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| TRAIT SYSTEM: Each Nation can choose a single trait from each category below. And four extra traits to spend on any category except for Hyper-Technology and History. For each flaw you take you can take an extra trait. Some Traits can stack, those that cannot will have an * at the start of the name. National Traits: GETTING HUGE!: Your nation has a serious skyscraper, monument and battleship fetish and likes to build big. BIG. BIG. Komitet Gosudarstvennoy Bezopasnosti: We have not managed to gather any information on this trait. (KGB) *Implausibly Efficient Government: Your bureaucrats cut through red tape with machetes. Fair Dinkum: Your state has a rep as a straight shooter (metaphorically) and an honest dealer (literally). The only Party in town: The government controls everything. Including you. Especially you. *Free Market Boomtown: The nice thing about a corporate state is there's profits for everyone. The not so nice thing is that you have to go back to your cubicle now. *Industrial Heartland: Tank factories stretch to the horizon and shipyards fill the night sky with waste light. Who Cares About Uzbekistan: Your polity is simply not on the galactic radar and thus avoids a lot of the Bad Shit that can go down. . . Population Traits: *Loyalty: A populace that through some reason or another is loyal to its government, through fear or "cookie day" it doesn't matter, these people are loyal. Heroic Age: Your people see themselves as Spartan Heroes, not Persian Generals. Shame the Spartans made poor civilians . . . Flag-Wavers: It doesn't matter what you do, you'll always win the elections. You must choose something particularly dear to your population that they wave flags about. *Hard Workers: Your people really roll up their sleeves and work. Stupidly Brave: Nobody would think of calling your people cowards. Plain Jane: You get one additional National trait, but cannot choose any other Population Trait. Military Traits: High Speed, Low Drag: Hit and Run. Really quickly. Tortoise and the Hare: Slow, steady and durable wins the race. *Battleships!: You've got a lot more battleships than most people. Also comes in other variants. (You could take is "Carriers!" or "Destroyers!" or "Super-Capitals!" potentially) Army General Staff: Your focus is mostly on taking and holding ground with troops, be that planets, space stations or hostile warships. *Awesome Training: This trait is only worth one, but costs two because people are munchkins. Death Spiraller: Why buy ten fighters when you can buy one five times as good? Knife in the Back: You prefer the silence of a SPF strike to the brutishness of a battle line bombardment. Ninja Space pirate: Arr matey! You'll never escape our pirate U-Boats! Dispersed Operations: All spaceships can go quite a while without resupply and operate without fleets. Yours are optimized for this. Space Trenches: If it was possible to dig holes in space-time to provide cover for your battleships, you'd do so. A Penny Saved: Just because a cruiser is two generations behind the state of the art doesn't mean its useless! Main Guns!: The age of the battleship is back with a vengeance, this time with spinally-mounted cannons for all. Technical Traits: Stealth Obsessed: Most people engineer a bit of stealth cladding into their warships. You use it for internal decking. Flash: Your stuff just has that extra polish that makes it look cooler than everyone else's inferior-looking, blockily-functional equipment. Plug'n'Play: Modularity is a virtue, so your engineers claim. Nazi Superscience: A role for every machine and a machine for every role. Hangerize!: Fighters and Mecha are cool (or just an overly important part of your doctrines) so you stick them in everything you can. This provides strike/superiority ability in addition to the usual utility-craft hangars. Off-The-Shelf Technology: You get one additional Bonus trait, but cannot choose any other Technical Trait. Historical Traits: (MUST take ONE ONLY) Warlike: Your History is filled with bloodshed, violence and the genocide of millions, at your own hands or against you. The point is you won’t back down if you don’t have to. Diplomatic: You have more skill with diplomacy than most people and consider war to be a final option after all others have been exhausted. (Mars must choose this or Commercial) Commercial: A long history of commercial profit and trade fills your peoples lessons as children. Your people don’t learn how Aravais defeated the Chonomeri in a great battle but how