Warzone universe under siege pdf
The new Cardinal was not pleased. Imperial also had a determined sense of vengeance to conquer all of Cybertronic's holdrngs and regain the honor taken from. It seemed that Cybertronic had been terraforming one of Jupiter's moons, Ganyrnede, and were in the last stages of pre-cotonization. Imperial,who did not have a pfanel.
Cybertronic delegates lmrnediately called upon the Cartel to reprimand Imperial for this act, but since Ganymede was not included in the holdings report given to Cartel Law Lords, it was not protected under the current Rules of Engagement.
Imperial now had a planetoid, and they immediatety began to exptoit its resources. Cybertronic, stinging from the Ganymede debacle, called out to the ather Megacorporations for help in finding more land. It was Mishima who responded.
MFshima was very interested in Cybertronic'stechnology and decided to open up one of their ports for the Corporation to lease land. Misbima believed that they would benefit from the new businesses, eventually acquiring those who petformed well. Cybertronic was one of the first to establish a presence in Fukido, but through a toophole in Mishimab lease contract, Imperial ,was able to buy the majority of the port, J much to the chagrin of both Cybertronic and.
This action was supported by the Brotherhood as well, and, with the blessing of Imperial, a Cathedral once again found itself built on Mercury. Cybertronic's facility quickly became an impregnable fortress, which found itsetf constantly under assault from Imperial and Brotherhood agents. The Carfel was called in to mediate this affair, but their Rules Lawyers could do nothing for Cybertronic.
The newest Megacorporation had no choice but to, once again, enter the Asteroid Belt, commonly known as the Frontier, and came out their place amongst Imperialdominated territory. Further conflicts between the two Megacorporations began to flare up and the other Megacorporations called for a meeting of all corporate delegates and Brotherhood Observers.
This conference was to take place on the Cartel's common-ground facility located on the Mars moan of Phobos. This facility was called Peacekeeper Station and had been the base of negotiations for the Cartel since the end of the First Corporate War.
Peacekeeper Station and the Rain of Madness were seen as ploys of the Brotherhood and were summarily dismissed. Moving quietly in the background were accusations of further Brotherhood indiscretions and abuses of power whtch originated from a fanatical group of former Brotherhoad members now gone rogue.
On Mercury, skirmishes began in earnest between Imperial, Cybertronic, and Mishrma over the possession of Fukido, On Venus, the Corporations dnfted into all out war again over possession of the Graveton Archipelago. On South Mars. Cybertronic and Imperial battled each other for control of the Asteroid Belt, bringing with them the interests of the other Megacorporations. Everywhere brushfire conflicts erupted and before anyone could stop it, the Megacorporations had returned to the old, familiar pattern of strife and warfare.
The Carl:el. Sorne battles were finished before they started, as enemy intelligence would be completely briefed by Cartel Agents about an attacking Megacorporation's force and plans.
Other Corporations would find their finances hemorrhaged by Cartel Rules Lawyers if they tried to use their armies to invade rival territories. Furthermore, Brotherhl30d forces, specifically the First Directorate'! After careful reflection and examination, one sound kept resonating in the Keeper's milids, one s'aund that made their skin crawl, Semai.
It tvas in that moment. Attempting to explain this discovery to the feuding Megacorporalions pmved to be difficult. The Cardinal vehernentry insisted that it was not one of them who.
As we mentioned in the introduction, each UWZ player collects miniatures to represent the soldiers and vehicles in his army. Each miniature, or model, represents a single person or creature, whose abilities and game performance are defined by its Model Profile.
This is the Eine of numbers that appears beside each Unit type. It represents the crucial information about your soldiers, their strengths and weaknesses.
Every turn, players alternate activating Units of models which we call Squads. When a Squad is activated, all the models in that Unit take a certain number of Actions before their turn is For the may charge fire their weapons, command other models, or perform almost any other maneuver you desire. In this manner, UWZ gives the player complete control over every model in his army.
By allowing the ability to act and react throughout each turn, our DSS affords you the unique opportunity to exploit your opponent's errors and capitatire on advantageous situations as they develop. The DSS gives you, the player, access to the most tactical options and the best ways to implement them. By integrating these elements, you will find your skirmish game truly exciting and exaansive. No, really. While every player wants to win, ,a good arne is 01 ne where both players fought we!
