The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Immobilizer-418 series
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Ships, Vehicles, Equipment, and Tech -> Immobilizer-418 series Goto page 1, 2, 3, 4, 5, 6, 7  Next
View previous topic :: View next topic  
Author Message
wildfire
Lieutenant Commander
Lieutenant Commander


Joined: 19 Feb 2006
Posts: 234
Location: Scotland

PostPosted: Wed Feb 19, 2014 1:59 pm    Post subject: Immobilizer-418 series Reply with quote

Been working on some stats for a series of ships based off the Immobilizer-418 hull. The origin for the idea is from a website I found 15 odd years ago Pegasus Base, it has long since vanished web though.

Some slight changes from cannon mainly I'm using a change to the scaling system suggested by crmcneill with a few changes.

The fluff is tweaked to fit my home campaign setting but is easily ignored.

Ship prices are based on the construction system by Fallon Kell with tweaks made to he weapon construction system from atgxtg as well.

Will be posting them up over the next week or so but to start with the base hull and beginning fluff.



Immobilizer-418 series

Starting with the Vindicator class heavy cruisers hull Sienar Fleet Systems adapted it's design for use with the reintroduced Imperial Artificial Gravity Well Emulation Generators. Design work started approximately three years before the Battle of Yavin. With the design entering service a year later.

The in house design designation used by SFS was Immobilizer 418 though when it entered in to service it was assigned the name Interdictor after its main role.

After Kuat Drive Yards claiming that the design has combat weakness due to the lack of weapons and carried fighters produced their own version based up on a Star Destroyer, seeing potential sales slipping away the design board looked for other uses for the basic hull to maximize profits, much as they had done to create the Immobilizer 418 hull.

As time passed the name Interdictor would become synonymous with the Immobilizer 418 hull form even eclipsing its originator the Vindicator class heavy cruiser. The series currently has hulls capable of everything from reconnaissance and fleet resupply, to escort and carrier, to interdiction and patrol missions.

The shipyard at Jarkhan in the Farstay sector is the central design hub for modifications and new variants based on the basic Immobilizer 418 hull.
In it's basic form the 418 hull is a 600m long wedge that resembles a small Star Destroyer. It's relatively inexpensive basic hull combined with its appearance and versatility makes it a favorite with bureaucrats that control the Empire's budget. However due to its small size and resemblance to a Star Destroyer, the Imperial Navy High Command does not favor the design and has hot been receptive to 418 series and the many variants.

It must be noted however that the 418 series has had favorable reviews by captains and crews and its service record is excellent. Listed below are several of the most common variants, several one off and experimental testbed designs also exist but are not in commonly encountered.

Craft: Basic 418-series ship characteristics
Type: Multi purpose hull type
Scale: Starship
Length: 600m
Skill: Capital Ship Piloting; SFS 418-series
Cost: 9,000,000 base cost
Crew: (varies) Skeleton: 1000/+10
Passengers: Varies
Cargo Capacity: 5,500 tons (base)
Consumables: 1.2 years
Hyperdrive Multiplier: x2
Hyper Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Atmosphere: None
Hull: 5D
Shields: 3D
Sensors:
Passive: 30/1D
Scan: 80/1D
Search: 160/3D
Focus: 5/4D

Weapons
20 Quad Laser Cannons
Scale: Starfighter
Fire arc: 10 Front, 5 Left, 5 Right
Crew: 1
Skill: Starship Gunnery
Fire control: 2D
Range: 1-3/12/25
Atmosphere: 2-6/24/50km
Damage: 4D

Small craft
24 TIEs
4 shuttles


Last edited by wildfire on Thu Feb 20, 2014 9:38 am; edited 1 time in total
Back to top
View user's profile Send private message
wildfire
Lieutenant Commander
Lieutenant Commander


Joined: 19 Feb 2006
Posts: 234
Location: Scotland

PostPosted: Wed Feb 19, 2014 2:01 pm    Post subject: Reply with quote

SFS Interdictor Cruiser

The Interdictor-class of cruisers are the first standard production ship to include the artificial gravity well technology. They carry four generators in spherical structures that extend above and below the main plane of the hull, each of which is capable of directing it's effects in any direction. While the true nature of the mass shadow simulators is an Imperial secret, it is no secret that these ships are used to blockade criminals and pirates. Because of the great expense of these ships, they are relatively uncommon, with a typical sector being afforded only a half dozen of these ships at the most. Often, they are not assigned to any one line on a standard basis, but are rather pooled at the sector and regional level for special operations and to defend space stations and star docks from surprise to attack.

