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Search and Restore (Ttha Event)

Discussion in 'Roleplay Planning' started by Tacoburger, Feb 2, 2018.

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  1. Tacoburger

    Tacoburger professional taco burger

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    IC Information

    [​IMG]

    In a strange twist of fates, the New Berhkaut Militia have received a lone radio signal - from the Sayaab themselves, and of all things, requesting assistance from the town.

    The Sayaab raiders informed them briefly of the situation they found in their passing through the countryside: scorched earth. A local hamlet burnt almost completely to the ground, with little evidence of fighting with the bodies and vehicles of Oukan military left behind. They insist this devastation was not of their own creation, but that the people have here are suffering as a result of this altercation and they lack the means to help them, and therefore that it should be of concern to the Militia, and if not, the local Oukan stationed at Berhkaut.

    When questioned, the Sayaab reported no evidence of whom was behind this attack - the witnesses only explaining gunfire and brief explosions. Several other bodies suggest that true witnesses were perhaps killed ruthlessly to mask the identity of the attackers.

    Whilst the Militia is untrusting of the Sayaab - their words ring some truth. The Oukan volunteered to briefly scout the area with a single drone, and did indeed find that the area as it was described - with the Sayaab promptly departing with it's arrival after unhitching a few bags for those who still remained alive. A single Oukan vehicle remains in decent shape - which may be intentional. The Oukan believe that whoever attacked may yet return to collect it or that it all may be an elaborate ambush, but that it is not the priority of the mission.

    With options running short, both groups must rely once again on the "offworlders" to aid them. Medics to treat the wounded, several runners to deliver supplies, and a few guards to secure the area. AFIF has already pledged to help with reconstruction efforts, but are not willing to send vehicles until it is, whilst the Oukan will be taking a fleet of armoured hover vehicles to skirmish - and in the event of an ambush - flank any opposition at the hamlet to support the offworlders. This mission, alas, may easily take days.

    The shortest route to the hamlet is across the Ghjal Sink, a dry, deep cutting scar that marks the Watered Dune. If the team is to arrive on time, they will have no other choice to cross the ravine.





    OOC Information

    The event will be taking place on ‘Ttha' during the 10th and 11th, starting at 5-6pm EST on BOTH Saturday AND Sunday. On both days, expect the event to last upwards of 4+ hours for each.


    All roles - combative and non-combative - are all welcomed within the event, though fitting roles are encouraged.

    If you are interested in participating, please fill out a character sheet below.

    Hope to see you there!


    PLEASE ASK QUESTIONS IF YOU'RE CONFUSED.



    Combat Ultra Lite

    We've put together a simple dice based combat system that will allow characters to play to their specialties without being overly complex. Interactions not covered here can be improvised by the GM.


    A Typical Turn
    On your turn, you may move and perform an action. Some perks or items may specify bonus actions or special requirements that consume or add to your turn. Common turn actions include, but are not limited to:
    • Attacking
    • Switching weapons
    • Using a consumable
    • Performing aid
    • Grappling/Restraining
    Movement
    Every character has a base movement of 10. Perks & certain equipment may modify this. Every in game block represents 1 movement. You may split your movement up before and after your action.

    Hitpoints
    Every character starts with 10 HP, though may lower this value to a minimum of 6 if they see fit. Once a character is dropped to 0 HP, they fall incapacitated. You may treat this incapacitation in any way you deem appropriate (unconsciousness, agony, exhaustion, etc.) so long as they are excluded from combat until healed. HP can be recovered through rest & the application of medical consumables. Any DoT effects are to be handled by the GM. Temporary Hitpoints are hitpoints that vanish after combat, and may exceed your total health.

    Medical Aid
    Performing complicated aid requires experience and training. Without it, using medical supplies more complex than bandages & gauze wrap will require a medical skill DC. If your character does not have the Medic perk, they will suffer a -6 penalty. Failing a medical DC will result in an additional 1 damage being dealt to the recipient, as well as the consumption of supplies involved.

