WizKids 35101. - CBT - Total Warfare [errata v4].pdf

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Total Warfare Errata v4
TOTAL WARFARE
ERRATA
Prone ’Mech movement (p. 49
“Change “…it may expend running MPs, and change its
facing…” to: …it may expend MPs, and change its facing…”
INTRODUCTION
INTRODUCTION
Backward Movement (p. 49)
Change “VTOL/WiGE Vehicles…” to “VTOL Vehicles….”
(Version 4.0)
The following is a compiled rules errata for Total Warfare
rst printing, as of 6/01/07; all these corrections are re ected
in the second printing of Total Warfare .
Running/Flanking, WiGE, VTOL, and Hover Vehicles (p. 53)
Change “unist” to “units”
COMPONENTS
COMPONENTS
PLAYING
THE GAME
Jumping, Heat (p. 53)
Change “Jumping generates 1 heat point for every hex
jumped, with a minimum cost of 3 heat points. Even if a ’Mech
only jumps 1 hex, it builds up 3 heat points for that jump.” to
“Jumping generates 1 heat point for every hex jumped, with
a minimum cost of 3 heat points. If a ’Mech mounts improved
jump jets, the heat from jumping is reduced by half (1 heat
point per 2 hexes or portion thereof jumped), to a mini-
mum of 3 heat points. Regardless of what type of jump jets
are mounted, if a ’Mech only jumps 1 hex, it builds up 3 heat
points for that jump.”
COVER
THE GAME
Cover incorporates Catalyst Game Labs branding; stock #
has changed from 35101 to 35001.
GROUND
MOVEMENT
MOVEMENT
CREDITS/INTRODUCTION
AEROSPACE
MOVEMENT
MOVEMENT
Reprint Notice (p. 7)
Insert before the legal text (space before and after this line):
Corrected Second Printing. First Printing by Catalyst Game
Labs.
COMBAT
A TIME OF WAR
Jumping, the example (p. 54)
Change “As the jumping MP of the ’Mech equals or exceeds
that level (4 (Jumping MP) –1) = 3), the ’Mech can cross
that path.” to “While the jumping MP of the ’Mech equals or
exceeds that level (4 (Jumping MP) –1) = 3), the ’Mech could
cross that path regardless of the height of the trees as trees
do not a ect jumping movement.”
HEAT
Clan Wolf (In-Exile) (p. 16)
Change “Khan Phelan Ward” to “Khan Phelan Kell.”
BUILDINGS
House Liao (Capellan Confederation) (p. 17)
Change “Hinduism” to “Hindi.”
WiGE-In-Ground-E ect (WIGE) Movement (p. 55)
At the end of the “Sideslipping and Crashes” paragraph,
change “Additionally, if a WiGE vehicle enters a hex horizon-
tally that contains ground units at the same level as the WiGE’s
current elevation (whether through voluntary movement
or through a sideslip), may accidentally charge said unit…”
to “Additionally, if a WiGE vehicle enters a hex horizontally,
through a sideslip, that contains ground units at the same
level as the WiGE’s current elevation, may accidentally charge
said unit…”
PROTOMECHS
Change “Hindu” to “Hinduism.”
COMBAT
VEHICLES
Word of Blake (p. 19)
Inhabited Worlds should be: 6
VEHICLES
COMPONENTS
SUPPORT
VEHICLES
VEHICLES
Generic Conventional Infantry Record Sheet (p. 29)
Change “Each generic conventional Infantry record sheet
includes six infantry platoons…” to “Each generic conventional
infantry record sheet includes ve infantry platoons…”
INFANTRY
Insert new paragraph after the “Water” paragraph at the top
of p. 55: “Backwards Movement: WiGE Vehicles cannot move
backwards (see Backward Movement , p. 49).
AEROSPACE
UNITS
MILITARY ORGANIZATION
UNITS
Force Structure, ComStar (p. 35)
Change “The smallest formation is a Level I, which com-
prises a BattleMech, ghter, tank or infantry squad.” to “The
smallest formation is a Level I, which comprises a BattleMech,
ghter, tank or infantry platoon.”
