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Mercenaries

By Rune Husa (rhusa@hotmail.com)

The Calixis Sector, while not exactly considered a Warzone, none the less has a number of Mercenary Companies or organizations operating regularly within its borders. Mercenaries, or their representatives, can be found on most civilized worlds in the Sector, and their services are available for a price. Typically, they perform one job, or mission, but for those with the resources, Mercenaries can also be used as a standing force on a planet. Many Mercenaries have experience from the Imperial Army, but many are also trained from the ground up by the Mercenary Companies themselves. Mercenaries, being lone individuals or part of a large company, all work for the same cause; Imperial Thrones! This may not always be money though; sometimes they accept payment in arms and the like.

The Price of doing Business


Dark Heresy: In Dark Heresy, the price of Hiring Mercenaries is dealt with in Thrones for all intents and purposes. The price for hiring a Mercenary is as follows: Mercenary Cost (Standard Availability Loyalty** Quality Week) (Command) Common 120 Average Indifferent (+0) Good 500 Scarce Loyal (+10) Best 1200 Rare Devoted (+20) Vehicle/Support varies varies N/A Gear* *A Vehicle can typically (assuming the Mercenaries has access to it in the first place) be hired with a group of Mercenaries at 1/10 its original Cost, each week. This listed price can be bartered over, and frequently is. In the Mercenarys case, this is typically done by his representative in the area. **This is the typical initial modifiers to any Command Test that the Mercenaries are subject to. This may never become better than Devoted (Mercenaries will for always remain Mercenaries). Typically, the better the soldier, the more pride he has and the more dependable he is. There are

exceptions however, and the loyalty of Mercenaries typically needs a strong Commander with a fat purse to keep them happy for long Ascension: In Ascension, one more than likely is looking to hire more than one Mercenary at a time. Use the Number modifiers (Table 1-7, p.15) and then modify it with a further -10 for Good Quality Mercenaries, and -20 for Best Quality Mercenaries. In addition to this, hiring Mercenaries on a permanent basis is very costly (much more so than getting your hands on some Imperial guardsmen), and will therefore cost you some permanent Influence as well. The cost in Influence is as follows: Common Single Mercenary A Squad (2-5) A Platoon (10-30) A Company (50-100) 0 0 1 3 Good 0 1 2 4 Best 1 2 4 5

In addition to this, the loyalty of the Mercenaries (on Command Checks) can be increased by one step, if one is willing to double the above Influence permanently scarified. This represents the Inquisitor makes sure that the Mercenaries are treated better than just about anywhere else. Rogue Trader: In Rogue Trader, the likes of Mercenaries are a common sight, as many of them are following various Rogue Traders into the Expanse at any one time, and some have more or less become a permanent part of the crew of one starship or another. In addition to this, a Rogue Trader has a substantial personal wealth and a prospering (hopefully) economy, which will allow him to hire regiments, divisions or even armies of Mercenaries if he so wishes. For all intents and purposes, use Table 9-35 (p.272) as it is (apply Craftsmanship modifiers for Mercenary Qualities), with the following limitations: Best Quality Mercenaries are never larger than a Regiment (5001000).

Good Quality Mercenaries are never more than a Division (20005000). When an Upkeep Test is needed for a group of Mercenaries and this is failed, the loyalties of the Mercenaries (Command Test modifiers) automatically decrease by one difficulty.

Mercenary (Common)
The typical Mercenary is typically a former PDF, Imperial Guardsman or in very rare cases, a criminal with a lot of combat experience. Most seek the larger Mercenary companies, both for easy of employment and to help them secure payment. Mercenaries typically work for their company or organization on a contract, typically lasting 5 years at a time, but most tend to renew these for as long as possible, or until another Mercenary Company comes along with a better offer. Mercs Profile WS BS 35 35