    Stats & Perks
    Your character starts with 4 stat points. You may allocate these points in any way you wish among the 5 parent stats [Strength, Dexterity, Agility, Constitution, Talent]. Each stat point provides you with 1 perk selection from within the corresponding tree, as well as a +1 bonus in said stat. E.G. placing 3 stat points in strength & 1 stat point in dexterity will give you +3 strength, +1 dexterity, 3 strength perks, and 1 dexterity perk. The use of these stat bonuses will be decided by the GM out of combat scenarios. Devoting all of your stat points into a single tree will earn you the <MASTER> perk.

    Strength [Applied to melee hit chance, unless dexterity bonus is higher]
    Brawler [+2 melee hit chance, +1 melee damage]
    Disabler [You may grapple a target within range. AC vs. Strength. Target loses their turn if successful]
    Titan [+2 AC]
    Breaker [Melee attacks disorient. Target suffers -4 hit chance next turn. Does not stack]
    <MASTER> [+2 melee damage]​

    Dexterity [Applied to range hit chance, as well as melee unless strength bonus is higher]
    Lethality [+1 range damage]
    Sniper [No long range penalty (-5 long range hit chance penalty without Sniper)]
    Coordination [You may catch & throw objects thrown toward or near you. Average DC vs. Dexterity]
    Marksman [+2 hit chance with ranged weapons]
    <MASTER> [Allows you to swap weapons without taking an action]​

    Agility [Agility bonus is added to your AC with lighter AC types]
    Swift [Double your movement. Applies after equipment penalties & bonuses]
    Untouchable [+3 AC against melee]
    Double Tap [Instead of moving, you may perform a bonus attack]
    Nimble [+5 stealth]
    <MASTER> [+1 AC]​

    Constitution [Every point in Constitution provides +1 HP]
    Thick Skin [+3 HP]
    Resilience [Once per encounter when falling to 0 HP, fall to 1 HP instead]
    Ironside [Incoming damage is reduced by 1 to a minimum of 1]
    No Mither [Heal to half your total health after combat. Cures bleed.]
    <MASTER> [+3 HP]
    Talent [Every point in Talent provides +10 equipment bux]
    Code Monkey [+5 when manipulating electronic & digital devices]
    Engineer [+5 when manipulating mechanical or electrical equipment]
    Medic [+5 when performing medical aid]
    Survivalist [+5 trapping & trapsense]
    Keen [+5 perception]
    Demolitionist [Explosive cost reduced to 5, Heavy Explosive cost reduced to 20]
    Packmule [+30 equipment bux]
    Expert [Double your talent perk bonuses]
    Methodical [Consumables have an extra use]​

    Equipment Catalogue
    You may flavor your equipment in any way you wish, but mechanically it must conform to certain categories & function. Weapon range is in ft/blocks. Range formatted as X/X represents the weapons threshold for standard range & long range. Attacks beyond the first number will take a -5 hit chance penalty, and attacks beyond the second cannot be made. The number in square brackets beside every listed item is its ‘cost’. You have 120 equipment bux to stock yourself with. Spend it wisely!

