Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Fhealltoir Take:2
> Move 6 South, remain facing North
Reaction fire on any visible enemies North of me
Last edited by CaveCricket48 on Thu Oct 17, 2019 8:26 pm, edited 4 times in total.
Thu Oct 17, 2019 12:16 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>Move 3 S
>5 mobility punch on whichever Sumat is not being targeted by STOP
>Move 1 S
>5 mobility stomp on the restada
>Move 6S, pop smoke on my position
Thu Oct 17, 2019 12:43 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>Switch ECM to Sumat #1. Land and waste whatever tanks STOP and Frog don't get, dividing up shots from the SABRE between remaining targets.
Thu Oct 17, 2019 1:06 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
Orbital scans of this district show there to be stacks of shipping containers, mainly to the west, a large fuel storage tank to the north, military garrisons to the south east and north west, the northwestern one housing an Anti-Orbital gun. Objectives in this district: - Destroy Anti-Orbital Weapons Emplacement. - Complete - Leave District through Eastern Exit.
HKU - Thunder
Tank - [Improved Sensor Relay] [Your sensors provide double the indirect fire spotting to hit bonus for allies, provides allies the blackbox to-hit bonus on any enemy you have visual on even if not in the same tile] - [Spotter Drone] [Provides vision in all tiles in a 9x9 grid centered on you. Allies using indirect fire on targets spotted by this do not recieve any bonus from your sensors] - [Rail Overcharge] - [+1% pen/dam per additional point of EN spent on a shot, minimum extra EN spend 20. Generates 1 point "weapon heat" for each point of energy used to overcharge. If used with Penetrator/Frangible Ammo can shoot through structures, at cost of damage/penetration for each structure shot through] - [Counter Battery Sensors] - [Reveals the location of enemies using indirect fire aimed at any location within your Spotter Drones sight. You may attempt to fire at them with your Rail Overcharge, at a -20% to-hit penalty] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems 24MW Generator Capacitor: [57/150] Smoke Discharger - [Smoke] Ammo [10]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Penetrator] [99 Heat] - [180mm Penetrator] Ammo [9] [342/126] - [180mm Frangible] Ammo [20] [234/180] - [180mm Cluster] Ammo [16] [Five 108/54]
Pulling around the corner of the containers you come to a halt, and bringing up the specs of an orbital gun you compare its location to where you are, and center your aim on where an ammo feed should be. You dial up the power on your railgun and as it crackles with energy, charged to dangerous levels you squeeze the trigger. "Boom." [180mm Railgun] 80+50:100 - 36 The shot flies out, punching through the garrison wall and you hope going into the target. You turn away and look over at your gun, Rails glowing with the strain of that overcharge, yeah best leave them a bit to cool off. As you pull up behind Kettlehead along with STOP you suddenly hear the detonation of the gun going up, looks like your aim was right after all.
CrazyMLC - Crispr
Tank - [Low Profile] [enemies suffer -20% to hit you] - [Slat Armour] [50% chance to destroy inbound HEAT rounds] - [Dedicated Heatsinks] [Doubled armour heat decay rate] - [Chemical resistant plating] [Reduces armour damage taken from chemical weaponry by 40%, grants immunity to Corrosion Procs] - [Prototype Reactive Smartplate] [Non-penetrating hits from non-energy weapons deal 20% less damage to armour durability] - [EMP Emitter] [Fires a projectile that causes a stun to anything it hits, if the target has a sheild up it also deals 100 damage and a forced crack, 3 turn cooldown] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Kinetic Turret APS [10] (fire if over 50mm) Discharger APS [6] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [400] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [68] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [100] [20/40]
Fixing your aim, you fire on the Vinbero again. [Ag Caoineadh Iarainn] 80+20:100 - 95 The Canisters slam to the ground around it, spitting gouts of flames rather than gas for a moment before suddenly detonating in a fireball that engulfs the Vinbero, what's left after the smoke clears is little more than a pile of twisted junk.