I1 and had a good time, even the player w P1 0 lost. In the hundreds of?. That's That fine. For even more fun, we recommend trying out same of the pre-designed scenarios included in this book. We hzwe discussed this notron nh-nln, later in tl,, ,, ,ap,cr.
For now, let's focus on having fun and take a quick look at how the game works. There are a few concepts that are important to know in order to play and enjoy UWZ. What follows are the most comrnan game terns you will need to know. In VWZ, a die roll is used to resolve asaects of the game where the outcomlB is uncertain, such as makin! The riie roll is made agc fined target number. The target number c s usually a model statistic modified by any applicable bonuses or penalties.
The die roll is a success if you roll this target number or less on the die. Any circumstantial modifiers termin coverage,. I f your model has an RC of 75 and the defender is in soff rover , your target number IS Your attack succeeds if you roll a 13 or less on the d In something special nappentng in the player's favor. If no special effects are listed for a certain type of TOR O ' 1ln. When this occurs, each player rolls their own die and adds any relevant modifiers to their result.
If both players modified scores are equal, they should simpky roll again. Example: Two players, Mark and Scott, have concluded their second turn of play. With tensions running high, winning Initiative is very important. Both players find their highest LD score from amongst their remaining, nonpanicked troops and add that number to the roll of a d As Scott's highest CD was 72 and he rolled an 17, Scott now has a total initiative score of 23, Mark, with an CD I0 and a roll of3 gets a total of 13 for his initiative.
Since Scotf won initiative, he may now choose to activate at ke Mark go first. Measuring for 7'emplate 1weapons and certa in spells will be. Typically, a model must see andher model in order to direct its efforts towards it, such as charging o r shooting it. A model has LOS to another model if an unobstructed line can be drawn between them, regardless of distance.
LOS is measured from ' of your model, unless specifically stated othewise in the model's special rules, On a gaming table, covered with troops and various types of Terrain, LOS is not always easy to determine. Terrain blocks LOS if the major body portions of the model are completely obscured, or if the model is in base-tc-base contact with the terrain. However, common sense must be applied h e r e l f a model is behind a wall, but the static pose of the figure's hand protrudes from behind a wall, then an enemy model should not be able to declare LOS.
If there is any doubt about LOS, simply get down to eye level of the models, If you can see the target, you can shoot it. Some spells and abilities have different LOS requlremenk. Likewise, some abilities don't even require your model to have LOS?
It may not re-enter the game. In the worlds of UW2- you can command various forces, from the basic warrior new to battle to the Ensplring heroes that lead your army to victory, You can even command Vehicles, from the sma8 and quick skimmers that swarm across a batttefield as bell as Great War Engines capable of massive damage.
To best represent these various creatures, we have developed eleven characteristics that describe the numerous aspects of Unit's physical and psychotogical strengths. The Model Profile describes everything you need to know about the way a model performs on the battlefield. The profiles for each model can be found in the Army Lists section at the end of each force's chapter. T'he profilt3 begins with the name for the ,.
The profile then lists a bit of information about this troop type and how many of thjs model may be in the Squad. Next is a line of abbreviations known as a "stat line". Each model is defined by the same eleven statistics; these represent the basic capabilities of the model.
Finally, all of the equipment and special ruledabilities for the model are listed. Now that you are familiar with some of the basic game concepts, let's look at the skilled warriors that will make up your game and set your army apart frwm your opponents.
Stab rangc in value from 1 to 30, where 1 is a very poor rating and 30 an exceptionally good rating. Move action. The AR stat represents how well protected a model is from the hazards of life and war. It can represent state-of-the-art combat armor, a thick, steely hide, or a tough-as-nails disposition. Whatever the case, a model with a high AR value will be hard to kjll. These stats are recorded on the unit cards that accompany each model in its package.
These cards are far more than just a convenient record keeper, but we'll get to that later. The efeven statistics that define a model are:. Models with the Special Ability to Channel use their Power stat to gauge their connection with the Supernatural.
Size does matter. There are 5 different Size categories used for the models in UWZ. Small Models Small models have significantly less stature than a normal human. Some models, like the Children of Ilian, are short by comparison to the average 'human. Small models have a sire value of I. The standard rules, as written. Normal models have a size value of 2.
