Human...............Life 3
Uncommon Hero..Move 4
Arbiter..............Range 6
Relentless.........Attack 4
Large 6............Defense 5
......................Somewhere from 100-150 points is my aim
Chooser of the Innocent
Before the game, you may choose one Unique Hero your opponent controls, and place a Guilty Marker on it. That hero gains +1 move. When an Arbiter Commando you control attacks a Unique Hero with a Guilty Marker on it, they add one to their attack. A Unique Hero can have only one Guilty Marker on it at any time.
Marro....................Life 1
Common Squad.......Move 7
Submergers............Range 1
Wild......................Attack 2
Medium 5?..............Defense 3
Submerge
Marro Submergers do not have to stop movement on water.
Aquatic
Marro Submergers may move only 5 spaces on land hexes.
Marro Mutators (4 units) -glow in dark? clawed?
Spoiler Alert!
Marro Life 1
Common Squad range 1
Mutators Move 6
ferocious attack 2
Medium 5/6 Defense 6
200 + points?
Twisted Form
When a marro figure you control is destroyed, you can replace a Marro Mutator with a destroyed squad figure and place the Mutator on the figure's card. If replacing a small or medium, or large marro hero, roll the 20-sided die. If you roll a 13 or higher, you may replace the Marro Mutator with the chosen figure. If replacing a Huge marro figure that is not the Marro Hive, you must roll 6 combat dice. If you rolled 3 or less skulls, replace the Marro Mutator with the chosen Huge figure. If replacing the Marro Hive, destroy 3 Marro Mutators you control and place the hive on the field. Place a mutation marker on the on the figure replaced. You may change replaced figures back to mutators at any time.
Stleath Dodge
When attacked by a non-adjacent figure, one skull will block all damage.
Counter Strike
When an adjacent figure attacks, all excess shields count as unblockable hits on the attacking figure.
(too long, right?)
"Finalized" Version:
Marro Reptillians Reptilian bent-over apperance?
Spoiler Alert!
Marro Life 1
Common Squad move 6
Reptillians range 1
Terrifying attack 2
Medium 5/6 defense 3
Frightning Shriek
Before moving Marro Reptillians, roll the 20-sided die, If you roll a 17 or higher, all small, medium, and large figures your opponent controls within 6 spaces of a Marro Reptillian may not roll defense against a Marro Reptilian this turn.
Marro Samira X 3 One large sword in one hand?
Spoiler Alert!
Marro......................Life 1
Common Squad.........Move 6
Samuri....................Range 1
Diciplined................Attack 2
Medium 5................Defense 5
Counter Strike
When attacked by a adjacent figure, all excess shields count as unblockable hits on the attacker.
Marro Ningari X 3
Spoiler Alert!
Marro......................Life 1
common squad..........Move 5
Ninja.......................range 1
Tricky......................Attack 3
Medium 5.................Defence 2
Vanishing
Any time after moving, Marro Ningari may move an additional 3 spaces. When vanishing, Ignore elevations. Marro Ningari may move through figures without becoming engaged, vanish over water without stopping, and vanish though obstacles such as ruins. If Marro Ningari are engaged when they begin to vanish, they will not take any leaving engagement attacks.
Fast Reaction 8
When Marro Ningari are attacked and at least one skull is rolled, roll the 20 sided die. If you roll an 8 or higher, that Marro Ningari may ignore all wounds and immediately begin to vanish.
Hive Disk Special Attack
Range: 4 Attack: 2
Instead of their normal attack, Marro Ningari may use Hive Disk Special Attack. When useing Hive Disk, you may attack twice with each figure.
TUTORIAL!
Spoiler Alert!
Drudge are the base model. Cut off the purple feeder tubes.
Now remove the sacs attached to the hips.
Remove the guns
We steal the swords from the Tarn Vikings.
Cut each sword in half and attach to hands.
This drudge needs to be reposed.
Remove both arms from the shoulder carefully. Re-glue in the position shown. Both hands will be holding the sword.
Marro or soulborg?.......Life 1
Common Hero.............Move 5
______......................Range 6
Precise......................Attack 2
Medium 5-6...............Defense 3
Light Armour-Plating
Marro bio-Suit M1 gets one auto-shield against all attacks.
Jump Pack Prototype 1
Marro Bio-Suit M1 may ignore 3 elevation penalties during move.