Stacking, ’Mechs (p. 57)
Change “If the enemy unit(s) located in the hex are only
infantry, a ’Mech exit that hex in the same turn it entered.”
to “If the enemy unit(s) located in the hex are only infantry a
’Mech may exit that hex in the same turn it entered.”
CREATING
SCENARIOS
SCENARIOS
PAINTING
MINIATURES
MINIATURES
GROUND MOVEMENT
Elevation and Depth Rules, the example (p. 59)
Change “The one exception is the DropShip in Hex A; the
only way for the ’Mech to enter Hex A using Jumping MP is if
the unit had a Jumping MP of 11…” to “The one exception is
the DropShip in Hex A; the only way for the ’Mech to enter Hex
A using Jumping MP is if the unit had a Jumping MP of 10…”
Movement Basics (p. 48)
Change “The type of terrain within a hex adds more MP costs,
as shown under the MP Cost Per Hex/Terrain Type column of
the table.” to “The type of terrain within a hex adds more MP
costs, as shown under the MP Cost Per Hex/Terrain Cost column
of the table.”
INDEX
INDEX
1
PLAYING
GROUND
AEROSPACE
COMBAT
SUPPORT
AEROSPACE
CREATING
PAINTING
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Skidding, the example (p. 64)
Change “In Skidding Diagram 1, the controlling player wants his
BattleMech in Hex A to end its turn in numbered hexside, facing
numbered hexside on the City (Skyscraper) map.” to “In Skidding
Diagram 1, the controlling player wants his BattleMech in Hex A
to end its turn in Hex H, facing the numbered hexside on the City
(Skyscraper) map.”
soon as the aerospace ghter appears on the ground mapsheet it
moves according to the rules governing such movement.”
Out-Of-Control E ects (p. 93)
Insert the following paragraph at the end of the fourth para-
graph.
Skidding, the example (p. 65)
Change “At the end of the successful charge, the skidding unit
is in Hex 2B (even though it would normally have skid for 1 more
hex, because it unintentionally charged another unit, it ends its
movement in that hex), while the target ’Mech is moved into Hex
3B.” to “At the end of the successful charge, the skidding unit is in
Hex 2B (even though it would normally have skid for 1 more hex,
because it unintentionally charged another unit, it ends its move-
ment in that hex), while the target ’Mech is moved into Hex 2C.”
Recovering Out-Of-Control Units: During the End Phase of
each turn after the turn in which the unit went out-of-control,
the controlling player rolls 2D6. If the result is equal to or greater
than a standard Control Roll with all applicable modi ers from the
Control Roll Table, the unit regains control and can move normally
at the start of the following turn.”
COMBAT
Firing At Immobile Targets (p. 110)
Under “Aimed Shots”, change “When ring on an immobile
’Mech,…” to “When ring on an immobile ’Mech or vehicle (this
includes grounded ghters or small craft that are shut down or
whose warriors are unconscious),…”
AEROSPACE MOVEMENT
High-Altitude Movement (pp. 79-80)
Change the entire “Prohibited Units” paragraph on p. 80 to the
following:
Under “Aimed Shots”, change “Against any hit location except
the head,…” to “Against any hit location except a head,…”
Restricted Units: Airships and VTOLs are prohibited from
entering the high-altitude map. Such a prohibited move auto-
matically fails and the unit’s controlling player must immediately
make a Control Roll.
Conventional ghters and Fixed Wing Support Vehicles can
enter the high-altitude map, but are restricted to the ground row
and atmospheric row 1 (see the High-Altitude Map diagram, p.
75). Propeller-driven Fixed Wing Support Vehicles may only move
1 hex per turn when on the high-altitude map.
Under “Aimed Shots”, change “For any other result the player rolls
normally on the ’Mech Hit Location Table.” to “For any other result,
the player rolls normally on the appropriate Hit Location Table.”
Under “Aimed Shots”, change “If the attacker is taking an aimed
shot at the target ’Mech’s head,…” to “If the attacker is taking an
aimed shot at a target ’Mech’s head,…”
Special Maneuvers Table (p. 85)
Insert the following sentence at the end of the “E ects” para-
graph for a “Side-slip.”