Large Models Large models bigger, but less than twice the sire of a normal human. Large rnodefs have a sire value of 3. Huge Models Huge Models are twice again the size of a human or larger. Huge models have a size value of 4. Gigantic Models Giant Models are three times the size o f a human or larger. Gigantic models have a size value of 5.
Higher costs can be the result of intense training, powerful equipment. It represents the number of actians the model can make in a given turn of Activation. It may describe unique training possessed by the mode! Strength is the basis for damage in close combat and affects the range of thrown weapons. These classifications are primarily used to deternine a models vulnerabilities and advantages.
The classifications a modal may belong to are: A. Some are almost fully robots, controlled by sophisticated, artificially inteltigent neural networks and neariy devoid of any humanity.
Thogh rare, they do exist. Most take the form of humans who have accepted various levels of artificial enhancements into their own brains to augment their own capacity.
Mortal models of AI:2 or less are still considered mortal. The level of Al assigned to any model reftects the degree of enhancement thus the greater the number. Thus all A. The number tells you a few things about the A. There are trmes when a player may opt to add cybernetic enhancements to a model s and when this occurs, the A1 rating of the modet is increased.
In general. During times when a Morale Test would have been required, the A. I, level acting as a penalty f o the I!. Failure indicates the A. Success indicates the model wiflbecome the new squad leader. Confinue to mll as above as each model is activated until a new leader I s selecfed. Once a model becomes the new leader. Associated Armament: Equipment too cumbersome to be carried by one man, yet required far the functionality of the squad.
The heart of any army, Squads are groups d models that are trained to work together as a team. A Squad's training, equipment, and role upon the battlefield is different within each army. Each Squad has a Designation, which determines what a player can choose when building their army. It is OptJonal and noted as: optional: up to -1 per squad. Squad Leaders Within each Squad is a Leader.
Leader models are the keystone of a Squad's Morale and the center point for Command Distance. In a regular Squad, there can be only one nd that Leader will be noted in the Squad ss Squads will be noted within a Squad's Structure. The ratio is 1 Support Unit pet 2 Grunt Squads. They are usually grizzled veterans, hfdeous monsters, or men of supernatural power. Certain Officers are linked to a particular Squad and can only be included in the game if the referenced Squad is also present.
Elite Squads Squads that receive additional training and superior equipment receive the designation of Elite. A player can incfude a s many Elite Squads in their as they have equal or greater sized grunt Squads. Elite Squads cannot be used to calculate Support Units in an Army. Each Squad contains a minimum and a maximum number of Troopers, which are listed in parenthesis next to that Squad's Trooper name in the Squad Structure.
The minimummaximum is represented in the required part 07 the profile. Force Commanders At the head of a larger army is the Farce Commander. This Individual has the ability to coordinate battle plans, give orders to Squads, and inspire his men to new heights of bravery. Force Camrnacders do not get involved in small skirmishes and are only seen an the battlefield during large-scale conflicts.
To represent this, a player can only include one Force Commander in an army and that army must have at least three other officers present with six other Squads, Force Commander i s considered a Ranked Officer and has a 0u Command Distance.
The time and funds required to create these Specialists are great enough to limit their numbers within a Squad. The profile will tell you how many core troops are required for each type of specialbt. AII Squads have different requirement for Specialists, so pay close attention tothe criterion offered.
Unlike core troops, there is no minimum for Specialists within a Squad, since they are considered optional. To represent this, a pla rer can orily include one Support Unit in their Army for every two Grunt squads selected. Support Units are designated by their role on the battlefield. Brotherhood agents. Mercenaries, and Freelancers who do not normally faN under the selected army's Unjf lists. Therefore, all the models in a Squad must remain within a certain distance of the Leader.
This distance is known as the Command Distance and c s normally set at 6". If, at the beginning of a Turn, models are within Command Distance, they may Move and act normally.
Since Command Distance is measured from the Squad's Leader, the leader is always considered to be in Command Distance. This reflects that the Squad still holds together but not with one strong and single voice. Squads of Flyers maintain Command Distance if they are within 6'hand within 1 altitude of their Squad Leader. Models out of Command Distance suffer a 4 penalty to any morale test made until it moves back into Command Distance. While the semi-ir models rn a Leaderless Squad have no official command structure that requiresthe presence of an oficer, they do function around a varying central figure called the Reference Model.
