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Edition 14 November 2001

W elcome to another edition of the Solaris Sentinel, the online source for BattleTech
and CAV news. The BattleTech community has been lately uplifted with the
unveiling of the new FanPro English BattleTech site, made by Warner Doles
(http://www.classicbattletech.com). This site is basically what FASA’s site should have
been while it was up. You can find .pdf files there for record sheets and you can check
out the “What’s New” section on the site to preview the new and upcoming BattleTech
products, like TRO: 3067 and Record Sheets: 3067. The new TRO should be out in the
winter and the Record Sheets will follow. There will also be an Aero tech 2 record sheets
supplement and a FedCom Sourcebook late in 2002. So, this should keep Classic
BattleTech running for quite some time, plus Randall Bills has even said we might revisit
older events in BattleTech history, like Operation Klondike or the Reunification wars!
That’s not positive, but it could be something that would be totally different and fun!
Enjoy this edition; it should have plenty to offer in lots of different areas of the game we
love!

Ross Koga
Editor and Chief

So Randall…
After the last interview with famed author and BattleTech developer Randall Bills, a few
people decided to question my choice on questions. So, I asked what some of these same
people wanted to see and here are the fruits of that question. Randall was kind enough to
take the time to answer them and for that, thanks! (So, basically, note these questions
aren’t mine!)

Are Wk and FP working together or are they totally separate entities with their own
agendas?

They are completely separate companies. Mage Knight does not have any current plans
to support Classic BattleTech in any way; that is why FanPro has that license.

Is FP being hindered in any way to prevent a release before Phoenix


Rising?

I'm not even sure what you mean by that. As the website shows, FanPro has a new
product planned for release in winter 2001, half a year before BT: Phoenix Rising comes
out. In fact, FanPro will have released several new products by then.
Will FP be allowed to produce its own timeline, or will it have to follow the timeline
that WK has for PR?

That has yet to be determined. However, since FanPro will not be producing as many BT
products a year as FASA, we just won't need to cross that bridge for several years: I've a
suggested product list in with FanPro that is years long.

When FanPro runs their timeline into 31what ever, will that be the end of there
usefulness?

As far as I'm aware, FanPro will continue to produce Classic BattleTech Products as long
as it is viable to do so.

Can FanPro take novels back in time?? IE (The Exodus, Formation of the Clans
and Formation of the Star League)

That is undecided at this time. However, some of my ideas for sourcebooks do include
going back to cover seminal past events. Any one for a Liberation of Terra campaign
pack? ;-)

Why has there been such animosity from Wizkids for Classic players?

I don't even know what you are referring to. I'm not aware of any such animosity and I
know that I personally have tried to answer every single e-mail I've received in as
friendly and professional manner as possible, regardless of how much shouting or
vulgarity they contained. After all, Jordan, Mike and I did attend a room full of Classic
players at Gen Con to announce the new game and I thought it went over pretty well. Do
you have some examples of what you are talking about.

Rumor has it that Fan Pro & Ral Partha UK wants to produce minis for the MW4
game such as the Uziel. The same rumor says that WK is not allowing Fan Pro or
RPUK to use those minis. Is this true? If so,why?

First, the most important thing I've learned in all my years in the gaming industry is that
you should not listen to rumors; of course that applies to life in general. As for the
specifics, I've no real idea what the working relationship between FanPro/Wizkids/Ral
Partha is. Simply not under my purview at the moment; I'm just the grunt down in the
trenches. ;-)

Will there be any New novels based on the current timeline (after the four or five
already in production.) or are they all going to be all for the new game. If there
would be is that up to FanPro or Wizkids.

That is unknown at this time.


Does Wizkids have creative control of Fanpro and Ralpartha products?

Wizkids does not have creative control of FanPro. I'm not sure of Wizkids exact
relationship with Ral Partha.

What specific conventions will WK representatives be attending in the next year,


and will they have a demo of the new system with them?

You should contact Wizkids convention support for that information.