AE: Area-E ect Weapon. (p. 113)
Add the following to the end of the paragraph:
If an area-e ect weapon strikes a water hex, treat the water hex
as though it were a building hex and resolve damage as appropri-
ate. For example, an AE weapon that damages a single water hex
would apply it’s standard damage to all units on the surface of
that water hex (this includes any hover vehicles in that hex), while
it would deal half its standard damage (round up) one elevation
above the surface of the water (which would damage a WiGE
Vehicle, if it were in the target hex), and Depth 1 below the sur-
face of the water. See Resolving Damage , p. 173, for full details.
When using Aerospace Units on Ground Mapsheets rules (see
p. 91), the unit moves 8 hexes in the front-left or front-right hex
direction and then an additional 8 hexes directly forward.
DropShip Exhaust Damage Table (p. 88)
Change “5 Hexes 3D6” to “5 Hexes 4D6.”
Aerospace Units on Ground Mapsheets, Movement (p. 91-92)
Insert the following paragraph at the end of the second
paragraph.
Attack Modi ers Table (p. 117)
Under “Target (modi ers cumulative)”, delete the row:
Airborne VTOL unit
+1
“At anytime during their movement on a low-altitude map, a
player can choose to have their aerospace unit exit a low-alti-
tude map and enter the corresponding ground mapsheet. Before
moving to the ground mapsheet, the orientation of the ground
mapsheet to the low-altitude map must be determined (if it
hasn’t already; see Matching Ground Mapsheets to Low-Altitude
Hexes diagram, p. 91). Next, the player must nominate a hex the
ghter will rst enter along the ground mapsheet edge; the edge
of the mapsheet must be parallel to the nal facing of the aero-
space ghter on the low-altitude map (if there are two edges that
are equally appropriate, the player can choose either edge). As
Critical Damage (p. 123)
Change “Every time the internal structure of a ’Mech, Proto-
Mech, vehicle or aerospace unit takes damage (from a weapon
attack, physical attack, falling, ammo explosions and so on), an
internal component may take critical damage.” to “Every time the
internal structure of a ’Mech, ProtoMech, or aerospace unit takes
damage (from a weapon attack, physical attack, falling, ammo
explosions and so on), an internal component may take critical
damage; vehicles determine critical damage di erently (see Criti-
cal Damage , p. 192, in Combat Vehicles ).”
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Ammunition (p. 125)
Change “…(explosive ammunition will be noted
appropriately in Other Combat Weapons and Equip-
ment ,…”, to: “…(all ammunition is explosive unless spe-
ci cally noted otherwise in Other Combat Weapons and
Equipment ,…”
ECM Suite (p. 135)
After the “C 3 and C 3 i Computer” paragraph in the second
column, add the following #5 header paragraph:
INTRODUCTION
INTRODUCTION
Water: If an ECM Suite is in a location of a unit that is above
the surface of a water hex, it cannot a ect units underwater.
In other words, for an ECM Suite to a ect units underwater, it
must be in a location that is underwater. The one exception
are naval vessels. If an ECM Suite is located in the “body” of
a naval vessel, on the surface, the ECM Suite can a ect units
both above and below the water.
COMPONENTS
COMPONENTS
Destroying a Unit, Vehicles (p. 128)
Change “A vehicle is considered destroyed and out of
the game when all of its internal structure circles in one
location (including the turret, if any) are marked o , or
when its Critical Hit E ects indicates that it is destroyed.”
to “A vehicle is considered destroyed and out of the
game when all of its internal structure circles in one
location (including the turret, if any) are marked o (this
never includes a VTOL’s Rotor location), or when its Criti-
cal Hit E ects indicates that it is destroyed.”
PLAYING
THE GAME
THE GAME
Hyper-Assault Gauss Ri e (p. 136)
There are several sentences on this page that are brownish
in color; x.
GROUND
MOVEMENT
MOVEMENT
In the “Critical Hits” paragraph of the rst column, there are
four instances of the word “gauss.” All four should be change
to: Gauss
AEROSPACE
MOVEMENT
MOVEMENT
Active Probe (p. 129)
Change “ Water: An active Probe cannot detect units
hidden underwater.” to: “ Water: If an active probe is in
a location of a unit that is above the surface of a water
hex, it cannot detect a unit hidden underwater. In other
words, for an active probe to work underwater, it must
have a clear LOS to the hidden unit that passes only
through underwater hexes. The one exception are naval
vessels. If an active probe is located in the “body” of a
naval vessel, on the surface, the probe can be used to
locate hidden units both above and below the water.”