This seems to be a 75 point unit, but I might be completely off, i have 40k numbers running through my head at the moment.
And here's M2:
Spoiler Alert!
Marro or soulborg?.......Life 1
Common Hero.............Move 5
______......................Range 5
Precise......................Attack 2
Medium 5-6...............Defense 3
Light Armour-Plating
Marro bio-Suit M1 gets one auto-shield against all attacks.
Jump Pack Prototype 1
Marro Bio-Suit M1 may ignore 3 elevation penalties during move.
Double Attack
I guess 90 points.
M3
Spoiler Alert!
Marro or soulborg?.......Life 1
Common Hero.............Move 5
______......................Range 7
Precise......................Attack 2
Medium 5-6...............Defense 3
Light Armour-Plating
Marro bio-Suit M1 gets one auto-shield against all attacks.
Jump Pack Prototype 1
Marro Bio-Suit M1 may ignore 3 elevation penalties during move.
Deadly Shot
When attacking, all skulls count as unblockable hits on the attacker.
Maybe 110 points?
M4
Spoiler Alert!
Marro or soulborg?.......Life 1
Common Hero.............Move 5
______......................Range 6
Precise......................Attack 2
Medium 5-6...............Defense 3
Light Armour-Plating
Marro bio-Suit M1 gets one auto-shield against all attacks.
Jump Pack Prototype 1
Marro Bio-Suit M1 may ignore 3 elevation penalties during move.
Triple Attack
Marro Bio-Suit M4 may attack 3 times per turn.
Marro Bio-Suit M5 Has Rules for Jump Pack Prototype 2
Spoiler Alert!
Marro or soulborg?.......Life 1
Common Hero.............Move 5
______......................Range 6
Precise......................Attack 2
Medium 5-6...............Defense 3
Light Armour-Plating
Marro Bio-Suit M5 gets one auto-shield against all attacks.
Jump Pack Prototype 2
Marro Bio-Suit M5 may ignore 5 elevation move penalties while moving.
Armour Plating
Marro Bio-Suit M8 gets 2 Auto-Shields against all attacks.
Jump Pack Prototype 2
Double Attack
Targeting
If 2 attacks by Marro bio-Suit M8 are made on the same figure, add one auto-skull to the second attack.
Marro Bio-Suit M9
Spoiler Alert!
Marro........................Life 1
Common Hero.............Move 5
______......................Range 5
Precise......................Attack 1
Medium 5-6................Defense 3
Armour-Plating
Marro bio-Suit M9 gets 2 auto-shields against all attacks.
Grenade Launcher Special Attack
Range 5 Attack 4 Lob 6
Instead of a normal attack, one Marro Bio-Suit M9 may use Grenade Launcher Special Attack. All figures adjacent to the targeted figure are also affected by Grenade Launcher Special Attack. Roll once for all affected figures.
Aluminum Alloy Armour
Marro Bio-Suit M10 needs to take 2 hits from a single attack to be destroyed.
Jump Pack Prototype 1
Marro Bio-Suit M1 may ignore 3 elevation penalties during move.
Double Attack
M11
Spoiler Alert!
Marro.......................Life 1
Common Hero.............Move 5
______......................Range 8
Precise......................Attack 3
Medium 5-6...............Defense 3
Armour-Plating
Marro bio-Suit M1 gets 2 auto-shields against all attacks.
Jump Pack Prototype 2
M1-M10 Bonding
Before taking a turn with Marro Bio-Suit M11, You may take a turn with any Marro Bio Suit M1-10 you control.
M12 (Has rules for Hover Engines Prototype)
Spoiler Alert!
Marro.......................Life 1
Common Hero.............Move 5
______......................Range 7
Precise......................Attack 2
Medium 5-6...............Defense 2
Light Armour-Plating
Marro bio-Suit M1 gets one auto-shield against all attacks.
Hover Engines Prototype
Marro Bio-Suit M12 may ignore all elevations of 1-3and are always considered two levels higher than they really are.
M13 (Contains rules for Jump Pack Prototype 3)
Spoiler Alert!
Marro.......................Life 1
Common Hero.............Move 3
______......................Range 6
Precise......................Attack 2
Medium 5-6...............Defense 2
Light Armour-Plating
Marro bio-Suit M1 gets one auto-shield against all attacks.