TheKebbit - Kettlehead
Agrav - [Ultra Heavy Chassis] [+10 points to spend, all mobility actions cost 1 point extra] - [Jump Jets] [Move forwards 2 tiles, can travel over low terrain, costs 6 mobility to do so, but can take you into negative, and if it does so you are stunned and take a 40 damage "ram" for each point of mobility you go into negative by] - [Glider Turbines] [Can maintain "high" altitude for 2 turns after jumping "up" with jets, all movement costs are increased by 1 when "high", enemies take a -20% penalty to hit you, you can see and move over low structures, get +10% to hit, and ignore armour facing multipliers. Have to be grounded for at least one turn after use before it can be used again] - [ECM Blisters] [Passive mode gives Enemy missiles and indirect fire a -20% to hit penalty on you or any allies within 1 tile range. Active mode instead targets a single enemy within line of sight, gives them a -20% to-hit penalty and makes them re-roll all successful hits] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Quad Laser Turret Array APS (Fire 4 shots if over 50mm)
Weapons Quintuple AP Electrolasers (Turreted) 70mm SABRE Chaingun (Turreted + Stabilised) [APHE] - [70mm APHE] Ammo [232] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [63] [20/40]
Setting your ECM to scramble one of the Tanks and see the blisters track their dazzler lasers across its hull before settling them on sensor clusters. STOP then blasts it with his Plasgun, but fails to finish it off, so you center your aim on the bright glowing mark where he hit and pull the trigger. [70mm SABRE Chaingun] 80+50:100 - 44 25 47 54 21 49 34 36 31 28 Your shells chew through its armour in no time and when your finish your burst it's left with smoke pouring out of several gaping holes in its ruined frame.
CaveCricket48 - Baroque
Tank - [Sensor Scrambler] [enemies can only fire on you if they have direct line of sight] - [Wedge Hull] [thickness modifier of frontal armour is increased to 2*] - [Sloped Glacis] [APHE/SKEP/Penetrator/Frangible/Cluster rounds have a chance to be deflected by your frontal armour, depending on penetration rate: 50pen,100thick - 50%, 10pen,100thick - 90%] - [Support Drones] [Carries docking racks for Trust Drones, When docked the Powersuit can fire weapons to your left and rear arcs, and the PA can fire to your right and rear arcs] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
You pull yourself south, close to the wall while keeping your Autocannon tracked ahead of you ready for any targets, but seems the others have them handled more or less.
DSMK2 - STOP
Tank - [Wedge Hull] [thickness modifier of frontal armour is increased to 2*] - [Laminated Armour] [Energy Weapons deal 20% less damage and Thermal damage to your armour] - [Plasma Compressor] [Can use extra energy to compress the plasma bolt, gains +3 penetration per point EN spent, Generates 1 point "weapon heat" for each point of energy used to compress] - [Reaction Turn] [Can be used in place of reaction fire as long as at least 1 mobility is unused. Will turn to face any enemies that appear to the side/rear at a cost of 20/30 energy, and will then fire the plasgun at them with the power of a 20MW/10MW weapon if energy permits] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems 36MW Generator Capacitor: [30/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [0 Heat]
Pulling back with Thunder you round the containers and spot the group of Tanks, after Frog pulverises a pair of them you lock your aim on the remaining Sumat "Awww baby!" and with a yell Fire your Plasgun. [30MW Plasgun] 80+40+10-45:85 - 17 The bolt slams into its armour melting a deep gouge and leaving the remaining armour glowing dangerously hot, perfect for Kettlehead to finish it off with a burst of chaingun fire. then you turn and drive between the containers, knowing it's good to break sightlines, never know if anything else might roll out of that base after all.
maart3n - Shockwave
Walker - [Shield Condenser] [When activated Doubles shield thickness, renders shield immmune to cracking, and grants a 25% reduction to any shield damage taken, but you cannot use weapons for that turn. then takes 2 turns to recharge] - [Low Profile] [enemies suffer -20% to hit you] - [Harmonic Shielding] [Firing the Marú Anála increases shield thickness by 2 for each point of energy spent on the shot for the rest of the turn] - [Resonation Focus] [Alternate Marú Anála fire mode: same energy cost but instead targets a single tile and has double the penetration and half the damage of what a normal usage would have] - [Capacitor Bypass] [Doubled Regen from Capacitor Recharge, slight reduction to shield durability] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Turning and stomping through the rubble from the first firing of your Marú Anála you fire it again, dropping the shield on the further Prong and knocking the Vinberos about once again, At which you fire your Anthill at them. [Anthill] 80-35:45 - 384733 [Scatter] 2(N) Some of your missiles hit, but not to all that much effect. Ignoring that you turn and move up to the closer Prong and drive your foot into its knee tearing off a good chunk of armour, Pulling your foot out you call out to your allies "This! Is! .........what planet are we on again guys?" The further Prong takes this opportunity to turn and open up with its weapons on you. [60mm Railgiun] 80-20-20-5:35 - 60 [36mm Rail Repeater] 80-20-20-5:35 - 726 10 1863 / 37656 70 39 / 2535 64 82 90 The Railguns slug goes wide, whizzing past you, but it manages to score some hits with the cluster spread of the repeater, not to much effect though, the Juggler chooses to make itself know at this point, firing some grenades at you once again. [50mm Grenades] 80-20-25-5-10:20 - 51 97 7613 1 16 [Discharger APS] 100/80/60 - 798618 Only one of them manages to make it through your APS the damage barely worth noting, but it is doing an admirable job of running down your discharger.