After the “Flak” header in the second column, add the fol-
lowing #5 header paragraph:
COMBAT
Targeting Computer: This weapon can use a targeting
computer when making attacks except for aimed shots (see
Targeting Computer , p. 143).
HEAT
Nail/Rivet Gun (p. 138)
Insert the following sentence at the end of the rst sen-
tence:
BUILDINGS
C3 Computer (Master/Slave) (p. 131)
After the “TAG” paragraph in the second column, add the
following #5 header paragraph:
PROTOMECHS
“; a nail/rivet gun attack in icts 1D6 points of damage.
COMBAT
VEHICLES
Armor-Piercing Ammunition (p. 140)
Change “Apply a modi er to the target number based on
the type of autocannon used:…” to “Apply a modi er to the
die roll based on the type of autocannon used:…
VEHICLES
LOS: While units must have LOS to a target to make an
attack using a C 3 system, the C 3 system itself need not have
LOS. For example, in the C 3 Diagram on p. 132, if there were a
Level 2 hill in hex 0409 (blocking LOS between the unit in Hex
B and the target in Hex A), the units in Hexes C and D would
still be able to target the ’Mech in Hex A as though they were
at a Range of 2 (see Water , below, for the exception).
SUPPORT
VEHICLES
VEHICLES
Flechette Ammunition (p. 141)
Change “Double the standard Damage Value against con-
ventional infantry;…” to “Apply the standard Damage Value of
the autocannon to conventional infantry as though the attack
were from an infantry unit;…”
Fragmentation Missile (p. 141)
Change “Double the standard Damage Value against con-
ventional infantry;…” to “Apply the standard Damage Value
of the missile launcher (do not roll on the Cluster Hits Table)
to conventional infantry as though the attack were from an
infantry unit;…”
Homing Pod (p. 141)
Change “…apply a –1 to-hit modi er to all Narc-capable
missile attacks made against a target that has been hit with
a homing pod.” to “…apply a –1 to-hit modi er to all Narc-
capable missile attacks made against a target that has been
hit with an iNarc homing pod.”
INFANTRY
After the “Stealth Armor” paragraph in the second column,
add the following #5 header paragraph:
AEROSPACE
UNITS
UNITS
Water: If a C 3 of any kind is in a location of a unit that is
above the surface of a water hex, it cannot be linked to a C 3
system underwater. In other words, for a C 3 of any kind to
be linked underwater, it must be able to draw an LOS to the
other units in the C 3 system that passes only through under-
water hexes (note that this need not be a clear LOS, as noted
above). The one exception are naval vessels. If a C 3 of any kind
is located in the “body” of a naval vessel, on the surface, the C 3
can be linked to units both above and below the water.
CREATING
SCENARIOS
SCENARIOS
PAINTING
MINIATURES
MINIATURES
INDEX
INDEX
Dual Saw (p. 134)
Change “Against conventional infantry, the chainsaw…” to:
“Against conventional infantry, the dual saw…”
3
PLAYING
GROUND
AEROSPACE
COMBAT
SUPPORT
AEROSPACE
CREATING
PAINTING
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Infernos (p. 141)
After the “Woods” paragraph, add the following #5 header para-
graph:
Punch Attacks (’Mech only) (p. 145)
Change “In a single turn, a ’Mech may punch with one or both
arms.” to “In a single turn, a ’Mech may punch with one or both
arms; a separate to-hit roll is made for each arm.”
ProtoMechs: Every three missiles that strike a ProtoMech unit
potentially destroy a ProtoMech location. After all inferno attacks
against a ProtoMech have been resolved, add together the total
number of inferno missiles that struck the target. For each three mis-
siles, roll once on the ProtoMech Hit Location Table; note that a result
of a near miss is still a near miss and so the infernos would have no
e ect. That location is destroyed; automatically mark o the shaded
box furthest to the right in that location on the Hit Locations and
Critical Hits section of the record sheet.
