destroyed! Crew killed!)), Rear (0/5 structure remaining)!
- - Leukocyte Sniper #2 suffers 10 damage to Rear (0/5 structure remaining (Vehicle destroyed! Crew killed!)), Rear (0/5 structure remaining)!
- - Gurkha suffers 5 damage to Right Arm (1/6 structure remaining)! Crit!

Gurkha (Player)
- Through-armor critical chance in Left Torso: rolled 5, no critical hits sustained!
- Critical chance in Right Arm: Rolled 8, 1 critical hit sustained!
- - Retractable Blade destroyed!

Scarecrow (Player)
- Critical chance in Left Torso: rolled 5, no critical hits sustained!
- Must pass a guts test to avoid forced withdrawal (5 base + 0 armor breached - 1 heat = 4): rolled 8, succeeds!


Physical Combat Phase:
Gurkha (Player)
- Unable to attack Leukocyte Sniper: Target airborne! Target already destroyed!

Wolverine (Player)
- Kicks Standard Assault (3 base + 3 movement + 0 enemy movement = 6): rolled 6, hit Left Torso (9/20 armor remaining)


Turn End Phase
- An unstable hyperspace fissure appears in hex 2213!




Map Link


Primary Objective
- Kill ArchProfessor Felix Von Neumann (0/1)
- Destroy the Turret Generators (Complete!)

Secondary Objectives
- Free the Prisoners (Complete!)
- Destroy the Experimental Thalamus (Complete!)

Tertiary Objectives
- Evade Capture (0/5)


Player Status:



OpForce Status:






OpForce Reinforcements:
- Turn 13
- Turn 16
- Turn 18
- Turn 19
- Turn 20


Special Rules
- High Density Metallic Carbon HD Armor boosts armor protection by 1.5, but due to increased armor density suffers increased EMP damage. For every 5 points (or fraction thereof) of EMP damage an attack deals, units with HD Armor suffer 1 additional point of EMP damage.
- Standard Armor Standard Metallic Carbon armor offers no bonuses, and suffers bonus damage from Autocannon Cluster Munitions.
- Clan Warrior Clan Warriors may make melee attacks without penalty even on turns they fired their ranged weapons, even without the aid of a Battle Computer.
- Warrior Retrotype Warrior Retrotypes feal no fear, and gain a +2 bonus to guts regardless of unit type. However, their impaired cognitive functions randomly reduce either their piloting or their gunnery. The stat affected is determined at the start of battle.
- Commander Retrotype Commanders are selected from among the Warrior Retrotype’s most proficient. With most of their conditioning stripped away, they have almost complete control of their cognitive faculties. They receive a -1 bonus to their piloting score due to their experience, but are nearly always emotionally stunted after spending years or even decades as a baseline Warrior. Commanders often have questionable morale and suffer a +1 penalty to all Guts rolls.
- Wired Reflexes A pilot with wired reflexes receives a -1 bonus to Gunnery and does not suffer piloting damage from falls as long as they remain conscious.
- Flammable Atmosphere Fires can be started in hexes regardless of hex type, but only spread in appropriate terrain.
- Toxic Atmosphere (Minor) Pilots suffer one point of damage if their life support is disabled in combat. Vehicles which suffer an armor breach suffer an automatic Crew Stunned critical hit.
- Walls Unless otherwise specified, Walls are a Hardened (HD) Height 3 building.
- Turrets Turrets have a flat armor value and a single point of structure. They take damage from heat weapons like vehicles. While their weapons are deployed, a turret’s armor value is halved.
- Ferrocrete Units that run and turn on Ferrocrete must make a piloting test to avoid skidding, unless they are equipped with an undamaged Battle Computer.
- Integral C.A.S.E. II All Society units come with C.A.S.E. II modeled into their design at no extra cost in weight.
- Integral Networks All Society units exist on a network. A networked unit counts as a spotter for all other units on the same network. iATMs fired indirectly against a target spotted by a unit on the same network keep their Streak functionality. Networks must be established prior to the start of the game. Society Commanders and units carrying a Scientist exist on the ‘Master Network,’ and can use targeting data from all other allied Society units in play. Units on the Master Network do not share targeting data and do not act as spotters for other units, even if those other units are also on the Master Network.
- Marksman If a unit with marksman remains stationary and fires a single weapon that deals less than ten damage, they score an automatic through-armor critical chance no matter the hit location roll.