    Weapons
    [0] Unarmed [1 damage, 5 range]
    [5] Light Melee [2 damage, +2 hit chance, 5 range]
    [10] Heavy Melee [2 damage, Attacks apply disorient. Target suffers -4 hit chance next turn. Does not stack, 5 range]
    [10] Reach Melee [2 damage, Enemies moving within 10ft take an interrupt attack and suffer -3 AC for that attack, 10 range]
    [10] Light Ranged [2 damage, +1 hit chance, 30/60 range]
    [20] Spread Ranged [3 damage within 10ft, 1 damage & -2 hit chance beyond 10ft, 30/60 range]
    [20] Heavy Ranged [2 damage, +3 hit chance when stationary, 50/100 range]
    [20] Long Ranged [2 damage, +1 damage when stationary, -5 hit chance within 10ft, 60/200 range]​
    Ammo
    [5] 10x Light R. Ammo
    [5] 5x Light R. Hollow-point Ammo [+2 damage against Casual & Light Armor]
    [5] 5x Heavy & Long R. Ammo
    [5] 2x Heavy & Long R. Piercing Ammo [+1 damage against Medium & Heavy Armor]
    [5] 5x Spread R. Ammo
    [5] 2x Spread R. Slug Ammo [No damage fall off beyond 10ft]​
    Consumables
    [5] Rations [1 use]
    [5] Water [1 use, Removes acid debuff]
    [5] Gauze Wrap [1 use, +1 HP, removes bleeding]
    [5] Suture Kit [1 use, +2 HP, -6 penalty without Medic perk, Removes bleeding]
    [5] Splint [1 use, repairs one limb injury]
    [15] Painkillers [5 uses, Removes pain and fever]
    [15] Anti-Venom [5 uses, Removes envenoment]
    [15] Detoxifier [5 uses, Removes poison]
    [10] Toolbox [5 uses, +4 toward relevant actions]
    [20] Medkit [5 uses, +5 HP, -6 penalty without Medic perk, Cures all debuffs]
    [30] Synthetic Blood w/ IV Starter [1 use, +10 HP]
    [45] Nanite Injector [1 use, +10 HP, Cures all debuffs]
    [10] Explosives [1 use, 1d4 damage, +2 hit chance]
    [35] Heavy Explosives [1 use, 2d4 damage, +3 hit chance]
    [25] Energy Shielding [3 uses, negates ranged damage for 1 round. May be disabled preemptively when a single source exceeds 5 damage]
    [10] Adrenaline syringe [Revives a downed target and restores 2HP]
    Misc
    [30] Exosuit [+5 movement]
    [15] Integrated HUD [+5 perception, +1 hit chance]​

    Armor Class

    A characters [AC] Armor Class is what defends them against attacks. An AC is a fixed number, and used as a difficulty check against an attacking roll’s hit chance. Some AC types will penalize or enhance your other stats or abilities.

    Casual [AC 8 + Agility Bonus, +30 equipment bux]
    Light [AC 10 + Agility Bonus, +20 equipment bux]
    Medium [AC 14]
    Heavy [AC 15, -5 movement, Incoming damage is reduced by 1 to a minimum of 1]​



    Skill Interactions & Difficulty Checks
    Performing a complex action will often require a roll using an appropriate skill. You will roll 1d20, and add the corresponding bonus. Your goal is to beat a [DC] Difficulty Check. If your roll is higher than the difficulty value, you succeed. Actions will have repetition limits or penalties when failed.

    Easy [10]
    Average [12]
    Hard [16]
    Implausible [20]​

    Combat
    Combat is simple. An attacker rolls 1d20 [HC] Hit Chance and applies the appropriate bonuses against a defenders AC. Different weapon types may penalize your hit chance. If the attack hits (HC is greater than AC), the defender takes damage. Bonuses and penalties regarding terrain & environment may be applied by the GM.

    Critical Hits
    Rolling a perfect 20 results in a critical hit, which deals double damage.

    Example Scenario
    Bob, with a major short-medium range marksmanship skill, attacks Dob, who has an AC of 12 (Casual AC type + a minor agility skill) for 1d20+4. He rolls 11 and misses. Dob retaliates with no bonuses for 1d20 against Bob who has an AC of 16 (Heavy Armor AC type). Dob rolls an 18 and hits! Bob takes 1 damage, and is now at 7/8 hitpoints.

    Character Sheet
    Please fill out this character sheet format below. Please make it easy to read, and include the bonuses your stats, perks, and equipment provide. Please also include the equipment cost of all items listed in your equipment section.