Jump Pack Prototype 3
At any point while moving, Marro Bio-Suit M13 may move 3 spaces ignoring elavations. Marro Bio-Suit M13 may move over water without stopping, jump over figures without becoming engaged, and over obstacles such as ruins. When Marro Bio-Suit M13 begins to jump, they will not take any leaving engagement attacks.
M14
Spoiler Alert!
Marro.......................Life 1
Common Hero.............Move 6
______......................Range 7
Precise......................Attack 2
Medium 5-6...............Defense 3
Light Armour-Plating
Marro bio-Suit M1 gets one auto-shield against all attacks.
Rapid Fire
Marro Bio-Suit M14 may attack 4 times per turn.
Hover Engines Prototype
M15
Spoiler Alert!
Marro.......................Life 1
Common Hero.............Move 5
______......................Range 6
Precise......................Attack 1
Medium 5-6...............Defense 2
Light Armour-Plating
Marro bio-Suit M1 gets one auto-shield against all attacks.
Jump Pack Prototype 3
Hover Engines Prototype
Double Attack
And this concludes my Marro Bio-Suit series.
Dragons
Spoiler Alert!
I bring you, my first dragon custom!
Spoiler Alert!
___________ (it is a $6 target toy dragon made by Plastoy. It is colored green and has small wings.)
Massive Bulk
All figures within 2 spaces of ____________ are considered adjacent to _____________, but not engaged. When ____________ is destroyed, roll 2 attack dice once for all figures adjacent to ___________'s base. Affected figures roll defense separately.
Heavy Landing
Before moving ___________ you may choose 2 spaces within 5 spaces of ____________ that are occupied by figures with only one life left. Roll the 20-sided die. If you roll an 8 or higher, destroy the chosen figures and immediately move __________ to those spaces. If ____________ cannot move to those spaces, the figures are not destroyed.
Wild Fires Special Attack
Range 8. Attack Special.
Instead of your normal attack, you may use Wild Fires Special Attack. Choose one space within 8 spaces of ____________ or from a space adjacent to him. All spaces adjacent to the targeted space are affected. Roll the 20-sided die. If you roll a 1-3, you may not attack this turn.
If you roll a 4-8, roll 2 attack dice.
If you roll a 9-15, roll 3 attack dice.
If you roll a 16-18, roll 4 attack dice.
If you roll a 19 or higher, roll 5 attack dice.
Roll attack dice once for all affected figures. Affected figures roll defense separately.
Flying
When counting spaces for _______'s movement, ignore elevations. _______ may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When _______ starts to fly, if he is engaged he will take any leaving engagement attacks.
I'm using the "Sky Dragon" model mounted on a standard size 1 hex base. No name yet.
Spoiler Alert!
________
Dragon...............Life 1
Common Hero......Move 6
Beast.................Range 1
_______.............Attack 2
Medium 8............Defense 2
........................25 Points (I'm aiming from 15 to 40)
Stealth Dodge
When rolling defense dice for _____, one shield will block all damage.
Acidic Spit Special Attack
Range: 3 Attack: 1
All hits from Acidic Spit Special Attack count as unblockable hits, and cause 2 damage instead of 1.
Stealth Flying
No disengagement attacks.
Fallen Knights
Spoiler Alert!
Sorcerer of Chaos
Spoiler Alert!
(model: DnD Warforged Wizard)
Human.................Life 5
Variant Hero..........Move 4
Champion/Wizard...Range 1
Menacing.............Attack 5
Medium 4/5..........Defense 5
.........................Points: ??? (probably around 150-220)
Wielder of Chaos:
Once per turn, you may use one of the following powers. All powers require a roll of a 20-sided die to complete and all choices must be made before rolling.
Strengthen with Rage:
You need to roll a 5 or higher to use this power. All models you control within 12 spaces gain 2 attack in melee combat, 1 attack in ranged combat, and 1 defense in melee combat.
Peer into the Mind:
You need a 7 or higher to use this power. Your opponent must show all of his/her order markers to you. You may use this and Strengthen with Rage in the same turn, but you would then need a 10 or higher to use it.
Not even death can stop us:
You need a 9 or higher to use this power. You may place up to 3 lives of previously destroyed models adjacent to the sorcerer. These 3 lives may be of any combination, and may be used bring back a hero you control, but with 1, 2, or 3 lives left up to his/her starting total.