Areku - Frog
Walker - [Sensor Scrambler] [enemies can only fire on you if they have direct line of sight] - [Assault Pistons] [+50% stomp damage] - [Vampire Contacts] [25% of stomp/armature damage to shields is leeched as shield durability, if shield is offline/resetting then armature attacks still leech shield durability, and if it brings it up to 100% then the shield instantly comes back online] - [Modified Utility Armature] [As well as stomping, you may carry out an additional 150/100 melee attack against any target. This attack gains +20% Penetration/Damage per point of mobility spent on it, to a maximum of 5, and ignores all structure damage resistances] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Smoke Discharger - [Smoke] Ammo [47] Twin Laser Turret APS
Backing out of the smoke you charge back in between the Tanks, you turn and drive your Armature straight through the roof of one of the Tanks shearing through the turret ring, pulling it out you see it's covered in bits of pilot... nasty. Carrying on you turn your view back and slam your foot down onto another Tank, the entire thing caves in around your foot the wreck grinding forwards under your weight, bringing your foot out of it you carry on stopping near the trains and dropping a cloud of smoke once again to keep covered.
---- Enemies ----
Juggler #1 - Shield Up - Armour Undamaged
Prong #1 - Shield Down - Armour Damaged
Prong #2 - Shield Down - Armour Undamaged
Vinbero #2 - Shield Down - Armour Undamaged
Vinbero #3 - Shield Down - Armour Undamaged
Last edited by Amazigh on Sun Oct 20, 2019 2:37 am, edited 1 time in total.
Fri Oct 18, 2019 3:46 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Shoot at the Juggler if I can, else Reaction Fire at anything that gets within my range.
Last edited by CaveCricket48 on Fri Oct 18, 2019 4:08 am, edited 1 time in total.
Fri Oct 18, 2019 4:01 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Fhealltoir Take:2
"Can someone get that Juggler? Frog, you'd tear its head off right?" > Switch to Frangible, turn on some music, 4 N, Turn E, 1 E, ram through the barricade, 1 more E. 20 energy into shields.
Fri Oct 18, 2019 4:06 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Fhealltoir Take:2
> Follow after Thunder 1E tN 4N tE 1E Reaction Turn, fire plasgun on enemy vehicles.
Fri Oct 18, 2019 4:42 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Fhealltoir Take:2
>Move N, Full power blast S, Go N and kick the Juggler for being so annoying.
Fri Oct 18, 2019 11:43 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Fhealltoir Take:2
> N tE EEEE. Shoot Prong #2 with my flamers, then the Dorn Lasair.
Sat Oct 19, 2019 12:57 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Fhealltoir Take:2
>NNN, turn CW, EE, ECM and 50mm missile on Prong #2.
Sat Oct 19, 2019 10:46 pm
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Fhealltoir Take:2
>Turn E, move 8E
>5 Mobility punch Prong 1, move 1E
>If Prong 2 is still alive, use all but 2 of my mobility to stomp it
>Move 2E for cover
"[Unintelligible grunts]"
Sat Oct 19, 2019 11:40 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Fhealltoir Take:2
Orbital scans of this district show there to be stacks of shipping containers, mainly to the west, a large fuel storage tank to the north, military garrisons to the south east and north west, the northwestern one housing an Anti-Orbital gun. Objectives in this district: - Destroy Anti-Orbital Weapons Emplacement. - Complete - Leave District through Eastern Exit.
