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Stainer

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Весь контент Stainer

  1. а потом стубборн? как там написанно? У тебя же есть армибук. so long as the furnace lives, это не до первой раны.
  2. Кстати, вообще нет обсуждений модели колокола и фурнэйса. Отличная штука! Из 2 наборов, получится 2 приста, 2 сира, лишний крысогр, 6 монахов (отличных от нынешних) Битсы и разная другая вкусняшка. Ну и сама модель воистину эпична! И...еще больше потверждений мощщщи фурнэйса. Человек, что выложил фотки самого фурнэйса и колокола, имеет армибук на руках (что и видно на фото). Plague Furnace is bought as a mount for a Plague Priest in the same way a Grey Seer can buy the Screaming Bell. It is moved by the same rules, has Frenzy, generates impact hits (d6 S5), is a Large Target, and has Magic Resistance (2). Движется как и колокол, френзи, д6 сила5 импакт хитов, большая цель, Мэджик резистанс 2! The unit pushing it is UNBREAKABLE so long as the furnace 'lives.' АНБРЕЙКБЛ! The main attack of the Furnace is a reverse-facing flame template from its front arc in the shooting phase. Models TOUCHED by the template pass a toughness test or take a wound no armor save. This is treated as a warpstone weapon (i.e. its magical). Флейм шаблон оружие, все хоть как-то задет, тафнес тест с игнорм сейвов. The furnace crew has 6 attacks in cc, 7 with frenzy. команда делает 6 атак в рукопашной, 7 с френзи. Units contacting the furnace in cc phase take d6 (as shooting) hits. Yes, the unit pushing the furnace is 'in contact' during cc, and takes the hits. Toughness test per hit or 1 wound no armor save (the unit pushing only fails its test on a 6). Все кто косаются фурнэйса получают d6 тафнес тестов, юнит тоже, игнор армор сейва, толкающий юнит проваливает только на 6+. (тест отличен от теста приста, прист стоит впереди и тест проходят 3 модели в базе с ним и он сам. Больше никто!) The censer can also be swung directly into units as an attack. This causes an artillery dice worth of S5 hits. This comes with a misfire chart as well. Арт кубик сила5 ударов в рукопашной, можно и не бить, есть мисфаер. 150 points.
  3. Не, ну выкопались они, они вроде могут сразу атаковать? Выкопались рядами и что, этож круто (почти все экипажи вармашин и стрелки, не смогут с ними драться). Или тема про бек, и про их перебазирование из скирмиша в ранк унит? 175 очков, за статик 4 (без нанесенных ран, атак во фланг/тыл) у тебя за спиной или с боку, от всех твоих стенд/шут юнитов, помоему страшновато. они довольно играбельны
  4. Mity, может потому, что люди играют не только армиями которые выигрывают турниры?
  5. 1. Не ну конечно, нет кавалерии. Но 10 мув это, чудесное движение для коробок. 2. Там до чертовой бабушки хороших банеров. Раньше ни стубборна, ни анбрейкбл, небыло вообще! А теперь есть...надо порыдать! 3. Чума в плагуй школе никуда не делась, правда теперь она прыгает в 12 дюймах! Тест на иню или ремувед не кактит? А отличные сапортные заклятия как +2 атаки пока не проиграют в ближнем бою? Поизонед до конца игры? у многих армий и такого нет. 4. Да нормальная стрельба. Кстати дедглоб никуда не делся, взял, бросил, тест на иню (при ине1) и старшайн драгон ушел к праотцам. 5. Про чардж, ты уморил вообще, эт надо быть эким дебилом, чтобы другая коробка тебя прочарджила первой. Так бы и написал, выстоять атаку кавалерии, очень сложно. Ну а до рукопашной...многие, очень многие армии думают, что делать с супер монстрокрысом и стуборными/анбрейк крысами, которых просто раньше не было.
  6. Про гигантских крыс. Да у них есть лидак, да бьют в 2 ряда. Бафаешь на них дед френзи и за свои очки это неплохой отряд. Молдер больше не жрет хиро слот (даже именной, в корах) . А сами погонщики бьют через всех крыс = имея 2 ряда и 5 погонщиков мы получаем 15 атак. С дед френзи мы имеем 45 атак....
  7. Паш, походу это переводится, как "скорее всего, будет использоваться как дефаулт спел, как раньше"
  8. Итак, написав товарищу сообщение в личку, получил ответ. Выяснил, что компиляция - из хобби центра в германии, где персонал попалился и дал почитать армибук, своим друзьям. Говорит, читал книгу более часа, переписывая многое на бумажку. Список того, что я уточнил, по клану пестиленс: Монахи дешевле на 1 очко уже с 2 оружиями. Ценсоры вместе с монахами жрут 1 слот спешал. Ценсоры, все тоже самое за 14 очков, с 2 атаками +1 за френзи. Сам ценсор: флэйл, тафнес тест всем в базе. Плагуй фурнэйс 150 очков. Место которое он занимает считается к рядам. Стреляет огнеметом, на 4+ вунда без армор сейва, все кто хоть чуть-чуть задеты - ЗАДЕТЫ! Юнит монков с ним, стубборн. Команда делает 7 атак с 3 силой. Все враги в базе, тафнес тест (он долбит отлично от теста приста = 2 теста!, фурнэйс задевает 5 моделей, прист 3). В рукопашной арт кубик хитов как от стрельбы с 5 силой. НЕ чариот! Плагуинское знамя, которое дает переброс на хит/вунд 1 раз, стоит 35 поинтов (перебрасывает весь юнит, тоесть и фурнэйс и прист и т.д.)
  9. Это слухи из Германии, как и те, которые мы видели ранее. На этот раз ребята, провели с книгой больше времени.
  10. + вроде как, фурнэйс и колокол больше не чариоты.
  11. немного слухов о персонажах Ikit Claw : M5 WS5 BS3 S5 T4 W3 I3 A2 LD7 Level 3 caster, chooses from Lore of Ruin, may switch 1 Spell for Warplightning Exoskelleton : magic armour, 3+ AS, 5+ Ward Save. It states that it enhances his strengh (without it it would be S2). It comes with a Warpfirethrower which has one use only, but can reroll the artillery dice. Stormdemon : Helbard which allows no AS. Can cast Black Warplightning as a bound spell (Powerlevel 5). The black Warplightning does Artillery dice hits. If a misfire happens roll 1D6 : 1-2 : Ikit and all models in base to base contact take a S5 hit 3-5 : Ikit can cast no more spells during this magic phase 6 : Overload, Ikit generates D3 Power dice Queek Headtaker Same profile as normal warlord except for WS 7 and 6 attacks. Can upgrade a unit of Stormvermin to his personal guard, giving them +1 WS and +1 S (+4 ppm) Cannot join units with casters and the other way around. Gets +1 to hit and to wound in a Challenge, must always accept them. Dwarf Gauger and Handweapon :additional Attacks already in profile, all attacks allow no AS and Dwarfs are wounded on 2+ Warpstonearmour : 3+ AS, if a save is passed, the attacker gets a S5 hit (the normal Warpstonearmour in the magic item section is the same for 30 Points, but just S4 hits). Skrolk M5 WS6 BS4 S4 T5 W3 I6 A4 LD7 Level 3 caster, chooses from Lore of Plaque, may switch 1 Spell for Pestilence breath (translation ?) Has Frenzy and may change Plaque Monks to core, but not sure about that... All models in btb contact get -1 to hit, Clan Pestilence Units are immune to this effect tho. Staff of coruption : Flail, after to hit rolls, a model which is hit one or more times must pass a single T test or is slain immediatly (no saves of any kind allowed !!). If it survives, go on with the normal to wound rolls and so on. Liber Bubonicus : Bound Spell (Powerlevel 6). Chose a Unit in 24", then throw 1D6 : 1 : nothing happens 2-4 : every model in the unit gets a S1 hit, no AS allowed 5-6 : every model in the unit gets a S2 hit, no AS allowed Deathmaster Snikch : M6 WS8 BS6 S4 T4 W2 I10 A6 LD8 He may start the game hidden in a unit, be deployed like a scout or enter the battlefield like Dwarfen Miners from an Tableedge. He also has a 4+ Ward save, and nobody may use his LD and he always strikes first. These exact rules are the same for every Assasin, so now we come to were Snikch is special : He has 3 weeping blades (bonus attacks already included in profile), which have Armour piercing and do D3 wounds. If any unit wants to target him for magic, shooting or charges, they have to roll a 4+ to do so. If they dont pass, they may declare another target and ignore Snikch in all ways. немного слухов о предметах Fellblade : 100 points, S10 does D6 wounds, Enemy must reroll any passed Wardsave against it. Still lose a wound if you dont roll 3+ like before the next weapon after that is : [forgot the weapons name] : 50 points, no AS allowed Weeping blade : Armour piercing, does D3 wounds. 30ish points I think Dwarfenbane : not the weapon Queek wields... reroll to wound rolls and Armour oiercing against Dwarfs... cant remember the point cost... in the 20s I think Warpstonearmour : 30 Points, 3+ AS and S4 hits for attacker for each passed the AS. (Notes that it may be taken by Warlockengineers) Armour with 4+ AS, if the AS is ignored by Strengh modifier or something discard this hit, but the Armour is destroyed.... 30ish points ? 25 ? dont remember. Shield, 15 points, -1 Attack for one (1) model in btb contact Warpstone Token, 15 points, I think it does the same as before, but didnt read the Text, it was rather large... so, no idea. Warpenergyaccumulator : 30ish points, +2 hits if casting a warplightning (not if a 1 for the number of hits is rolled) and generates a power dice on 5+. EDIT : Skavenbrew is like before, still 50 points Skalm is like before, but 30 points
  12. Человек который выложил всю инфу, возможно написал некоторые вещи некорректно (об этом он сообщил сам). + он добавил про заклинания. Various wizards may pick different spells as base, not the first. I remember correctly it's still Warp lightning for the Warlock.
  13. Блин, нет специальных правил, которые персонажи дают отряду... (ну например, неугасимое френзи у монахов с пристом и т.д). Для полноты картины очень много-много чего, нехватает...
  14. Я по этой компиляции затрудняюсь сказать, что это полный щет которым нельзя играть. Половина шняг еще не описанна. +дополнение по маунтам Ha, almost forgot: Mounts. Yes, Mounts. Three different ones there: Boneripper-Ratogre: 6 4 3 5 5 4 3 5 5 causes fear, may only be placed within Clanrats, Stormvermin or Rat Ogres. Monstrous mount. Pox-Rat: (most likly only included so you can use this pest-lord-model... 6 3 3 4 4 1 5 2 2, poisened attack, cavalry (like the demon mounts for chaos, this one is mounted on a bigger base, but counts as cavalry. Litter: + 1 armour, 5 4 - 4 - - 5 4 It obviously fights. I think that the caracter is treated as if mounted to a chariot here.
  15. Bram Gaunts Skaven summary. I had a nice long look into the Army book, and as a passionate Warhammer player I absorbed as much info as I could. I might be wrong at some details, still, I think I got all that's necessary to give a good overview. Remember that I hail from germany, and therefore I translated most of it as good as possible. 1st: Armywide special rules and differences from "normal" armies, changes from old book. Magic Items: You have the usual Magic items with the usual restrictions (100 points for Commanders, 50 for heroes), seperated in weapons, trinkets, armour etc. And than there are the "special" lists of items. Some characters as the Assassins for example are only allowed some of the special lists. Moulder Clan equip, Skryre wargear, etc. Shooting into close combat - gone. Yes, it's gone. Really. placing characters within the last rank - gone. Still, if a character decides to withdraw from a chalange and is placed in the last rank, he still benefits the unit with magical items, leadership, battlestandard etc. Other army wide rules: Live to fight another day: +1 distance to flee. you get +1 morale (up to a maximum of 10) in the higth of your rank bonus. looted wargear (not sure about the name) thats a short list of equip including several weapons and funny objects. You may have as many of them as you whish, still only once the same per character. Warpstone pistol - 10 " range pistol with warpstone attacks (means magic attacs). counts as a pistol in all means. Warstone rifle - S 5 Warpstone musket. Move or shoot. Guardian rat - 1 WS 3 S 3 aditional attack with bearers initiative. Tail weapon - 1 aditional attack with S 3, does not benefit with other wargear, may still be used with magic weapons. Poisoned attacks - 2nd - Units. I start with the boring stuff here, everyone who's interested into the hell pit abomination should scroll down... If I do not mention otherwise, every unit has +1 to flee and +MW for ranks. Core Clanrats - the same. Stormvermin: Strength 3. Come with halberds and mail armour, shield upgrade available. One unit may have a magic banner. Champion may pic from the "wargear loot" equip. Both Clanrats and Stormvermin may add one (1) weapon team of the following: Flamethrower , Thing-shredder , Globe mortar , Rattling gun Flame throwers now have flaming attacks. rattling guns are the same, but do not hit automatically. they do not suffer a penalty for multiple shots or longe distance shooting. Slaves - come with hand weaponscheap shield, spear and slings upgrades. No weapon teams, no champion, Musician standard costs halved. Slaves have two special rules, one is "cornered" which I do not remember... the other is "worthless" - as long as an enemy is only engaged with slaves, you may shoot into the close combat. Slaves do not provoke panic tests from any other unit than slaves. Shadowrunners May make a free movement at the beginning of the game. No skirmishers. May have a Warpunnler. come with two hand weapons and shuriken. Champion has a 6+ ward save. Giant Rats: little cheaper, do not count for minimum of core units Vermin swarm: cheaper.. Special Gutter runners May have a warp tunneler. skirmish, outflank from any edge. Champion has a 5+ ward save. Same equip as nightrunners May be given the following: Nets (a net counts as a shield and gives a malus to the enemy, I think it was -1 to hit, nut sure though.) poisened attacks fore some points. Rat ogres. Same price here, same profile, come with... frenzy...? don't know the english term. You are granted +1 attack but you have to charge if possible. you may add as many ogres to the unit as you want, for each 2 ogres you may add one more handler. May have a mastermoulder (counts as champion, may have some wargear, a Thing-catcher which grants him killing blow for or a great weapon. Mastermoulder profile is 6 5 3 4 4 2 5 2 6 Plague monks: , come with two handweapons, one unit may have a magic standard. Still have frenzy (was it frenzy? see rat ogres for what I mean...) Jezzails: same price. 4+ armour save, NO skirmishers. May have a champion with BS 4 for 10 points. Unit size 3+ Censer bearers: the same almost, forgot about them. Globardiers: unit size 5 - 15 Special rules: Life is worthless... may fire into close combat. shoot from behind: when engaged into close combat, all globardiers which do not have contact with enemy models may shoot at the unit(s) they are engaged with. Lords I did not look up neither the abilities of special characters, nor their options. I'll just list them. Lord Skrolk: in the list. Thanquol: Ikit Claw: Skrotz the mutant: newHeadhunter-thing-char: After a brief overlook he seemed pretty strong with WS 7 and 6 attacks... Verminlord: profile: 8 8 4 6 5 5 10 5 8 Special rules: Flee + 1, Immune to psychology, Terror, great target, 5+ ward save, Sorcerer lvl 4. He counts as a demon. The vermin lord may not be the general of your army. Warlord: Grey seer: +1 Morale. Comes with Lvl 4 and D3 warpstone tokens. may buy more. The Screaming bell is his mount, optional. The model itself is HUGE, almost twice es big as the current one. Kit is also used for the "Plague Furnace" Heroes. Snikch: has a mantle which obscures him, he's only visible to units on 4+. He has got a murdering profile, Initiative 10 and always strikes first. Tretch: Assassin. Sad part first: assassins do take a heroe's choice. They work pretty much like DE assassins, with lower profile (still I 9 ASF) Warlock: At this stage he's a technician only, no wizard. he may be upgraded to level 1 or level 2 for usual points for power levels. Only one to have 2 warpstone pistols... May chose lore of doom only. (more to magic later) Plaguepriest: lvl 1 wizard. may chose lore of plague. May have a Plague Furnace giant swingy-thingy... oO Now, lets start the interesting point: Screaming bell. Bell comes with Magic resistance (2), 4+ ward save, causes fear, is a Large target.. It MUST join a unit of storm vermin or Clan rats. The joindes unit becomes stubborn. Bell has T6, LP 6, S 5, causes impact hits. The Rat ogre ringing the bell may strike with S5. Enemy units in contact may chose to attack the Bell (WS of the ogre is applied here (WS 3)) or the prophet. Moving the bell: It requires at least 10 models to move the bell at full capacity (5 Inches). For each model below 10, it loses 1 Inch of movement, if the unit dropps to 5 it may not move at all. Ringing the bell (thats what you wanted...) at the begining of each turn or magic phase (not sure) the player may ring the bell. At turn one he may only use 1 dice, at each of the following up to three. The bell is automatically rung if wounded by a S5 or higher missile attack. Results: 1 - nothing happens. Spank-spank the Rat ogre for failing-failing... 2 - 4 unit with the bell attached moves D6 inches forward (and may attack if possible) 5 - 8 all friendly units may reroll morale checks within 24 inches of the bell 9 - 10 Bell (not the seer) casts the Spell "Scorch" from lore of doom (see later with magic) at power level 5 11 - 12 All enemys with T7 or higher suffer D3 wounds 13 Say Ding-Dong alound and smile to your enemy. All Enemy units within 24 inches suffer D3 S4 hits. If the Bell is engaged in close combat ALL Skaven within the unit it is attached to may attack in close combat this round. 14 - 16 All units within 12 " gain +1 attack for this turn. 17: All gain +1 attack and get to reroll tohit and to wound 18: with a loud BANG the Bell is destroyed. All units within 4D6 inches suffer D6 S4 hits without armour saves. if you roll two equals, the result is applied, but the unit pushing the bell suffers D6 S4 hits. If you roll three equals, both bell and prophet suffer a S5 hit. Plague menetekel: It's not a furnace, it's like the bell itself, but with a big censer instead of the bell. Moves just like the screaming bell, but may only be joined by Plague monks. I do not remember a lot of this thing. It has two effects, the one's a mighty blow which causes a numer of hits declared with the artillery dice of S5 o the enemy unit in contact., the other makes all models in contact (friend and foe) take a Toughness test or lose one lifepoint. Which leaves us with Rare choices Hell Pit abomination: . It may NOT tunnel. It is a crawling, moving mass of dozens of Bodies moulded together, has severel arms, giant claws, etc. The drawing shows it to be at least 10 times as high as a man. It is NOT a giant rat, more like 100 sakven mutated together with parts of giant creatures. the pic was only small but it scared the crap out of me... Causes impact hits, Terror, Large Target, Regeneration, Stubborn. Profile: 3W6, 3 1 6 5 6 4 * 8 Moves 3 D6.If you roll three times the same, something bad happens. roll a D6 to see the result: 1: does not move at all, 2 - 5 moves at a random direction, 6: gains + 1 strength. If you roll a second or more 6 it looses 1 wound. Special attacks: Troll 1 D6 to determine how it strikes 1-2: Feast: 1 S6 hit at all models in contact, no armour save, causes D3 wounds. 2-4: leash: 3D6 attacks. A unit that suffers a casulty get a -1 penalty to hit rolls against the abomination. 5-6: Crush: all miniatures in contact have to take a I-test or will be killed, the crushed unit suffers 2D6 S6 hits. If the nasty thing is dead, playe a marker at it's position. at the beginning of your next turn, roll 1 D6. 1 - 3: Killed. The dreaded creature is dead, dead, dead. Your enemy may open a keg. 4 - 5: Rats leave the sinking ship, er, mean to say creature. Place D3 Vermin swarms. 6: It's ALIVE!! The Abomination comes back to life with D6 Lifepoints. Doom Wheel - Causes Terror, Impact hits (D6 + 1), Large target. Moves like a chariot (3D6). If moved through difficult terrain it only suffers D3 S4 hits and moved on. However, if it moves againts impassible terrain it suffers D6 S10 hits and stops... when negaged in close combat it may crush the enemy, causing D3 S6 hits. Warplightning Arc - has to shoot 3 times each round, causing as many hits as the artillery dice shows you to the NEAREST unit. Strength is 6. Warlock may surpress firing with a morale check. Morale is 7. If you roll a malfunction: 1: suffers D6 S6 hits, - 1 D6 movements. Three times this result and it is destroyed. 2-5 moves at a random direction. 6: Whats that button-button fore? Moves an aditional D6 until end of game. Warp Lightnin canon - . No more ward save, does not have to pick "flee". It works just like a cannon now, with the following difference: The first Artillery dice is used to determine the beginning of the effekt, the second one for how far the Spark "jumps" and for the strength. Malfanction: 1- 2 : it exploed. 3 - 5: oooops... shoots 4D6 in a random direction, with S 10, and exploed with the 5 inces blast at the end of the line. 6 - may not shoot this turn. Plague catapult: Magic catapult with S2 poisened attacks with large template. Funny thing: one of the malfunction results makes your opponent place the large template anywhere within 3D6 from originalt target. Magic: As reported there are two lores: Lore of Doom and Lore of plagues. But first.... the DREADED 13th Spell - cure of the horned rat. Cast on 25. Only grey seers may have it. It causes 4D6 casulties at one infantry unit. No Saves at all. If the unit is totally destroyed by this, you gain a unit of clan rats equal to the number of models destroyed, otherwise they are only casulties (the fellow warriors just "release therir former brothers from their suffering") Lore of Doom: 1 - Sulfurjump: teleports one character within 12 inches to anywhere on the table. cast on 5+ 2 - Warp lightning: magic missile with D6 S 5 hits. a roll of 1 hits the caster. 3 - Howling Warpstorm: Flyers may not fly, and all shooting suffers -1 to hit. Skaven shooting excluded. cast on 7+ 4 - Deadly frenzy: one unit gains frenzy with +2 rather than +1 attack. does replace normal frenzy (so you don't get +3 attacks) lasts until unit looses combat. Unit suffers D6 losses each turn. 5 - Scorch: places 3" template within 24 ", causing a flaming S5 attack to any model touched. Cast on 11+ 6 - Jaws of the World Rat (seriously, it's named somewhat else, something with chasm or canyon or what ever, but the effect is the same...) Draw a line of 4D6 inches from the caster. Any model touched must take a Initiative test or is removed. War machines and chariots only on 5+. Lore of plague. 1 - Plagebreath: cast on 5+, S2 breath weapon which ignores armour. In close combat engaged unit sufferd D6 S2 hits without armour. 2 - Poisened Gift: cast on 7+, unit gains poisened attacks. If it has it already, poisened attacks now work on 5+. Last til end of the game (!!) 3 - Wither: one Unit within 12 inches suffers -1 Toughness til end of the game. Cast on 8+ 4 - Verminflood: cast on 8+: 5 " template moves 4d6 inches (not through impassible terrain, touched units suffer §d6 s2 hits. 5 - Foul clourd: cast on 11+ all units within 12 " suffer D6 S 5 hits without Armour: enemy on 2+, skaven on 4+, plague monks, censer bearers, globardiers and plague priests on 5+. 6 - the plague: same as before. cast on 12. Weapon teams: almost forgot about them. They come with heavy armour. As long as they stay within 3" of their attached unit they gain the morale bonus of their units ranks, and a 4 + ward save. They count as a single unit (and may be attacked and shot at as usual) so, this is it. Enjoy =) p.S. The battalion includes: 40 new clanrats, 20 plague monks and one giant rats/rat ogre kit. 85 euros. Edit 1: changed format a little for overview and added plague censer bearers. Edit 2: Contents of battalion added. Edit 3 - point costs removed as to usual politics =)
  16. http://www.warseer.com/forums/attachment.p...mp;d=1254936618 кусочек эпической фотки на заднем плане торчит кусочек "фурнейса/колокола", ну почему кусочек?((( Заметим кстати странное построение отряда! Да и вообще все отряды, странное построение имеют... Также, мы видим старый рэтлинг ган! И гигантских крыс, сзади крысо-огров. Возможно они будут добавлять бонус за ряды.
  17. Вроде фигурирует лорд, в некоторых слухах. Plague Furnace (Plague Priest, Plague Lord) same kit as the Screaming Bell also pushed into battle, also causing impact hits gives a bonus to units around it can cast bound spells (Plague?)
  18. Странно ты написал. Про то, зачем этот плагуй фурнейс и кто на нем будет кататься, все уже знают. Он будет аналогом каулдрона Дарков, но для пестиленс крыс, и будет ехать в самом отряде и бить импакт хиты.
  19. Маунт это для плагуй приста/плагуй лорда вроде.
  20. + На сайте ГВ, в разделе "лордс энд хирос" из "старичков" остался один Скролк, то есть есть возможность появления, рескульптированного Икита Кло!
  21. Ребята, все это уже есть на сайте ГВ = наверное можно уже предзаказывать. Кстати колокол пропал из листа вообще = возможно он будет в первой волне ес! ес!
  22. это еще не все миньки первой волны.
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