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 Betreff des Beitrags: Space Marine Gerüchte
Ungelesener BeitragVerfasst: So 17. Aug 2008, 18:44 
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Spielsysteme: 40k: Dark Eldar
WHF: Vampire
Magic: Legacy / Typ 1.5
Zitat:
12.08.2008

News von http://warseer.com
Command Squads
Command Squads may only be taken for Captains (one per Captain).
There is no sergeant option as the entire squad are veterans.
The Company Champion is an optional upgrade character. The basic squad is 4 veterans and 1 Apothecary.
Basic weapons are chainswords and either bolters or pistols.
Any squadmember can replace his pistol or sword with: storm bolter, flamer, plasma gun, meltagun, combi-weapon, power sword, powerfist, lightning claw, or thunder hammer. Pistol may be replaced with a plasma pistol. Melta bombs and storm shields can be taken by anyone.
The squad may be upgraded to ride bikes.
Librarians
Nine psychic powers:

Avenger: essentially an AP3 heavy flamer
Force Dome: 5+ invulnerable for the librarian and squad until the end of next player turn
Gate of Infinity: librarian and squad Deep Strike back within 24" but with a minor risk...
Machine Curse: shooting attack causing a Glancing Hit on 1 vehicle within 24"
Might of the Ancients: Librarian gains strength 6 and rolls 2d6 armour penetration
Null Zone: all enemy units within 24" re-roll successul invulnerable saves for rest of player turn
Smite: 12" range, assault 4 St4 AP2
Quickening: gains Fleet and Initiative 10
Vortex of Doom: 12" St10 AP1 Heavy1 Blast; failed test results in the blast being centered on the librarian without scatter.
30.07.2008

News von http://warseer.com
Chapter Master - Ws6 Bs5 S4 T4 W3 I5 A4 Ld10 Sv2+ - has around 20 Options (my thoughts are the ones below) - Starts with Close Combat weapon, can upgrade to Power weapon, Power fist, Lightning Claw, Thunder Hammer - has a bolt pistol may upgrade to any of these: Plasma Pistol, Storm Shield - Has a Bolter, may upgrade to Storm Bolter, Combi Plasma, Combi Melta, Combi Grenade Launcher - May replace Bolt pistol and CCW for pair of Lightning Claws or a Relic Blade - May take Terminator armour, Jump Pack or a Bike (theres 15 options so far, what else is there?) - if he takes a bike, Bikes become Troops choices (stupid stupid stupid) - Gives some kind of Orbital Strike which is S10 Ap1 (of course it is…stupid marines)

Captain - Ws6 Bs5 S4 T4 W3 I5 A3 Ld 10 Sv 3+ Much the same options as above

- Chaplain - Ws5 Bs4 S4 T4 W2 I4 A2 Ld10 Sv3+ - Comes with Crozius and Rosarius - Still allows rerolls to hit. - Makes unit with him Fearless

Librarian - Ws5 Bs4 S4 T4 W2 I4 A2 Ld10 Sv3+ - Comes with Force weapon and Psychic Hood - Psychic hood now has a range of 24" (whether it means that the power is within 24", or the Psyker i dont know)

Master of the Forge - Ws4 Bs5 S4 T4 W2 In4 A2 Ld10 Sv2+ - Comes with Servo Harness - Has Conversion beamer which gets stronger and more powerful the further away he is firing. Maxes out at S10 Ap1 Large blast at 72" - Allows Dreadnaughts to be taken as Elites AND heavy support if he is there.

Command Squad- around 20 points each - Lots of Upgrades like now. - Apothecary comes standard, i think the standard would come standard too :P - Apothecary gives the unit Feel no pain - Can be Bike Mounted

Honour Guard Ws4 Bs4 S4 T4 W1 I4 A2 Ld10 Sv2+ - can only be taken if a Chapter Master is present in the army (does this Include Special Characters?) - If they become Honour guard can take Ritual Blades which are a two handed power weapon at +2 Strength. - One may take a Chpater Standard which, if it still has the same rules as now, gives them Counter attack. - They may take a Chapter Champion who i feel will have stats like so: ws5 Bs4 S4 T4 W1 I4 A3 Ld10 Sv2+ - Chapter Champion must direct attacks against enemy Independant characters if he can.