S 35

T 35

Ag 30

Int 30

Per 35

WP 30

Fel 30

Movement: 3/6/9/18 Initiative Bonus: +3 Insanity Points: 1d10

Wounds: 10 Corruption Points: 1d2

Skills: Awareness (Per), Carouse (T), Ciphers (War Cant) (Int), Climb (S), Common Lore (Imperium) (Int), Dodge (Ag), Drive (varies) (Ag), Interrogation (WP), Speak Language (Low Gothic) (Int) Talents: Basic Weapons Training (SP, Las, Launcher), Disarm, Heavy Weapons Training (SP), Melee Weapons Training (Primitive), Pistol Training (SP, Las), Rapid Reload, Takedown Armour: Imperial Guard Flak Armour (All 4) Weapons: -One Basic Weapon (Lasgun with Overcharge Pack and Red-Dot Laser Sight/Autogun) -One Pistol Weapon(Laspistol, Stub Automatic) -One Melee Weapon (Combat Knife, Sword, Axe, etc) -Grenade (Frag or Krak) Gear: Uniform, 2 spare Clips for Basic Weapon, 1 spare clip for Pistol, Micro-Bead, Infra-Red Goggles, Filtration Plugs, Weapon Storage, Merc License Support Gear: Heavy Stubbers, Aux Grenade Launchers, Cressin Pattern Limpet Mine, Long Las, Tools, Medi-Kit, Silencers, Ground Vehicle(s)

Mercenary (Good)
The Mercenaries typically employed by Mercenary Companies deemed to be of the more competent and trustworthy kind, have often proved themselves in other Mercenary companies first, and then headhunted by operatives who offer them better pay, specialist training and access to better gear. Good Mercenaries can be trusted to perform more advanced missions, but many are also offered steady employment as security for wealthy nobles and merchant cartels. Mercs Profile WS BS 35 40

S 40

T 40

Ag 35

Int 30

Per 35

WP 35

Fel 30

Movement: 3/6/9/18 Initiative Bonus: +6 Insanity Points: 2d10

Wounds: 13 Corruption Points: 1d5

Skills: Awareness +10 (Per), Carouse (T), Chem-use (Int), Ciphers (War Cant) (Int), Climb (S), Common Lore (Imperial Guard, Imperium) (Int), Concealment (Ag), Demolition (Int), Dodge (Ag), Drive (varies +10) (Ag), Inquiry (Fel), Interrogation (WP), Medicae (Int), Navigation (Surface) (Int), Pilot (Varies) (Ag), Search (Per), Secret Tongue (Military) (Int), Silent Move (Ag), Speak Language (Low Gothic) (Int), Tech-Use (Int) Talents: Basic Weapons Training (SP, Las, Launcher, Flame), Crack Shot, Deadeye Shot, Disarm, Double Team, Hardy, Heavy Weapons Training (SP, Launcher), Jaded, Leap up, Light Sleeper, Lightning Reflexes, Melee Weapons Training (Chain, Primitive, Shock), Nerves of Steel, Pistol Training (SP, Las), Quick Draw, Rapid Reload, Resistance (Fear), Street Fighting, Sure Strike, Swift Attack, Takedown Armour: Light Carapace Armour (All 5) Weapons: -One Basic Weapon (Hellgun with Red-Dot Laser Sight/Las Carbine/Auto Carbine (Autogun with the Extra Grip upgrade)/Combat Shotgun) -One Pistol Weapon (Hellpistol/Autopistol/Hand Cannon) -One Melee Weapon (Mono Axe, Mono Sword, Chainsword, Shock Maul) -Mono Combat Knife -Two Grenades (Frag, Krak, Blind, Hallucinogen) Gear: Uniform (armour), 2 spare Clips for Basic Weapon, 2 Spare clip for Pistol, Encrypted Micro-Bead (armour), Infra-Red Goggles (armour), Respirator Mask (armour), Weapon Storage, Merc License

Support Gear: Medi-Kit, Silencers, Cast Spray, Auspex, Void Suits, Assault Stubbers, Missile Launchers, Mortars, Flamers, Grenade Launchers, Stummers, Civilian Crafts, Ground Vehicles, Special Ammo, Vox casters,

Mercenary (Best)
Mercenaries of the Best Quality have risen to the top of their profession, and they are highly sought after, both by civilians and even the military. The Company they work for often has the very best of connections, allowing them access to weapons, armour and gear that other Mercenaries can only dream of. Mercenaries of this caliber are hard to find however, as most tend to die before reaching this level of expertise; which limits how many one can hire. These Mercenaries are true professionals, and they have an outstanding reputation (for Mercenaries that is), which allows them to cooperate with the Imperial Guard from time to time, even though they still do so for pay. Mercs Profile WS BS 40 45