Painting Battle Armor: The Easy Way


It’s been awhile since I last ran something on painting and so I thought that I should get
this out with the recent Elemental craze that has embraced everyone trying to build up
their Super Novas and Clusters. We’ll start off with the first step, purchasing the Battle
Armor. There are many to choose from, anywhere from Inner Sphere standard Battle
Armor to the newest Clan Elemental suits from the Field Manual series. Chose the armor
that suits your unit and fiction and get to work! I’ll be using Achilles battle armor of the
48th Highlanders, The Ghost Riders, my custom reinforced mercenary battalion attached
to the Northwind Hussars commanded by Loren Jaffray of the Northwind Highlanders.

Step one: separate the armor from its tree. All Battle Armor comes in trees of three
troopers each, usually featuring three variants of the armor. These are usually a machine
gun trooper, a small laser trooper, and a flamer trooper. Take a new Exacto knife (model
knife) and turn the BA on its side so that the backs of the troopers are touching the
ground. Using the knife, separate the armor. This will be a tough task, but keep at it and
be careful. The model knife can rip right through your skin in no time flat!

Step two: primer the mini. Take a flat black and a brush and primer the mini. Make
sure that you get the entire mini blackened. Make sure that you don’t leave any crevices
with out paint as these will show up later in your work. Let the pieces dry for about ten
minutes or less if you are using acrylic paint. If you are using oil’s, it might take a little
longer.

Step three: dry brush the mini the base color you want. For the example, I chose to use
a medium green. Dip the tip of your brush into the paint, then wipe of almost all of the
paint onto a paper towel. Holding the figure in your hand, run the brush over the mini
forcefully, leaving paint on the upraised area’s. Remember to leave the depressed areas
black as you brush, but this is accomplished by not having much paint on the brush.
Step four: weathering your Battle Armor. Using the same process that you used in step
three, get even MORE paint off the brush and repeat with a dark ghost grey. This will
give the mini the “worn” look. But be careful NOT to change the color of the mini from
the base color. Steps three and four must be practiced a little to get them down correctly.
Don’t give up hope if the first few jobs don’t turn out the way you want. Pin sol fixes all
I like to say. If you mess up, just drop the mini in a Pin Sol bath and the paint should be
eaten off, although you might need a tooth brush to get the remaining paint off.

Step five: identification color and detail. You’ll need some very small brushes for this
part. I like adding a single color in for each star or squad to identify them quickly on the
battle field. Paint a section of the BA your identification color, like in the example
picture. Or you can try your hand at small numbers. Or caution strips. The sky is the
limit!

Step six: basing your mini. Two options here really. Either put your squad or star all on
a base or place each squad or star member on a penny or something to that effect.

Step seven: flocking. You’ll need some model railroad “grass” or turf as it’s called. I
use Elmer’s glue to put in the base and then sprinkle in small railroad gravel and then
drop on healthy amounts of turn. Let this set for awhile, 15 minutes or more, and then
pick the piece up and shake off the loose turf. If there are area’s that didn’t take to the
glue and turf, redo this until you get it to your liking.

Step eight: sealing your battle armor. Spray on a flat sealer to insure your mini’s paint
job isn’t damaged by contact to your fingers. Just follow the directions on the can to
insure you get the proper results.

As you see, getting good battle armor paint jobs isn’t that hard. It just takes a little
patience and practice on your part but if you keep with it, you should begin to get great
results that you can brag about to your friends!! Good luck!

Ross Koga
Editor and Chief

The Mini Factory:


I want to make a statement about the MiniFactory, we are NOT a painting Service. We
are just a bunch of guys that enjoy painting. We are not a business like Archers Mini's.
We do paint for anyone but we take our time and get to them when we can.... There are
no promises of a "due date". If you need them by a certain time, please go to Archers
Mini's, he does AWESOME work.
Our URL: http://minifactory.evilnet.net/ (The MiniFactory is hosted by:
www.EvilNet.net. Thanks Chas)!

The MiniFactory was started because a few friends and I wanted a place to post our
painted minis and have a place to talk about painting (see the Chat link on the site). My
"Sensai" SalCrump has been passing on his wisdom regarding painting and you can see
some of his "teachings" on the site. (Thanks Jan, you’re the best)! Dom-arigato sensei
SalCrump-Sama <Deep bow>

Since it's inception, we have added a few other painters. The originals were, SalCrump,
Ordy, Scott and myself (T-Bolt). I do all the HTML work so if things are a little slow on
getting updated.... it's all my fault. <Apologies> I usually have at least 15 - 20 pictures
on my Hard Drive that need to be posted.

