Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>THIS IS MY TIME TO SHINE
>Turn W
>9 AP stomp vinbero
>3W
>5AP punch restada
>sidestep 1N, drop smoke on self
Tue Apr 21, 2020 11:48 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Turn West
Move 1 West
Turn North
Move 3 North
Machinegun any infantry within range, cannon the Vinebro
If Vinebro dies before I can shoot it, reaction fire Restada or any other mechs that get within firing arc.
Wed Apr 22, 2020 4:06 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"Stutulto has HE rockets, watch out." > ♥♥♥♥. Was from the Trust, or an enemy transmission? Are they squawking that we're here? Actually. No damn way the Trust would just contact us in the current situation. That's the enemy, they're trying to blast through the jamming.
2N, fire on Stutulto, Turn E, 1E, Turn N, 1S. Burst laser the infantry, 100 energy into shields. Can I do that right now actually, or will that just bump into the shield cap and screw me?
Thu Apr 23, 2020 12:28 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> NN tE E tN N. Deora 4E 2N.
Sat Apr 25, 2020 7:40 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>3N. Fling a Backstop missile over the wall toward the Stultulo. N again. Reaction fire with SABRE (for armor) and electrolasers (for anything else) toward NE on anyone who advances through the gap.
Sat Apr 25, 2020 9:42 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
Ignoring the broadcast Thunder calls out a warning "Stutulto has HE rockets, watch out."
STOP on the other hand flicks his radio to broadcast and sends out a response "What is going on?! Respond!" Nothing happens for a few moments before suddenly you hear a series of detonations further into the district and then you get another message, this time free of static "I Repeat: Fhealltoirs this is Trust Operative Mylan. My location has been compromised, requesting immediate extraction." Before you get a chance to react your communication unit registers some sort of data packet and tags this Operative as a friendly, and you see your objectives feed update.
Debris: Tanks take +1 mobility to enter. Subsidence: Impassable to Tanks+Walkers, AGravs take +1 mobility to enter.
Orbital scans of this district appear to show it to be a militarised residential area with watchtowers spread across it, there is also a fortified military garrison at the eastern end.
- Destroy Eastern Anti-Orbital Weapons Emplacement. - Recover Trust Operative Mylan. - Leave District through Northern Exit.[Pre-requisite Incomplete]
[Deora Salvo in-air, on target for Location of Stultulo #1] ["Backstop" Missile in-air, on target for Stultulo #1]
HKU - Thunder
Tank - [Improved Sensor Relay] [Your sensors provide double the indirect fire spotting to hit bonus for allies, provides allies the blackbox to-hit bonus on any enemy you have visual on even if not in the same tile] - [Spotter Drone] [Provides vision in all tiles in a 9x9 grid centered on you. Allies using indirect fire on targets spotted by this do not receive any bonus from your sensors] - [Rail Overcharge] - [+1% pen/dam per additional point of EN spent on a shot, minimum extra EN spend 20. Generates 1 point "weapon heat" for each point of energy used to overcharge. If used with Penetrator/Frangible Ammo can shoot through structures, at cost of damage/penetration for each structure shot through] - [Counter Battery Sensors] - [Reveals the location of enemies using indirect fire aimed at any location within your Spotter Drones sight. You may attempt to fire at them with your Rail Overcharge, at a -20% to-hit penalty] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems 24MW Generator Capacitor: [126/150] Smoke Discharger - [Smoke] Ammo [3]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Cluster] [0 Heat] [Warped Rails: -5% to hit] - [180mm Penetrator] Ammo [7] [342/126] - [180mm Frangible] Ammo [13] [234/180] - [180mm Cluster] Ammo [9] [Five 108/54]
Spotter Drones #1 - Landed 20/40 HP (Range cut to a 5*5 grid) #2 - In-Air 40/40 HP
You... apparently that is someone from the Trust on the radio? Whatever, you just gun it and rounding the corner fire on the Stultulo. [180mm Railgun] 80+50-5-5:100 - 20 28 64 22 76 The shots slam into its shield and it shatters with a crack, before it can get a chance to fire back you quickly pull into the smoke that Fron dropped and lay into the Infantry that are in it. [AP Pulse Laser] 80+50-5-20-20/2:42 - 37901 1880 741975 91 67 Your shots take out a few, but it's hard to get a good shot through the smoke.Suddenly realization hits and you curse that you forgot to dump capacitor charge into your shield as you were travelling, you start to rectify that somewhat, but without a full reset you're stuck with the charge level you're at.