S 40

T 45

Ag 40

Int 35

Per 40

WP 40

Fel 30

Movement: 4/8/12/24 Initiative Bonus: +8 Insanity Points: 2d10+2

Wounds: 15 Corruption Points: 1d5+3

Skills: Acrobatics (Ag), Awareness +10 (Per), Barter (Fel), Carouse +10 (T), Chem-use +10 (Int), Ciphers (War Cant) +10 (Int), Climb +10 (S), Common Lore (Imperial Guard +10, Imperium +10, Tech, War) (Int), Concealment (Ag), Demolition +10 (Int), Dodge +10 (Ag), Drive (varies +20) (Ag), Evaluate (Int), Inquiry (Fel), Interrogation +10 (WP), Medicae +10 (Int), Navigation (Surface) +10 (Int), Pilot (Varies) +10 (Ag), Search (Per), Secret Tongue (Military) (Int), Silent Move +10 (Ag), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S),Tech-Use (Int), Tracking (Int) Talents: Arms Master, Basic Weapons Training (Bolt, SP, Las, Launcher, Flame), Berserk Charge, Blademaster, Blind Fighting, Combat Master, Crack Shot, Crushing Blow, Die Hard, Disarm, Double Team, Exotic Weapons Training, Hard Target, Hardy, Heavy Weapons Training (SP, Launcher, Bolt, Las), Hip Shooting, Iron Jaw, Jaded, Leap up, Light Sleeper, Lightning Attack, Lightning Reflexes, Melee Weapons Training (Chain, Primitive, Shock), Mighty Shot, Nerves of Steel, Peer (Military), Pistol Training (Bolt, SP, Las), Quick Draw, Rapid Reaction, Rapid Reload, Resistance

(Fear), Sharpshooter, Street Fighting, Sure Strike, Takedown, Thrown Weapons Training (Primitive), Unshakable Faith Armour: Full Carapace (All 6) or Lidhl Light Power Armour (All 6) Weapons: -One Basic Weapon (Boltgun/Cadian Pattern Hellgun/Exotic Basic Weapon) -One Pistol Weapon (Bolt Pistol/Cadian Pattern Hellpistol/Exotic Pistol) -One Melee Weapon (God quality Chainsword, Chain Axe, Power Blade, etc) -Good Quality Mono Combat Knife -Three Grenades (Two Non-Rare, 1 Rare) Gear: Uniform (armour), 3 spare Clips for Basic Weapon, 2 Spare clip for Pistol, Encrypted Micro-Bead (armour), Infra-Red Goggles (armour), Respirator Mask (armour), Weapon Storage, Merc License Support Gear: MP Lascannons, Plasma Guns, Melta Guns, Special Ammo, Modified Military Vehicles, support personnel, Air support, etc

Mercenary Officers
Mercenary Sergeants and Captains typically Command their own troops in battle (if larger than Squad Size at least), but the one hiring them may still have to convince them to live up to their part of the agreement made, and not mutinying (if pushed beyond what they consider to be beneficial for them). Mercenaries tend to frown on being thought of as cannon fodder by their employers, and it is not unheard of that Mercenaries have turned on their employers, not even the best of them. The typical Mercenary Sergeant, Captain or Commander have some experience from a warzone or other, and enough experience that he can get the others to listen to him. Mercenary Sergeant (Squad): Skills: add Command (Fel) Mercenary Captain (Platoon): Skills: add Barter +10 (Fel), Command +10 (Fel), Deceive (Fel) Talents: add Air of Authority Mercenary Commander (Regiment & beyond): Skills: add Barter +20 (Fel), Command +20 (Fel), Deceive (+10)

Talents: Air of Authority, Iron Discipline When dealing with Mercenaries, use the rules for Social Interaction Challenges in ItS (p.204-207), and if a Command Test is failed when attempting to get an Officer leading a group of Mercenaries that are already Mutinous (see Table 7-1), then they turn on their employer(s), which might result in them killing them (to prevent them speaking out against their reputation in the future) or something similar. They consider themselves free from their contract at the very least. Mercenaries are expected to fight for their employer, but they are not willing to die in droves (and neither is their company willing to lose them needlessly, as they are valuable resources in the first place). The following can be used as a guideline for using Mercenaries (use instead of Table 7-2 in IsT, p.205): Outcome for Mercenaries Good Modifier +10 Example The Mercenaries are promised loot, a substantial bonus (at least double normal pay) or something similar. What they are asked to do might also be relatively safe and it is unlikely that any of them will be wounded/killed. It also helps if the Mercenaries outnumber their enemies by at least 2-1. Setting up an ambush. Expecting combat, with foe of equal danger. Expecting casualties of 20% or more. The task will cost them a not inconsiderable amount of resources. Expecting casualties of 33 or more. Walking in to an ambush on purpose. The job risks causing a stain on their reputation. Expecting casualties of 50% or more. The job will cause the eyes of the Inquisition towards them and their dealings.