Enslave the Mind:
You need a 12 or higher to use this power. Choose one unit within 3 clear sight spaces of the sorcerer. This unit is now under your control, and all order markers are removed from this unit. This unit needs an order marker on it to be used, however, it is treated as a separate army from yours in all other respects.
Fires of Evil:
This power needs a 15 or higher to use. Place a Fire of Evil anywhere within 12 spaces of the sorcerer. Fire of Evil works as follows:
-3 attack dice and 1 auto-skull are rolled for each or all figures under or adjacent to the Fire of Evil.
-Fire of Evil lasts for 1 whole round, and automatically rolls to wound all models who move adjacent or through it that you do not control. You roll for each space the figure moves through that is affected by this power. Line of sight my not be traced through the spaces affected by Fires Of Evil.
-One hero or squad you control may immediately move adjacent to the Fire of Evil.
To Destroy Mountains like Twigs:
You need an 18 or higher to use this power. Immediately place a 7 hex tile anywhere on the board. All models within 4 spaces of this tile immediately roll a combat die. If you roll a blank (on a die with only 1!!) the model survives and may immediately move out of the affected area, directly away from the tile. Valiant or huge models need a shield instead of a blank to live. You may only use this once per game, and you automatically subtract 4 from your roll on your next power.
Variable hero:
In games of up to 450 points, you may take only one Sorcerer of Chaos. In games of 455 points or more, you may take any number of Sorcerers of Chaos who are treated as Uncommon Heroes.
Champion of the Darkness:
When defending, Vlaark will roll 2 additional defense dice if standing on a Shadow tile instead of one. Opponent's figures may not gain additional defense dice when defending against Vlaark when the defending figure or Vlaark is standing on a Shadow Tile.
Quote:
Originally Posted by Utgars_General
Valkrill
(I can't find the symbol. )
Spoiler Alert!
There are no units designed for Valkrill, yet... Fallen knights and Daemons of Chaos [Utgar-Fallen Knights, Utgar-Demons of Chaos] may be transferred, but that is up for debate.
Jandar
Spoiler Alert!
Knights
Spoiler Alert!
Bearer of the Flag of Weston
Spoiler Alert!
(Model: Dungeons and dragons Standard Bearer)
Jandar
Human.....................Life 2
Uncommon Hero........Move 5
Champion.................Range 1
Valiant....................Attack 4
Medium 4 ish............Defense 5
.............................Points: aiming for 25-50 ish
Flag of Weston
All human champions and knights that can trace line of sight to the Bearer's flag gain +1 attack, +1 move, and +1 defense against all normal and spacial attacks. this does not apply to the Bearer of The Flag of Weston.
Modern Army
Spoiler Alert!
Infantry Unit (squad of 3)
Spoiler Alert!
Human.......................Life 1
Common Squad...........Move 5
Soldiers.....................Range 6
Tricky.......................Attack 3
Medium 5...................Defense 3
...............................110 Points
Vegetation Camo
When __________ are adjacent to any tree, bush, or other plant, they gain one defense.
Infantry Unit Snipers (Squad of 2)
Spoiler Alert!
Human.....................Life 1
Common Squad..........Move 4
Soldiers....................Range 9
Precise.....................Attack 2
Medium 5..................Defense 2
..............................150 Points
Vegetation Camo
When __________ are adjacent to any tree, bush, or other plant, they gain one defense.
Deadly Shot
When attacking with ________ Snipers, all skulls rolled count as additional hits.
Vegetation Camo
When __________ are adjacent to any tree, bush, or other plant, they gain one defense.
Covering Fire
When taking a turn with an Infantry Unit Sergeant, you may also take a turn with up to 2 other Common Soldier units.
Spoiler Alert!
____________ (squad of 2)
Human...................Life 1
Common Squad.......Move 5
Agents..................Range 6
(enter Personality)..Attack 2
Medium 4-6...........Defense 3
Protective Suits
_____________ are not affected by hazardous terrain rules and may move though water using 2 move instead of stopping.
_________________ (Squad of 3)
Human..................Life 1
Common Squad......Move 6
Soldiers................Range 7
Precise.................Attack 3
Medium 4-6...........Defense 3
Target Confirmed
If one ________________ attacks a figure from 6 or less spaces away, all other __________________ add 2 to their range when attacking that figure this turn.
