Modern & Futuristic Weapons




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  1. #1
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    Modern & Futuristic Weapons

    So this seems like a ~fairly~ uncommon topic with a modest underground following. Hopefully I can still garner some decent feedback for the weapons I've made so far.

    Setting: Pre-War Eberron.

    The year is 533 by the Galifar calendar of Eberron, before THE War and just after the observatories have been built. It is here, at this point in the Eberron Universe’s timeline, that I'm inserting the old AD&D "Tale of the Comet" mod.

    My intent is to plant the seeds of technology and technical mastery that will help explain the technical and artifice-emphasized magical themes and classes of Eberron. That way when 4e Eberron comes out I can run it with this campaign as interesting back-story and introduce firearms.

    Concept: Of course the old AD&D rules for the guns were completely outlandish and overpowered. In "Tale of the Comet" the guns were based off of the wizard’s once-a-day magic attacks (remember 15d6 fireballs, anyone? Imagine having a gun that would shoot 6 of them before needing to be reloaded! See the balance issue?)

    So, in an effort to keep damage output balanced I tried to keep the modern guns ~fairly~ simple, basing their damage off of existing weapons.

    This way, the only advantage modern weapons offer over their more archaic coutnerparts is their alternate firing modes...which I may or may not have done a good job on balancing.

    Additionally I wanted to lay the groundwork for future ‘gunfighter’ concepts, but instead of putting in the effort to create a new class and worrying about play testing and balance issues I decided to add a short set of weapon properties and feats to enable current classes to use ranged weapons effectively in close combat.


    Enjoy!

    Table of Contents:


    1. New Combat Action- Reload
    2. New Weapon Properties
    3. New Heroic Tier Feats
    4. Advanced Weapons

    5. Ammunition and Accessories
    Last edited by Sigurd13; Monday, 13th July, 2009 at 08:54 AM.

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    New Combat Action, Weapon Properties and Heroic Feats

    New Combat Action-

    1.) Reload: Minor Action
    You fully reload the weaponís ammunition.
    Effect: The reloaded advanced weapon may now be used normally.

    2.) Switch Ammo: Minor Action
    You load alternate ammo or equips an ammo attachment.
    Effect: The modified weapon now benefits from the special ammo's properties.

    3.) Reload Special Ammo: Free Action when Reloading
    You Reload with alternate ammo or equip a weapon attachment.
    Effect: The modified weapon now benefits from the special ammo's properties in addition to regaining its normal functions.


    Weapon Properties-

    Empty #: At the end of every round in which the weapon is fired, roll a 1d6. If you roll # or higher, you must Reload before you may use this weapon to attack again.

    CCT: Close Combat Tactics rated (see Close Combat Tactics feat below).

    Melee: Useable only when proficient with the weapon. This weapon counts as a melee weapon with a reach of 1 for the purpose of using attack powers containing the melee weapon keyword.

    Alt Fire[___]: Alternative Firing mode. Useable only when proficient with the weapon. Allows for the use of a specific alternative firing method as part of an attack action this round. After using an alternative firing mode a weapon is considered out of ammo and must be Reloaded before being used in any form of attack. Modes are listed below:

    _______Long Burst_______
    You switch the weapon to Long Burst mode and fire extra rounds.
    At-Will Weapon

    Minor Action Ranged weapon
    Effect:
    As part of an attack action that uses this weapon you may add an extra +1d6 to the damage roll if the attack hits. The decision to use this power must be made prior to knowing the outcome of the attack. If the attack targets more than one creature only the first target receives this bonus damage.
    You must Reload before you may use this weapon to attack again.
    Increase damage to +2d6 damage at 21st level.

    _______Spray_______
    You switch the weapon to Full Auto and concentrate a spray at your enemy.
    At-Will Weapon

    Standard Action Ranged weapon
    Primary Target:
    One creature
    Attack: Dexterity vs. AC
    Hit: [1w] damage. Make a Secondary Attack.
    Increase damage to [2w] + Dexterity modifier at 21st level.
    Secondary Target: Each creature adjacent to the primary target with which you have line of effect. Rules for cover apply normally.
    Secondary Attack: Dexterity vs. AC
    Hit: Half damage.
    Effect: You must Reload before you may use this weapon to attack again.
    Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

    _______Burst_______
    You launch an explosive projectile from the weapon.
    At-Will Weapon

    Standard Action Area burst # within Ranged weapon
    Attack:
    Dexterity vs. Reflex
    Hit: [1w] + Dexterity modifier damage.
    Increase damage to [2w] + Dexterity modifier at 21st level.
    Effect: You must Reload before you may use this weapon to attack again.
    Special:
    This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