For you other painters out there please feel free to stop by and "browse" the site for
ideas. If you want to talk to us, there is a link to a Chat Server as well, Please enter
#Painters_Guild. Most of us are there at any given time. Stop by and say Howdy.

We get our paint schemes from all the Field Manuals, CamoSpecs, Novels etc... All minis
in Custom are Artists custom paint scheems.

I do have one thing to say... I HATE painting the Davion Heavy Guards... GAWD, that's
a difficult unit to paint. I do love the unit, but I won’t do them again. (I hope).

Here are some samples from various painters:

15th Acturian Guard Hauptmann painted by T-bolt.


Davion Heavy Guards Vulture painted
by Ross Koga.

4th Tau Ceti Rangers Lao Hu painted by Ordy.

1st FedSuns Armored CAV Templar


painted by Piranha.
Clan Wolf Cauldron-Born painted by
SalCrump.

The Plot Thickens: a Scenario


Hauptmann Wes Reynolds braces his Hauptmann OmnicMech for the incoming missiles,
trying his best to remain standing. He succeeded, although it did require more effort than
he would have liked. It was time to turn this battle in his favore and crush the Fusiliers of
Oriente. Intelligence had only bargained for a militia, but the 3rd Donegal Guards RCT
had run head long into the 5th Brigade of the Fusiliers of Oriente on the planet Shiloh, a
Free Worlds League planet boarding the Alliance. Wes wasn’t sure exactly to the nature
of the mission with the civil war raging, but who was he to question orders? It appeared
to be a smash and grab mission, smashing the local defenders and grabbing the planet.
But now they were horribly bogged down by a smaller force. The time for reflection
quickly left as another flight of missiles rained down on him.
“Will someone please take out that Calvary Attack VTOL? The thing has been
spotting all morning for them! Simons, get your LB-X auto-cannon over here and deal
with this!” Wes commanded to his irritation. Things were not going well, that was for
sure. His company was suppose to sweep the right flank of the Fusiliers and crush them
as the rest of the RCT tried to envelope them from the opposite flank and the center of the
line. But now he was up against an unknown number of ‘Mech, each one trying harder
than the last to slow him down. Speed was important here, and that fact that he
commanded the slowest ‘Mech at his companies disposal didn’t help matters any.
Wes checked his sensors again and noted that more enemy ‘Mechs were
beginning to appear on his screen, roughly a company of them. It looked like they were
going to get the stand up fight that he’d been wanting. Good, this won’t take long, he
thought. Then he noticed an antique J. Edgar hover tanks bolting from the forest to the
right of his command. It stayed at range, moving in a purly defensive firing pattern.
What the heck was it doing, Wes wondered. He checked the stats that the computer was
giving him, turning his mouth sour. A J. Edgar variant now mounted TAG. That meant
that they had another spotter on the field. We was about to dismiss it out of hand,
because the semi-guided LRM’s had only done minimal damage, but something still
bothered him. It was at that moment that an Arrow IV missile rocketed out from behind
the hill to his south, on a collision course for the right side of the line.
“Scatter! In coming! In coming!” Wes managed to shout, as several people did
with him. The ‘Mechs to his right began to scatter, trying to gain distance from the
missile in hopes that they were not targeted. The missile continued on, guided by the
Target Acquisition Gear mounted on the J. Edgar. A hapless Stealth received the full
blow of the missile, catching the large rocket in the left torso which spun the mech
around like child’s rag doll. The missile, upon impact, released a gigantic wall of liquid
fire that engulfed the medium ‘Mech. It was triple the magnitude that he had witnessed
Inferno SRM’s had caused, and now the entire Stealth was lost to the gigantic inferno.
The pilot inside, Ralph Martins, was surly dead, cooked alive by the intense heat of the
Inferno Arrow IV missile. And then the 5th Brigade charged. Wes had a sinking feeling
that the day might get a little bit worse, if it got better at all.

Scenario:
In a quick grab for land, Katherine has sent the elite 3rd Donegal Guards to change the
hands of a boarder world. Not knowing Thomas Mairk had gotten the Duchy of Oriente
to “loan” some units to shore up the boarder, the RCT ran smack dab into the 5th
Brigigade, one of the many Inner Sphere units that can trace its history back to the Star
League. The battle quickly bogged down, and now the RCT is in a fight for its life: it
must dispel the 5th before reinforcements can arrive from other planets.