The Squad must stay within the 6-Fnch Command 'Distance of this designated model each turn. Generally I ; have t w l speaking, most models can only attack enemies in the front -. Before you start playing, you should decide how to indicate your models' Facing. A model's front facing should be obvious, but if there is some confusion, you may want to mark your models in some way to indicate which direction is "front".
For example, you may place a line or triangle on the base, or paint the front of the model's base a different color. There may be exceptions to these rules, in which case the firing arc of the model will be expressed in the special rules far that model. Having j an opporlent. Thf:niudefs fr o ntsare Incllr:taed by white triangles. The Blood Beret can f ireat Iheone Capitol sordier in the bright are:3 as is.
The rlumber orI the die determines the distance of the deviation, wtiich is calculated by only tooking at the tens aspect ofthe rolled number. In this manner, the most something can deviate is 1 0. When a Squad is activated, the player chooses a model n its AC within that Squad and uses all of its actions as listed i characteristic.
Once that model completes its last action, the player chooses another model within the same Squad and uses its actions. After all the models in a Squad have compfeted all their actions, that Squad is considered Activated and should have an Activated Counter placed next to it. The opposing player now activates a Unit.
Play passes back and forth until all the Units on both sides have been activated. If one player has more Units than another, he will activate his remaining Units, one at a time, aner his opponent has no Units left to activate. This is the n thn :-,t;F. Make sure to use an easrly readable d20 for these instances. Activation markers are removed from the board. Some markers, like Wait Counters. These will be detailed later. The players begin a new Turn by rolling inltlative for that turn.
Therefore, the UWZ game is divided into Turns. Each Turn, models carry out a series of Actions such as moving, firing, or Channeling a power. Turns are then repeated until the outcome of the battle is decided.
Markers are used to indicatethe state of pply. For example, an "activation marker" is used to show when a Unit has had its turn. Other markers can apalv to entire Units or specific models and will be detailed in the r. During a Turn, the pl, ayers alte mate the :xtivation of one. Unit at a time. All players roll a d20 and add the single highest Leadership stat LD From among their surviving models.
A player whose models are alF panicked takes a -4 penalty to the d20 roll. Note that the player who wins initiative may choose to Having won initiative, the Acolytes a f the Dark Cults prepare to unleash hell on the Free Marines in the trench.
Acolyte 1 wit! They must then spend all their remaining actions before any other member of the crew or passengers may take an additionai non-Wait action. This means they have three opportunities to do , n g ,,,p , Unit activation, See dmored persoqal carriers for something during their Turn. During the course of a Move action. It can also turn as it makes an attack in Close Combat. Far Rally further details and restrictions, see the Movement section. Give Orders A Move that brings a model jnto base-to-base contact Wait wlth an enemy model is considered a Charge.
This particular There are certain limitations on some Actions, but Move is covered In greater detail i n the "Getting Into CIose generally, a model can perform them in any order. Combat" section. On its Activation, it may Move, Shoot, and Move again. Or, if could Shoot three times. The choice is ultimately up to Ted, and forms limifless strategic. The following rules allow models to Climb terrain features that are taller than the model in question, such as cliffs, walls.
Models can Climb up or down a number of inches equal to their Size, without fear of falling. Each Action spent allows a model to Climb its MV rate in inches. While Climbing, a model may perform no other Actions until it reaches a surface upon which it can stand. When attempting distances greater than the Model's Size in inches, there is an inherent risk of falling. At the end o f any turn spent climbing at such a dangerous height or at the campietion of the Climb in question, a Climbing check must be made.
No more than 1 check per turn is required. Roll a d On a , the model has lost its footing and fallen. Place the model back at the bottom base of the Terrain the model failed to climb, and roll for damage as calcutated in the Falling Rules section. Note: All creatures with basically humanoid features may attempt to ClirnbTerrain,with some exceptions. If players cannot agree on whether ar not a creature would be able to Climb a given piece of terrain, both players shouEd rol" d20, with the decision going In favor of the player who rolled highest.
Additionally, not all models can use all the types ofActions. For example, only Channelers can Channel powers. Specjfic restrictions on Actions are detailed in the relevant section.