CrazyMLC - Crispr
Tank - [Low Profile] [enemies suffer -20% to hit you] - [Slat Armour] [50% chance to destroy inbound HEAT rounds] - [Dedicated Heatsinks] [Doubled armour heat decay rate] - [Chemical resistant plating] [Reduces armour damage taken from chemical weaponry by 40%, grants immunity to Corrosion Procs] - [Prototype Reactive Smartplate] [Non-penetrating hits from non-energy weapons deal 20% less damage to armour durability] - [EMP Emitter] [Fires a projectile that causes a stun to anything it hits, if the target has a sheild up it also deals 100 damage and a forced crack, 3 turn cooldown] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Kinetic Turret APS [7] (fire if over 50mm) Discharger APS [4] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [260] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [53] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [30] [20/40]
Moving up ahead as the Gate slams shut behind you with a screech of abused metal you line up a shot and let loose. [Ag Caoineadh Iarainn] 80+20+10-20-20:70 - 28 Your Shells arc up and you can see they are on target, just have to wait for the splash.
TheKebbit - Kettlehead [In Air: Landing End of Next Turn - 6 mobility usage]
Agrav - [Ultra Heavy Chassis] [+10 points to spend, all mobility actions cost 1 point extra] - [Jump Jets] [Move forwards 2 tiles, can travel over low terrain, costs 6 mobility to do so, but can take you into negative, and if it does so you are stunned and take a 40 damage "ram" for each point of mobility you go into negative by] - [Glider Turbines] [Can maintain "high" altitude for 2 turns after jumping "up" with jets, all movement costs are increased by 1 when "high", enemies take a -20% penalty to hit you, you can see and move over low structures, get +10% to hit, and ignore armour facing multipliers. Have to be grounded for at least one turn after use before it can be used again] - [ECM Blisters] [Passive mode gives Enemy missiles and indirect fire a -20% to hit penalty on you or any allies within 1 tile range. Active mode instead targets a single enemy within line of sight, gives them a -20% to-hit penalty and makes them re-roll all successful hits] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Quad Laser Turret Array APS (Fire 4 shots if over 50mm)
Weapons Quintuple AP Electrolasers (Turreted) 70mm SABRE Chaingun (Turreted + Stabilised) [APHE] - [70mm APHE] Ammo [72] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [50] [20/40]
Hovering forwards you track the Walkers position to the east, and send up a missile. ["Backstop" Missile Launcher] 80+50+10+10-20-15:100 - 53 Tracking your turret to the gap you don't see any hostiles until the Powersuits burst out of the smoke, and with nothing better to fire on you let rip. [Quintuple AP Electrolasers] 80+50+10+10-25-20:100 - 39 8 81 52 38 45 23 55 49 43 17 33 92 53 9 17 47 51 86 35 34 34 16 91 72 35 89 78 26 86 18 62 65 35 4 52 95 85 13 11 6 31 2 60 82 53 39 16 81 74 Your Electrolasers make short work of them shredding through their plating in a matter of moments.
CaveCricket48 - Baroque
Tank - [Sensor Scrambler] [enemies can only fire on you if they have direct line of sight] - [Wedge Hull] [thickness modifier of frontal armour is increased to 2*] - [Sloped Glacis] [APHE/SKEP/Penetrator/Frangible/Cluster rounds have a chance to be deflected by your frontal armour, depending on penetration rate: 50pen,100thick - 50%, 10pen,100thick - 90%] - [Support Drones] [Carries docking racks for Trust Drones, When docked the Powersuit can fire weapons to your left and rear arcs, and the PA can fire to your right and rear arcs] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Driving up ahead you fire a burst of machinegun fire into the smoke. [8mm Machinegun] 80+50+10-20-15/2:52.5 - 3860509012 28 43823368 It tears through the remaining infantry and scoring a few hits on one of the Powersuits who proceed to stumble out of the smoke and start off around the corner only to be mown down by Kettlehead.