Neutral Annoying

+0 -10

Inconvenient

-20

Bad

-30

Typical Mercenary Vehicles


Mars Pattern V Hauler, a.k.a Havoc Mercenary Gunship
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The Mars Pattern V Hauler is an upgraded version of the regular Havoc, made for transport in more dangerous areas. It has a reinforced two-man cockpit in front, and has better armour plating on the front and sides as well as more powerful engines to compensate. It has become a favorite among mercenaries all over Segmentum Obscurus. Type: Civilian Craft/Skimmer Tactical Speed: 30 m Cruising Speed: 130 kph Maneuverability: -5 Structural Integrity: 20 Size: Enormous Armour: All 15 Crew: Pilot, Gunner. Carrying Capacity: 10 Passengers with gear, or 1 Hulking Vehicle (if the usual seating is removed) Availability/Price: Average /

Weapons:
Select one all Gunner Operated

Rocket Pods (Facing Front and Sides, 200m, S/2/-, 6 Frag Missiles & 6 Krak Missiles, Rld 5 Full) Assault Stubber (Facing Front and Sides, 100m, -/-/6, 1d10+4 I, Pen 3, Clip 400, Rld 2 full, Storm)

Special Rules:
Skimmer: This vehicle hovers over the battlefield, allowing it to ignore terrain that might otherwise hamper movement. If it ever becomes completely immobilized du to damage, count the vehicle as destroyed instead as it crashes into the ground. Large Cargo Hatches: The Havoc has a large cargo hatch at each side, and a ramp at the rear, all of which can be locked in the open position while in flight. If so, then anyone may target any passengers inside from the direction of any opened hatches, just as if they were in the open (does not require a Called Shot, as the cargo hatches are so large, and removes all cover). Armoured Cockpit: The Pilot and Gunner are surrounded by a solid cage of armour-glas and reinforced steel, and may therefore be targeted from the front and sides with a Called Shot Attack Action. They are considered to have 6 APs on all locations. Vox: The vehicle has a pilot operated vox-unit. Stealth: The vehicle has Stummers connected to its engine units, which is powered by the vehicle itself, which allows it to fly while making next to no sound at all (any Awareness Test to detect the crafts approach in Darkness, is Hard (-20). 8

Famous/Infamous Mercenary Companies/Organizations


Listed below are some of the Mercenary Companies or organizations that can be found operating in and around the Calixis Sector of Imperial space. Mercenary organizations follow the rules of Resources found in the Radicals Handbook.

Feral Supply
Feral Supply is a huge organization which has specialized in training and transferring humans from the Feral Worlds of the Calixis Sector, and delivering them to various warzones, either in the Calixis Sector itself, the Koronus Expanse or for the Margin Crusade. The advantage in focusing on Feral Worlders, is that they typically already have superior physiques, and require little in the way of training before they are sellable to their customers, and they are easily replaceable. What It Provides: Feral Supply generally deal in hiring out larger forces (Company Size or more), mostly to Rogue Traders exploring the Koronus Expanse, but have also from time to time been approached by the Departmento Minitorum, to supply forces to the Imperial Guard. Due to the cost of transporting such a large number of Mercenaries over long distances, Feral Supply typically have contracts spanning years into the future. Prerequisite: Common Lore (War), Peer (Military) Resource Test Modifier: +20 (+30 on a Feral World) Price/Cost: 95 Thrones/Week Area of Operation: Calixis Sector and Koronus Expanse Symbol/Uniform: Two jagged axes making a cross Companys Power (Influence/Profit Factor): 24/29 Mercenary Qualities available: Common Typical Gear: Nothing standard, but they do tend to have above average quality of Melee weapons. Larger primitive Melee weapons are quite common (Great Weapons), as are unmodified Lasguns. Typical Support Gear: Nothing standard. Tend to be little in the way of support gear at all, except for the occasional Long-las armed mercenary. Special Training/Traits: Feral World Background Traits

Misc: Feral Supply Veteran Mercenaries, typically become either recruited by another Merc Company, become an officer for their own unit of Mercenaries or in some cases, become bodyguards or recruiters for the organization.