_________________ (Squad of 3)
Human.................Life 1
Common Squad.....Move 6
Soldiers...............Range 6
Tricky.................Attack 2
Medium 4-6..........Defense 2
Disengage
______ are never attacked when leaving an engagement.
______ Sniper (Common Hero)
Human...............Life 1
Common Hero......Move 6
Soldier...............Range 9
Precise..............Attack 2
Medium 4-6........Defense 3
Deadly Shot
When attacking with _____Sniper, all skulls count as additional hits.
____________ (unique Hero)
Backup Pistol
Range 5. Attack 3.
After _____________ attacks a figure with a normal attack, he may attack using Backup Pistol.
Spoiler Alert!
___________ (it is a $6 target toy dragon made by Plastoy. It is colored green and has small wings.)
Dragon....................Life 7
Unique Hero.............Move 5
Beast......................Range 1
Terrifying.................Attack 5
Huge 14...................Defense 4
.................................My testing has valued him under 300, over 100. No exact yet
Massive Bulk
All figures within 2 spaces of ____________ are considered adjacent to _____________, but not engaged. When ____________ is destroyed, roll 2 attack dice once for all figures adjacent to ___________'s base. Affected figures roll defense separately.
Heavy Landing
Before moving ___________ you may choose 2 spaces within 5 spaces of ____________ that are occupied by figures with only one life left. Roll the 20-sided die. If you roll an 8 or higher, destroy the chosen figures and immediately move __________ to those spaces. If ____________ cannot move to those spaces, the figures are not destroyed.
Wild Fires Special Attack
Range 8. Attack 4
Instead of your normal attack, you may use Wild Fires Special Attack. Choose one space within 8 spaces of ____________ or from a space adjacent to him. Roll the 20-sided die. I
f you roll a 1-3, you may not attack this turn.
If you roll a 4-8, roll 2 attack dice.
If you roll a 9-15, roll 3 attack dice.
If you roll a 16-18, roll 4 attack dice.
If you roll a 19 or higher, roll 5 attack dice.
Roll attack dice once for all affected figures. Affected figures roll defense separately.
Flying
When counting spaces for _______'s movement, ignore elevations. _______ may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When _______ starts to fly, if he is engaged he will take any leaving engagement attacks.
Auto Turret (machine gun)
Soulborg...................2 Life
Uncommon Hero.........Move 0
Turret......................Range 6
Precise.....................Attack 2
Medium 4..................Defense 3
..............................150 Points
Rapid Fire
Auto Turrets may attack 4 times.
Automated Defense System
Auto Turrets may attack every turn, even when they don't have an order marker on them.
Auto Turret
Soulborg...................2 Life
Uncommon Hero.........Move 0
Turret......................Range 6
Precise.....................Attack 3
Medium 4..................Defense 3
..............................100 Points
Double Attack
Automated Defense System
________(Sky Dragon has been my model)
Dragon...............Life 1
Common Hero......Move 6
Beast.................Range 1
_______.............Attack 2
Medium 8............Defense 2
........................25 Points (I'm aiming from 15 to 40)
Stealth Dodge
When rolling defense dice for _____, one shield will block all damage.
Acidic Spit Special Attack
Range: 3 Attack: 1
All hits from Acidic Spit Special Attack count as unblockable hits, and cause 2 damage instead of 1.
Stealth Flying
No disengagement attacks.
Daemonic Runes
Daemon.............Life 6
Unique Hero........Move 0
Gateway............Range 0
Terrifying...........Attack 0
Large 10............Defense 5
.......................200 Points to start off
Daemonic Portal:
At any point during a friendly Daemon's turn, roll a 20 sided die. On a roll of 10 or higher, that model may immediately move adjacent to the Daemonic Runes and continue with it's turn.
Immortal:
Powers on figures army cards can never instantly destroy Daemonic Runes or cause hits that ignore defensive rolls.
Daemonic Return
After taking a turn with Daemonic Runes, you may roll the 20-sided die. If you roll a 13 or higher, you may place any previously destroyed Daemon figure from your army on an empty space adjacent to Marro Hive.
Otherworldly Power
Any opponents figures that try to attack Daemonic Runes must roll a 20-sided die. On a roll of a 1 or 2, the figure attacking immediately loses one life, regardless of any rules or special powers.