Kor’Sarro Khan, Captain of the White Scars 3rd Company -Ws6 Bs5 S4 T4 W3 In5 At3 Ld10 Sv3+ - Gives models in his unit hit and run and Furious Charge. - Instead of normal Chapter Tactics, Kor,Sarro can give every model who can Take Chapter Tactics (so everyone except Vehicles and Dreads) the ability to Outflank. - Moondrakkan is a bike he may take. It’s a bike which can use the Run ability and can also Fleet - Moonfang- A Power sword. Any 6’s on the to wound roll become Instant Death.

Kayvaan Shrike -Ws6 Bs5 S4 T4 W3 In5 At3 Ld10 Sv3+ - Has a pair of Master Crafted lightning Claws which give Rending - Instead of normal Combat Tactics, he gives his army the Ability to Fleet. - He has Infiltrate and gives it to his unit, possibly Scout and Stealth still.

Pedro Cantor - Ws6 Bs5 S4 T4 W4 In5 At4 Ld10 Sv2+ - Storm Bolter and Powerfist - Sternguard in his army count as Scoring units - His combat tactics gives marines the ‘stubborn’ special Rule.

Marneus Calgar - Ws6 Bs5 S4 T4 W4 In5 At4 Ld10 Sv2+ - 2 Powerfists and a Stormbolter - Eternal warrior (Emperor knows why…) - His Chapter Tactics allows his army to choose to pass or fail any Ld tests (instead of the Combat tactics, which allows you to choose to fail) -Oh my God, i mean...God of War rule allows him to reroll pretty much anything. (like Warptime) - The Storm Bolter is AP2 - He is ONLY in terminator armour and it gives him a 4+ invulnerable save.

Chaplain Cassius - Ws5 Bs4 S4 T6(!!) W2 In5 At3 Ld10 Sv 3+ - Feel No pain (…Emperor knows why)

Captain Lysander - Ws6 Bs5 S4 T4 W3 In4 At4 Ld10 Sv2+ - Thunder hammer is Master Crafted and gives Lysander S10, he also adds +1 to the damage against vehicles - Storm Shield (3+ invulnerable save for him) - Eternal Warrior (Again?!) - Bolter Drill- The Squad he is with is allowed to reroll misses with Bolters - Allows one piece of terrain to be fortified, to give +1 to its normal cover save. - Chapter tactics gives his army Stubborn

Captain Sicarius - Ws6 Bs5 S4 T4 W3 In4 At3 Ld10 Sv3+ - His mantle gives him Feel no pain - Is able to kill a Wraithlord in one hit with his wargear (some kind of Instant death rending?)

-Vulkan Estan - Ws6 Bs5 S4 T4 W3 In4 At3 Ld10 Sv2+ - Chapter tactics allows all meltas and flamers to become twin linked and all Thunder hammers to become Master Crafted. - 3+ invulnerable (GAH!) - Heavy Flamer (which rerolls to wound) - S6 Power weapon, Master Crafted

Brother Chronus - Upgrade for a Space Marine Vehicle - Gives it Bs5 - If vehicle is destroyed he can scurry away and crew another one.

Scout Sergeant Telion - Upgrade for Scout Squad - Can give his BS of 6 to another scout in the unit.

Elites Sternguard Veterans: - Ws4 Bs4 S4 T4 W1 I4 A2 Ld9 Sv3+ - Come with Bolters and 4 Kinds of Specialised round - Dragonfire bolts- Normal Bolter, Ignores cover - Hellfire Rounds- dunno -Kraken bolts- 30” range, S4 Ap4 Rapid Fire - Vengeance rounds- 18” range, S4 Ap3, Rapid Fire, Gets hot - Can Upgrade bolters to Storm Bolters (lose the specialist rounds) - Can take Combi weapons (keep the rounds). - Can also take from a small list of special and Heavy Weapons (Flamers, Heavy flamers and such.) - One of the Sternguard can take a Powerfist or Power weapon - They may choose which round to use each turn.

Dreadnaught: Just like now, Probably with options to become a Mortis Dreadnaught

Venerable Dreadnaught: WS and BS 5 (ouch), with most of the Dreadnaughts Basic Weapons options

Ironclad Dreadnaught: Basic Dreadnaught Stats with front and Side armour 13. - Probably comes with a Heavy Flamer rather than a Storm Bolter - Can take a Hunter Killer - Has Move through Cover (since its so Streamlined...you know?)