Elan robbed Geddas of every last coin in exchange for a drink of water in the desert to survive. (Mars must choose this or diplomatic) In Armour Clad: Your people value defence, shields and armour above diplomacy, strategic weapons and other minor concerns. After all what good are their weapons if they cannot harm you? (Venus automatically takes this.) Hyper-technology: (Must take ONE) FTL Drive: Engines that allows brief entrance into sub-space. Allows 10x the speed of light, while normal engines allow only 10% the speed of light at maximum power with all other functions offline. (Only Venus can use at the moment, Venus automatically has, and can pick another.) Cloaking Devices: The only known stealth devices are those used to disrupt sensors, not hide the ship itself. Although, there have been some discoveries that allow very brief 'cloaking' of the ship. Relativistic Weapons: Projectile weaponry fired past 15% of lightspeed. Incredible levels of damage and destruction are capable. High Yield Antimatter Warheads: Big Boom, 'nuff said. *MORE Can (probably will) be added at request.* Faults/Weaknesses: (Each Fault, Weakness or Flaw allows you to take one more trait EXCEPT for Historical or Hyper-Advanced.) Honourable to a fault: Your strategies will never rely on surprise or deception, your ships are painted bright shiny silver and your admirals will always give a speech to the enemy before battle. (Venus MUST take this without the bonus.) Creaky Military: The military is under-budgeted, under-equipped and underfed. Kind of like the Russian fleet circa 1995. You simply don't have much in the way of a military. This flaw hits hard enough to provide two (2) bonus traits. Third World: Even in the future, the third world is not known for technological superiority. Kiss your artificial gravity and speed faster than 5% the speed of light good-bye for everything but the flagship. Soylent Green Is People!: You have a giant elephant-sized skeleton in your closet. (You must describe this big nasty secret. Though only your nation knows it and even the best spies would have difficulty finding it. Government Red Tape: This request cannot be processed at this time. Please take a number. Public Outcry: Your people have deep and strong opinions on some issues you'd really rather they didn't. Wimpy: Maybe they're a low-gravity race of people or just didn't drink milk when growing up. No matter the cause, your people are short, skinny and weak. This is a bigger disadvantage than it sounds, as your fighter pilots will not be able to handle nearly as many Gs and your ships will likewise be relatively sluggish. Paranoia: In a Solar System full of race-killing Hitlers, a healthy dose of paranoia is only natural. It might make diplomacy difficult but at least they won't sneak up on you! (Venus MUST take this.) Trade Dependent: Exactly what it says. (Neptune and Mercury MUST take this without the bonuses) __________________
__________________ 11/4/2009 5:54:53 PM John Now to do another 650 words tonight, and then I'm good for...things...who knows what those'll be. 11/4/2009 5:55:05 PM Nick porn? 11/4/2009 5:55:06 PM Nick :3 11/4/2009 5:55:50 PM John ....No, you sick bastard. XD Last edited by Joccend; 06-12-2009 at 01:31 PM. |
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| Militaries: Fleets Not surprisingly, fleets are the dominant way of enforcing one's will on another - or avoiding having another's will enforced on oneself. While ultimately warships cannot take or hold ground and thus rely on the armies to do so, they can still dominate the spaceways and render an unprepared planet helpless. Building a Fleet In this RP there is no set naval organization, but in general usage ships are split between three types; Super Capital ships, Capital Ships and Escorts. Super-Capital ships mass at most 55,000 tons, Capital Ships 10,000 to 40,000 and escorts up to 5,000 tons. The typical size ranges are listed below, in metric tons. Numbers in brackets are the average size. Super Capitals: 45-55k (50k) (Typically referred to as Dreadnoughts and Super-Dreadnoughts) Battleship: 30-40k (35k) Carrier: 25-35k (30k) Heavy Cruiser: 10-20k (15k) Light Cruiser: 3-5k (4k) Destroyer: 2-4k (3k) Gunships: 1-2k (2k) Heavy aerospace Squadron (bombers or gunboats): 0.5k Medium aerospace Squadron (multi-role/strike fighters): 0.2k Light aerospace Squadron (single role fighters): 0.1k Note that carriers generally carry 2 Squadrons. Aerospace craft do not actually mass several hundred tons, but this value represents their own inherent cost