    _______Blast_______
    You discharge a blast from the weapon.
    At-Will Weapon

    Standard Action Close blast #
    Attack:
    Dexterity vs. AC
    Hit: [1w] + Dexterity modifier damage.
    Increase damage to [2w] + Dexterity modifier at 21st level.
    Effect: You must Reload before you may use this weapon to attack again.
    Special:
    This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

    _______Beam_______
    You hold the trigger and the weapon fires a continuous beam of energy.
    At-Will Weapon

    Standard Action Area wall # within Ranged weapon
    Target: Each
    creature in the wall
    Attack: Dexterity vs. AC
    Hit: [1w] + Dexterity damage.
    Increase damage to [2w] + Dexterity modifier at 21st level.
    Effect: You must Reload before you may use this weapon to attack again.
    Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
    Note: The origin square for this attack is the same as the attacker's square, as if it were a ranged attack. Rules for cover apply normally.

    _______Taze_______
    Your weapon discharges electricity, dazing the target.
    At-Will Weapon

    Standard Action Melee weapon
    Attack:
    Strength vs. Fortitude
    Hit: Half[1w] damage and the target is immobilized until the end of your next turn. If target is already immobilized, target is dazed instead. If target is already dazed, target goes unconscious (save ends).
    Increase damage to [1w] at 21st level.
    Effect: You must Reload before you may use this weapon to attack again.



    Weapon Feats-
    *Note: A single advanced weapon may be chosen when taking the Weapon Proficiency feat.

    Advanced Weapons Training:
    Benefit: You gain proficiency in an advanced weapon group of your choice (Small Arms, Long Arms, Heavy Arms, Artillery or Advanced Melee).

    Close Combat Tactics:
    Benefit: You may use this weapon in melee combat without provoking opportunity attacks. You provoke all other opportunity attacks normally.

    Point Blank Shot:
    Benefit: Anytime you could normally make an opportunity attack you may make a ranged basic attack using an Advanced Weapon instead of a melee basic attack. This attack does not provoke opportunity attacks.

    Ranged Training:
    Benefit: Choose an ability other than Dexterity. When you make a ranged basic attack using a weapon you are proficient with, you can use that ability instead of Dexterity for the attack roll and the damage roll.
    Last edited by Sigurd13; Monday, 13th July, 2009 at 12:07 PM. Reason: Changed effect of Taze

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    Ranged Weapons - Small Arms

    ADVANCED WEAPONS
    Note: Price and Weight are fairly irrelevant, those can always be adjusted to fit the campaign setting.


    Small Arms - (One Handed)


    Pistol - Standard semi-automatic sidearm

    LeMat Special - This semi-automatic weapon has an extra barrel containing a single shell round. Alt Fire[Blast 2] uses 2d4 weapon damage.

    Machine Pistol - Hand held submachine gun with a wide array of firing settings.

    Neutron Pistol - Hand held blaster weapon fires a calibrated sequence of ionized particles.

    Sawed Off Shotgun - Large semi-automatic weapon firing large fragmentation shells with a shortened barrel.

    Laser Pistol - Hand held laser weapon fires a precise beam of electromagnetic energy.


    Code:
    Weapon                  Prof.      Damage      Range    Price   Weight         Group          Ammo Type               Properties
    Pistol                         +3           1d6            5/10        25           2           Small Arms         Cartridge          Melee, Load Free, Off Hand, CCT
    LeMat's Special         +2        1d6/2d4        5/10        30           4          Small Arms          Cartridge         Alt Fire[Blast 2], Load Free, Melee, CCT, Off hand
    Machine Pistol           +2           1d6            5/10        40           5           Small Arms         Cartridge          Melee, Alt Fire[Spray, L.Burst], Load Free, Off Hand, CCT
    Neutron Pistol            +3           1d8            5/10        40          4           Small Arms      Fission Core        Melee, Alt Fire[L.Burst], Load Free, CCT
    Sawed Off Shotgun   +2            2d4            3/6          35          4           Small Arms            Shells             Alt Fire[Blast 2], Load Free, Melee, CCT
    Laser Pistol               +3           1d6            5/10         45          5           Small Arms            E-Cell             Melee, Alt Fire[Beam 3], Load Free, CCT
    Last edited by Sigurd13; Monday, 13th July, 2009 at 11:17 AM. Reason: Blaster Pistol became Neutron Pistol, Added Laser Pistol, changed table format

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    Ranged Weapons - Long Arms

    Long Arms - (Two handed)

    Rifle - Standard semi-automatic long range weapon

    Assault Rifle -Semi-automatic long range weapon with a wide array of firing settings.