Terminators - Basic Terminators just like now, probably not Fearless (i actually doubt anything in the basic codex is Fearless. - Cyclone Now Heavy 2

Assault Terminators - Thunder Hammer and Storm Shield probably an option which has a points cost. 3+ Invulnerables dont come cheap. - Lightning Claws probably remain as now.

- Techmarine - Comes with a 2+ save. - Allows one piece of Cover in his deployment zone become +1 to its cover save. - Can take the Thunderfire cannon which is just basically a Better Thudd gun (of course it is…stupid marines)

Legion of the Damned - Normal Marine Stats, except they have a 3+ Invulnerable save (!!!) - Their Sergeant has Ws5 - They always Deep Strike, but reroll scatter if they want.

Troops:

Tactical Marines: start at 4 marines and a Vet sarge for 85 points, the each marine is 16 points after that. - Must take a Veteran Sergeant - Special and Heavy weapons are unavailable unless there are 10 marines in the unit, but then they get Free Flamer and a Free Multimelta or Heavy Bolter Or Missile Launcher. Melta- 5 points, Plasma 10, Lascannon- 10, Plasma cannon- 5 - Bolter, Polt Pistol, Frag and Krak grenades. - Vet Sarge can take Power weapon, Power Fist, Lightning Claw, Plasma Pistol, Storm Bolter, Combi Flamer, Combi Plasma, Combi Melta (and maybe combi grenade Launcher)

Scouts - 15 Points each - Ws3 Bs3 S4 T4 W1 In4 A1 Ld8 Sv4+ (im going to have alot of fun charging them with guardsmen and asking what they hit on. "Say it again, now do it in a girls voice") - Shotguns probably S4 - may be an option for Teleport Homers. - Their Heavy bolter can take hellfire Rounds

Rhino: - Probably will drop to 35 points ala Dark Angels and Blood Angels.

Razorback: - Rumours of more Turret options including Assault cannons (i know, i know...but i do admit that it does sound cool) - Perhaps the return of the old Lascannon and Twin Linked Plasma gun?

Drop Pod: - Drop pod assault means that Half of all Drop pods come in on the First turn (GW doesnt want Deep striking armies to come on turn 2 or later...understandable) - Theres mention of Drop pods in the first wave guiding pods in the Second wave. - Probably a points increase.

Fast Attack:

Bikes: Havent really heard anything. Hope they get something, they seem rather bland compared to everything else.

Assault Marines: Ditto to Bikes.

Vanguard Veterans- Around 20 Points each - Ws4 Bs4 S4 T4 W1 I4 A2 Ld9 Sv3+ - Come with Bolt Pistol and Close Combat weapon, can all take from a bunch of upgrades including: Power weapons, Power fists, Lightning claws, Pairs of Lightning claws - Probably have an option to take Bolters - They can also take Combat shields and storm shields. Also Jump packs are an upgrade which gives them the Heroic Intervention rule. -Heroic Intervention allows them to assault the turn they Deep strike.

Land Speeders: Pretty much as now, Space Marines Fast attack and HeavySupport hasnt Innovated much.

Land Speeder Storm: -Has a Jammer which disrupts deep striking close by (Does this work on the marines deep striking aswell?) -Scouts charging from it -2 from the enemy Ld (i wonder if Dark Eldar will get this) - Carries 5 scouts (and scouts only) and counts as Open Topped

Heavy Support:

Predator- Pretty much how it is in Codex: Dark Angels

Vindicator- See above

Devastator- See above above

Whirlwind- See above above..above

Land Raider- Machine spirit allows an extra weapon than allowed to be shot at any available target (should also be friendlies..."What are you doing, Dave?") Has a Multi Melta as a pintle Option - Can Carry 12 models

Land Raider Crusader - Machine spirit as above - Frag Launchers as normal (useful too, now.) - can carry 16 Models

Land Raider Redeemer - Machine Spirit as normal - Redeemer cannon: Range- Template S6 Ap3 Heavy 1 - Transport Capacity: 12 models