DSMK2 - STOP
Tank - [Wedge Hull] [thickness modifier of frontal armour is increased to 2*] - [Laminated Armour] [Energy Weapons deal 20% less damage and Thermal damage to your armour] - [Plasma Compressor] [Can use extra energy to compress the plasma bolt, gains +3 penetration per point EN spent, Generates 1 point "weapon heat" for each point of energy used to compress] - [Reaction Turn] [Can be used in place of reaction fire as long as at least 1 mobility is unused. Will turn to face any enemies that appear to the side/rear at a cost of 20/30 energy, and will then fire the plasgun at them with the power of a 20MW/10MW weapon if energy permits] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems 36MW Generator Capacitor: [30/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [0 Heat]
You drive up to take a shot on the Restada, but you only get there in time to see Frog taking it out, so as it's already dealt with you just back up.
Areku - Frog
Walker - [Sensor Scrambler] [enemies can only fire on you if they have direct line of sight] - [Assault Pistons] [+50% stomp damage] - [Vampire Contacts] [25% of stomp/armature damage to shields is leeched as shield durability, if shield is offline/resetting then armature attacks still leech shield durability, and if it brings it up to 100% then the shield instantly comes back online] - [Modified Utility Armature] [As well as stomping, you may carry out an additional 150/100 120/90 melee attack against any target. This attack gains +20% Penetration/Damage per point of mobility spent on it, to a maximum of 5, and ignores all structure damage resistances] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Turning you drive your foot into the APC with a wicked grin, and it slams into the watchtower little more than a crumpled wreck with a footprint in the middle. Turning away you rush towards the Tank and drive your Armature deep into its armour, pulling it out there's a gout of flames and you sidestep behind the building to drop smoke just as it erupts in a fireball.
---- Enemies ----
Stultulo #1 - Shield Down - Armour Undamaged
Sun Apr 26, 2020 2:42 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"Affirmative Mylan. We'll be there soon. Any forces on you right now? Any info on forces in the district?"
> To the team: "I'm dropping shield to recharge, screwed up on the drive over. Someone else take point, the Stutulto's shield is gone. Crispr, hit the cloud of Deora with your boomstick so I can use the spot it landed in to scout and for cover."
> Once someone goes first and destroys the Stultulto or at least attracts its fire, and AFTER Crispr fires his Dorn Lasair to clear the deora, go 1N, Turn E, 3E, Turn S, 1S. Burst laser any remaining infantry, set railgun to reaction fire. Drop shield.
Sun Apr 26, 2020 2:55 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> 3N tE Shoot Stultulo with Plasgun charging 6EN tN 1S tE 1E
Sun Apr 26, 2020 3:04 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
"Orders confirmed, moving in for the kill."
> NNN tE EE. Split my flamers up on any tiles with infantry, or give the Stultulo some heat if I don't see any. Dorn Lasair the Stultulo.
> Try to observe the enemy pilot's reaction to the explosion, perhaps zoom in on his charred remains. Purely for academic purposes.
Sun Apr 26, 2020 9:18 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> After the others fire on the Stultulo -
Move 2 North
Drones to fire on any remaining/visible enemies
Turn East
Move 3 East
Machinegun fire on any remaining infantry/powersuits, cannon on Stultulo/other mechs if still alive/visible.
Wed Apr 29, 2020 11:39 pm
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>Sidestep 1S
>2E
>Sidestep 1N
>4E
>Smoke 1S
>1E
Thu Apr 30, 2020 4:32 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Land, NN, turn CW, E, fire on the power armor near the Stultulo with electrolasers if they are in LOS. Reaction fire with SABRE and Backstop on hostiles coming through the SE gap (i.e. from the direction of the Stultulo).
Fri May 01, 2020 5:11 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
"Affirmative Mylan. We'll be there soon. Any forces on you right now? Any info on forces in the district?" Thunder sends out in to Mylan, which after a few moments pause gets a response. "There's a couple squads outside the building now, so i'd say they'll be at my door any minute now. I should be able to hold my own against anything they can get into the building, but i'll need you guys to clear any armour in the area before I can make a break for it." There's another brief pause as you hear something being shifted around over the radio before he continues. "Far as hostiles go, My charges should have taken out most of their heavy hardware, but as far as what's left... The Mobile Mortar unit in the garrison shouldn't be much of a concern with all your scramblers, just a bunch of lighter vic's otherwise, their one Fiver is about as heavy as it'll get now."