In addition to the gravity well generators, Interdictors are sufficiently armed to defend themselves with twenty anti-ship laser batteries and two squadrons of TIEs. These weapons for self-defense only, and Interdictors are typically assigned at least one frigate to act as "bodyguards".

Craft: Sienar Fleet Systems' Interdictor Cruiser
Type: Hyperspace interdiction cruiser
Scale: Starship
Length: 600m
Skill: Capital Ship Piloting; SFS 418-series
Cost: 26,500,000
Crew: 2784, Gunners: 60, Skeleton: 1000/+10
Passengers: 80
Cargo Capacity: 5,500 tons
Consumables: 1.2 years
Hyperdrive Multiplier: x2
Hyper Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Atmosphere: None
Hull: 5D
Shields: 3D
Sensors:
Passive: 30/1D
Scan: 80/1D
Search: 160/3D
Focus: 5/4D

Weapons
20 Quad Laser Cannons
Scale: Starfighter
Fire arc: 10 Front, 5 Left, 5 Right
Crew: 1
Skill: Starship Gunnery
Fire control: 2D
Range: 1-3/12/25
Atmosphere: 2-6/24/50km
Damage: 4D
4 Gravity Well Generators
Scale: Capital
Fire arc: Turret
Crew: 20
Skill: Capital Ship Gunnery
Fire control: 6D
Range: 1-5/75/150
Damage: Prevents hyperdrive engagement.


Small craft
24 TIEs
4 shuttles


Last edited by wildfire on Thu Feb 20, 2014 9:40 am; edited 2 times in total
Back to top
View user's profile Send private message
wildfire
Lieutenant Commander
Lieutenant Commander


Joined: 19 Feb 2006
Posts: 234
Location: Scotland

PostPosted: Wed Feb 19, 2014 2:05 pm    Post subject: Reply with quote

SFS Interdictor Cruiser, MkIc

Just before the Battle of Yavin, SFS released an improved version of the Interdictor. In response to concerns from Imperial customs about the need for an escort to disable fleeing suspects, this variants adds ion cannon batteries and a tractor beam replicating a field refit used by the Interdictor's assigned to Imperial Customs. These ships add a heavy duty tractor beam emitter, a pair of ion cannons without the loss of any quad laser cannons as seen in the field refits.


Craft: Sienar Fleet Systems' Interdictor Cruiser, MkIc
Type: Hyperspace interdiction cruiser
Scale: Starship
Length: 600m
Skill: Capital Ship Piloting; SFS 418-series
Cost: 29,000,000
Crew: 2784, Gunners: 60, Skeleton: 1000/+10
Passengers: 80
Cargo Capacity: 5,500 tons
Consumables: 1.2 years
Hyperdrive Multiplier: x2
Hyper Backup: x8
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6
Atmosphere: None
Hull: 5D+2
Shields: 3D
Sensors:
Passive: 30/1D
Scan: 80/1D
Search: 160/3D
Focus: 5/4D

Weapons
20 Quad Laser Cannons
Scale: Starfighter
Fire arc: 10 Front, 5 Left, 5 Right
Crew: 1
Skill: Starship Gunnery
Fire control: 2D
Range: 1-3/12/25
Atmosphere: 2-6/24/50km
Damage: 4D
4 Gravity Well Generators
Scale: Capital
Fire arc: Turret
Crew: 20
Skill: Capital Ship Gunnery
Fire control: 6D
Range: 1-5/75/150
Damage: Prevents hyperdrive engagement.
2 Ion Cannon Batteries
Scale: Starship
Fire arc: Front/Left, Front/Right
Crew: 2
Skill: Capital Ship Gunnery
Fire control: 3D
Range: 1-10/25/50
Atmosphere: 2-20/50/100km
Damage: 3D Ion
Tractor Beam Emitter
Scale: Starship
Fire arc: Left/Front/Right (ventral)
Crew: 2
Skill: Capital Ship Gunnery
Fire control: 2D+2
Range: 1-5/15/30
Atmosphere: 2-10/30/60km
Damage: 4D



Small craft
24 TIEs
4 shuttles


Last edited by wildfire on Thu Feb 20, 2014 6:16 pm; edited 3 times in total
Back to top
View user's profile Send private message
wildfire
Lieutenant Commander
Lieutenant Commander


Joined: 19 Feb 2006
Posts: 234
Location: Scotland

PostPosted: Wed Feb 19, 2014 2:07 pm    Post subject: Reply with quote

SFS Interdictor Cruiser, MkII

Just after the Battle of Yavin, SFS released a second improved version of the Interdictor MkIIc. This keeps the additional the heavy duty tractor beam emitter, and pair of ion cannons while adding a battery of four turbolaser cannons to help deal with larger vessels that are caught by their grav wells. A class one hyperdrive was also added. Well liked by Imperial Customs, they are also well liked by regular Naval forces when they are dealing with Rebel forces. Though and escort frigate is still required in case of overwhelming forces are encountered.

