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HollowHills

Aos 2 - Lumineth Realm-Lords Discussion

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On a more positive note, the limited roster might indicate that we will get  an expansion to faction in the not so distant future (especially if Slaanesh is released and Tyrion joins the struggles).   

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11 minutes ago, LordAlpharius said:

On a more positive note, the limited roster might indicate that we will get  an expansion to faction in the not so distant future (especially if Slaanesh is released and Tyrion joins the struggles).   

Or maybe GHB2020 will revise who can Allie to limit broken combos?

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3 minutes ago, relic456 said:

That is some hella broken english "increase the balance of the weapon by 1" 

I appreciate i'm a monolingual neanderthal but could someone with mastery of both languages make the above easily understood? ❤️ I'll love you forever

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Posted (edited)

Balance is Rend, I'm almost done Google translating everything myself so I can add that as it's own reply when I'm done. 

Edited by relic456
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At second glance, it still seems as if this is from the Tzeench/Seraphon strain of battletomes.

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What's confusing me is who are these combat artifacts and abilies for? The only two heroes we can give them two are both mages, ones who has a single attack and the other only gets D3.

Bizzare!

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5 minutes ago, zilberfrid said:

At second glance, it still seems as if this is from the Tzeench/Seraphon strain of battletomes.

I definitely don't agree. Teclis' rules just seem dumb though. 

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Posted (edited)

 Okay here we go. I don't know German and I did this just with Google Translate so I'm sure there are some errors and the formatting is pretty sloppy but you get the gist. If something isn't clear let me know and I'll see if I can clarify.

 

UNITS

Vanari Wardens (120 for 10, max 30)

-Start of combat, unit champion does D3 MW to enemy unit within 3" on a 2+
-6s to hit do a MW instead
-If you attack something that's charged this turn, you get +1 wound and +1 rend
-Spell: MWs on 5+ instead of 6

Alarith Spirit of the Mountain (340)

- At the start of the combat phase, if this model didn't charge,  gain +1 Attack until your next movement phase
-At the end of your hero phase, choose a LUMINETH hero within 3". If that hero is within 3" at the beginning of your next hero phase, it can use a command ability without spending a CP
-At the start of the enemy shooting phase, and any melee phase, pick 1 enemy unit with range of this ability.  That unit is -1 to hit until the end of that phase. Doesn't stack.
-If this model is within 12" of a friendly STONEMAGE, you can treat this model has having suffered 0 wounds when you reference its damage table
-Command Ability:Start of combat phase, +1 Attack to a ALARITH-AELF unit wholly within 18", doesn't stack and doesn't stack with Avalenor's CA.

Alarith Stonemage (130)

-At the start of the combat phase, you can say this model takes the Stonemage Stance. If you do, this model and ALARITH STONEGUARD units within 12" cannot pile in and gain +1 Rend. 
-Gravitational Diversion: Casts on 5. Caster can fly until next hero phase. 1 enemy unit within 18" takes 1 MW, can't fly, and has halved movement until next hero phase. 

Scinari Cathallar (140)

-Start of the battleshock phase, pick 1 LUMINETH unit wholly within 18" and roll a die. 2+, you don't make a BS test for that unit. If at least one model from the chosen unit was slain this turn, you can pick 1 enemy unit within 18" which has to do a BS test, adding the number of models from the friendly unit to that roll. 
-Darkness of the Soul: Casts on 7. Pick 1 enemy within 18" and visible to the caster, roll 2d6 each time that unit attempts a normal move, charge, or pile-in. If the result is higher than that unit's Bravery, that unit can't complete that action.

Light of Eltharion (220)

-Pick 1 enemy Hero within 3" of this model at the start of the combat phase. Add 1 to the Damage of the Celennari-Klinge for attacks against that hero
-+1 to wound with Krallenschwert des Eltharion if he charged. Also unmodified 6s to hit deal 1 MW in addition. 
- In the shooting phase, choose an enemy unit within 18" and roll a dice. 1, nothing happens; 2-4, deal D3 MWs; 5+ deal D6 MWs
-Ignore save modifiers and half damage from ranged and melee attacks.
-Ignore negative hit modifiers. Unmodified hits of 6 deal two hits.
-Command Ability: Friendly units wholly within 24" of this model have bravery 10.