    Sniper Rifle - Semi-automatic weapon with a scope for extreme long range targeting.

    Neutron Rifle - Long range blaster weapon fires a calibrated sequence of ionized particles.

    Shotgun - Semi-automatic weapon that fires large fragmentation shells.

    Laser Rifle - Long range laser weapon fires a precise beam of electromagnetic energy.

    Code:
    Weapon Prof. Damage Range Price Weight Group Ammo Type Properties Rifle +3 1d8 15/30 40 7 Long Arms Cartridge Load Free, High Crit, Small Assault Rifle +2 1d8 10/20 60 8 Long Arms Cartridge Melee, Alt Fire[L.Burst, Spray, Blast 2], Load Free, CCT Sniper Rifle +3 1d12 20/40 55 16 Long Arms Cartridge Load Free, High Crit, Brutal 2 Neutron Rifle +2 2d4 10/20 55 8 Long Arms Fission Core Alt Fire[L.Burst, Spray], Load Free, Small Shotgun +2 2d4 5/10 45 10 Long Arms Shells Melee, Alt Fire[Blast 2], Load Free, CCT Laser Rifle +2 1d8 10/20 55 8 Long Arms E-Cells Alt Fire[Beam 6], Load Free, Small
    Last edited by Sigurd13; Monday, 13th July, 2009 at 11:17 AM. Reason: reformated table, change name of blaster rifle, added laser rifle

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    Ranged Weapons - Heavy Arms

    Heavy Arms - (Two handed)

    Flamer - This heavy spray weapon deploys ignited flammable plasma from a canister. On any successful hit, the target also takes ongoing 5 fire (save ends).

    Chain Gun - This heavy automatic weapon rapidly fires huge volumes of rounds fed by a belt.

    Grenade Launcher - This heavy, large caliber weapon fires explosive shells and other types of ammunition.

    Laser Cannon - High powered laser weapon fires a wide beam of electromagnetic energy.

    Code:
    Weapon             Prof.   Damage    Range    Price   Weight    Group       Ammo Type      Properties
    Flamer              +2      2d6       3/6       65     60     Heavy Arms      Fuel        Melee, Alt Fire[Blast 2], Empty 6   
    Chain Gun           +2      2d6       5/10      75     50     Heavy Arms    Cartridge     Melee, Alt Fire[Spray], Empty 6   
    Grenade Launcher    +2      1d12      10/20     75     10     Heavy Arms    Explosive     Melee, Alt Fire[Burst 1], Load Free 
    Laser Cannon        +2      1d10      5/10      65     15     Heavy Arms     E-Cells      Melee, Alt Fire[Blast 2, Beam 8], Load Free
    Last edited by Sigurd13; Monday, 13th July, 2009 at 11:18 AM. Reason: reformatted table, added laser cannon, UPDATED GRENADE LAUNCHER

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    Melee Weapons

    MELEE WEAPONS

    --One Handed--

    Power Fists (pair) - A pair of mechanical gauntlets that augment wielder’s speed and striking power. The pair counts as wielding two weapons.

    Kinetic Sledge - A small, very light hammer containing internal mechanisms that stores kinetic energy and releases it upon striking.

    Glow Rod - Small mace or club that delivers an electrical charge. The electrical current can be set to stun enemies.

    Ripper (Chain dagger) - A small dagger sized blade lined with a chain set with extremely sharp serrated blades and powered by a powerful electric motor.

    Lacerator (Chain Sword) - A medium sized blade lined with a chain set with extremely sharp serrated blades and powered by a powerful electric motor.


    Code:
         Weapon              Prof.      Damage      Range    Price    Weight       Group            Properties  
    Power Fists (pair)    +3         1d8          -       20        4         Unarmed       Off Hand, High Crit, Brutal 1  
    Kinetic Sledge        +2         2d6          -       35        8         Hammer        Versatile, High Crit  
    Glow Rod              +2    2d4 Lightning     -       40        8          Mace         Versatile, Alt Fire [Taze], Load Free  
    Ripper                +3         1d10         -       50        5       Heavy Blade     Off Hand, Versatile, High Crit
    Lacerator             +2         1d12         -       60        6       Heavy Blade     Brutal 2, High Crit 
    --Two Handed--

    Chainsaw - Large flat blade lined with a chain set with extremely sharp serrated blades and powered by a large, combustion motor.