which is higher per-ton than warships as well as a reasonable supply of spares, trainers, etc as well as the launching equipment required to operate them. As a baseline, each nation's fleet has 1 THOUSAND registered tons per million of population. - Fleets may not start with more than one Super Capital. - In no case may a fleet register more than 40% of its tonnage to capital + super ships, as escort ships are too useful and too in demand to be neglected. - Combat aerospace craft count against the registered tonnage limits for capital ships if they are embarked on a capital/super ship; in effect they add to the actual tonnage of the carrier. The exception to this is Hangerize!, which makes all combat aerospace craft count against escort, not capital tonnage. - Apply flat increases/decreases first, them apply any percentage modifiers. All divisors are added to a base of 1, thus a divisor of 0.5 actually means 'divide by 1.5'. - Death Spiralled militaries multiply the RT cost of all units by 4 but all units are Category X quality. - Polities that engage in Knives In The Back and Ninja Spacepiracy are less fond of using large warships and thus may only start with 20% of their fleet as capital/Super Capitals. - Implausibly Efficient Governments and Free Market Boomtowns add an extra 0.2 Thousand Registered Tons per million population to the fleet registry due to more efficient use of resources and/or more resources available overall. (If you have 10 million people, you get 2 thousand extra RT) - Hard Workers and Industrial Heartlands add 0.2 million Registered Tons per million population to the fleet registry due to economic over productivity and also get a bonus to productivity. - Third World fleets get 50% extra Registered Tons in Surplus Cast-Offs (Category C) - Militaries who have A Penny Saved get an extra 25% Registered Tons in Category B units. - Creaky Militaries eliminate half of your final tonnage (ouch!). Advanced and Reserve units (Space Only) Not all weapons are created equal. This is particularly acute during times of rapid technological innovation or rapid military build-up (the latter being far more common in Nyxfall than the former). Within a couple decades what was cutting-edge becomes yesterday's cast-offs. However, just because something is no longer the latest and greatest doesn't mean that it is no longer useful. Many militaries will hold onto expensive equipment such as armoured vehicles, aerospace craft and starships for many years. Training, spares, second-line roles . . . to do all this with continually refreshing equipment would be impossible for even the largest economies. Category A: Most mainline troops and vessels are Category A. Well-trained and equipped they are the backbone of any nation's military. Category B: Typically seen as reservists or low-priority formations, Category B troops typically have older equipment. However, it can still be effective in the right situations and can free up more expensive equipment for priority missions. Category C: There is no argument about the age of this equipment or the skill of the crews. However for less well-off states this is sometimes all that can be fielded in any quantity. Category X: Few militaries can afford Category X equipment; its effects scale while its cost scale even more rapidly. For most nations this is limited to the most elite formations. Ground Forces./Armies.: Special Traits: (May Choose ONE. Isn’t Required.) Horde: Infantry rush. Can take 80% of allocation as Infantry. Tankers: Armoured Cavalry. Can take 40% of allocation as Armour Its Raining Death: Your Artillery block the skies… with explosions. Can take 40% of Allocation as Artillery Your Shield Generators Are Ready: Your support pieces are plentiful and effective. Can take 30% of Allocation as support. Your Walls are Thick: Shields and Thick walls protect your cityscapes. Can take 60% of Allocation as Structure Our Planes shall fill the skies!: Planes, Bombers and Aircraft are plentiful. Can take 30% of Allocation as Air Force. You Armies and Ground Forces are the ones that have to take the worlds of your enemies should you choose to do so, or worse. Defend them! Ones Military on a planet consists of several Items. Each planet has 10% of its population as a dedicated military force. Restrictions/Bonuses: The History trait “Diplomatic” halves the available military forces where “Warlike” doubles it. (E.g., a world with 100 milliom people will have 10 million normally as its military, a Diplomatic nation would have 5 million and a warlike nation 20 million. The History trait “In Armour Clad” gives your nation an extra 1.5 modifier to available military forces. Now an Army may be allocated as stated here. You may come to a total of 100%. 