Teclis (660)

-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it's auto cast at 12 but can be unbound. If 3 or 4, it's auto cast at 10 and can be unbound.
-Celennars Aura: +1 to cast, dispel, and unbind
-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase
-Friendly units in Celennar's aura ignore spells on a 4+ and an enemy within 18" takes D3 MW.
-Spell 1: 10 to cast. 5+ FNP within 18", can't be cast same turn as Hysh Protection.
-Spell 2: 10 to cast. Roll a dice for each enemy unit within 18" and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW

Avalenor (360)

-If this model doesn't charge, +1 Attack
-6s to hit with hammer do 1 MW in addition
-At the end of your hero phase, pick a Hero within 6". If that Hero is still within 6" at the start of your next hero phase, it can use a command ability without costing a CP
- -1 to hit for enemies within Hysh Watcher aura
-Treat this model as having suffered 0 wounds if within 12" of a Stonemage
-CA: Choose D3 Alarith-Aelf units wholly within 24". +1 Attack, can't benefit from this and Faith of the Mountains in the same phase.

Alarith Stoneguard (100 for 5, max 15)

-Standard Bearer: RR BS tests
-Unmodified 6 to hit with regular weapons deal 1 extra Damage
-Unmodified 6 to hit deal 1 MW instead
-RR hits with Stratumhammer

Vanari Sentinels (10 for 140, max 20)

-Can pick an enemy unit within 30" of the unit champion that isn't visibble, can attack as if they were visible with the long range profile.
-Two attack profiles 
-Unmodified 6+ to hit does 1 MW instead, 5+ with spell 
-Wizard if they have the unit champion and 5+ models

Dawnriders (130 for 5, max 20)

-Standard bearer lets you RR Battleshock tests
-Start of combat, can choose to either +1 Attack but only attack non-mounted units with 1 or 2 wounds, or add 2 but can only target unmounted units with a wound value of 1. 
-+1 wound and +1 rend on charge

 

BATTALIONS

Alarith-Temple (120)

-1xAvalenor or Alarith Spirit of the Mountain, 1xAlarith Stonemage, 1-3xAlarith Stoneguard

-STONEGUARD units wholly within 12" of a hero from the same ability can reroll saves but can only move (pile in?) 1"

Auralan-Legion (120)

-1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens

-Units within 3" of another unit in this battallion can RR saves of 1

Dawnrider-Lance (120)

-2-3xVanari Dawnriders

-RR 1s to hit on the charge

 

ALLEGIANCE ABILITIES

Aetherquartz Abilities

-+1 Save when chosen as an attack target
-+1 to hit when chosen to fight
-+1 or reroll cast
-Cast an extra spell

Absorb Despair

-Once per phase, a Cathallar wholly within 18" of a unit who uses an Aetherquartz can absorb it. If they do, don't reduce that units Bravery by 1 and instead choose an enemy unit within 18" of the Cathallar and reduce it's Bravery by 1 for the rest of the battle. An enemy unit can't be affected by this more than once per battle.

Superior Reactions

-When you pick a unit to fight, you can pick two and resolve them in any order (only works during the combat phase, not at start or end of combat phase)

 

LORE OF HYSH

Speed of Hysh: Casts on 5 Double the movement of a friendly unit within 18" of the caster.

Solar Flare: Casts on 8. Pick a point on the battlefield within 10" of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.

Sparkling Light: Casts on 5. Pick an enemy unit within 18", you can reroll missile weapon attacks against that unit until your next hero phase.

Heavenly Blessing: Casts on 6. Give Ethereal to a friendly unit within 18"

Total Darkness: Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities

Protection of Hysh: Casts on 8. Give a friendly unit wholly within 9" 5+ FNP. Doesn't stack with Teclis'.

 

LORE OF THE MOUNTAINS

Relentless Calm: Casts on 4. Unit wholly within 18' doesn't have to take BS tests.

Paralyzing Dizziness: Casts on 6. Pick an an enemy unit within 18" of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge (?) move. If the roll is higher than the unit's bravery, it cannot make that move. 

Voice of the Mountains: Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.

Living Divide: Casts on 6. Draw a 1mm line to a point 9" from the caster, on a 2+ deal D3 MWs to a unit that lines passes over

Bury: Casts on 7. Pick an enemy model within 18" and visible to the caster. Roll a dice, if the result is higher than the model's Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead. 

Stone Attack: Casts on 8. CHoose an enemy unit wholly within 24" and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit's save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of "-" count as 6 for this rule.