    Arc Fork - Long pole ending with two prongs carrying an electrical charge. The electrical current can be set to stun enemies.

    Code:
         Weapon          Prof.      Damage      Range    Price    Weight       Group              Properties  
    Chain Saw         +2         2d8          -       50        7       Heavy Blade      High Crit, Empty 6   
    Arc Fork          +2     2d4 Lightning    -       50        9     Polearm, Spear     Reach, Alt Fire [Taze], Load Free  
    --Vibro-Blades--

    Vibro-blades are masterwork weapons with a small subsonic generator inlaid in the hilt or handle. The blade is specially redesigned to acoustically amplify sound waves, often times made from materials with a high resonant acoustic integrity. The generator produces an extremely high frequency soundwave which is amplified during passage through the material of the weapon itself. The end result is a blade that vibrates at extremely high frequencies on a subatomic level- greatly enhancing the blade's cutting power.

    Virtually any non-advanced, slashing, melee blade can be modified to become a vibro-blade given the knowledge, skill, parts and tools to do so.

    The cost of modification is half the base weapon's market value + 360gp for additional resources, tools and materials. This cost is in addition to the market value of the weapon.

    Vibro-Blade Template:
    Prof: base weapon Proficiency +1
    Cost: 360gp + 150% base weapon market value ([market value x 1.5]+360gp)
    Properties: Gains High Crit. If base weapon is already High Crit, double bonus damage.
    Gains Brutal 1. If base weapon is already Brutal, add +1 to the Brutal Modifier.

    Examples:
    Code:
    Weapon                   Prof.    Damage    Range    Price    Weight      Group                    Properties
    Vibro-Execution Axe       +3       1d12       -       405       14         Axe               High Crit (2), Brutal 3
    Vibro-Dagger              +4       1d4       5/10     362        1      Light Blade          High Crit, Brutal 1, Off- hand, Light Thrown
    Flaming Vibro-Longsword   +4       1d8        -      1860        4      Heavy Blade          High Crit, Brutal 1, Versatile  
    Vibro-Double Sword        +4      1d8/1d8     -       420        9    Heavy, Light Blade     High Crit, Brutal 1, Defensive, Off Hand 
    Last edited by Sigurd13; Monday, 8th June, 2009 at 10:03 AM. Reason: Added arc fork, lacerator, reformatted tables, REMOVED LOAD FREE

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    Ammo concept

    Time flies when you have class! Finally all that's over with and I've had a chance to get my notes together and start working on the ammunition and accessories section.

    The Term "Ammunition:"
    I use 'Ammunition' loosely here to simply describe items that are added to a weapon to produce a new damage effect. These are divided into types based on the delivery method of the specific weapon system (cartridges, shells, E-Cells and Fission Cores).
    So while weapons with traditional projectiles can be 'modified' simply by using ammo with special properties, other weapons must be modified with special parts. However I assume that these are easily attached and detached and so takes the same amount of time to deal with as other ammo.


    Special Effect of Elemental Ammo:
    I've begun with special ammunition. The primary purpose is to allow these weapons to take advantage of vulnerabilities. Thus, I didn't add any damage or special conditions to the effects of the special ammo since it will already be doing some sort of extra damage against vulnerable foes.
    Also it seemed outrageously broken to allow the ammo to add status effects when most weapons can be fired indefinitely, not to mention most alternate firing modes hit multiple targets.

    Switching Ammo types:
    Two new combat mechanics cover this concept, written at the beginning of the thread and reproduced here;

    1.) Switch Ammo, Minor Action
    You load alternate ammo or equip an ammo attachment.
    Effect: The modified weapon now benefits from the special ammo's properties.

    2.) Reload Special Ammo, Free Action when Reloading
    You Reload with alternate ammo or equip an ammo attachment.
    Effect: The modified weapon now benefits from the special ammo's properties.

    Additionally, during a short or extended rest the character may choose what type of ammo to begin combat with.


    Missing Prices:
    If you notice, I didn't list prices as I'm not yet sure how to handle it. Most consumables start at about 50gp (though these are potions)... but then how much ammo do you get? If I start setting a cost for ammo per bullet, then we're back to counting munitions again. Gar! I'll work on that.

    Not all weapons can fire all damage types:
    The concept that only certain weapon types should only be able to fire certain damage types got stuck in my brain thematically as I was writing this section. I've been tenaciously trying to maintain a sense of 'realism' while conceptualizing these weapons and certain damage types just 'didn't make sense.' After all, how does a beam weapon shoot ice? Or a a regular, cartridged pistol shoot force?