07.07.2008

News von http://belloflostsouls.blogspot.com/
Special Characters
Vulkan Estan: He is the ex-4th Salamander Company Captain and is a kind of wandering champion. He has almost Inquisition-like leverage over the Salamander Chapter, as his task is to seek out and recover nine holy relics made by Vulkan before he disappeared. If all nine are recovered, it is said Vulkan will return. Estan has recovered the following three and uses them:
Salamander Hide Cloak, Gauntlet which counts as a Heavy Flamer and allows re-rolls to wound. Spear of Vulkan is a S6 master crafted power weapon.
Estan allows any and all Salamanders in the army to replace their Combat Tactics special rule with a Salamanders version; they get Master Crafted Thunder Hammers for free. All Melta/flamer weapons in the army, no matter their source, count as twin linked – also for free.

13 special characters: in the codex. White Scars character confirmed. There is no model as yet for him or Vulkan Estan. The special characters are designed to be taken by any chapter using "counts as" rules.

General Codex Info
Storm Shields: now grant a 3+ Invulnerable Save versus shooting and assault.
Combat Tactics: special rule allow marines to voluntarily pass or fail any fall back or sweeping advance tests.
Bike Commanders: allow bike squads as troops.
Tactical squads: can have any number of marines from 5 to 10, but can only have special/heavy weapons if you take a full 10 man squad. They can be split into combat squads during deployment. To make up for the "must have 10 for special/heavies" rule flamers, missile launchers, multi-meltas and heavy bolters are now FREE! You only pay points to take the rest of the weapon options.
Drop pod Assault: Half the drop pods deploy on turn 1. This half have "deployment beacons" that allow the rest (who are held as reserve) to come in more accurately. Tactical squads may choose to deploy as combat squads AFTER they land.
Scouts: in all their forms (including mounted in a Landspeeder Storm) may infiltrate in one of two ways: infiltrate normally or they can come in as reserves from ANY table edge and get to use their free "scout" move when they arrive. Scouts are still troops
Dreadnought Options: Standard, Venerable, and Ironclad with each being an elite choice.
Venerables are back to WS/BS 5.
Ironclads have 13/13/10 armour and can take twin DCCW, Hurricane bolter, twin linked heavy flamer, and some others It also has a rule which (possibly a weapon option) called the Seismic Hammer which counts as a thunder hammer and allows difficult terrain tests to be re-roll as the Ironclad batters terrain out of the way.
Dreads weapons options: Assault Cannon, Multi Melta, linked Heavy Bolters, linked Heavy Flamers, linked las cannon, linked autocannon, plasma cannon, DCCW, Missile Launcher, and maybe more. The linked autocannon can be purchased for BOTH arms, and possibly some others options as well.

Sternguard Veterans: have Deathwatch style ammo. Two can take\\ special/heavies/special CCW including HEAVY FLAMERS. For +5pts each they can also take any combi weapon and still keep the specialist ammo type.
Vanguard Veterans: are similar but are combat-heavy and can have jump packs as an option. They may be further upgraded to Honour Guard if you take a Company Master.
Combi-Grenade Launchers: may be taken by special characters and scouts. They are the same as they used to be but are now rapid fire weapons
Land Raider Crusader is now cheaper but does not include the multi-melta; this option may now be purchased as a pintle mounted weapon for ALL land raiders.
Land Raider Redeemer flame cannons are S:6 AP:3 but are not Inferno Cannons; the template must touch the weapon.
Power of the Machine Spirit now allows each weapon on a Land Raider to fire at a separate target.

Quelle: http://www.donulfo.tabletop-minis.de


Eine vollständige Zusammenfassung findet ihr auf http://www.donulfo.tabletop-minis.de

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Verfasst: So 17. Aug 2008, 18:44 


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 Betreff des Beitrags: Re: Space Marine Gerüchte
Ungelesener BeitragVerfasst: So 17. Aug 2008, 22:13 
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Registriert: Do 14. Aug 2008, 21:11
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Spielsysteme: 40KArmeen:
- Chaos Space Marines
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Jedesmal wenn ich die Gerüchte lese kann ich wieder nur hoffen das das irgendwie anders kommt...
Ich gebe zu, ich sehe das stark aus der warte eines CSM-Spielers, aber ich kann auch nicht nachvollziehen warum SM etwa 20 Optionen für die Cheffe haben und Chaoten nichtmal ne Option auf 2+ Rüssi bekommen - besonders der Prinz.
Wir werden sehen was das gibt ;)