40% Infantry. 20% Armour. 20% Artillery. 10% Support. 30% Structure. 10% Air Force. EXAMPLE: The example above leaves a standard nation with 100 million men to allocate. Here it is allocated as shown by its owner.. 30% Infantry = 30 Million Men. 20% Armour = 20 Million Men. 20% Artillery = 20 Million Men 10% Support = 10 Million Men 10% Structure = 10 Million Men 10% Air Force = 10 Million Men. Total = 100 Million Men. You then use your “men” to purchase units. The “Cost” includes support personnel and the equipment to maintain and run the “men” Infantry. Conscript Regiments: 5’000 Men with basic weapons and next to no training. (Cost: 5’000 Men.) Infantry Regiment: 2’000 Men with standard Training and equipment. (Cost: 2’000 Men.) Elite Guard: 1’000 Men with excellent training and equipment. (Cost: 1’000 Men.) Shock Troopers: 1’000 Men with Excellent Training and equipment, specialise in dropping behind enemy lines. (Cost 1’000 Men) Mechanized Infantry: 1’200 Men. 100 Ten man squads and 100 Vehicles controlled by 2 Men each. Theses are your fast hitting infantry with some basic heavy weapons. (Costs 4’000 Men) Armour. (Tanks) Light Tank Regiment: 1'000 Tanks with light guns. (Anti-infantry or anti-armour.) Effective in numbers but outweighed by heavier tanks. (Costs 10’000 Men.) Medium Tank Regiment: 1’000 Tanks with medium firepower. Are your “average” armoured cavalry. (Costs 10’000 Men.) Heavy Tank Regiment: 1’000 Heavy Tanks. (Anti-infantry or anti-armour.) Effective at most roles but slower than Medium or Light Armour. (Costs 10’000 Men.) Artillery: Mortar Regiment: 200 Suitably sci-fi man-portable Mortar-like units. (Costs 400 Men) (It doesn’t have to be a mortar, just semi-short ranged and carried by men.) Heavy Mortar Regiment: 100 Mortar-like Carrying Vehicles. (Costs 400 Men.) Light Artillery Regiment: 200 Non-mobile Artillery pieces. (Have to be towed.) (Costs 600 Men.) Medium Artillery Regiment: 100 Non-Mobile Artillery Pieces. (Have to be towed.) (Costs 300 Men.) Mobile Artillery Regiment: 100 Mobile Medium Artillery Pieces. (Costs 500 Men.) Heavy Artillery Piece: 10 Mobile Artillery Piece. Heavy with high firepower. (Cost 1’000 Men.) Support: All support unit personnel remains with their vehicle. Anti-Air Regiment: 200 Mobile Vehicles with Railguns or Missles configured and designed for anti-air work. (Cost 600 Men.) Transport Regiment: 100 Armoured Transport Vehicles, unarmed. (Costs 400 Men) (Trans Capacity 10 Men) Radar/Sensor: 100 Vehicles Designed to provide portable Sensor/Radar coverage. (Costs 1'000 Men.) Air Force. Each Group has 10 “Wings” each “Wing” has 4 Squadrons, each Squadron has 12 craft. Interceptor Group: 480 Interceptors. Each Interceptor is equipped to intercept enemy bombers, they are very fast and sleek but not very nimble. (Costs 3’000 Men *1 Pilot, 4 Mechanics, 1 Systems Management {Tower control}* 120 Miscellaneous Personnel) Fighter Group: 480 Fighters designed as an all-purpose craft to hunt and kill enemy aircraft of any type. Fast, sleek and nimble with decent weaponry. (Costs 3’000 Men.) Ground Attack Group: 480 Fighters designed as a ground attack craft to strafe enemy ground forces.. Heavily armoured, heavily armed, low speed. (Costs 3’000 Men.) Bomber Group: 480 Bombers designed to destroy enemy ground formations and troops. (Costs 3’500 Men.) Strategic Bomber Wing: 48 of the Super-Heavy strategic bombers. These drop the strategic bombs like Nukes. (Cost 5’000.) Empire Template Nation Name: Nation of Origin: (From Earth) Population: (Total) Capital: (Capital Planet) Capital City: (Capital City ON your Capital Planet) Planets: (If you have multiple planets or stations that are NOT your capital, list them here.) Government: (Type of Government) National Traits: Population Traits: Military Traits: Technical Traits: History Trait: (Give some detail behind your trait choice.) Hyper-Technology Traits: Ground Force/Armies Trait: (Give Some detail Behind your Choice if any.) National Flaws: Navy: Ship Classes and Numbers: (Make up details like the armour and shields, keep in mind the tech, what Hyper-tech you have etc.) Class Name: Ships in class: Category: Combat Designation: Mass: Armor: Shields: Primary Reactor: FTL Drive: Sublight Motors: Performance: Crew: Support Personnel: Armament: Hangar Complement: (If any) Each Worlds Armies: (List Each World by name with its Army.)