 

GRAND NATIONS

ZAITREC

-First cast, unbind, or dispel each hero phase gets +1 and each wizard knows an additional spell
-Command Trait: Can dispel 1 additional spel and can use the first dispell roll for the second
-
Artefact: 6+ shrug for MWs, +2 if Teclis is on the battlefield
-
Overwhelming Heat: Casts on 7. Enemy unit within 24" has halved movement, and if you roll a die and its equal to or higher than their save, they take D3

 

ILIATHA

-Connected Souls: +2 Bravery
-Acting with Courage: After a unit uses a command ability, you can choose a friendly unit within 3" of that one. If you do, that unit can also use that command ability without spending a CP. once per phase.
-
Command Ability: Used in shooting or comat ph ase. Pick a friendly unit with at least 2 models, they can RR 1s to hit.
-Artefact: When the bearer dies, roll a dice. on a 4+ heal them back to full. 

(No mandatory command trait)

SYAR

-Units start with 2 Aetherquartz instead of 1
-Command Ability: Friendly unit wholly within 18" of a hero can use 1 of its Aetherquartz
-Command Trait: Choose 1 enemy hero within 6" of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero
-Artefact: Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail.

 

YMETRICA

-Ignore up to -2 Rend for units in Mountain Stance, instead of -1
-Command Ability: End of combat phase, can use Tectonic Force again against another enemy unit within 1"
-Command Trait: When you pick this guy to fight, instead of fighting you can pick an enemy unti within 1" and deal D3 MW on a 2+.
-Artefact: +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore


 

Edited by relic456
Added Scinari Cathallar and Alarith Spirit of the Mountain
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Double the movement spell? Cavalry builds here I come !

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Interestingly enough, lots of "wholly within" even for abilities targeting enemy units. 

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Posted (edited)
43 minutes ago, relic456 said:

 Okay here we go. I don't know German and I did this just with Google Translate so I'm sure there are some errors and the formatting is pretty sloppy but you get the gist. If something isn't clear let me know and I'll see if I can clarify.

  Reveal hidden contents

UNITS

Vanari Wardens (120 for 10, max 30)

-Start of combat, unit champion does D3 MW to enemy unit within 3" on a 2+
-6s to hit do a MW instead
-If you attack something that's already attacked this turn, you get +1 wound and +1 rend
-Spell: MWs on 5+ instead of 6

Alarith Spirit of the Mountain (340)

-Missing the warscroll, if you have it send it to me

Alarith Stonemage (130)

-At the start of the combat phase, you can say this model takes the Stonemage Stance. If you do, this model and ALARITH STONEGUARD units within 12" cannot pile in and gain +1 Rend. 
-Gravitational Diversion: Casts on 5. Caster can fly until next hero phase. 1 enemy unit within 18" takes 1 MW, can't fly, and has halved movement until next hero phase. 

Scinari Cathallar (140)

-Missing the warscroll, if you have it send it to me

Light of Eltharion (220)

-Pick 1 enemy Hero within 3" of this model at the start of the combat phase. Add 1 to the Damage of the Celennari-Klinge for attacks against that hero
-+1 to wound with Krallenschwert des Eltharion if he charged. Also unmodified 6s to hit deal 1 MW in addition. 
- In the shooting phase, choose an enemy unit within 18" and roll a dice. 1, nothing happens; 2-4, deal D3 MWs; 5+ deal D6 MWs
-Ignore save modifiers and half damage from ranged and melee attacks.
-Ignore negative hit modifiers. Unmodified hits of 6 deal two hits.
-Command Ability: Friendly units wholly within 24" of this model have bravery 10.

Teclis (660)

-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it's auto cast at 12 but can be unbound. If 3 or 4, it's auto cast at 10 and can be unbound.
-Celennars Aura: +1 to cast, dispel, and unbind
-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase
-Friendly units in Celennar's aura ignore spells on a 4+ and an enemy within 18" takes D3 MW.
-Spell 1: 10 to cast. 5+ FNP within 18", can't be cast same turn as Hysh Protection.
-Spell 2: 10 to cast. Roll a dice for each enemy unit within 18" and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW

Avalenor (360)

-If this model doesn't pile in (or charge?), +1 Attack
-6s to hit with hammer do 1 MW in addition
-At the end of your hero phase, pick a Hero within 6". If that Hero is still within 6" at the start of your next hero phase, it can use a command ability without costing a CP
- -1 to hit for enemies within Hysh Watcher aura
-Treat this model as having suffered 0 wounds if within 12" of a Stonemage
-CA: Choose D3 Alarith-Aelf units wholly within 24". +1 Attack, can't benefit from this and Faith of the Mountains in the same phase.