Some of the above may be duplicated because I'm too lazy to go back and check this stuff.
And new, I've got this:
Death, the Grim Reaper
Valkrill
Elemental...............Life 6
Unique Hero..........Move 6
Caretaker..............Range 1
Menacing...............Attack 5
Large ___..............Defense 5
..............................XXX Points
Lord of Death
Before moving, roll the 20-sided die for each figure adjacent to Death.
On a roll of 1, nothing happens.
On a 2-15, the figure suffers 1 Auto-Skull
On a 16-18, the figure suffers 2 Auto-Skulls
On a 19 or higher, the figure suffers 3 Auto-Skulls
Defense dice are rolled normally.
Stealth Flying
______________ Special Attack
Range 4. Attack special.
Death may choose one figure within 4 spaces. He needs only a clear sight shot. Roll 5 attack dice. For each sucsessful damage you inflict, you may attack again with that number of dice. You can re-roll, or force a re-roll, on any one die rolled to attack or defend with this special attack.
My Customs Last Updated: June 9th, 2011
-Now with space-and-time saving organization, and 'Nids!
Last edited by Utgars_General; November 8th, 2010 at 07:37 PM.
I think a pretty cool idea would be to remake some heroes, like what happened with Raelin and Drake. I suggest Agent Carr.
He could have the same powers (Sword and phantom walk) but he could also have some sort of agenty power, or maybe a sort of gun multiple attack special attack?
Killz is kicking it as...
Ne-Gok-Sa, the original OG and stuff
in thePerth Keep...
I think a pretty cool idea would be to remake some heroes, like what happened with Raelin and Drake. I suggest Agent Carr.
He could have the same powers (Sword and phantom walk) but he could also have some sort of agenty power, or maybe a sort of gun multiple attack special attack?
While agree that's a cool idea, but it would have to wait for the next expansion, we aren't doing remakes yet.
My customs.
NE Ohio Tourney - TBA
SW Ohio Tourney - NHSD 550 points
AotV - Colliding the minis of AotP with the world of HS.
Ultra cheap, easy to find, and better yet, from Auggie himself. If we can make a set of cheap units everyone can get, the world is now a better place. Here are some units that fit the bill!
Spoiler Alert!
Left to right, top to bottom: Viper/snake (Common hero? I used this fig for Asmodeus myself), looks like some kind of bird-thing (wasn't that mentioned in the story of the vipers?), snow tiger (unique hero/common hero?), who knows (he's cheap & awsm!), mini skeletons!, says drake but to me I see a Raptor, devil, greater water elementals?, crocs, valkrill kyrie?, dust elemental (Valkrill?), minotaur, rime hound, more dinosaurs!, inexpensive vampire!
Just a suggestion for figure guidelines:
All figures must be approx 'scape scale
All unique heroes should be no more than $10
All common figures should be no more than $2 per figure ($1 for 3 is a good idea!!!)
Use your imagination. Just because D&D says its a blah-blah something or other doesn't mean it can't be something else! that second to last figure is a dinosaur if I ever saw one!
As for dragons, of which we MUST have 1, here are some moderately cheap D&D dragons:
The blue/white ones are bank-breakers at about $16 though...
The large gold one is about $12 and the small gold one is $10, the rest are all under $10. The small gold guy for $10 (I used him for Gordyrr) is about as high as a Lego minifigure.
I play Games Workshop games (40k) and they have great models. I remember reading as long as the sculpt is the same, and there is no changes to the hitzones, a model could be painted in any color and be officially allowed in 'scape tournaments.
I chose the least expensive and largest deal kits I could find, with the minimal amount of room for failure.
The last link gives a $30 (us) kit. There is another one which leads to a zombie regiment of a similar deal. It provides you with 20 goblins. That means 10 for $15, which is more than we would get out of a 'scape box.
And with the 40k models, you don't even have to re-base them, because they are already on the "new" 1 inch bases with the same thickness!
Sorry for the long post. Just throwing out ideas on how to get some nice minis.
My Customs Last Updated: June 9th, 2011
-Now with space-and-time saving organization, and 'Nids!
Last edited by Utgars_General; November 17th, 2010 at 10:16 PM.
Reason: Slight typing mistake