HKU - Thunder
Tank - [Improved Sensor Relay] [Your sensors provide double the indirect fire spotting to hit bonus for allies, provides allies the blackbox to-hit bonus on any enemy you have visual on even if not in the same tile] - [Spotter Drone] [Provides vision in all tiles in a 9x9 grid centered on you. Allies using indirect fire on targets spotted by this do not recieve any bonus from your sensors] - [Rail Overcharge] - [+1% pen/dam per additional point of EN spent on a shot, minimum extra EN spend 20. Generates 1 point "weapon heat" for each point of energy used to overcharge. If used with Penetrator/Frangible Ammo can shoot through structures, at cost of damage/penetration for each structure shot through] - [Counter Battery Sensors] - [Reveals the location of enemies using indirect fire aimed at any location within your Spotter Drones sight. You may attempt to fire at them with your Rail Overcharge, at a -20% to-hit penalty] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems 24MW Generator Capacitor: [61/150] Smoke Discharger - [Smoke] Ammo [10]
Weapons AP Pulse Laser (turreted) 180mm Railgun (Turreted + Stabilised) [Frangible] [63 Heat] - [180mm Penetrator] Ammo [9] [342/126] - [180mm Frangible] Ammo [20] [234/180] - [180mm Cluster] Ammo [16] [Five 108/54]
Calling out to Frog "Can someone get that Juggler? Frog, you'd tear its head off right?" you flick on some music before moving up and plowing through the Barricade in front of you, at which you pump some energy into your shields to counter the impact of punching through the barricade.
CrazyMLC - Crispr
Tank - [Low Profile] [enemies suffer -20% to hit you] - [Slat Armour] [50% chance to destroy inbound HEAT rounds] - [Dedicated Heatsinks] [Doubled armour heat decay rate] - [Chemical resistant plating] [Reduces armour damage taken from chemical weaponry by 40%, grants immunity to Corrosion Procs] - [Prototype Reactive Smartplate] [Non-penetrating hits from non-energy weapons deal 20% less damage to armour durability] - [EMP Emitter] [Fires a projectile that causes a stun to anything it hits, if the target has a sheild up it also deals 100 damage and a forced crack, 3 turn cooldown] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Kinetic Turret APS [10] (fire if over 50mm) Discharger APS [6] (Fire if 5 or more projectiles)
Weapons Heavy Flamethrower (Turreted) [4x tile-wide 30Flame shots] Ag Caoineadh Iarainn (50mm Chemical Projector) - [Deora Agitator] Ammo [400] Dorn Lasair (150mm Incendiary Cannon) (Stabilised) - [Incendiary Canister] Ammo [67] [75/120 - 60 Flame - 20*2 Burning] Light Rocket Pod (Stabilised) - [50mm FAE] Ammo [100] [20/40]
You move up and round the corner to take aim at the enemies only for Frog to charge past and obscure your view, by the time he's cleared out of the way the Prong you were aiming for is lying on the ground very much out of action, saves your ammo for something more enticing you guess. At this you sweep your view around the area and spot a pair of Vinberos, one with its wheels torn off and a copious amount of blood pooling around it, the other seems a little better off and swings its gun around somewhat drunkenly to fire a burst at you. [30mm Autocannon] 80-20-5-20:35 - 981068 56 Only one shell manages to hit, glancing off your armour to rather minimal effect. That gun the Vinberos use is just such a joke.
TheKebbit - Kettlehead
Agrav - [Ultra Heavy Chassis] [+10 points to spend, all mobility actions cost 1 point extra] - [Jump Jets] [Move forwards 2 tiles, can travel over low terrain, costs 6 mobility to do so, but can take you into negative, and if it does so you are stunned and take a 40 damage "ram" for each point of mobility you go into negative by] - [Glider Turbines] [Can maintain "high" altitude for 2 turns after jumping "up" with jets, all movement costs are increased by 1 when "high", enemies take a -20% penalty to hit you, you can see and move over low structures, get +10% to hit, and ignore armour facing multipliers. Have to be grounded for at least one turn after use before it can be used again] - [ECM Blisters] [Passive mode gives Enemy missiles and indirect fire a -20% to hit penalty on you or any allies within 1 tile range. Active mode instead targets a single enemy within line of sight, gives them a -20% to-hit penalty and makes them re-roll all successful hits] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Quad Laser Turret Array APS (Fire 4 shots if over 50mm)
Weapons Quintuple AP Electrolasers (Turreted) 70mm SABRE Chaingun (Turreted + Stabilised) [APHE] - [70mm APHE] Ammo [232] [70/70] - [70mm HEAT] Ammo [100] [84/28] - [70mm SKEP] Ammo [52] [105/35] 50mm "Backstop" Missile Launcher - [50mm FAE] Ammo [63] [20/40]
Floating around the trains and move up to sit with Thunder and STOP, you try to set your ECM to target the further Walker, but Frog is in the way and you can't get it to lock on, by the time he's cleared out of the way the Walker is toppling over, not worth targeting with ECM let alone your missile launcher.