Maps:
Use two open terrain maps and two BattleTech standard maps. Set up the open terrain
maps side by side running long ways, with the BT standard maps attached to the top, side
by side.

Unit Deployment:
3rd Donegal Guards: Attackers
Deploy in the middle of the open terrain maps. The only special rule here is that
the right side of the company cannot be within two hexes of each other (reflecting their
spread out nature right after the Arrow IV attack hit)

5th Brigade: Defenders


Set up forces roughly ¼ of the way from your home edge. Only advance units,
which may start the game at the maximum range of the TAG equipment from the enemy
forces (9 hexes)

Forces:
3rd Donegal
HA1-OC Hauptmann Wes Reynolds (1/2)
WR-DG-02FC War Dog Mitch Jaeger (3/4)
DGR-4F Dragon Fire Samantha Rogers (1/4)
END-6Q Enfield Rich Simons (2/3)

FLC-8R Falconer Benjamin Gates (2/3)


HCT-5S Hatchetman Bobby Lee (3/4)
CN9-D Centurion Edward Long (2/3)
BSW-X1 Bushwacker Collins Jonathan (2/3)

FS9-O Firestarter Kathy Hill (2/3)


COM-5S Commando Ben Johnson (3/4)
BZK-F3 Hollander Josh Streets (3/4)

5th Brigade
BLR-3M BattleMaster Bob Dearheart (1/2)
HGN-332 Highlander Johnny Roland (1/2)
TMP-3M Tempest Mickey Frederick (3/4)
ON2-M Orion Juan Gonzales (3/4)

ANV-8M Anvil Billy Bob Haley (3/4)


CRD-5M Crusader Joe Martinez (4/5)
BL9-KNT Black Knight Sean O’Neill (1/3)
ANV-3M Anvil Kip Scott (4/5)

TR-1 Wraith Lindsay Mann (3/4)


TR-1 Wraith Leah Barrack (3/4)
JA-KL-55 Jackal Anne Whittle (2/3)
JA-KL-55 Jackal Yvonne To (3/4)

J. Edgar (tag variant) Michael Ford (3/4)


J. Edgar 3025 variant Ashley Baskins (3/4)
Calvary Attack Helo Richard John (3/4) (RS:U variant, except replace one
medium laser with TAG; consider the troop bays full with regular troops)
Calvary Attack Helo Ben Marks (3/4) (RS:U variant, except replace one medium
laser with TAG; consider the troop bays full with regular troops)

Victory:
Defender wins if either all attacking ‘Mechs are destroyed or if the attacker is held
up for 20 rounds.
Attacker wins by either destroying all the defender ‘Mechs or by exiting as many
‘Mechs on the other side of the board, starting at turn 15.

Anyone who plays this scenario can write me up a report and I’ll either write it up in
fiction or the players can write up the fiction themselves! I want to try and get some
interesting stories from this!
Mission Control: The Editor Needs Help!!
Okay, now here is where I sit down and beg for help! No, not really, but I do need to
hear some reader input. Every time I run an article like this, I never get anything to work
with. I want to know your complaints, stuff you might want to see in the future, or other
suggestions to make this the best possible BattleTech fanzine in the market (okay, there
are two, but still) So, I want these e-mailed to me or tell me on IRC!
daishi_dvs_2@hotmail.com

Ross Koga
Editor and Publisher

BattleMech Technical Readout


Type/Model: Commando COM-2D
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design

Mass: 25 tons
Chassis: Coventry Metal Works Standard
Power Plant: 150 Omni Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Lexington Limited Standard
Armament:
1 Shannon Six-Shooter SRM 6
1 Coventry SRM 4
1 Defiance B3M Medium Laser
Manufacturer: Coventry Defense Conglomerate
Location: Coventry
Communications System: TharHes Crystal Flower RG-2
Targeting & Tracking System: TharHes Star Shark

Overview:

The Commando COM-2D was designed as an alternative to the more


numerous Wasp and Stingers as a reconnaissance 'Mech. While not jump-
capable, the Commando has far stronger weapons than either of the more
famous scout 'Mechs.
Conceived by engineers at Coventry Defense during the last days of the
Protectorate of Donegal, the first prototype Commando was tested in 2463 and
carried a large laser on the right arm. Because the sudden heat generated by
the laser was breaking down the lubricants in the 'Mech's wrist and hand, the
weapon was later replaced with a SRM four-rack.
The Commando was commissioned by the Protectorate of Donegal in 2466,
and then adopted by the entire Lyran Commonwealth after the Protectorate
became part of it. Though the Star League made many attempts to draft the
Commando model into it's own forces, the Commonwealth managed, through
clever stalling and subtle lying, to keep the design to themselves. That has
proved a prudent move on the part of the Commonwealth.

Capabilities:

Despite the lightness of its armor, the Commando's ten SRMs allow the
'Mech to fulfill a secondary role as an emergency barrage vehicle. Though it is
unusual to combine two missile systems in one 'Mech, it prevents a lucky enemy
hit from knocking out all the missile tubes, thus rendering the Commando
ineffective. The idea works well. The Commando can lay down a heavy pattern
of missile fire directed at one target or split his fire and shoot at two separate
targets.
This design feature also has its drawbacks. The two different missile
systems require two different command systems. The medium laser requires a
third command system, all of which require a much larger computer than
originally planned. This is one of the reasons that the Commando's weight went
up from the original 20 to 25 tons. Despite the difficulties, the various Lyran
'Mech plants, especially the one at Coventry, were producing many Commandos
annually.
The Commando keeps a good supply of ammo for its missile systems,
carrying 25 rounds for it's right-arm launchers in its right torso and carrying 15
rounds in its left torso for the chest's six launchers.
Just because the Commando packs firepower comparable to some heavier
'Mechs does not mean it can go toe-to-toe with them. Indeed, because of the
Commando's thin armor, pilots must take special care to avoid exposure to
enemy fire. The Mechwarrior may instead use the Commando's firepower to let
loose with a barrage at a heavier 'Mech, and then run. He has to hope that the
enemy will be too busy dealing with the damage suffered by his 'Mech to follow
too closely.
With its two articulated hands, the Commando can pick up and carry its
share of cargo. It can also brawl with a slight edge against light to medium
'Mechs that have no hands, such as the Locust and Ostcout.
If 25 tons of moving metal can ever be called stealthy, it is that for which the
Commando was designed. Commandos are often dispatched alone or in pairs,
assigned either to scout ahead for the enemy, or as the eyes of the retreat,
gauging the proximity of pursuers. The 'Mech excels at both.
Battle History:

Unlike other Successor States, the Lyran Commonwealth awards special


commendations to scouts who perform beyond the call of duty. In the lengthy
dedications of these commendations are many stories of Commandos on the
battlefield.
One impressive account tells of Lewan and Cynth Tulmani, a brother-and-
sister scout team in what was once Winfield's Guards. In 3011, the unit was two
regiments strong and stationed on Sevren. Poor intelligence reports suckered
them into believing that the thrust of Kurita's attack would bypass them. Many
'Mechs, including Lewan and Cynth's, were trapped in a mountain pass when
they were attacked and mowed down by bombardment.
Upon regaining consciousness, the Tulmanis found their 'Mechs damaged
and themselves hurt and alone. Lewan's 'Mech was minus it's left arm, and
Cynth was riding a headless machine. Looking east, they could see that the
capital city, their original destination, was burning. They decided to travel west
toward a more distant and perhaps still intact city to link up with reinforcements
or any other stragglers.
Traveling by night to avoid the numerous Kurita patrols, at last they arrived
at a city still held by the Lyran Commonwealth. The arrived just in time to see
DropShips of the 2nd Dongeal Guards landing and mustering for a
counterattack. Unfortunately, very few of the arriving officers were familiar with
the surrounding countryside, and so Cynth and Lewan immediately volunteered
their services. With very little repair to either themselves or their 'Mechs, the two
scouted the advance of the 2nd Donegal Guards.
Since that time, the scouts of Winfield's Brigade wear on their lapels the
green tartan stripe of the Donegal Guards, in honor of the Tulmanis' courage.