Craft: Sienar Fleet Systems' Interdictor Cruiser, MkII
Type: Hyperspace interdiction cruiser
Scale: Starship
Length: 600m
Skill: Capital Ship Piloting; SFS 418-series
Cost: 34,500,000
Crew: 2784, Gunners: 60, Skeleton: 1000/+10
Passengers: 80
Cargo Capacity: 5,500 tons
Consumables: 1.2 years
Hyperdrive Multiplier: x1
Hyper Backup: x8
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6
Atmosphere: None
Hull: 5D+2
Shields: 3D
Sensors:
Passive: 30/1D
Scan: 80/1D
Search: 160/3D
Focus: 5/4D

Weapons
20 Quad Laser Cannons
Scale: Starfighter
Fire arc: 10 Front, 5 Left, 5 Right
Crew: 1
Skill: Starship Gunnery
Fire control: 2D
Range: 1-3/12/25
Atmosphere: 2-6/24/50km
Damage: 4D
4 Gravity Well Generators
Scale: Capital
Fire arc: Turret
Crew: 20
Skill: Capital Ship Gunnery
Fire control: 6D
Range: 1-5/75/150
Damage: Prevents hyperdrive engagement.
2 Ion Cannon Batteries
Scale: Starship
Fire arc: Front/Left, Front/Right
Crew: 2
Skill: Capital Ship Gunnery
Fire control: 3D
Range: 1-10/25/50
Atmosphere: 2-20/50/100km
Damage: 3D Ion
Tractor Beam Emitter
Scale: Starship
Fire arc: Left/Front/Right (ventral)
Crew: 2
Skill: Capital Ship Gunnery
Fire control: 2D+2
Range: 1-5/15/30
Atmosphere: 2-10/30/60km
Damage: 4D
4 Turbolaser Cannons
Scale: Capital
Fire arc: 2 Front, 1 Left, 1 Right
Crew: 1
Skill: Capital Ship Gunnery
Fire control: 4D
Range: 3-15/35/75
Atmosphere: 6-30/70/150km
Damage: 3D


Small craft
24 TIEs
4 shuttles


Last edited by wildfire on Thu Feb 20, 2014 6:16 pm; edited 2 times in total
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16232
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Feb 20, 2014 12:55 am    Post subject: Reply with quote

Interesting. Have you considered adding any other Vindicator-derived ships as well? There are quite a few EU and homebrew Interdictor variants that have come up over the years.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
wildfire
Lieutenant Commander
Lieutenant Commander


Joined: 19 Feb 2006
Posts: 234
Location: Scotland

PostPosted: Thu Feb 20, 2014 4:40 am    Post subject: Reply with quote

I have a series of ships will be posting them as I get the fluff and stats tweaked over the next week with luck.

It covers troop transports, protected cargo vessels, light cruisers and a carrier.
Back to top
View user's profile Send private message
Panzerjedi
Lieutenant Commander
Lieutenant Commander


Joined: 25 Aug 2013
Posts: 232

PostPosted: Thu Feb 20, 2014 7:53 am    Post subject: Reply with quote

I don't like C's scaling system that's my only real complaint... the original system works just fine for me.... (No offense C)... other wise may use if presented in a format I can use in
_________________
The Empire: We'z Ownz ALL yer'z Star Destoyerz!!!
Back to top
View user's profile Send private message
wildfire
Lieutenant Commander
Lieutenant Commander


Joined: 19 Feb 2006
Posts: 234
Location: Scotland

PostPosted: Thu Feb 20, 2014 7:58 am    Post subject: Reply with quote

SFS Dictator Cruiser

The Dictator design was originally designed by Sienar Fleet Systems when they received advanced information of an up coming requirement for the Imperial Navy, that of a fast flanking and escort vessel. Kuat Drive Yards were also tipped off and produced the Aegis-class star cruiser. The Dictator lost out to the Aegis and was never build in large numbers prior to the Battle of Yavin.

Heavily armed, the Dictator is equipped with twenty anti-ship quad lasers, twenty turbolasers, and four ion cannons and four tractor beam emitters, along with hanger space for a fighter group of TIEs. While not as heavily armed and armored as a Star Destroyer, it is more than capable of dealing with smaller cruisers, frigates and corvettes, and has seen much of it's action with anti-pirate and anti-smuggling task forces, often in conjunction with it's sister, the Interdictor.