Change “See Modi ed To-hit Number , p. 106,…” to “See Modi ed
To-hit Number , p. 144,…”
Punch Attacks (’Mech only), the example (p. 145)
Change “A Grasshopper with Piloting Skill Level 5…” to: A Grass-
hopper with Piloting Skill Rating 5…
Change “(Piloting Skill Level)” to: (Piloting Skill Rating)
Nemesis Pod (p. 142)
Change “Friendly units that use Artemis IV-capable missiles,
semi-guided missiles or Narc-equipped missiles to attack an enemy
unit may instead hit the Nemesis-tagged unit, if that unit is within
LOS of such attacks.” to “Friendly units that use Artemis IV-capable
missiles, semi-guided missiles or Narc-equipped missiles to attack
an enemy unit may instead hit the Nemesis-tagged unit, if it is
along the LOS between the attacker and the target, and LOS exists
between the attacker and the Nemesis-tagged unit and the Nem-
esis-tagged unit is not underwater.”
Change “…is 7” to “…is 8.”
Change “…–1 (punching attack modi er)…” to “…+0 (punching
attack modi er)”.
Change “…= 7.” to “…= 8.”
Physical Weapon Attacks (’Mech Only) (p. 146)
“Change “…MechWarrior’s Piloting Skill Level…” to: “…Mech-
Warrior’s Piloting Skill Rating…”
TAG (p. 143)
After the “ProtoMech” paragraph, add the following #5 header
paragraph:
Insert the following paragraph at the end of the rst para-
graph.
Vehicles: TAG mounted in a vehicle’s body location is consid-
ered to have a front ring arc.”
“A ’Mech can either deliver a physical weapon attack using its
arm or re the weapons on that arm, but it may not do both.”
Push Attacks (’Mech Only), example (p. 147)
“Change “If the Pushing…” to: …If in the Pushing…
Targeting Computer (p. 143)
Change “…(see the appropriate Weapons and Equipment
table to determine which weapons can be used with a target-
ing computer).” to “…(see DE/DB: Direct-Fire Energy or Ballistic
Weapon , p. 113, to nd which weapons can be used with a tar-
geting computer).”
Charge Attacks (p. 148)
Second to last sentence, third paragraph, insert a period before
“See Modi ed…”
Domino E ect, the example (p. 153)
Change “…it could move forward into the heavy woods in Hex F.”
to “…it could move forward into the light woods in Hex F.
HEAT
Insert a new #5 header paragraph before the “LB-X Autocan-
nons” paragraph:
Hyper-Assault Gauss Ri es: Hyper-Assault Gauss Ri es may
not use a targeting computer to make an aimed shot.
Physical Attack Modi ers Table (p. 144)
Change “Whenever one unit charges another, compare their
Piloting Skill Levels and use the di erence between the two skill
levels as a modi er to the to-hit number. If the target’s skill level
is lower, add the modi er to the to-hit number. If the attacker’s
Piloting Skill Level is lower, subtract the modi er from the to-hit
number.” to “Whenever one unit charges or DFAs another, com-
pare their Piloting Skill Ratings and use the di erence between
the two skill ratings as a modi er to the to-hit number. If the tar-
get’s skill rating is lower, add the modi er to the to-hit number. If
the attacker’s Piloting Skill Rating is lower, subtract the modi er
from the to-hit number.”
Outside Heat Sources, example (p. 159)
Change “After rolling the heat generation for the Plasma Ri e (8
heat points)…” to “After rolling the heat generation for the Plasma
Ri e (6 heat points)…”
Change “…tallies the heat generated: 8 for the Plasma Ri e +10
for the infernos (2 heat points per missile x 5) = 18.” to “…tallies
the heat generated: 6 for the Plasma Ri e +10 for the infernos (2
heat points per missile x 5) = 16.”
Change “…and so 3 points are wasted.” to “…and so 1 point is
wasted.”
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BUILDINGS
INFANTRY
Building Modi ers Table (p. 167)
Change “Piloting Skill Modi er” in the header to “Piloting/
Driving Skill Modi er”
Infantry Movement (p. 214)
Under “Changing Level,” insert the following sentence at the
end of the rst sentence, second paragraph.