Thraxs Thuggs
Thraxs Thuggs are named after their long diseased founder, Maximilian Thrax. They are based on Fenksworld, but are known to operate all over the Josian Reach. Thraxs Thuggs mostly hails from the Volg Hive on Fenksworld, and are even among mercenaries considered to be cruel and ruthless. They typically work for various underworld bosses, supplying additional needed muscle, as well as for more powerful people, who wants something done, without it leading back to them in the future. As criminals go, Thraxs Thuggs have managed to carve themselves as reputation of being trustworthy. What It Provides: Thraxs Thuggs are above average underground muscle, with few (if any) scruples. They are generally available for one-off jobs, or for muscle support in a gang war. The Thuggs are either hired out as a Squad or Platoon. They can take of nearly anyone, but unlike a professional assassin, they tend to leave a whole lot more collateral damage Prerequisite: Common Lore (Underworld) +10, Peer (Underworld) Resource Test Modifier: Hive World +20, Mining World +10, Frontier World +10, Scum +10, Arbitrator -20 Price/Cost: 80 Thrones/Week Area of Operation: Josian Reach Sub-Sector Symbol/Uniform: The Thuggs generally wear light flak coats with a large skull insignia with the letters TT below it. Companys Power (Influence/Profit Factor): 11/9 Mercenary Qualities available: Common Typical Gear: Autoguns are perhaps the most common weapons found amongst Thraxs Thuggs. They generally only use Solid Projectile weapons and Melee Weapons. They typically wear Light Flak Coats. Typical Support Gear: Grenades, Heavy Stubbers, Molotow Coctails Special Training/Traits: Hive Worlder (Volg) Traits

Red Legion

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The Red Legion is one of the newer mercenary companies to be found in the Calixis Sector. It is also the one with most mysteries surrounding it. It is not known who runs the Red Legion, or where they are recruiting their mercenaries from. The Red Legion typically operates on a Squad basis, but rarely, even Platoons have been observed. They specialize in airborne assaults, but have also been known to be used as guards or even bodyguards by those who can afford to hire them for such duties. The soldiers of the Red Legion all wear some sort of red, light carapace armour, which fully covers the wearer from top to toe, and they are also rumored to employ the use of Xenos weaponry. The Red Legion does seem to have their influence within the Calixis Sector itself, and then mainly in the Golgenna reach and the Malfian Sub-Sector, although there are reports of them operating in the Hazeroth Sub-Sector as well, although this has not been confirmed by Imperial authorities. What It Provides: The Red Legion mercenaries can be employed by anyone who knows how to find them, and have the means to do so. They are specialist assasult troops, but they do not enter warzones for any reason. Squads or Platoons can be hired, but because of the expense involved, most tend to hire them for a specific job, typically of a shorter duration. Prerequisite: Common Lore (Underworld) +20, Forbidden Lore (Xenos) Resource Test Modifier: +10 Price/Cost: 150 Thrones/Week/Good & 1500 Thrones/Week/Best Area of Operation: Malfian Sub-Sector and Golgenna Reach. Symbol/Uniform: Beyond their special red armour, the Red Legion has no formal symbol or mark. Companys Power (Influence/Profit Factor): NA/NA Mercenary Qualities available: Good and Best Typical Gear: Red Legion Light Carapace Armour, Cadian-Pattern Hellguns, Chainswords, Stummers, some sort of a Skimmer (transport), Grenades Typical Support Gear: Xeno Weaponry (the Xenos Flechesse Blaster in IsT being the most common), Plasma Weapons, Flamers, Missile Launchers, Gun-Servitors, Specialist Ammo Special Training/Traits: Mind-Cleansed Traits. Misc: The Red Legion will never knowingly work for the Holy Ordos, or with the Imperial Guard.