Response recieved from Mylan, Thunder continues to send a message to the others. "I'm dropping shield to recharge, screwed up on the drive over. Someone else take point, the Stutulto's shield is gone. Crispr, hit the cloud of Deora with your boomstick so I can use the spot it landed in to scout and for cover." Crispr replies all too enthusiastically "Orders confirmed, moving in for the kill."
Debris: Tanks take +1 mobility to enter. Subsidence: Impassable to Tanks+Walkers, AGravs take +1 mobility to enter.
Orbital scans of this district appear to show it to be a militarised residential area with watchtowers spread across it, there is also a fortified military garrison at the eastern end.
- Destroy Eastern Anti-Orbital Weapons Emplacement. - Recover Trust Operative Mylan. - Leave District through Northern Exit.[Pre-requisite Incomplete]
HKU - Thunder
Tank - [Improved Sensor Relay] [Your sensors provide double the indirect fire spotting to hit bonus for allies, provides allies the blackbox to-hit bonus on any enemy you have visual on even if not in the same tile] - [Spotter Drone] [Provides vision in all tiles in a 9x9 grid centered on you. Allies using indirect fire on targets spotted by this do not receive any bonus from your sensors] - [Rail Overcharge] - [+1% pen/dam per additional point of EN spent on a shot, minimum extra EN spend 20. Generates 1 point "weapon heat" for each point of energy used to overcharge. If used with Penetrator/Frangible Ammo can shoot through structures, at cost of damage/penetration for each structure shot through] - [Counter Battery Sensors] - [Reveals the location of enemies using indirect fire aimed at any location within your Spotter Drones sight. You may attempt to fire at them with your Rail Overcharge, at a -20% to-hit penalty] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems 24MW Generator Capacitor: [150/150] Smoke Discharger - [Smoke] Ammo [3]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Cluster] [0 Heat] [Warped Rails: -5% to hit] - [180mm Penetrator] Ammo [7] [342/126] - [180mm Frangible] Ammo [13] [234/180] - [180mm Cluster] Ammo [9] [Five 108/54]
Spotter Drones #1 - Landed 20/40 HP (Range cut to a 5*5 grid) #2 - In-Air 40/40 HP
After waiting for Crispr to clear out his gas you drive up next to the wreck of the Stultulo, and as Frog covers you with smoke drop your shields while scanning the area ahead for hostiles, they look to be making a firing line of sorts so best not to wait too long... wait are those Powered Armours getting ready to head into Mylans building and that's another two Vinberos rolling up there... Can he handle all of that?
CrazyMLC - Crispr
Tank - [Low Profile] [enemies suffer -20% to hit you] - [Slat Armour] [50% chance to destroy inbound HEAT rounds] - [Dedicated Heatsinks] [Doubled armour heat decay rate] - [Chemical resistant plating] [Reduces armour damage taken from chemical weaponry by 40%, grants immunity to Corrosion Procs] - [Prototype Reactive Smartplate] [Non-penetrating hits from non-energy weapons deal 20% less damage to armour durability] - [EMP Emitter] [Fires a projectile that causes a stun to anything it hits, if the target has a sheild up it also deals 100 damage and a forced crack, 3 turn cooldown] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Kinetic Turret APS [6] (fire if over 50mm) Discharger APS [4] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [260] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [52] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [30] [20/40]
Rolling up, you push around the corner to face a burst of fire from the enemies ahead. [90mm Howitzer] 80+10-25-5-15-50:5 - 74[/color] [80mm Rockets] 80+10-25-5-15-50:5 - 34256 74 69 51 87 82 241 414 66 57 38 10 [Kinetic APS] 100 - 51 [40mm Cannons] 80-25-10:45 - 2961 7418 Your APS tears through one of the on-target Rockets and the other two, joined by a pair of cannon shells does rather minimal damage to your Armour, so shrugging it off you let loose with your Flamethrower on the Powered Armour. [Heavy Flamethrower] 80+20-45:55 - 45 50 34 2 They barely get a moment to react before they roast inside their suits, at which point your Deora from before comes streaking down onto the Stultulo, dousing it in gas that you proceed to touch off. [Dorn Lasair] 80+20-10:90 - 26 As the smoke starts clearing you zoom in on the wreckage, but you're left to just scowl as there is nothing recognizable left of the pilot, how boring.