Orders Due: Any Time On Tuesday!

PoptartsNinja fucked around with this message at 03:15 on Mar 2, 2021

Ablative
Nov 9, 2012

Someone is getting this as an avatar. I don't know who, but it's gonna happen.

PoptartsNinja posted:

Turn End Phase
- An unstable hyperspace fissure appears in hex 2213!


...I have a bad feeling about this.

sebmojo
Oct 23, 2010


Legit Cyberpunk









Nice shot kid, that was one in a million! Now let's blow (up) this (scientist) and go home!

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I don't even want to try to calculate the odds on that shot. BattleTech and all but it was still something close to "win the lottery" levels of unlikely.

El Spamo
Aug 21, 2003

Fuss and misery
:aaaaa:

edit: Wow, that was awesome. I was expecting maybe causing some inconvenience... but a kill.
Ok, we're not done yet. PTN, is the hex I'm in at height 1 or height 0? I can't see clearly through my unit icon on the map.

El Spamo fucked around with this message at 03:25 on Mar 1, 2021

sebmojo
Oct 23, 2010


Legit Cyberpunk









Go on you know you want to, tell us the odds!

Quick qn: how do jumping mp work? I've been counting it as a flat one point per hex, is that wrong?

SIGSEGV
Nov 4, 2010


So the question now is: if you leave the scientist on the map with A Certain Marauder, does that count as a kill?

Corponation
Apr 21, 2007

Fantastic.
That was incredible.

Somebody with arms should push a mech into the fissure.

Ardlen
Sep 30, 2005
WoT



:aaaaa: :black101:

What a shot!

SIGSEGV
Nov 4, 2010


Something fairly interesting: the pilots of those cyclosarins are now named Von Neumann, notice they also have first names instead of numbers. Also notice that those no longer have the "disloyal" status.

PBJ
Oct 10, 2012

Grimey Drawer
I think we're missing the player status card for the Pariah.

drat, what a beautiful shot.

Gwaihir
Dec 8, 2009
Hair Elf

sebmojo posted:

Go on you know you want to, tell us the odds!

Quick qn: how do jumping mp work? I've been counting it as a flat one point per hex, is that wrong?

That should be correct, if I read your Mech's card correctly you should have 6 jumping MP, which totally ignores elevation so long as you're trying to jump somewhere less than 6 elevation. It should just be 1 MP per hex moved.

wedgekree
Feb 20, 2013
That was one glorious shot. Now just the much, much harder other main objective now!

Defiance Industries
Jul 22, 2010

A five-star manufacturer


sebmojo posted:

Go on you know you want to, tell us the odds!

Quick qn: how do jumping mp work? I've been counting it as a flat one point per hex, is that wrong?

That's correct. There are a couple of provisos, namely that when you jump you do it by the shortest path between two points and that your height is equal to your jump distance so if you want to jump over something you need to have at least that many jump points. besides that height thing you can just straight up ignore terrain.

GhostStalker
Mar 26, 2010

Guys, find a woman who looks at you the way GhostStalker looks at every bald, obese, single 58 year old accountant from Tulsa who managed to win $4,000 by not wagering on a Final Jeopardy triple stumper.

SIGSEGV posted:

Something fairly interesting: the pilots of those cyclosarins are now named Von Neumann, notice they also have first names instead of numbers. Also notice that those no longer have the "disloyal" status.

Huh, they’re now Baker and Charlie Von Neumann, which are the second and third letters of the pre-NATO World War II American phonetic alphabet. The A? Able, aka the one who just wrecked the Thalamus with that lucky rear end shot.