Variants:

Being such an old design, the Commando has seen many variants. Some
attempts, such as reviving the use of a large laser on the right arm or using an
autocannon have led to mixed results.
Only one variant is taken seriously by Lyran Commonwealth commanders.
Designated COM-3A, the 'Mech carries a six-tube missile system on its right
hand and a flamer added to its right arm. Extensive testing of the variant has
been done of late, raising the possibility that current Commandos might be so
refitted.

Notable 'Mechs & MechWarriors:

Captain Bono Duganmare


Commander of a company of the 22nd Skye Rangers, Duganmare has the
unenviable task of training inexperienced warriors. Quiet yet demanding in his
silver Commando, The Death's Knell, the captain moves about the training field,
cajoling his men to work harder. If that approach does not produce results, he
resorts to a trainee 'Mech's backside instead.
Though concerned about his men's welfare in battle, Duganmare knows
enough to let them do their jobs with great tactical expertise. Not a flashy hero
with many kills to his name, he nevertheless has earned the respect of both his
men and of his superiors, who treat him like a valuable resource. Some recent
rumors suggest that he will head up the first Commonwealth Military Academy on
Tharkad.

Mechwarrior Seychelle Miladue


A member of the 14th Lyran Guards, Seychelle was born and raised near
the sea of her home planet, which gives her a special understanding of the
possibilities of using water as cover for a 'Mech. She submerges her sea-green
'Mech as though water were its natural home. This often allows her to obtain
enemy information that her less aquatic fellow scouts might miss.

Type/Model: Commando COM-2D


Mass: 25 tons
Equipment: Crits Mass

Internal Structure: 43 pts Standard 0 2.50


Engine: 150 6 5.50
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: 10 Single 4 .00
(Heat Sink Loc: 2 LT, 2 RT)
Gyro: 4 2.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00
Armor Factor: 64 pts Standard 0 4.00

Internal Armor
Structure Value
Head: 3 6
Center Torso: 8 8
Center Torso (Rear): 4
L/R Side Torso: 6 6/6
L/R Side Torso (Rear): 3/3
L/R Arm: 4 6/6
L/R Leg: 6 8/8
Weapons & Equipment: Loc Heat Ammo Crits Mass
1 SRM 6 CT 4 15 3 4.00
(Ammo Loc: 1 LT)
1 SRM 4 RA 3 25 2 3.00
(Ammo Loc: 1 RT)
1 Medium Laser LA 3 1 1.00
TOTALS: 10 41 25.00
Crits & Tons Left: 37 .00

Calculated
Factors:
Total Cost: 1,891,250 C-Bills
Battle Value: 432
Cost per BV: 4,377.89
Weapon Value: 265 / 265 (Ratio = .61 / .61)
Damage Factors: SRDmg = 14; MRDmg = 2; LRDmg = 0
BattleForce2: MP: 6, Armor/Structure: 2/2
Damage PB/M/L: 2/2/-, Overheat: 0
Class: ML, Point Value: 4

Ahh, the glorious Commando. The Lyran stable light ‘Mech. Now, I’m speaking here
with out actually having used a Commando recently, but I have used the 2D in the past.
The thing, when fighting other light ‘Mechs, has a great advantage over them with the
two SRM racks mounted on it. The speed is acceptable for level 1 standards of light
‘Mechs, with only the Locust, Hermes, Mercury and Hussar being able to move faster,
but their fire power is lacking when compared to our highlighted ‘Mech. The armor is
not the greatest, but in the field of light ‘Mechs, it does manage to get in the average to
above average category. Over all, the Commando gives light lances added firepower
against larger opponents, helping the light lance stay in the field longer. Try this puppy
out! Might even do me a small write up that I can include here in the Sentinel! Good
Luck!

Ross Koga
Editor and Publisher

Well, that about wraps it up for this edition. The last thing that I have for you is a “few”
maps that Michael Flynn and the boys at Team SPAM have been putting together!
Enjoy! http://iscs.teamspam.net/

Next month I should finally have that painting contest finished and get the two prizes out!
Wish my lazy butt luck! Also check out General308’s new edition of the Solaris
Sentinel: CAV!! Have a safe and happy holiday for you Americans gettin’ ready for
Thanksgiving.

Ross Koga
Editor and Publisher
Solaris Sentinel

When we get bored in college,


we like to impersonate X-Men…

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