TheKebbit - Kettlehead
Agrav - [Ultra Heavy Chassis] [+10 points to spend, all mobility actions cost 1 point extra] - [Jump Jets] [Move forwards 2 tiles, can travel over low terrain, costs 6 mobility to do so, but can take you into negative, and if it does so you are stunned and take a 40 damage "ram" for each point of mobility you go into negative by] - [Glider Turbines] [Can maintain "high" altitude for 2 turns after jumping "up" with jets, all movement costs are increased by 1 when "high", enemies take a -20% penalty to hit you, you can see and move over low structures, get +10% to hit, and ignore armour facing multipliers. Have to be grounded for at least one turn after use before it can be used again] - [ECM Blisters] [Passive mode gives Enemy missiles and indirect fire a -20% to hit penalty on you or any allies within 1 tile range. Active mode instead targets a single enemy within line of sight, gives them a -20% to-hit penalty and makes them re-roll all successful hits] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Quad Laser Turret Array APS (Fire 4 shots if over 50mm)
Weapons Quintuple AP Electrolasers (Turreted) 70mm SABRE Chaingun (Turreted + Stabilised) [APHE] - [70mm APHE] Ammo [72] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [50] [20/40]
Coming down to land you glide onwards, checking the tracking on your missile you see the APS on the walker take it down, but you guess it acted as a screen for Crisprs Canisters. Rounding the corner you see that Crispr has cleared out the Powered Armour, so you track the area for approaching hostiles but it stays clear, for now at least.
CaveCricket48 - Baroque
Tank - [Sensor Scrambler] [enemies can only fire on you if they have direct line of sight] - [Wedge Hull] [thickness modifier of frontal armour is increased to 2*] - [Sloped Glacis] [APHE/SKEP/Penetrator/Frangible/Cluster rounds have a chance to be deflected by your frontal armour, depending on penetration rate: 50pen,100thick - 50%, 10pen,100thick - 90%] - [Support Drones] [Carries docking racks for Trust Drones, When docked the Powersuit can fire weapons to your left and rear arcs, and the PA can fire to your right and rear arcs] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Moving up and rounding the corner you see the hostiles that were sat at the corner are little more than cooling wreckage, so you scan the area with your sensors, but as you can see from Thunders drone, it seems the hostiles are falling back somewhat.
DSMK2 - STOP
Tank - [Wedge Hull] [thickness modifier of frontal armour is increased to 2*] - [Laminated Armour] [Energy Weapons deal 20% less damage and Thermal damage to your armour] - [Plasma Compressor] [Can use extra energy to compress the plasma bolt, gains +3 penetration per point EN spent, Generates 1 point "weapon heat" for each point of energy used to compress] - [Reaction Turn] [Can be used in place of reaction fire as long as at least 1 mobility is unused. Will turn to face any enemies that appear to the side/rear at a cost of 20/30 energy, and will then fire the plasgun at them with the power of a 20MW/10MW weapon if energy permits] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems 36MW Generator Capacitor: [30/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [0 Heat]
Rushing ahead you swing around to take aim at the Stultulo, but once again it's been taken care of for you, Crispr stealing the show this time,
Areku - Frog
Walker - [Sensor Scrambler] [enemies can only fire on you if they have direct line of sight] - [Assault Pistons] [+50% stomp damage] - [Vampire Contacts] [25% of stomp/armature damage to shields is leeched as shield durability, if shield is offline/resetting then armature attacks still leech shield durability, and if it brings it up to 100% then the shield instantly comes back online] - [Modified Utility Armature] [As well as stomping, you may carry out an additional 150/100 120/90 melee attack against any target. This attack gains +20% Penetration/Damage per point of mobility spent on it, to a maximum of 5, and ignores all structure damage resistances] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
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