    Obviously my grasp on the actual science is fuzzy at best, but I went with my instincts. I don't really foresee a balance issue with allowing all weapon types to fire all damage types, so if the 'feel' or setting of your game don't require my sense of 'realism'- then feel free to use this section as a template and allow force bullets or necrotic lasers or whatever. ^_^


    Enjoy! Next up is new explosives ammo and new fuels!
    Last edited by Sigurd13; Monday, 13th July, 2009 at 12:23 PM.

  8. #8
    Browsing through this, I really like what I see: you have a solid basis for something here, more so than any sci-fi 4e write-up I've read.

    Some suggestions...
    Quote Originally Posted by Sigurd13 View Post

    _______Taze_______
    Your weapon discharges electricity, dazing the target.
    At-Will Weapon

    Standard Action Melee weapon
    Attack:
    Strength vs. Fortitude
    Hit: Half[1w] damage and the target is dazed until the end of your next turn.
    Increase damage to [1w] + Strength modifier at 21st level.
    Effect: You must Reload before you may use this weapon to attack again.
    Special: If you daze a target in this way in 3 consecutive rounds, the target goes unconscious (save ends).
    Some change to make it flow a little better:
    Hit: Half[1w] damage and the target is slowed until the end of your next turn. If target is already slowed, target is dazed instead. If target is already dazed, target goes unconscious (save ends).

    Also, more things should expand the minor action to force the player to really think strategically with how they use their minor (or converting their move):

    *Guns that have high proficiency... instead of giving that high prof in the stat, leave it at +2 and give it a property.
    Careful Aim: Minor Action
    You gain a +1 power bonus to attack with this weapon for the first attack you make with it, before the end of your next turn.


    *Stabilizing... for Long Burst, Spray, or Burst add this: after use, receive a -2 to hit with this weapon until a minor action is used to stabilize.

    *Range Finding: Minor Action
    You increase the range of this weapon by 5 squares for the first attack you make with it, before the end of your next turn.


    *Aim Assist: Minor Action
    This weapon gains the Brutal 1 property for the first attack you make with it, before the end of your next turn.



    Instead of reloading for everything... put something like this in:
    Alt Fire Switch: Minor Action
    You swap this weapon into Alt Fire mode. If the Weapon is already in Alt Fire mode, the weapon switches into Nomal Fire mode. Alt Fire mode can only be used for basic attacks. You cannot use a weapon in Alt Fire mode with any Class' At-Will, Encounter, Utility or Daily powers.

    (This way it forces the player to use the weapon's powers or their own... unless they somehow have cool powers that allow them to use weapon's Alt Fire.)

    Also, some of the Weapon Properties are way powerful. Spray should be the only one that counts as a ranged basic. Spray can be buffed a little more: make the secondary attack autohit.

  9. #9
    Quick question: Why do some of the melee weapons like the Ripper have the "load free" property? That seems like a useless property as they don't have anything to load.

    Also, I'd be interested in seeing how you'd see Bolt weapons or Melta weapons working under your system.
    Last edited by illathid; Tuesday, 26th May, 2009 at 04:02 AM.

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    Ý Ignore blalien
    Overall I like. I appreciate the effort, and I might actually get an opportunity to playtest them at some point. I would get rid of the 1d6 after every attack. It drags down combat by a split second (that adds up over time) and only makes sense for rapid-fire weapons anyway. I think you're better off just keeping track of ammo, or ignoring it all together.

    I couldn't comment on the weapons themselves until I get a chance to use them. If you want to challenge yourself, though, design weapons for civilizations tens of thousands of years down the line. Like, a society so advanced that compared to them we're cavemen throwing rocks at each other. A few ideas are:
    *A device shaped like a paperclip you can wrap around your finger. Thought-activating the device causes a molecule-thin beam to emit from the end and penetrate any surface. Useful for cutting holes in walls and people, or for slicing a building in half like a katana in a bad anime.
    *Super-hot napalm that consumes anything, even metal
    *A device that creates a microscopic black hole that exists only for an instant. Like the Large Hadron Collider in the palm of your hand.
    *And of course, armor that protects you against any of this.
    I don't know, work with it if you feel like it. Believe it or not it would actually be useful for my campaign.

    Finally,
    Neutron Pistol - Hand held laser weapon fires a calibrated sequence of supercharged particles.
    Sorry, I had to laugh. Neutrons are not charged particles. Lasers are not charged either, and they only behave like particles when you know their precise position.

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