Craft: Sienar Fleet Systems' Dictator Cruiser
Type: Medium cruiser
Scale: Starship
Length: 600m
Skill: Capital Ship Piloting; SFS 418-series
Cost: 11,500,000
Crew: 3011, Gunners: 54, Skeleton: 1000/+10
Passengers: 300
Cargo Capacity: 10,000 tons
Consumables: 1.2 years
Hyperdrive Multiplier: x2
Hyper Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Atmosphere: None
Hull: 5D
Shields: 3D
Sensors:
Passive: 30/1D
Scan: 80/1D
Search: 160/3D
Focus: 5/4D

Weapons
20 Quad Laser Cannons
Scale: Starfighter
Fire arc: 8 Front, 5 Left, 5 Right, 2 Back
Crew: 1
Skill: Starship Gunnery
Fire control: 2D
Range: 1-3/12/25
Atmosphere: 2-6/24/50km
Damage: 4D

4 Ion Cannon Batteries
Scale: Starship
Fire arc: 2 Front, 1 Left, 1 Right
Crew: 2
Skill: Capital Ship Gunnery
Fire control: 3D
Range: 1-10/25/50
Atmosphere: 2-20/50/100km
Damage: 3D Ion
4 Tractor Beam Emitter
Scale: Starship
Fire arc: 2 Front, 1 Left, 1 Right
Crew: 2
Skill: Capital Ship Gunnery
Fire control: 2D+2
Range: 1-5/15/30
Atmosphere: 2-10/30/60km
Damage: 4D

20 Turbolaser Cannons
Scale: Capital
Fire arc: 6 Front, 6 Left, 6 Right, 2 Back
Crew: 1
Skill: Capital Ship Gunnery
Fire control: 4D
Range: 3-15/35/75
Atmosphere: 6-30/70/150km
Damage: 3D

Small craft
24 TIEs
4 shuttles


Last edited by wildfire on Thu Feb 20, 2014 9:44 am; edited 1 time in total
Back to top
View user's profile Send private message
wildfire
Lieutenant Commander
Lieutenant Commander


Joined: 19 Feb 2006
Posts: 234
Location: Scotland

PostPosted: Thu Feb 20, 2014 8:00 am    Post subject: Reply with quote

After the Battle of Yavin, SFS released an improved version applying the same upgrades as the Interdictor MkII with improvements to maneuverability, an additional two ion batteries and a class one hyperdrive.


Craft: Sienar Fleet Systems' Dictator Cruiser MkII
Type: Medium cruiser
Scale: Starship
Length: 600m
Skill: Capital Ship Piloting; SFS 418-series
Cost: 14,500,000
Crew: 3011, Gunners: 54, Skeleton: 1000/+10
Passengers: 300
Cargo Capacity: 10,000 tons
Consumables: 1.2 years
Hyperdrive Multiplier: x1
Hyper Backup: x8
Nav Computer: Yes
Maneuverability: 1D+1
Space: 6
Atmosphere: None
Hull: 5D+2
Shields: 3D
Sensors:
Passive: 30/1D
Scan: 80/1D
Search: 160/3D
Focus: 5/4D

Weapons
20 Quad Laser Cannons
Scale: Starfighter
Fire arc: 8 Front, 5 Left, 5 Right, 2 Back
Crew: 1
Skill: Starship Gunnery
Fire control: 2D
Range: 1-3/12/25
Atmosphere: 2-6/24/50km
Damage: 4D

6 Ion Cannon Batteries
Scale: Starship
Fire arc: 2 Front, 1 Left, 1 Right, 2 Back
Crew: 2
Skill: Capital Ship Gunnery
Fire control: 3D
Range: 1-10/25/50
Atmosphere: 2-20/50/100km
Damage: 3D Ion

4 Tractor Beam Emitter
Scale: Starship
Fire arc: 2 Front, 1 Left, 1 Right
Crew: 2
Skill: Capital Ship Gunnery
Fire control: 2D+2
Range: 1-5/15/30
Atmosphere: 2-10/30/60km
Damage: 4D

20 Turbolaser Cannons
Scale: Capital
Fire arc: 6 Front, 6 Left, 6 Right, 2 Back
Crew: 1
Skill: Capital Ship Gunnery
Fire control: 4D
Range: 3-15/35/75
Atmosphere: 6-30/70/150km
Damage: 3D