    HP:
    AC Type:
    AC:
    Movement:
    Stats:
    Perks:
    Equipment:
    John Doe
    HP: 10
    AC Type: Casual [+20 Equipment Bux]
    AC: 10
    Movement: 10
    Stats:
    [3] Strength +3
    [1] Dexterity +1​
    Perks:
    Brawler [+2 melee hit chance, +1 melee damage]
    Disabler [You may grapple a target within range. AC vs. Strength. Target loses their turn if successful]
    Titan [+2 AC]
    Marksman [+2 hit chance with ranged weapons]​
    Equipment:
    [20] 1x Rifle: 2 damage, -3 hit chance within 10 feet (My Rifle)
    [35] 70x Rifle ammo
    [15] 3x Gauze wrap
    [20] 1x Medkit
    [15] 3x Ration
    [20] 2x Explosives [1 use, 1d4 damage, +2 hit chance] (Frag Grenades)
    [5] 1x Melee: 2 damage (Hunting Knife)
    [0] 1x Personal Clothing​
     
  2. Aiko

    Aiko The Coolest Cat

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    Blaze Winchester
    HP: 16
    AC Type: Heavy [AC 15, -5 movement, Incoming damage is reduced by 1 to a minimum of 1]
    AC: 15
    Movement: 10
    Stats:
    [3] Constitution +3
    [1] Dexterity +1​
    Perks:
    Thick Skin [+3 HP]
    Ironside [Incoming damage is reduced by 1 to a minimum of 1]
    No Mither [Heal to half your total health after combat. Cures bleed.]
    Marksman [+2 hit chance with ranged weapons]​
    Perception: +5
    Damage Reduction: Incoming damage is reduced by 2 to a minimum of 1
    Hit Chance: +4 ranged, +2 melee

    Equipment:

    [30] Exosuit [+5 movement]
    [15] Integrated HUD [+5 perception, +1 hit chance]
    [25] Energy Shielding [3 uses, negates ranged damage for 1 round. May be disabled preemptively when a single source exceeds 5 damage]

    [5] Light Melee [2 damage, +2 hit chance, 5 range] (VI Vibroblade)
    [10] Light Ranged [2 damage, +1 hit chance, 30/60 range] (VI Basilisk)

    [10] 20x Light R. Ammo
    [15] 15x Light R. Hollow-point Ammo [+2 damage against Casual & Light Armor]

    [10] 2x Gauze Wrap (1 use, +1 HP)

    + Cybernetic left arm outfit with flashlight, integrated PDA, and jet torch lighter​
     
    Last edited: Feb 8, 2018
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  3. Diehardpatriot

    Diehardpatriot Guest

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    Kade Castor

    HP: 10
    AC Type: Medium
    AC: 14
    Movement: 30

    Skills:
    • (Dexterity) Lethality [+1 ranged damage]
    • (Dexterity) Marksman [+2 hit chance with ranged weapons]
    • (Agility) Swift [Double your movement. Applies after equipment penalties and bonuses.]
    • (Agility) Double-Tap [Instead of moving, you may perform a bonus attack]
    Total stats +2 Dexterity, +2 Agility, +3 hit chance

    Equipment:

    [10] Explosive: 1d4 damage + 1, +2 hit chance (Sjetchen Jetlock Pistol [1x shots])
    [20] Long Ranged: 3 damage, +1 damage when stationary, -5 within 10ft, 60/200 range ('Pariah' Sniper Rifle)
    [10] Light Ranged: 3 damage, +1 hit chance, 30/60 range (Oukan Revolver)
    [0] Melee Weapon (Kade's Claw Hand)

    [5] 10x Light Ammo
    [15] 15x Long R. Ammo
    [15] 6x Long R. Piercing Ammo [+1 damage against medium & heavy armor]

    [30] Exosuit [+5 Mobility]
    [15] Integrated HUD [+5 perception, +1 hit chance]
     
    Last edited: Feb 10, 2018
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  4. Liraxus

    Liraxus Guest

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    Gender:
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    Occupation:
    N/A
    Location:
    Pennsylvania
    Sybil Kjata
    HP: 10
    AC Type: Light
    AC: 12
    Movement: 10
    Stats:

    [2]Talent
    [1]Strength +1
    [1]Dexterity +1

    Perks:
    Code Monkey [+5 when manipulating electronic & digital devices]
    Engineer [+5 when manipulating mechanical or electrical equipment]
    Brawler [+2 melee hit chance, +1 melee damage]
    Marksman [+2 hit chance with ranged weapons]