Alarith Stoneguard (100 for 5, max 15)

-Standard Bearer: RR BS tests
-Unmodified 6 to hit with regular weapons deal 1 extra Damage
-Unmodified 6 to hit deal 1 MW instead
-RR hits with Stratumhammer

Vanari Sentinels (10 for 140, max 20)

-Can pick an enemy unit within 30" of the unit champion that isn't visibble, can attack as if they were visible with the long range profile.
-Two attack profiles 
-Unmodified 6+ to hit does 1 MW instead, 5+ with spell 
-Wizard if they have the unit champion and 5+ models

Dawnriders (130 for 5, max 20)

-Standard bearer lets you RR Battleshock tests
-Start of combat, can choose to either +1 Attack but only attack non-mounted units with 1 or 2 wounds, or add 2 but can only target unmounted units with a wound value of 1. 
-+1 wound and +1 rend on charge

 

BATTALIONS

Alarith-Temple (120)

-1xAvalenor or Alarith Spirit of the Mountain, 1xAlarith Stonemage, 1-3xAlarith Stoneguard

-STONEGUARD units wholly within 12" of a hero from the same ability can reroll saves but can only move (pile in?) 1"

Auralan-Legion (120)

-1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens

-Units within 3" of another unit in this battallion can RR saves of 1

Dawnrider-Lance (120)

-2-3xVanari Dawnriders

-RR 1s to hit on the charge

 

ALLEGIANCE ABILITIES

Aetherquartz Abilities

-+1 Save when chosen as an attack target
-+1 to hit when chosen to fight
-+1 or reroll cast
-Cast an extra spell

Absorb Despair

-Once per phase, a Cathallar wholly within 18" of a unit who uses an Aetherquartz can absorb it. If they do, don't reduce that units Bravery by 1 and instead choose an enemy unit within 18" of the Cathallar and reduce it's Bravery by 1 for the rest of the battle. An enemy unit can't be affected by this more than once per battle.

Superior Reactions

-When you pick a unit to fight, you can pick two and resolve them in any order (only works during the combat phase, not at start or end of combat phase)

 

LORE OF HYSH

Speed of Hysh: Casts on 5 Double the movement of a friendly unit within 18" of the caster.

Solar Flare: Casts on 8. Pick a point on the battlefield within 10" of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.

Sparkling Light: Casts on 5. Pick an enemy unit within 18", you can reroll missile weapon attacks against that unit until your next hero phase.

Heavenly Blessing: Casts on 6. Give Ethereal to a friendly unit within 18"

Total Darkness: Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities

Protection of Hysh: Casts on 8. Give a friendly unit wholly within 9" 5+ FNP. Doesn't stack with Teclis'.

 

LORE OF THE MOUNTAINS

Relentless Calm: Casts on 4. Unit wholly within 18' doesn't have to take BS tests.

Paralyzing Dizziness: Casts on 6. Pick an an enemy unit within 18" of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge (?) move. If the roll is higher than the unit's bravery, it cannot make that move. 

Voice of the Mountains: Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.

Living Divide: Casts on 6. Draw a 1mm line to a point 9" from the caster, on a 2+ deal D3 MWs to a unit that lines passes over

Bury: Casts on 7. Pick an enemy model within 18" and visible to the caster. Roll a dice, if the result is higher than the model's Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead. 

Stone Attack: Casts on 8. CHoose an enemy unit wholly within 24" and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit's save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of "-" count as 6 for this rule.

 

GRAND NATIONS

ZAITREC

-First cast, unbind, or dispel each hero phase gets +1 and each wizard knows an additional spell
-Command Trait: Can dispel 1 additional spel and can use the first dispell roll for the second
-
Artefact: 6+ shrug for MWs, +2 if Teclis is on the battlefield
-
Overwhelming Heat: Casts on 7. Enemy unit within 24" has halved movement, and if you roll a die and its equal to or higher than their save, they take D3

 

ILIATHA

-Connected Souls: +2 Bravery
-Acting with Courage: After a unit uses a command ability, you can choose a friendly unit within 3" of that one. If you do, that unit can also use that command ability without spending a CP. once per phase.
-
Command Ability: Used in shooting or comat ph ase. Pick a friendly unit with at least 2 models, they can RR 1s to hit.
-Artefact: When the bearer dies, roll a dice. on a 4+ heal them back to full. 