Small craft
24 TIEs
4 shuttles


Last edited by wildfire on Thu Feb 20, 2014 6:18 pm; edited 3 times in total
Back to top
View user's profile Send private message
wildfire
Lieutenant Commander
Lieutenant Commander


Joined: 19 Feb 2006
Posts: 234
Location: Scotland

PostPosted: Thu Feb 20, 2014 8:04 am    Post subject: Reply with quote

Panzerjedi wrote:
I don't like C's scaling system that's my only real complaint... the original system works just fine for me.... (No offense C)... other wise may use if presented in a format I can use in


It's easy to ignore the scale system, anything other than Starfighter is capital scale.
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16232
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Feb 20, 2014 9:07 am    Post subject: Reply with quote

wildfire wrote:
I have a series of ships will be posting them as I get the fluff and stats tweaked over the next week with luck.

It covers troop transports, protected cargo vessels, light cruisers and a carrier.


That's cool. Looking forward to seeing what you have.

I'm wondering why you made the turbolasers on the Dictator class Capital Scale instead of Starship. The only ship I did that with in my scale system was the Alliance Assault Cruiser, and even then, they could only fire once every 3 rounds.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16232
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Feb 20, 2014 9:08 am    Post subject: Reply with quote

Panzerjedi wrote:
I don't like C's scaling system that's my only real complaint... the original system works just fine for me.... (No offense C)... other wise may use if presented in a format I can use in


LOL. If I were making money off of it, I might be offended. 'Round these parts, 'taint no big deal.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
RexMundiAbu
Sub-Lieutenant
Sub-Lieutenant


Joined: 17 Feb 2014
Posts: 66

PostPosted: Thu Feb 20, 2014 9:24 am    Post subject: Reply with quote

Great thread , I allways liked the 418 varients .

I remember years ago I came up with stats for loads of different versions of strike cruisers as they were said to be modular and able to be converted to a multitude of tasks - like a troop carrier , a fighter carrier , an interdictor , a cargo vessel etc.
Back to top
View user's profile Send private message
wildfire
Lieutenant Commander
Lieutenant Commander


Joined: 19 Feb 2006
Posts: 234
Location: Scotland

PostPosted: Thu Feb 20, 2014 9:47 am    Post subject: Reply with quote

crmcneill wrote:
wildfire wrote:
I have a series of ships will be posting them as I get the fluff and stats tweaked over the next week with luck.

It covers troop transports, protected cargo vessels, light cruisers and a carrier.


That's cool. Looking forward to seeing what you have.

I'm wondering why you made the turbolasers on the Dictator class Capital Scale instead of Starship. The only ship I did that with in my scale system was the Alliance Assault Cruiser, and even then, they could only fire once every 3 rounds.


Heavy punch to take out bigger ships, when you rip out four grav wells you have a lot of free power hence the larger turbolasers.
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16232
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Feb 20, 2014 9:57 am    Post subject: Reply with quote

A few of my concepts (no stats yet):

Interceptor-Class Pursuit Cruiser - Equipped with an advanced drive system (Speed 8 and x1/2 hyperdrive) and a single gravity well projector, this ship is designed to pursue and entrap fleeing targets. It tracks and plots their hyperspace course, then jumps to hyperspace to follow, passing the target vessel using its superior sped, then dropping out of hyperspace and deploying the gravity well projector in the target's path.

Subjugator-Class Bombard Cruiser - Gravity Well Projectors replaced with ordnance storage, and equipped with several missile and torpedo launch tube clusters. The ship is primarily deployed in support of Army operations on contested planets, using its ordnance fire power as orbital artillery.

Protector-Class Escort Carrier - Carries a full starfighter wing and is also equipped with a battle analysis computer and advanced comm-scan systems allowing it to enhance the coordination and effectiveness of starfighter groups.

Invader-Class Fast Carrier - Can transport up to a full Battlegroup and their equipment, plus the transport craft necessary to deploy them to a planet's surface.

Punisher-Class Strike Cruiser - Fitted with the same drives as the Interceptor, combined with troop transport and fire support capability. Used to make high-speed strikes against high-value targets.

Observer-Class Hyperspace Reconnaissance Cruiser

Obstructor-Class Hyperspace Weapons Cruiser - Mounts two Gravity Well Projectors, two Hyperspace Pulse-Mass Projectors, and a S-Web Flux Net Transceiver (see the Observer, above) for use as a hyperspace ambush weapon.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Thu Feb 20, 2014 10:00 am; edited 1 time in total
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Ships, Vehicles, Equipment, and Tech All times are GMT - 4 Hours
Goto page 1, 2, 3, 4, 5, 6, 7  Next
Page 1 of 7

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0