CaveCricket48 - Baroque
Tank - [Sensor Scrambler] [enemies can only fire on you if they have direct line of sight] - [Wedge Hull] [thickness modifier of frontal armour is increased to 2*] - [Sloped Glacis] [APHE/SKEP/Penetrator/Frangible/Cluster rounds have a chance to be deflected by your frontal armour, depending on penetration rate: 50pen,100thick - 50%, 10pen,100thick - 90%] - [Support Drones] [Carries docking racks for Trust Drones, When docked the Powersuit can fire weapons to your left and rear arcs, and the PA can fire to your right and rear arcs] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Rounding the eastmost Train you start moving up it and stop as the narrow gap opens up, you scan the area and centering your aim on the Juggler as Shockwave pulls his foot out of it, you open up with your Autocannon. [150mm Autocannon] 80+50-10:100 - 43 54 37 45 Your shells easily punch through its flimsy armour and detonate inside tearing it to pieces, showering the wall to its north in chunks of shattered Walker.
DSMK2 - STOP
Tank - [Wedge Hull] [thickness modifier of frontal armour is increased to 2*] - [Laminated Armour] [Energy Weapons deal 20% less damage and Thermal damage to your armour] - [Plasma Compressor] [Can use extra energy to compress the plasma bolt, gains +3 penetration per point EN spent, Generates 1 point "weapon heat" for each point of energy used to compress] - [Reaction Turn] [Can be used in place of reaction fire as long as at least 1 mobility is unused. Will turn to face any enemies that appear to the side/rear at a cost of 20/30 energy, and will then fire the plasgun at them with the power of a 20MW/10MW weapon if energy permits] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems 36MW Generator Capacitor: [30/30] Twin Laser Turret APS
Weapons AP Laser (turreted) 30MW Plasgun [60/180/180] [0 Heat]
Following behind Thunder you round the train and spotting the two Prongs, take aim at the closer one and fire. [30MW Plasgun] 80+40+10+10-50:90 - 93 But your shot goes wide, smashing into the district wall rather than your target.
maart3n - Shockwave
Walker - [Shield Condenser] [When activated Doubles shield thickness, renders shield immmune to cracking, and grants a 25% reduction to any shield damage taken, but you cannot use weapons for that turn. then takes 2 turns to recharge] - [Low Profile] [enemies suffer -20% to hit you] - [Harmonic Shielding] [Firing the Marú Anála increases shield thickness by 2 for each point of energy spent on the shot for the rest of the turn] - [Resonation Focus] [Alternate Marú Anála fire mode: same energy cost but instead targets a single tile and has double the penetration and half the damage of what a normal usage would have] - [Capacitor Bypass] [Doubled Regen from Capacitor Recharge, slight reduction to shield durability] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Moving past the Prongs you turn your chassis around and blast them with your Marú Anála, they stagger from the blast, armour bending and deforming from the impact. Leaving them be you keep heading north and drive your foot into the Juggler, popping its shield, and tearing a gouge into its armour. At this a bunch of Infantry open up on you with some Rockets. [50mm Rockets] 80-20-5-10:45 - 3582 8313 [Discharger 100/80 - 91 60 But your Discharger takes care of the one that were on target quite handily.
Areku - Frog
Walker - [Sensor Scrambler] [enemies can only fire on you if they have direct line of sight] - [Assault Pistons] [+50% stomp damage] - [Vampire Contacts] [25% of stomp/armature damage to shields is leeched as shield durability, if shield is offline/resetting then armature attacks still leech shield durability, and if it brings it up to 100% then the shield instantly comes back online] - [Modified Utility Armature] [As well as stomping, you may carry out an additional 150/100 melee attack against any target. This attack gains +20% Penetration/Damage per point of mobility spent on it, to a maximum of 5, and ignores all structure damage resistances] - [Trust Blackbox] [+20% of the sensor bonus of any ally in the same tile]
Systems Smoke Discharger - [Smoke] Ammo [47] Twin Laser Turret APS
Charging up ahead you storm past your allies and drive your armature into the nearest Walker "[Unintelligible grunts]" shearing through the smaller of its two guns, you wrench it free before moving on and driving your foot straight through the chest plating of the next one, pulling it out reveals a bloody mess is all that's left of its cockpit and you move past it to take some amount of cover in the corner.
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