    Equipment:
    [Free] Clothes, Berkhaut Milita Armor
    [20] Rifle(Kalashnikov Polokeniye-33)
    [20] 40x Rifle Ammo
    [10] Light Weaponry(Oukan Revolver)
    [10] 20x Revolver bullets
    [10] Toolbox
    [5] Melee weapon/Flashlight(Riot Baton)
    [15] Rations x3
    [15] Water x3
    [5] Gauze Wrap
    [10] Adrenaline syringe
    [20] 2 Explosives

    *Has a cybernetic leg, proves little benefit besides being completely numb.
     
    Last edited: Feb 4, 2018
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  5. Kilobitten

    Kilobitten Guest

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    Kilo
    HP: 10
    AC Type: Light Armor
    AC: 12

    Stats:
    Dexterity: +2
    Agility: +2

    Perks:
    Sniper [No long range penalty (-5 long range hit chance penalty without Sniper)]
    Marksman [+2 hit chance with ranged weapons]
    Nimble [+5 stealth]
    Untouchable [+3 AC against melee]

    Equipment:
    [10] Light Ranged [2 damage, +1 hit chance, 30/60 range] (Submachine gun)
    [20] Long Ranged [2 damage, +1 damage when stationary, -5 hit chance within 10ft, 60/200 range] (Chemlock)
    [20] 40x light r. ammo
    [25] 50x Rifle ammo
    [20] 8x Heavy & Long R. Piercing Ammo [+1 damage against Medium & Heavy Armor]
    [35] 7x Gauze Wrap [1 use, +1 HP, removes bleeding]
    [10] Toolbox [5 uses, +4 toward relevant actions]
     
    Last edited: Feb 8, 2018
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  6. Ultimat3Wingman

    Ultimat3Wingman "Come Fly With Me!"

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    Gender:
    Male
    Occupation:
    Sales Associate
    Location:
    Camden, New Jersey
    Luis Martinez

    HP: 10
    AC Type: Medium Armor
    AC: 14

    Movement: 10

    Stats:

    [MASTER] Dexterity (+1 Ranged Damage)
    Perks:

    Lethality [+1 range damage]
    Sniper [No long range penalty (-5 long range hit chance penalty without Sniper)]
    Coordination [You may catch & throw objects thrown toward or near you. Average DC vs. Dexterity]
    Marksman [+2 hit chance with ranged weapons]
    Equipment:

    [20] Rifles ( Marksman Rifle )
    [10] Light Weaponry ( Oukan Revolver )
    [5] Melee Weapon ( Riot Baton )
    [15] Integrated HUD [+5 perception, +1 hit chance]
    [20] 40x Rifle Ammo
    [10] 20x Light Ammo
    [10] 2x Gauze (1 use, +1 HP)
    [10] 2x Rations
    [10] 2x Water
    [10] Explosives ( Grenade )​
     
    Last edited: Feb 10, 2018
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  7. Day Tripper

    Day Tripper miller ball breaker

    Joined:
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    Occupation:
    gawaine?
    Character Name: Joan

    HP: 10
    AC Type: Light Armor
    AC: 11
    Movement:
    Stats:
    [2] Talent +2
    [1] Agility +1
    [1] Dexterity +1
    Perks:
    Medic (+5 to medical)
    Expert (Doubles talent bonuses, total +10 medical)
    Double Tap (Instead of moving, you may perform a bonus attack)
    Marksman (+2 hit chance with ranged weapons)
    Equipment:

    (20) Spread Ranged (sawn-off)
    (40) 2x Medkit
    (15) 3x Rations, 1 day
    (15) 3x Water, 1 day
    (20) 20x Spread Ammo
    (5) Light Melee (Humbari machette)
    (10) Light Ranged (Sjetchen pistol)
    (20) 40x Light R. Ammo
    (15) Integrated HUD (short-range radio/scouter headset)
     