(No mandatory command trait)

SYAR

-Units start with 2 Aetherquartz instead of 1
-Command Ability: Friendly unit wholly within 18" of a hero can use 1 of its Aetherquartz
-Command Trait: Choose 1 enemy hero within 6" of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero
-Artefact: Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail.

 

YMETRICA

-Ignore up to -2 Rend for units in Mountain Stance, instead of -1
-Command Ability: End of combat phase, can use Tectonic Force again against another enemy unit within 1"
-Command Trait: When you pick this guy to fight, instead of fighting you can pick an enemy unti within 1" and deal D3 MW on a 2+.
-Artefact: +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore


 

The Scinari and mountain cow is posted on the previous page.

Also I think you got the Wardens wrong, they get +1 to wound and rend when they attack something that charged the same turn, not if it has already fought. Angriffsbewegung means charge move.

Edited by Falkman

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Posted (edited)
6 minutes ago, Falkman said:

The Scinari and mountain cow is posted on the previous page.

Also I think you got the wardens wrong, they get +1 to wound and rend when they attack something that charged the same turn, not of it has already fought. Angriffsbewegung means charge move.

Awesome thank you! Angriffsbewegung kept coming up as "combat move" so I didn't know if it was charge or pile in. I edited a couple other instances where that came up.

Edited by relic456

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Anyone got what the aetherquartz abilities are?

 

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Just now, carnith said:

Anyone got what the aetherquartz abilities are?

 

Check my post a little farther up, they're under the spoiler tag.

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By the looks of it, Lumineth have nothing outrageously powerful at first glance, which is a good sign, but still a very strong potential. I was expecting Teclis to be better in combat and tougher.

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So Archers just seem so so? What can be used to help them do more?

 

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Just now, carnith said:

So Archers just seem so so? What can be used to help them do more?

 

That close range profile is pretty sweet. I haven't run them through mathhammer yet though. They can shoot without having LoS if they have their unit champion and use the long range profile which is kinda cool. Extra attacks from the Cows, and can reroll hits with spells.

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1 minute ago, carnith said:

So Archers just seem so so? What can be used to help them do more?

 

I mean, when they get the spell off, they're averaging 3 mortal wounds at 30 inches ignoring LOS, so they seem pretty solid to me.

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2 minutes ago, carnith said:

So Archers just seem so so? What can be used to help them do more?

 

Keeping the enemy far away. Sentinels looks like a unit designed to annoy the enemy over the course of the game. 30" no-LoS shooting. Casting the empower spell to cause some extra Mortal Wounds and thats it I think. 

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Just now, relic456 said:

That close range profile is pretty sweet. I haven't run them through mathhammer yet though. They can shoot without having LoS if they have their unit champion and use the long range profile which is kinda cool. Extra attacks from the Cows, and can reroll hits with spells.

Cow only affects Stoneguard. 

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1 minute ago, chosen_of_khaine said:

I mean, when they get the spell off, they're averaging 3 mortal wounds at 30 inches ignoring LOS, so they seem pretty solid to me.

I think one of the spells lets all shooting attacking the target unit get rerolls

 

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 stoneguard build look so dumb like petrifex is:

 11.2 point (with bataillon) 10wound  save at 3 reroll with batallion negate rend -2with good cities 

-1 to hit with the cow

fnp at 5 if you cast your spell

add -1 to hit and + 1 to save if they are on sanctum of amyntuk

 

they have save at 2 u can reroll negate rend -2 and u have -2 to hit hf to deal with

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I was hoping to see the page with Vanari / Alarith specific rules, like Shining Company, Enduring as Rock, and Tectonic Force, mostly to see if Enduring as Rock indeed has no downside or any reason not to use it every single turn...

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30 minutes ago, chosen_of_khaine said:

I was hoping to see the page with Vanari / Alarith specific rules, like Shining Company, Enduring as Rock, and Tectonic Force, mostly to see if Enduring as Rock indeed has no downside or any reason not to use it every single turn...

Yeah likewise. Well have to wait for more leaks since it looks like the original poster has taken everything down now.

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