Speaking of which, :sickos:

sebmojo
Oct 23, 2010


Legit Cyberpunk









Defiance Industries posted:

That's correct. There are a couple of provisos, namely that when you jump you do it by the shortest path between two points and that your height is equal to your jump distance so if you want to jump over something you need to have at least that many jump points. besides that height thing you can just straight up ignore terrain.

In that case ptn I think I should have made it to my target and been able to melee? Not a huge deal either way, I'm just gonna keep heading north.

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company

sebmojo posted:

In that case ptn I think I should have made it to my target and been able to melee? Not a huge deal either way, I'm just gonna keep heading north.

did your orders specify jumping movement? I'm pretty sure at least once I sent in orders saying "move to hex" instead of "jump to hex" and PTN (rightly!) interpreted that as walking/running movement

sebmojo
Oct 23, 2010


Legit Cyberpunk









DivineCoffeeBinge posted:

did your orders specify jumping movement? I'm pretty sure at least once I sent in orders saying "move to hex" instead of "jump to hex" and PTN (rightly!) interpreted that as walking/running movement

i wondered that, so I checked!

quote:

jump to 2119, facing 2118
kick robot in 2018 (is this possible?) otherwise just melee and pulse laser it

fire large laser and srms at thalamus

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


Ablative posted:

...I have a bad feeling about this.

Here it comes?

TheParadigm
Dec 10, 2009

PoptartsNinja posted:

Edit: I'm only mentioning it because the dicerolls this turn have been cinematic.

Oh, wow, holy poo poo. That was a nice shot.

Thalmus 2.0: Armoring the exploding experimental gun.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

sebmojo posted:

Quick qn: how do jumping mp work? I've been counting it as a flat one point per hex, is that wrong?

poo poo, I forgot the medium and light partial wings were +2 jump MP, I thought partial wings were just a flat +1. All this time I've thought you had 5 jumping MP, and you actually have 6. :facepalm:

I'll get that corrected after work today, my apologies!

mcjomar
Jun 11, 2012

Grimey Drawer
drat, I'm down a blade.
Looks like I'm back to normal punch-laser melee stuff.
Or just alphastriking everything that moves (and some things that don't).
I'm going to take a leftward circle to reach 2209 using the 20xx line to get there, and then hurl laser death at our primary target.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
You could also revert to the Ghurka's back-up role as a focus sniper. You're heat neutral when you fire nothing but the PPC, and at 0-1 heat you get a -1 bonus ToHit if you only fire one weapon thanks to focus.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
now I really do want to know the statistical odds of that shot

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
(rolled a 12) 2.7% * (rolled a 2 to TAC (I do floating crits for vehicles too)) 2.7% * (rolled an 11 to hit the turret (the only place this could have been a kill shot)) 5.55% * (rolled a 9 on the TAC crit + 1 for the weapon destroyed result) 11.11%

This would've been fatal for a non-experimental Thalmus, too, because that ammo crit would've hit its Arrow missile ammo.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

PoptartsNinja posted:

(rolled a 12) 2.7% * (rolled a 2 to TAC (I do floating crits for vehicles too)) 2.7% * (rolled an 11 to hit the turret (the only place this could have been a kill shot)) 5.55% * (rolled a 9 on the TAC crit + 1 for the weapon destroyed result) 11.11%

This would've been fatal for a non-experimental Thalmus, too, because that ammo crit would've hit its Arrow missile ammo.

4.5 x 10e-6 so little over 1 in 250000.

Wouldn't have won the lottery but would have won a lot of roulette.

GhostStalker
Mar 26, 2010

Guys, find a woman who looks at you the way GhostStalker looks at every bald, obese, single 58 year old accountant from Tulsa who managed to win $4,000 by not wagering on a Final Jeopardy triple stumper.

PoptartsNinja posted:

(rolled a 12) 2.7% * (rolled a 2 to TAC (I do floating crits for vehicles too)) 2.7% * (rolled an 11 to hit the turret (the only place this could have been a kill shot)) 5.55% * (rolled a 9 on the TAC crit + 1 for the weapon destroyed result) 11.11%

This would've been fatal for a non-experimental Thalmus, too, because that ammo crit would've hit its Arrow missile ammo.