__________________ 11/4/2009 5:54:53 PM John Now to do another 650 words tonight, and then I'm good for...things...who knows what those'll be. 11/4/2009 5:55:05 PM Nick porn? 11/4/2009 5:55:06 PM Nick :3 11/4/2009 5:55:50 PM John ....No, you sick bastard. XD Last edited by Joccend; 06-12-2009 at 01:32 PM. |
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I will be taking an Alien Race (First Contact) for my own once you get the Engine put up matey
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Sorry. Can't let ya do that Kad... sorry XD. Omega: Sure.
__________________ 11/4/2009 5:54:53 PM John Now to do another 650 words tonight, and then I'm good for...things...who knows what those'll be. 11/4/2009 5:55:05 PM Nick porn? 11/4/2009 5:55:06 PM Nick :3 11/4/2009 5:55:50 PM John ....No, you sick bastard. XD Last edited by Joccend; 06-13-2009 at 07:28 AM. |
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Then i'll take Uranus and her moons. Nation Name: Uranus Nation of Origin: Australia Population: 15'500'000 Capital: Titania Capital City: Canberra Planets: Titania: 12.5 Million, Sydney Station: 1 Million, Melbourne Station: 750 Thousand, Australia Defence Station: 1.25 Million Government: Militaristic Democracy National Traits: Industrial Heartland: The Australian government decided not to sit on its laurels and forged itself into a lovely industrial heartland to maintain its presence as a true power. Fair Dinkum: We're Australian, just who do you think the trait was named after?. Population Traits: Loyalty: Aussies are aussies. Heroic Age: Australians throughout the 20th Century consistently proved to be better soldiers than almost any other nations best troops. In THIS century they ARE better than any other nations troops and know it too. Hard Workers: Aussies work hard and play hard. Military Traits: Main Guns!: Nothing says "Fuck off mate" like a ten ton shell fired at relativistic velocity. Awesome Training!: Aussies are the best soldiers, in any way and form. Technical Traits: Flash: Aussies also tend to build things that look cool. Historical Trait: In Armour Clad: Hypertechnology Trait: Relativistic Weapons: Nothing says "Fuck off mate" like a ten ton shell fired at relativistic velocity. Military Trait: Horde: Aussies support their infantry with artillery, tanks and aircraft. Not the other way around. Faults/Weaknesses: Honourable to a Fault: Aussies don't backstab, it's just no fun. Navy: Class Name: Brisbane Ships in class: 5 Category: A Combat Designation: Light Assault Cruiser Mass: 3960 RT Armor: 200cm Carbon Nanotube laced Tritanium Shields: NONE Primary Reactor: Lucas Height Fusion Class IX Fold Drive: NONE Sublight Motors: Holden Class X Performance: High Crew: 350 Support Personnel: 500 Armament: 6 Foward mount relativistic Siege Guns 16 Metalstorm Relativistic Assault Guns 30 Metalstorm Relativistic Point Defence Guns 20 VLS Missile Launchers (Nuclear) Armies: Infantry: 930000 Men 200 Mechanized Infantry Regiments (Australian Army) 60 Regiments of Shock Troopers (Orbital Drop Troops) 70 Regiments of Elite Guard (SAS) Armoured Cavalry: 155'000 (5'000 spare me.) 10 Regiments Light Tanks 3 Regiments Medium Tanks 2 Regiments Heavy Tanks Artillery: 155'000 310 Regiments of Medium Mobile Artillery Air Force: 155'000 11 Strategic Bomber Wings 16 Ground Attack Groups 16 Fighter Groups Support: 155'000 5 Radar/Sensor Regiments 250 Anti-air Regiments
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Last edited by Kadaeux; 06-11-2009 at 08:22 PM. |
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| WORK IN PROGRESS ========================= Nation Name: Mars Nation of Origin: United Kingdom of Great Britain Population: 402,000,000 Capital City: New London Planets: Phobos (Military Warehouse), Deimos (Orbital Shipyard/Dockyard) Government: TBA ======== National Traits: Industrial Heartland: Mars was the second extraterrestrial home of Humanity, after Luna. As such, it has had the longest time to build up a massive, and underground, industrial complex. It has also even turned its two moons into massive military-industrial complexes. Population Traits: (1) Heroic Age: Mars always remembers its British roots and hopes to bring about a New British Empire. Hard Workers: When Britain sets her mind to something, she finds a way to get it done. Military Traits: (2) Awesome Training: Long