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 Betreff des Beitrags: Re: Space Marine Gerüchte
Ungelesener BeitragVerfasst: Mo 18. Aug 2008, 10:16 
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Naja, der CSM Generals hat ja auch viele Optionen und der Prinz ist gut so wie er ist. Ausserdem ist jede Kombiwaffe usw. eine Option. Da kommt man recht flott auf 20. Besonders wenn man in Terminatorrüstung und Servorüstung andere Optionen bzw. unterschiedliche Punktkosten hat.
Bei den SM sind bislang die Kostne nicht bekannt was das ganze nicht so schlimm macht. Was bringen dir z.B. die neuen Veteranen mit Spruingmodulen die nachdem schocken angreifen dürfen für 100 Punkte?

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sollte es irgendwen interessieren,
sollte ich darauf hinweisen © der Modelle @ GW, © der Bilder @ mir, mich, DLM aber nicht GW
sollte es ausschlaggebend sein, Verwendet ohne deren Erlaubnis
sollte morgen Sonntag sein, wäre heute Samstag


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 Betreff des Beitrags: Re: Space Marine Gerüchte
Ungelesener BeitragVerfasst: Mo 18. Aug 2008, 13:17 
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Registriert: Do 14. Aug 2008, 21:11
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Ne stimmt schon, wird ohnehin irgendwie gehen. Ich gehöre nur zu den Leuten die sich bei Gerüchten im Vorraus gerne aufregen in dem Wissen das alles anders kommen kann...

Sind hauptsächlich so Kleinigkeiten, z.B. das ein Scriptor auf dem Level eines Tzeentch-Hexers Sprüche raushauen kann :P

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 Betreff des Beitrags: Re: Space Marine Gerüchte
Ungelesener BeitragVerfasst: Mo 18. Aug 2008, 13:44 
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Registriert: Di 12. Aug 2008, 18:48
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Ich hoffe das dieser Codex als Grundgerüst der nachfolgenden Codice funktioniert.
Außerdem will ich erstmal die Punkekosten der ganzen spielerien sehen, wie die Sternguard, Sturmschilde und so weiter.

Der Souctspeeder find ich merkwürdig, dieses Störsystem scheint übrigens nur eine Reichweite von 6Zolll zu haben, das mit dem MW Modifikator find ich lächerlich. Nachdem dem Motto "OMG das sind Scouts, weißte SCOUTS!!!! Die springen aussem Speeder!!!!! AHHHHH!!!!!! Die ham Messer dabei!!!!!!! RENNT!!!!!" :D
Wobei ich frage mich grad ob Dark Eldar sowas bekommen.......mmmhhhh.

Und vom Maschinengeist will ich erst gar net anfangen..... :x

mfg
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 Betreff des Beitrags: Re: Space Marine Gerüchte
Ungelesener BeitragVerfasst: Mo 18. Aug 2008, 13:47 
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Naja, vielleicht haben die Scouts... puuuh... echt böse Gesichter?

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 Betreff des Beitrags: Re: Space Marine Gerüchte
Ungelesener BeitragVerfasst: Mo 18. Aug 2008, 18:44 
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Hoffe das hab ich noch nicht gepostet:

http://belloflostsouls.blogspot.com/

mfg
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 Betreff des Beitrags: Re: Space Marine Gerüchte
Ungelesener BeitragVerfasst: Mi 27. Aug 2008, 12:34 
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sies realistisch: ne horde scouts die vor einem ausm fahrzeug springen, messerschwingend und mit pistolen um sich schiessend sind einfach furchteinfloessender als n halb so grosser trupp rines die 20 zoll entfernt stumm stehend mit ihren bolter feuern^^

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 Betreff des Beitrags: Re: Space Marine Gerüchte
Ungelesener BeitragVerfasst: Mi 27. Aug 2008, 15:44 
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Naja naja... "Omg 5 mächtige Scouts greifen uns an - die sind natürlich viel gefährlicher als 10 Banshees o.ä. aus anderen Antigravtransportern, da muss aber erstmal ein Moraltest her" 8-)

Marines hatten bisher halt keine Antigravtransporter... vermutlich bekommen deshalb alle angst...

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