INTRODUCTION
INTRODUCTION
Building Movement Modi ers Table (p. 167)
Change both instances of “Piloting Skill Modi er” in the
header to “Piloting/Driving Skill Modi er”
“; Inner Sphere battle armor units with body-mounted mis-
sile launchers cannot use Jumping MP until they jettison such
launchers (the controlling player can announce he is ejecting
the missile launchers at any time, marking them o on the
appropriate record sheet).”
Battle Armor Attacks, example (p. 219)
Top of the second column, change “…Generic Conventional
Infantry Damage Table results in a nal Damage value of 1
to be…” to: …Generic Conventional Infantry Damage Table
results in a nal Damage Value of 2 to be….
COMPONENTS
COMPONENTS
PLAYING
THE GAME
Damage and Displacement, example (p. 178)
First paragraph at the top of the second column, change
“The Locust falls two levels and so takes 9 points of damage:…”
to “The Locust falls two levels and so takes 6 points of
damage:…”
THE GAME
GROUND
MOVEMENT
MOVEMENT
First paragraph at the top of the second column, change
“…and one 4-point grouping…” to “…and one 1-point group-
ing…”
AEROSPACE
MOVEMENT
Anti-’Mech Attacks (p. 220)
Before the “Anti-’Mech Skill” header, insert the following
sentence.
MOVEMENT
COMBAT
COMBAT VEHICLES
Body-Mounted Missile Launchers: Inner Sphere battle
armor units with body-mounted missile launchers cannot
make anti-’Mech attacks until they jettison such launchers
(the controlling player can announce he is ejecting the missile
launchers at any time, marking them o on the appropriate
record sheet).”
Motive System Damage Table (p. 193)
Change “All movement and Driving Skill Roll penalties are
cumulative.” to “All movement and Driving Skill Roll penalties
are cumulative. However, each Driving Skill Roll modi er can
only be applied once. For example, if a roll of 8-9 is made for a
vehicle, in icting a +2 PSR modi er, that is the only time that
particular +2 can be applied; a subsequent roll of 8-9 has no
additional PSR e ect, but the additional –1 Cruising MP would
still be applied. This means the maximum Driving Skill Roll
modi er that can be in icted from the Motive System Damage
Table is +6.”
HEAT
BUILDINGS
Anti-’Mech Attacks, vehicles (p. 220)
At the end of the sentence, delete the period from inside
the parenthesis.
PROTOMECHS
Swarm Attack Damage (p. 223)
Insert the following sentence at the end of the second para-
graph, rst column.
COMBAT
VEHICLES
VEHICLES
Motive System Damage Table (p. 193)
Insert the following sentence at the end of the footnotes.
“Swarm damage to grounded aerospace units uses a ran-
domly determined side column of the appropriate column of
the Aerospace Units Hit Location Table.”
AEROSPACE UNITS
SUPPORT
VEHICLES
“If a hover vehicle is rendered immobile while over a Depth
1 or deeper water hex, it sinks and is destroyed.”
VEHICLES
VTOL Combat Vehicle Critical Hits Table (p. 196)
Change “Engine Hit” to “Engine Damage”.
Change “Weapon Jam” to “Weapon Malfunction”
INFANTRY
Air-To-Ground Attacks (p. 242)
Change “The player must rst nominate an attack path, a
row of hexes over which the ghter will pass. This row must
form a straight line and represents the ghter’s ight path
across the ground mapsheet (see diagrams below).” to “When
an aerospace unit is declaring its weapon attacks, the player
must rst nominate an attack path, a row of hexes over which
the ghter will pass. This row must form a straight line and
must be parallel to the nal facing of the aerospace ghter;
it represents the ghter’s ight path across the ground map-
sheet (see diagrams on p. 243).”
AEROSPACE
UNITS
UNITS
SUPPORT VEHICLES
CREATING
SCENARIOS
Large Ground Support Vehicle Hit Location Table (p. 206)
The “double S” in the “2” row of both Front Side and Rear
Side columns should appear in the headers of those columns
instead.
SCENARIOS
PAINTING
MINIATURES
MINIATURES
INDEX
INDEX
5
PLAYING
GROUND
AEROSPACE
COMBAT
SUPPORT
AEROSPACE
CREATING
PAINTING
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Zgłoś jeśli naruszono regulamin