Z the IVth posted:

4.5 x 10e-6 so little over 1 in 250000.

Wouldn't have won the lottery but would have won a lot of roulette.

As usual, PTN’s dice hunger, but it worked out for GoonStar this time.:rolldice:

El Spamo
Aug 21, 2003

Fuss and misery
I've been to Vegas, that shot on the Thalmus was more fun

dis astranagant
Dec 14, 2006

:drat:

Farseli
Sep 28, 2009

This is what I live for. This is the purpose of living, for those who have no life.

PoptartsNinja posted:

The Thalmus’s turret swiveled as the gunner took a shot at the pair who’d gone to relieve the prison. That was all the opening Able needed. He brought his Pariah to a halt, and gave it a moment to settle before dropping his crosshairs over the big dome-shaped vehicle. It was hovering, so he could’ve tried for the engines—but unlike later designs, the Thalmus had armored flaps that folded down to protect the thruster nozzles in flight. Those armor sheaths had been damaged so rarely in combat that the Scientists had written them off as ineffective.

In practice, they’d been incredibly effective at deterring exactly the shot Able had wanted to make. He wouldn’t have hesitated to take that shot against a Leukocyte, the Thalmus just gave him no opportunity. Instead, he let his crosshairs hover over the Thalmus’s turret and waited until he could no longer hear the telltale whine of myomer muscles that meant the Pariah had stopped stabilizing its weapons. The back of that turret would hide turret mechanisms, power cables, or even capacitors for the weapon system. Even if all he managed to do was lock the turret, that would still keep the Thalmus from taking advantage of its circular design to shift damaged armor plates away. He fired. The Thalmus barely seemed to shake with the impact.

And then it exploded.

These details, like listening for the "telltale whine of myomer muscles" to fade away. It's no contest that your writing makes up the bulk of my Battletech reading. You really know how to get that cinematic image in the mind of the reader.

Corponation
Apr 21, 2007

Fantastic.
Alright I'm thinking of running all the way to 1411 to start shooting missiles at Von Neuman.

I'm thinking of just doing 1 salvo this round. I can push for both LRM 6s, but that does come with higher risk of shutdown. Should I go all in on it or play more sensibly?

PlasticAutomaton
Nov 12, 2016

Artoria Pendonut


Okay, now all that's left to do is take out the professor and GoonStar can go home. ...Unfortunately there's a loooot of enemies left and more coming in.

sebmojo
Oct 23, 2010


Legit Cyberpunk









Farseli posted:

These details, like listening for the "telltale whine of myomer muscles" to fade away. It's no contest that your writing makes up the bulk of my Battletech reading. You really know how to get that cinematic image in the mind of the reader.

quote:

Those armor sheaths had been damaged so rarely in combat that the Scientists had written them off as ineffective.

also nice sly reference to the bomber dot picture meme

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




oh my god holy poo poo :stwoon:
that's the most battletech thing i've ever seen

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Jesus that's a lot of enemy mechs.

Ardlen
Sep 30, 2005
WoT



Corponation posted:

Alright I'm thinking of running all the way to 1411 to start shooting missiles at Von Neuman.
I plan to take the Scarecrow to 1911 and fire at Von Neumann as well.

Artificer posted:

Jesus that's a lot of enemy mechs.
Seriously. Even if we kill an absurd 3 'Mechs a turn like El Spamo did with their amazing shot, it would still take 6 turns to kill everything on the map, not counting reinforcements. Good thing we all have experience with running away tactical retreats from Air Raid!

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Killing the target is your primary objective. Escape is only a bonus. Keep that in mind.

Adbot
ADBOT LOVES YOU

El Spamo
Aug 21, 2003

Fuss and misery
charge forward, yolo

I've got my back to the wall at 2520 so if I survive this round and the Dr. doesn't move I'm gonna try to see if the marksman lightning will strike twice.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply