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Master-Romanius

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"Dispel Scroll: As normal". Или я что упустил, или не пнимаю, но вроде же было "один на армию"?

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Куча новых слухов, которые я задолбаюсь переводить:

Alliances: There are 4 different options;

Blood Brothers: These are 2 or more armies from the same army book. Characters can join units from the other army, can benefit from the other army’s BSB/ General, but they can cause panic in units from the other army.

Stable Alliance: These are 2 or more armies from within the same faction (e.g. 2 from Forces of Order, or 2 from Forces of Destruction). Characters cannot join units of the other army, cannot benefit from the other army’s BSB/ General, but they can cause panic in units from the other army. Units from each army can benefit from the other army though, for instance, using the Shield of Saphery on a Dwarf army, and being moved by the Anvil in return.

Fragile Alliance: These are either a Stable Alliance that includes Dark Elves or Skaven, or an alliance between armies from the Forces of Order and Forces of Destruction. The can benefit each other as with a Stable Alliance, but they do not cause panic tests in the other army. If they are forced to flee through each other the stationary unit counts as Dangerous Terrain (see below in terrain).

Neutral Alliance: An alliance that has one army from the Neutral Forces (Ogres and TK). These armies cannot benefit from each other and do not cause panic tests in the other army.

Chaos Dwarfs have a few snippets through the book only.

Failed Charge

• You move the highest of the D6 you rolled to charge (+ basic movement I think).

Sidestep

• Basic Movement divided by 2 (rounding up) to move laterally or backwards.

Dwarfs still get +2 dispel dice.

Lost Control Chart

The loss of Control table is 2D6.

• 2-4: Strength 10 large template over the wizard. Then on a 1-2 the wizard is removed from play, 3+ you lose D6 power dice.

5-6: Strength 10 small template over the wizard. Lose D6 power dice

7: Lose D6 power dice, Strength 10 hit on everyone in base contact with the wizard (NOT the wizard)

8-9: Strength 6 hit on every caster on your side, lose D6 power dice

10-12: Wizard loses D3 levels & random spells for each of them.

Bound Spells may be duplicated in an army

• Hex: Modify enemy stats and/or equipment. May be cast into combat.

• Augmentation (Buffs): Support your own troops. May be cast into combat, and may be cast on units not in your 90 degree arc of sight.

Lore of Fire

Basic Spell: Fireball: Magic Missile

D6 S4 hits 24" range

2D6 S5 hits 36" range

3D6 S6 hits 48" range

1 Cascading Fireshield Remains in Play, Caster and Unit Buff. At the end of each magic phase, any enemy unit in contact with the caster and his unit suffers 2d6 hits S4.

2 Flaming Sword(s) of Rhuin: Unit Buff. 24" range. Grants +1 to wound and magical flaming attacks.

3. Flaming Skull: Direct damage. Draw 18" line from the caster in any direction within the 90 degree arc of sight. Each model touched by the line (determine who's hit like you would do with a cannon ball) suffers a S4 flaming hit. All units that take at least 1 casualty have to take a panic test.

4. Fiery Arrows: Magic Missile. 24" range. Targeted unit suffers D3 S4 hits for each rank of 5 or more models. The scaled up version is 36" range.

5. Blazing cage Hex. 24" range. Targeted enemy unit suffers D6 S4 hits. If the unit moves by any means, each model suffers another S4 hit and the spell ends. The scaled up version has an increased range.

6. Firestorm: Direct Damage. Place the small template within 30" of the caster, It then scatters D6" and causes str 4 hits. The scaled up version uses the large template but scatters 2d6".

Lore of Metal

(name): Direct Damage. Every model in the target unit is killed and turned to gold on a D6 roll of 5+ (multi-wound models on a 6+). Friendly units within 12” are subject to stupidity until the next magic phase as they are distracted by all the gold.

Lore of Beasts

Special Bonus: If targeted on cavalry, beasts, monstrous cavalry, monstrous beasts (razorgor, giant eagles etc), chariots, Monsters, or any unit from WA: Beastmen, the wizard gains an additional + 1 to cast.

(name): Unit Buff. +1 Strength and Toughness

Curse of Anraheir Caster Buff. +3 strength and +3 Attacks

Amber spear. Magic Missile. As Hunter's Spear.

Lore of Light

Special Bonus: If targeted on a undead or daemonic unit, spells from the lore of light deal an additional D6 hits.

• Basic Spell: Ray of Light: Magic Missile. D6 S4 hits to a unit within 24", causing flaming attacks. The scaled up version has an increased range and strength.

Blinding Light: Unit Buff. Affects one friendly unit within 12", all to hit rolls against this unit have a -1 modifier. All auto-attacks or auto-hits have to roll a 4+ or are wasted. May be extended to all units in 12"

As fast as Light: Unit Buff. Choose one unit within 24". It has Weapon Skill 10 and Initiative 10.

Beacon of Hope: Unit Buff. Rally 1 fleeing unit. Targeted unit automatically passes all Leadership tests until casters next magic phase.

Amynotoks Web: Hex. Targeted enemy unit has to pass a Strength test for each action they want to take (move, shoot, cast spells, pursue, flee, strike in cc, etc.) If they fail they may not perform the intended action and suffer D6 S4 hits instead. Lasts until casters next magic phase.

Exorcism: Direct Damage. Deals 2D6 S4 hits, against which all successful Ward saves must be re-rolled. For each wizard other than the caster using the lore of light within 12", the strength is increased by 1.

Temporal Warp: Unit Buff. Targeted friendly unit doubles its movement characteristic, increases its Attacks by 1 and gains the ASF special rule until casters next magic phase. The scaled up version is for all friendly units within 12"

Lore of Death - The Wind of Shyish

Special Bonus: For each casualty caused by lore of death spells, roll a D6. On a roll of 5+ you are granted an additional power dice.

Basic Spell: Soulsteal. Direct damage, 12" range. Nominate a model. Caster and Target roll 1D6 and add their unmodified leadership. For each point the caster's result exceeds the targets result it suffers 1 wound with no armour save allowed. The scaled up version has an increased range.

1: Face of the Reaper. Unit Buff, 24 " range. Targeted unit causes fear. Caster may decide to make it cause Terror for a higher casting value.

2: Embrace of Laniph. Direct damage, 12 " range. Nominate 1 target model. Roll 2D6 and subtract the target's Strength. The result equals the number of hits the target takes, wounding on 4+ and ignoring armour saves. The scaled up version has an increased range.

3: Soulrot. Hex, 24 " range. Targeted unit suffers a -1 strength and toughness. The scaled up version is ALL enemy units within 24 inches. Lasts 1 turn.

4: Dark Despair. Hex. Remains in play, 24 " range. Targetted unit suffers -3 Leadership. The scaled up version has an increased range.

5: Bajuna's Fate. Direct damage, 12 " range. Nominate 1 model. Roll 2D6 and substract the target's toughness. The result equals the number of hits the target suffers, wounding on 2+ and ignoring Armour saves. Should the target survive, it suffers stupidity for the rest of the game.

6: The Purple Sun of Xereus. Power Whirl, Remains in Play. Place the small template in base contact with the caster and roll the artillery dice. Multiply result by 3. The result is the number of inches the template moves. Each model touched by the template, except for the wizard himself, has to pass an Initiative test or is removed from play. No saves are allowed. If you roll a misfire, place the template above the caster himself, roll a scatter dice and 1D6. The result is the number of inches the template is moved away from the caster.

The template moves at the end of each following magic phase, roll the artillery dice and a scatter dice to determine direction and range. If you roll a misfire the template is removed. The scaled up version uses the 5 " template instead.

Monstrous Infantry can fight with a maximum of 3 attacks per model in the second rank, then one per model in subsequent ranks.

Units with stupidity may not Parry.

If Infantry models are armed with a combat weapon other than a hand weapon, you have to use it.

WEAPONS

Some of the magic weapons can be Paired with another magic weapon, or a mundane weapon. I will try and keep them clearly labelled.

(name). Magic sword that gives the wielder Frenzy that can never be lost.

(name). A Paired magic sword that gives weapon Skill 10.

ARMOUR

(name) 4+ ward save.

(name) Heavy armour and a 4+ ward

(name) Armour and a 5+ ward (not sure if light or heavy)

(name) 2+ save against breath weapons.

Shield of Ptolos. Shield. 1+ save against all shooting attacks.

Enchanted Shield. Shield. Same

(name). Shield. Allows you to disregard the first hit caused on the character on a 2+.

ENCHANTED ITEMS

Wizards Hat. Makes the wearer a Level 2 wizard with stupidity & rolls randomly for lore.

Arabian Carpet. The user can Fly.

Healing Potion. Restores D6 wounds to the character carrying it.

Other Trickster's Shard. Models in base contact (friend of Foe) reroll successful ward saves.

Crown of command.. Makes the bearer Stubborn

Mask of Eeeeee!. Makes the wearer cause terror.

ARCANE ITEMS

Frog Scroll (?). Used as a dispel scroll. One use only. The wizard must roll equal to or under their wizard level to keep the backlash in check, or they are turned into a frog, then in each of their subsequent turns they must roll a 4+ to come back into play.

The frog has no stats, so they cannot cast/ move/ be shot at/ killed etc. In fact they have nothing at all they can do until they turn back into a wizard!

Trickster's Shard

Watch Tower

• New rules to storm the building: Max 10 infantry fighting their way up.

Battle: Army Fraction

Work out the Army Value first:

Each unit standard is worth 1.

Battle Standard Bearer is worth 1

General is worth 2.

Then work out the minimum Army Value. 1 for each 1000pts (i.e. 4000pts = a minimum Army Value of 4).

The first army to drop below its minimum Army Value loses.

Battle: Attack at Dawn

The battlefield is split into zones and units are placed randomly within them.

Scenario: Something with a warhammer scale Dwarf airship...

Shooting through a forest has a -1 to hit modifier

И ещё, от другого человека:

Got a chance to have another look today:

missed stone throwers, however Cannons are both D6 multiple wounds, but great cannons are 60" range and cannons just 48"

I rechecked the panic rules and as far as i can see it's definately any sized unit causes panic.

One combat rumour which i noticed:

You need to have 2 ranks of 5 or more models to disrupt ranks (which means you don't get to ADD your rank bonus to your combat score it does NOT remove you rank bonus altogether (YAY Skaven)!!!

Skirmishers:

Front

X_X_X_X_X

X_X_X_X_X

X_X_X_X_X

Back

Where the _ are 1/2" (aprox)

Now when you are charged or declare a charge you form up on the rear most central model BEFORE measuring distances.

so you goto:

__XXXXX__

__XXXXX__

__XXXXX__

Then you can (as far as i can see) claim a rank bonus of +2 in this situation

Скирмиша получают бонусы за ряды? О_о

Тогда их, в принципе, совсем не опускают, а просто делают другими.

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Fragile Alliance: These are either a Stable Alliance that includes Dark Elves or Skaven, or an alliance between armies from the Forces of Order and Forces of Destruction. The can benefit each other as with a Stable Alliance, but they do not cause panic tests in the other army. If they are forced to flee through each other the stationary unit counts as Dangerous Terrain (see below in terrain).

Забавно. Получается, что Fragile Alliance в игровом плане лучше, чем Stable?

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Забавно. Получается, что Fragile Alliance в игровом плане лучше, чем Stable?

Ну, кроме того, что твой союзник будет мочить твои пробегающие через его юниты отряды.

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Ну, кроме того, что твой союзник будет мочить твои пробегающие через его юниты отряды.

Угумс. Ну, это хотя бы частично лечится за счет тактики. Вопрос в том, насколько изменится ситуация с тестами на панику...

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Магические шмотки из рулбука (т.е. доступны всем, кроме демонов и гномов предположительно). Названия на немецком.

Magic Weapons

Riesenklinge (Giantsblade) 60 pts

Strength +3 at close combat

Schwert des Blutbades (Sword of Bloodbath) 60 pts

Bearer gains 3 attacks

Obsidianklinge (Obsidianblade) 50 pts

Wounds with this weapon ignore armour saves

Ogerklinge (Ogerblade) 40 pts

Strength +2 at close combat

Schwert des Haders (Scword of quarrel) 40 pts

Bearer gains 2 attacks

Duellklinge (duelblade) 35 pts

Weapon pair, bearer has weapon skill 10

Heldentöter (Heroslayer) 30 pts

Bearer gains 1 attack and strength for every character model that is in base contact with him or his unit. Bonus is calculated at every the beginning of the close combat

Zauberraubklinge () 25 pts

If a wizard his wounded with this sword, he will lose one random spell for each wound

Schlachtenkling () 20 pts

Bearer gains 1 attack

Schwert der Macht () 20 pts

+1 strength in close combat

Berserkerschwert () 20 pts

Bearer gains frenzy and can never lose it

Goldenes Siegelschwert () 15 pts

Attacks are done with initiative 10

Behände Klinge () 15 pts

Bonus of +1 to hit

Reissende Klinge () 10 pts

Attacks are armour piercing

Reliquienschwert () 10 pts

Attacks with this sword wound always on 5+, or better if one would wound normally on a lower score.

Kreischende Klinge () 10 pts

Bearer causes fear

Schwert der Pein () 5 pts

Monster or character that loses one or more wounds to this sword, will suffer from stupid

Kriegerfluch () 5 pts

Monster or character that loses one or more wounds to this sword, will lose one attack (but will keep at least one attack)

Magic Armour

Rüstung des Schicksals () 50 pts

Heavy armour, 4+ ward save

Schurkenhelm () 50 pts

Armour save is better by 1, enemy has to re-roll successful wounds

Silberstahlrüstung () 45 pts

Armour save 2+, can not be further improved

Rüstung des Glücks () 35 pts

Heavy armour, 5+ ward save

Helm der Zwietracht () 30 pts

Armour save is better by 1, enemy character model has to pass a leadership test, if it fails, it can not attack and will be hit automatically

Glitzernde Schuppenrüstung () 25 pts

Light armour, foes hit chance is reduced by 1 in close combat

Schild des Ptolos () 25 pts

Buckler, 1+ armour save against missile attack (Beschussattacken)

Zauberspruchshild () 20 pts

Buckler, bearer gains magic resistance (1)

Rüstung des Glücksritters () 20 pts

Heavy armour, 6+ ward save

Drachenhelm () 10 pts

Armour save is better by 1, 2+ ward save against fire attacks

Verzauberter Schild () 5 pts

Buckler, Armour save is better by 2

Glücksbringender Schild () 5 pts

Buckler, only one use, first hit will be ignored by 2+

Talisman

Talisman der Bewahrung () 45 pts

Bearer gains 4+ ward save

Grosser Obsidian () 45 pts

Bearer gains magic resistance (3)

Talisman der Ausdauer () 30 pts

Bearer gains 5+ ward save

Obsidian Amulett () 30 pts

Bearer gains magic resistance (2)

Dämmerstein () 25 pts

Bearer re-rolls missed armour saves

Opalamulett () 15 pts

Only one use, 4+ ward save against first wound

Obsidiananhänger () 15 pts

Bearer gains magic resistance (1)

Talisman des Schutzes () 15 pts

Bearer gains ward save 6+

Samen der Wiedergeburt () 10 pts

Bearer gains 6+ regeneration

Drachenfluchstein () 5 pts

Bearer gains 2+ ward save against fire attacks

Federrupfanhänger () 5 pts

Bearer gain 5+ ward save against models with rule “flying”

Glücksstein () 5 pts

Only one use, Bearer can re-roll one missed armour save

Magic Standard

Standarte der Mordlust () 55 pts

Unit can re-roll attacks

Heulende Standarte () 50 pts

Unit causes horror

Waldläuferbanner () 50 pts

Unit gains “terrain knowledge???”

Klingenstandarte () 45 pts

Unit gains armour piercing

Kriegsbanner () 35 pts

+1 on combat outcome

Banner der Eile () 15 pts

+1 on movement range

Knochenstandarte () 15 pts

Magic resistance (1)

Standarte der Disziplin () 15 pts

+1 on leadership, but can not use the generals leadership

Banner der Ewigen Flamme () 10 pts

Unit causes fire attacks

Strahlende Flagge () 5 pts

Only one use, unit can re-roll first muffed (?) leadership test

Vogelscheuchenbanner () 5 pts

Unit causes fear on all units with “fyling”

Wizard Arcana

Buch von Ashur (Book of Ashur) 70 pts

Bearer gains +1 on his spells and dispels

Schriftrolle der Rückkopplung (Scroll of reaction) 50 pts

Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the player will roll one dice for every used power dice. For every 5+ the wizard will lose a wound, no armour saves are allowed

Schriftrolle des Energieraubs (Scroll of energy predation) 50 pts

Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the player will gain as many dispel dices as the wizard used power dices.

Sivejir’s Fluchrolle () 50 pts

Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the wizard will be a frog, if he is not able to roll one d6 below his magic level. All stats are reduced to 1, only his wounds stay the same. He can not use his magic items etc or cast spells/dispels. The wizard can try to free himself in his next own magic turn on a 4+

Energiespruchrolle () 35 pts

Only one use, every doubles will cause total energy and loss of control

Pechkohlen-Zauberstab () 35 pts

Only one use, wizard can decide to use the staffs power after a successful casts spell to increase the score by rolling an additional d6. By that he can gain total energy and a loss of control

Verbotener Stab () 35 pts

Only one use, at the beginning of his magic turn, the staff grants d6 energy dices. Bearer suffers d3 wounds, no armour saves are allowed

Gauners Scherbe () 25 pts

Only one use, one has to declare the use of it at the beginning of his magic turn, if an enemy wizard want to dispel a spell cast by this wizard, he will lose one wound on 5+, no armour save allowed.

Erdender Stab () 25 pts

Only one use, wizard can re-roll first loss of control

Magiebannende Spruchrolle () 25 points

Only one use, dispels one spell automatically

Energiestein () 20 pts

Only one use, declare to use the stone before you cast a spell. Wizard can use two additional energy dices, but has to use at least one of the energy pool.

Zepter der Stabilität (sceptre of stability) 15 pts

Only one use, after rolling to bane one spell, you can roll an additional d6.

Kanalisierungsstab () 15 pts

Bearer gains +1 to channel an additional energy or dispel dice

Spruchrolle des Schutzes () 15 pts

Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the targeted unit gains a 4+ ward save for caused wound.

Enchanted Item

Zauberhut (wizards hat?) 100 pts

Level 2 mage, random magic lore, stupid

Fozzriks faltbare Festung (a pocket-watchtower) 100 pts

When both armies have placed their stuff, you can place a watchtower. Rules are in the rules book

Arabianischer Teppich (arabic rug) 50 pts

Infantry and monstrous infantry gain flying, cannot join units

Krone der Herrschaft 35 (crown of command) pts 35

Bearer is relentless (in German it is “unnachgiebig”)

Heiltrank (healing potion) 35 pts

Only one use, gain W6 lost health

Flügelfluchreif (winged curse circlet???) 35 points

Flying creatures and their riders have to re-roll successful hits against bearer/unit

Rubinring der Zerstörung (rubyring of destruction) 25 pts

Bound spell (energy level 3) Fireball

Die Schreckensmaske von Iek! () 25 pts

Bearer causes horror. Other units are not allowed to use his leadership

Stärketrank (strength potion) 20 pts

Only one use, +3 strength

Widerstandstrank (toughness potion) 20 pts

Only one use, +3 toughness

Des anderen Gauners Scherbe (the others chiseller shard) 15 pts

All models in base contact (friend and foe) need to re-roll successful saves

Eisenfluch-Ikone () 5 pts

6+ ward against war machines

Trank der Tollkühnheit () 5 pts

Only one use, immunity against psychology and „vernichtender Angriff“ (killing attack?)

Trank der Geschwindigkeit (speed potion) 5 pts

Only one use,+3 initiative

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Японский городовой, сколько шмотья.... прям как на Новый год под елкой. Боюсь шмотье это могут сильно порезать ограничениями - что мол тому это нельзя, а вот тому вот это....

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Drachenhelm () 10 pts

Armour save is better by 1, 2+ ward save against fire attacks

Шлем называется "здравствуй, Бладфистер".

Banner der Ewigen Flamme () 10 pts

Unit causes fire attacks

Ням-ням. До свидания, гидры и абоминации. Трименам и трикинам тоже неуютно.

А варбаннер теперь 35 очков...

Но вкусных шмоток, в т.ч. знамён, теперь просто куча. Интересно, огненное знамя действует на стрелковые атаки? :)

Изменено пользователем Бернхард
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Разнообразие - не плохо при таком количестве птс на персов, ток встречается шмот, который дублирует некоторые вещи в армибуках.

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25 points

Only one use, dispels one spell automatically

Energiestein

А вот это снимает некоторые вопросы, и опасения того, что каждый мелкий дешёвый гадёныш будет самопожертвенно кидаться ирризистами. Вот этими скроллами и будем тариться в 8ке)

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А вот это снимает некоторые вопросы, и опасения того, что каждый мелкий дешёвый гадёныш будет самопожертвенно кидаться ирризистами. Вот этими скроллами и будем тариться в 8ке)

Это обычный диспел скролл. А иррезисты не диспелятся. На то они и иррезисты.

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Ура! Наконец-то хаевский конный лорд получает нормальный меч и идет рубиться в схватку

Я, кстати, уже обдумываю вудовского конного лорда-поединщика :)

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Это обычный диспел скролл. А иррезисты не диспелятся. На то они и иррезисты.

Да, желаемое выдалось за действительное) лишнее слово приплёл, вот и привиделось total energy .. там выходит, вообще фсёпропало Energiespruchrolle () 35 pts

Only one use, every doubles will cause total energy and loss of control - совсем мне что-то это не нравится(

[ Добавлено спустя 7 минут 33 секунды ]

Я, кстати, уже обдумываю вудовского конного лорда-поединщика :)

А я измыслил летающего олдблада с 9ой тафной) думаю, как довести обвес до нужных кондиций, чтоб хороший драгонслеер получился)

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Жаба будет кастовать не только фаербол на 2д6 стр 4. но и скинкобол :)

Ура, лизардам тоже дали крутую какапульту :) Жалко нельзя жреца с машины древних так зафигарить во врага :)

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Весёлый список. Но. Это только мне кажется, что всё это великолепие на балансе отразится не самым лучшим образом? Именно в силу общедоступности?

Изменено пользователем Maxim
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Теперь комон итемы это действительно достойная штука. Многие вещи я действительно ждал в комонах.

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Очень многие вещи я узнаю по армибукам разных армий. Всё совпадает и цена и эффект. А не из эрраты ли это взято? Слишком многовато для общих предметов, слишком большая унификация всех армий. Вероятно просто всё в кучу накидали из всей эрраты.

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"Sivejir’s Fluchrolle () 50 pts

Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the wizard will be a frog, if he is not able to roll one d6 below his magic level. All stats are reduced to 1, only his wounds stay the same. He can not use his magic items etc or cast spells/dispels. The wizard can try to free himself in his next own magic turn on a 4+"

Вот эта вещь отличная, в нужный момент активируешь и Сланн или вампир лорд, может нервно курить несколько маг фаз, фактически это может сделать игру, мне нравится наконец то есть реальное противодействие хэви меджику.

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