gone are the press gangs, replaced by only the best and brightest to crew the ships. Even the cooks are masters of strategy, tactics, and the Classics too. Tortoise and the Hare: Due to the relatively small size of the Royal Navy, British vessels have to be able to take a lot of damage. Of course, carrying around so much armour means bigger and more powerful engines to even keep up. Technical Traits: (0) Flash: Years of building things the best they mean that the British have become skilled at making something both functional and aesthetically pleasing. History Trait: (1) Diplomatic: Hyper-Technology Traits: (1) Relativistic Weapons: Gunnery has always been something the Royal Navy prides itself in. National Flaws: (1) Honourable to a Fault: Propriety is key. ====================== 241,200 KT limit Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Last edited by Gilbert; 06-17-2009 at 08:10 PM. |
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Nation Name: Venusian Empire Nation of Origin: United States of America Population: 305,000,000 Capital: Venus Capital City: New New York Planets: Venus Government: Benevolent Dictatorship, Father Knows Best State, Empire. ___________________ National Traits: Implausibly Efficient Government: Oh yeah, we went there. Free Market Boomtown: American Capitalism... yummy. Population Traits: Hard Workers: When you've been backstabbed, you try your best to make sure that doesn't happen again. Loyalty: Propoganda mode... ON! Military Traits: Super-Capitals!: Think big, build big. Death Spiraller: X marks the spot... and the ship type. Awesome Training: Theres your average taxpayer's dollars at work... in giant mechanized infantry and nuclear warheads....... Worth every penny! Technical Traits: Hangerize!: When you've got a bunch of big ships, you tend to stick a bunch of little ships in there so the gnats don't get you. History Trait: In Armour Clad Hyper-Technology Traits: FTL drive: Yup, we went there AGAIN! Relativistic Weaponry: Some say the best weapon is the one you never have to use... I disagree. I believe the best weapon is the one you only have to use ONCE. National Flaws: Honourable to a Fault: Turn around... THEN, we'll shoot you. Paranoia(2): Bad Mercury... BAD! Navy: Class Name: VDF Montana Ships in class: 1 Category: X Combat Designation: Super-Capital Mass: 60,000 RT Armor: Heavy Duranium Plating Shields: N/A Primary Reactor: Mk 3 Fusion Reactory FTL Drive: Mk I FTL Drive Prototype Sublight Motors: 4 Mk 7 Engines Performance: High Crew: 200 Standard Crewmen. Support Personnel: Single Regiment of Shock Troops with Drop Ships. Armament: Point Defense Laser and Relativistic Flak System 10 Broadside Relativistic Cannons placed on each side of the ship. 3 Relativistic Cannons on front of the ship. 10 WMD Missle Launchers. Hangar Complement: 2 Medium Aerospace Squadrons. 1 Heavy Aerospace Squadron. Class Name: VDF New York Ships in class: 2 Category: X Combat Designation: Heavy Cruiser Mass: 15,000 RT Armor: Medium Duranium Plating Shields: N/A Primary Reactor: Mk 2 Fusion Reactor FTL Drive: N/A Sublight Motors: 2 Mk 7 Engines Performance: High Crew: 75 Standard Crewmen Support Personnel: A single Shock Troop regiment is split between the two Sister ships with drop ships. Armament: Point Defense Laser and Relativistic Flak System. 5 Broadside Relativistic Cannons on each side of ship. 2 Relativistic Cannons on front of ship. Hangar Complement: 1 Light Aerospace Squadron 1 Medium Aerospace Squadron Class Name: VDF Fletcher Ships in class: 10 Category: X Combat Designation: Destroyer Mass: 3,000 RT Armor: Light Duranium Plating Shields: N/A Primary Reactor: Mk I Fusion Reactory FTL Drive: N/A Sublight Motors: 1 Mk 6 Engine Performance: Very High Crew: 10 Support Personnel: Single Shock Troop Regiment dispersed among the 10 ships with drop ships. Armament: Point Defense Relativistic Flak System 5 Relativistic Cannons. 2 on each side of ship and one on the front. Hangar Complement: 1 Light Aerospace Squadron
__________________ 11/4/2009 5:54:53 PM John Now to do another 650 words tonight, and then I'm good for...things...who knows what those'll be. 11/4/2009 5:55:05 PM Nick porn? 11/4/2009 5:55:06 PM Nick :3 11/4/2009 5:55:50 PM John ....No, you sick bastard. XD Last edited by Joccend; 06-12-2009 at 02:33 PM. |
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