Ironfist Syndicate

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The Ironfist Syndicate is very well known in and around the Calixis Sector, having existed for at least 1200 years. Originally, one of the Elite Gunmetallican regiments of the Imperial Guard, they started for themselves after they were disbanded, and became guns for hire. Today, they are the single largest group of Mercenaries to be found anywhere near the Calixis Sector, and they have more than half a million Mercenaries in total, not to mention vehicles, their own troop transports, not to mention the support of a whole battalion of scavenged tanks, apcs and other vehicles. The Ironfist Syndicate have the resources to fight a small war, but they are very careful not to end up supporting a revolting governor or anyone else who can be seen as going against the might of Marius Hax, the ruler of the Calixis Sector. In addition to their specialty of waging war, the Ironfist Syndicate also provides Nobles and Merchants with dependable bodyguards. Everyone knows that the Ironfist Syndicate mercilessly retaliates against anyone who slights their martial honor, whether they are enemies or traitors within their own ranks. The Ironfist Elite, the very best mercenaries within the ranks of the Syndicate, has the job of making sure anyone who does not follow the rules, are punished. What It Provides: The Ironfist Syndicate can provide Mercenaries, ranging from a single man to an entire army with support Vehicles, all for a price off course. They generally deal in either war, or civilian guard duties, as these are the safest if they wish to stay in the good book of the authorities and often, employers. Prerequisite: Common Lore (War), Peer (Military) or Peer (Nobles) Resource Test Modifier: +30 Price/Cost: Standard Prices Area of Operation: Calixis Sector, Koronus Expanse, Ixian Sector Symbol/Uniform: The Symbol of the Ironfist Syndicate is a Spiked Gauntlet, with blood pouring from between the fingers, as if the gauntlet was squeezing the blood out from something. This is a tattoo given to all new Mercenaries of the Syndicate, and they also wear it proudly on their uniforms. Companys Power (Influence/Profit Factor): 56/74 Mercenary Qualities available: All Typical Gear: The Syndicate Mercenaries employ all kinds of typical gear, depending on their previous expertise and present duty. They are known for their ash black cloaks though. The Ironfist Elite are armed with Boltguns as a standard weapon.

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Typical Support Gear: The Ironfist Syndicate typically has access to more military type vehicles than other Mercenary companies, as well as the ability to move their own regiments from world to world. Special Training/Traits: None

Shrike
Shrike are the remaining few of what was once the Bronthian 5th Regiment, sent to once and for all root out all the Orks from Ganf Magna in the Periphery. They fought there for over a decade, with little support. Due to a clerical error in the Departmento Munitorum, they were forgotten and left to die. They would have all died, had not Colonel Sharok Shrike made a deal with one of the few chartist captains occasionally visiting the planet. In return for transport offworld, they would take care of one of his problems for him, and so started their career as mercenaries. A full regiment was sent to Ganf Magna, but today only the best have survived, leaving a small Platoon of elite soldiers, and in honor of their former Colonel (whom they still refer to as the Colonel), they renamed themselves Shrike. Since then, Shrike has led his men from one victory to the next, and they have earned themselves an impressive reputation as unbeatable jungle fighters, xeno slayers and a rural strike squad. Since their founding they have suffered more losses, and now has their own secret training camp on Ganf Magna, where they send any potential initiates for further training. What It Provides: Shrike are the perfect Mercenaries to sent to hostile forest worlds, or to deal with a xeno infestation of some kind. They never do guard duty kind of jobs, preferring not to stay in one area too long (since the Imperial Guard might be looking for them). They always work as a Platoon, and never split up. They have little morals in what they do, but since they are so expensive to hire, few would hire them for something other than what they are good at. Prerequisite: Common Lore (Imperial Guard) +10, Resource Test Modifier: -20 Price/Cost: Depends on the mission, but they only work as a Platoon. Needless to say, hiring them is not cheap Area of Operation: The Periphery, Markayn Marches Symbol/Uniform: Ork Skull with a pair of Bat wings behind it. No uniform symbols, only tattoos. Companys Power (Influence/Profit Factor): 10/6

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Mercenary Qualities available: Best only Typical Gear: Storm Trooper Carapace with Chameleon Upgrade, Bolters, Flamers, Good Quality Chainswords Typical Support Gear: Heavy Bolters, Heavy Flamers, Sniper Rifles Special Training/Traits: Hatred (Orks), Cleanse and Purify, Feral Worlder Traits

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