    Last edited: Feb 8, 2018
  8. Tacoburger

    Tacoburger professional taco burger

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    We've done some edits to the combat system. Please revise your post and make your new sheets. Sorry about the SMALL inconvenience, but the system is still be actively tested and reworked as we prepare for the event! :D
     
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  9. Sam Fisher

    Sam Fisher

    Staff Member
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    Gender:
    Male
    Character Name: Koshka

    HP: 14

    AC Type: Medium

    AC: 14

    Skills:
    [2] Talent +2
    [Survivalist +5 Trapping + Trapsense]
    [Demolitionist]
    [1] Constitution
    Thick Skin [+3 HP]
    [1] Dexterity
    Marksman [+2 chance to hit with ranged weapons]​


    Equipment: 140 Bux
    [20] Shotgun: 3 damage within 10 feet, 1 damage over 10 feet
    [25] 5x Explosives: 1d5 damage, +3 hit chance [Simple detonation charge]
    [20] 20x Shells
    [5] Melee weapon
    [10] Trappers toolbox 5 Uses
    [5] 1 Water
    [10] Adrenaline Syringe
    [10] Gauze Wrap 2
    [20] Heavy Explosive
    [15] Integrated HUD
     
    Last edited: Feb 8, 2018
  10. TheManTheyCallChuck

    TheManTheyCallChuck Guest

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    Wesley
    HP: 11
    AC Type:Medium
    AC:15
    Movement: 10
    Stats:
    Strength+1
    Dexterity+1
    Talent+1
    Constitution+1
    Perks:
    Packmule [+30 equipment bux]
    Ironside [Incoming damage is reduced by 1 to a minimum of 1]
    Lethality [+1 range damage]
    Titan [+2 AC]
    Equipment: 160
    [5] Rations [1 use] x1
    [5] Water [1 use, Removes acid debuff] x1
    [5] Gauze Wrap [1 use, +1 HP, removes bleeding] x1
    {20] Long Ranged [2 damage, +1 damage when stationary, -5 hit chance within 10ft, 60/200 range]
    [20] Spread Ranged [3 damage within 10ft, 1 damage & -2 hit chance beyond 10ft, 30/60 range]
    [15] Integrated HUD [+5 perception, +1 hit chance]
    [10] Adrenaline syringe [Revives a downed target and restores 2HP]
    [30] Explosives [1 use, 1d4 damage, +2 hit chance]x3
    [20] 8x Spread R. Slug Ammo [No damage fall off beyond 10ft]
    [20] 20x Heavy & Long R. Ammo
    [10] 10x Spread R. Ammo
     
    Last edited: Feb 10, 2018
  11. Reconus

    Reconus

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    I'm not sure if you wanted Talent and forgot to update one of the Strength stats, or misread things, but you do need a Talent perk for Packmule. I'd double check and edit the post, just as a heads up.
     
  12. Tacoburger

    Tacoburger professional taco burger

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    Updated the equipment and turn section. Reread and adjust.
     
  13. Tacoburger

    Tacoburger professional taco burger

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    updated armor
     
  14. Tsunomics

    Tsunomics Guest

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    Gender:
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    Name: Avrid Ragnarsson

    HP: 10

    AC Type: Heavy

    AC: 15

    Movement: 10

    Stats: Strength +4

    Perks:

    - <MASTER> [+2 melee damage]
    - Disabler [You may grapple a target within range. AC vs. Strength. Target loses their turn if successful]
    - Titan [+2 AC]
    - Breaker [Melee attacks disorient. Target suffers -4 hit chance next turn. Does not stack]

    Equipment: 120 Bux ( 30 left )

    [10] Heavy Melee [ Battleaxe ]
    [10] x2 Rations
    [10] x2 Water
    [10] x2 Gauze Wrap
    [15] Integrated HUD
    [35] Heavy Explosives
     
    Last edited: Feb 9, 2018
  15. Tacoburger

    Tacoburger professional taco burger

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    locked. good luck.
     
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