This accounts for the fact that any Action requires a certainI amount I 3f time to perform and requires the joint efforts of both the rider and the mount to accomplish. Models inside a transport are considered part of a singye passengerUnit. ThispassengerUnfttakes actions justlikean additional crewmember. During the passenger Unit activatlm, or mare of the transporting models may elect to one. A model may Jump a gap in the Terrain up to its MV stat without penalty. Gaps than this value up to the model's full MV may be crossed with a Jump action, but risks failure and potential falling damage.
Gaps greater than a model's MV cannot be cleared with a Jump action. In these cases, roll a d On a 19,the model has Fallen at the end of the MV value distance. OR a 20, the modeF has Fallen at the beginning of the attempted area. See the Falling section for more details.
Whether Jumping or falling, the modei may take Damage from the event. A model will beain to take darnaae from a fall w that is over its Size in inches. Thus, a Size 3 model will start to take damage from a fall of more than 3". Add the fallowing according to the distance.
They can jump safely from this height for the use of one action. Models that elect to jump from a height greater than their sire must make an LD test to see if R has the nerve to jump. If passed, for the cost of one action, the model can be placed up to its MV value in inches from the point directTy betow where the model jumped, Calculate Damage as needed.
If the model fails its LD test, the model will not jump and the action is wasted. A model may test again on their next Action to see if it has mustered the nerve to jump down. E X A M V 3 mlode1 can be placed up to 3 inch away rmm tne terrain an0 a rvrv 4 model may be placed up to 4". The greater the height, the greater risk of injury to the Falling model. Models might fall while attempting to Climb a wall of a building, or be pushed off a ledge by an attack or a spell.
Some fall and land on an unsclspecting ally or foe. Models that fall From a height as opposed to Jumplng from one must be placed at the base of the terrain from which they have fallen. They do not gain the benefit of being placed like a Jumaina.
I o have eilher Jumped or fallen more than their Wodels wt-l Sire wrill be knot:ked off their feet by the impact of the landing, and led an to stand R Prone. Take the LD score of the target mode1 and subtract the size of the falling model. This is the total the model must roll under to avoid damage. Success indicates they were warned of the imnending impact either an ally's cry or the fatling victim's scream : 3nd stepped aside at the last second.
If they fail this roll, they take damage equal to the damage surered by the falling model. Models on Wait may automatically avoid such impacts without the need for an LD roll, but their Wait status is lost. Note: Models that sidestep a falling enemy are not Prone, simply relocated. When a Model Minimizes its Presence, it's considered close to he ground or some other obstruction, presenting less a target.
This is covered in detail under Close Combat. The different types of melee weapons and their profiles are described in Appendix 2: The Armory. Aiming is not cumulative; a model can only Aim once per target. You must fire on the action following an Aim action in order to receive the Aim bonus. This is covered in detail under Ranged Combat. The drfierent fypes of missile weapons and their profiles are described in Appendix 2: The Armory. Each model with the Charmer Special Ability has the option of purchasing one or more Supernatural Powers from the appropriate Supernatural Power lists.
Supernatural powers vary enormously in complexity and the length of time needed to Channel them. In addition, certain powers may take more than one Action to Channel. Each power is assigned a certain level, or magnitude; the higher the magnitude the harder the power is to Channel. To Channel a power, the model must have a PVV greater than 0. If the opposing player wishes to prevent this, an opposition test must be made. Each player adds his CC score and his ST score together and rolls a d The model with the highest score wins.
If the rnodel attempting to Break Away succeeds, it is moved away from the engaged enemy model up to its MV in inches. If the model doesn't succeed, it is locked in place and the Action is wasted. The figure can always try again on its next Action i f desired. If a model is in Close Combat with several models and attempts to break away, he must make a Break Away test as above against the rnodel in the group with the highest CC value with a modifier of -1 for each other model beyond the first.
Concentrating is not cumulative; a model may only Concentrate once per Channeling attempt. A model must unleash a Power on the action following a Concentrate action in order to receive the Concentrate bonus. If a model uses an Action to Concentrate. Each type of Conceakrnent carries its own penalties to Spot atfempts, based on Ternin, range. Any and all modifiers are combined into what is known as a Spct Check. Performing a Spot Check costs ane Action, but each Actlon spent checking increases the chances of success the effects are cumulative.
If the Spotting model can draw LOS to the Concealed model, simply roll a d20 and compare it to the Spotting model's LD value, after any adjustments are made. Friendly models separate from the Spotting model's Squad or outside the range?
By using an to a rnodel can add to its RlC stat. If failed, the Action is wasted and the Concealed model remains unseen. If further Actions are available, it may attempt to Spot again. Bonuses and Spot The more intent that the Spotting model is in finding their foe, the greater chance they will have in succeeding. Should a model fail a Spot check, he may try to do so again by spending another Action.
Each subsequent attempt beyond the second adds a 41 to this check. This cumulative bonus applies only on the turn it was initiated. However, it may repeat the process again. Spot and Movement. The process of scanning the area for clues fo determine the location of an unseen adversary b one that may be performed by a reserved Wait action.
Spot Check. The Squad leader of a panicked or broken Squad may attempt to Rally the Squad by making a LD test and expending one action. If the LD test is successful, the Unit is no longer panicked or improves from broken to panic status.
Subsequent rally attempts can be made by spending additional actions, but each one after the first suflers a 3 penalty. For more information, see Morale Tests. Squads who have lost their leader and have a common trooper acting as Squad leader may still attempt to rally.
However, the attempt always suffers a -3 penalty due to the trooper's tack of leadership experience, and they may make only one attempt to Rally per turn. Leaderless Squads are not accustomed te the same command structure as Squads with leaders, and thus don't suffer the above penalty.
Some leaders possess such training and charisma that they have the ability to rally Squads that are not even in their direct command. This skill is known as the Rally Others Special Ability. Any model that can Rally Others may spend on action to attempt to Rally any Squad that has a member within his Command Radius. If the rallied Unit has yet to activate this turn, it may use actions normally when activated. Additionally, the Individual that successfully rallied the panicked Unit may also use a Give Orders action on this Unit.
An lndividual model with Rally Others may only use this Action once per turn and it may only Rally a Unit with a lower leadership stat than its own. Ef a model that is the subject of a Spot check is Minimizing its Presence, the Spof Check against it incurs a -2 penalty.
However, Minimized models also suffer a -2 f o any Spot Check it may try to perform. A model that is Climbing is too preoccupied trying to keep from Falling to perform a Spot Check. Spot and Chse Combat. A model is toe preoccupied with its present enemy to try to find another enemy.
Spot and Ranged Combat. A model must first see an enemy before they can shoof at them. A model is too preoccupied wifh self-preservation to find an unseen enemy: they are having enough troubte with the enemy that they can see. Spot and Chaoneling. The ability to Channel is truly deadly on the bafflefield. However; for a Channeler to affect a target, he or she must h f see it. Therefore, a model cannot Channel a power towards a model that is rmseen. The Channeling modei must first successfully Spot the model.
Giving Orders ends a model" turn, after which the ordered Unit or Squad will activate out of turn. Once activated, all the models in that Unit must take their Actions immediately following that Individual's turn. A figure may only Give Orders to one Unit per turn. A figure can Give Orders and remain concealed. When a model is an Wait, it is considered to be watching and waiting, ready to react to an enemy's activity.
A rnodel that has Actions left in its turn may expend air remaining Actions to go on Wait. Place e Wait counter beside the Waiting model, which will remain until the model IS next activated. A model on Wait may react to an opponent's models out of the normal turn sequence, by expending the Wait counter at. Show prices without shipping. Shipping prices may be approximate. Please verify cost before checkout.
About the book: The Universe is burning! The inhabited worlds are being torn apart by the fury of the Second Corporate Wars, turning the entire solar system into one huge warzone. From the sun-baked planet of Mercury to the ice fields of Ganymede, the five Megacorporations do battle.
Now, even as the armies of humankind struggle for supremacy, the Dark Legion has returned. Inside this complete game you will find: A complete and thorough history of the Mutant Chronicles Setting written by some of the industries best talents expanded to the current game. A dynamic game system The Dark Symmetry that while easy to learn provides an evolving level of strategy unparalleled in table top gaming.
Audio Software icon An illustration of a 3. Software Images icon An illustration of two photographs. Images Donate icon An illustration of a heart shape Donate Ellipses icon An illustration of text ellipses. Warzone Tabletop Rulebook Version 2. EMBED for wordpress.
Want more? Advanced embedding details, examples, and help! Topics Tabletop , roleplay , rules , warzone , warhammer , games workshop , game , miniatures , models , science fiction , fantasy , bauhaus , mishima , capitol , imperial , cybertronic Collection opensource Language English.
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