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Need Help With Getting Idea's And Advice For A Battletech Fanfic.


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#1 Gordon Conner

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Posted 02 March 2014 - 01:49 PM

Right,now I'll say this immediately that I do not own battletech novel's of any kind. Though I like BT I have little to no knowledge of the universe outside of megamek and the videogames. I would like to write some fan fiction,though depending on it's length I may end up posting it on FF.net or some kind of Fanfic site. Anyway I'll now give a general scenario the formation of this mercenary unit.

Fredricks Rough Rider's is a mercenary unit that was founded in 3034. Their ground combat vehicles are mainly Vedette,Zhukov and demolisher tanks with the 21 ton Warrior H-7 Attack Helicopter as their main combat VTOL. The battle mechs due to scarcity of advanced factories are mainly primitive battle mechs of various tonnages for simplicity reasons. they have approximately between four to six Regimental combat teams at their disposal. This story focuses on the 1st Rough Rider's RCT. Their JumpShip's can double Jump.

Now the basic scenario I have in mind. The Oberon Confederation has gone dark. The FedCom puts out a contract to Investigate the Oberon Confederation's territory to confirm weather or not they have been destroyed based on the rumors of a Unknown Pirate Force. the 1st RoughRider's RCT take on the job to investigate the Oberon Territory. Though they land on the planet of Oberon with little to no trouble. Though Within the first two weeks after landing they start to run into warriors of clan wolf. The Commander get's killed in action and one lance commander ends up reluctantly taking temporary command of the unit to get them out of this mess.

I Don't know whether they get attacked by second-line/solahma Unit's or Front Line Unit's that has not been decided. I also need to figure out how their Jump ship can Hide From the Clan fleets. I know full Well there's a very good chance of them not getting back into Friendly IS territory, with them either being annihilated or captured as bonsmen/bondswomen. Though they rather die a warrior's death then be bond servant's.

I need help to get some ideas and suggestion's for this story.But I do hope that they end up with a good amount of clan tech weapons and equipment as well as construction resources by the second half of the story to keep their mechs and vehicles in relative working order. I may allow this to be made into a role play if people want to roleplay this story as a campaign, but I may ask that someone who is experienced at NPCing the clans to act as GM for the roleplay. I am mainly going to use a hybrid novel/screen writing format by dividing the chapters up into acts and sub divide those into sub scenes.

#2 Thom Frankfurt

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Posted 02 March 2014 - 05:05 PM

Alright Homie, 4-6 RCT's is A LOT of units. I think a brigade is 3 RCTs... Even one RCT would consist of enough troops to crowd up every square inch of space upon your dropships, but you didn't mention any DS's only the jumpship with the lithium-fusion batteries.

As per Sarna:
Regimental Combat Team

First developed by the Star League Defense Force, a Regimental Combat Team was originally composed of four combat regiments and a support and transport element. The most experienced regimental commander was put in charge of the RCT, and the four combat elements trained together to improve unit cohesion. These RCTs tended to be permanently assigned to a location in order to better understand and exploit the local terrain. A surviving example of the SLDF's RCT concept is the Eridani Light Horse.[7]

The Federated Suns would develop their own Regimental Combat Teams thanks to First Prince Melissa Davion after she came to power in 2876.[8] The AFFS' version of an RCT is a large multi-regiment formation that consists of a regiment of BattleMechs, three regiments of combat vehicles, five regiments of infantry, two AeroSpace Fighter wings, and a battalion of artillery.[9][10] Unlike the task forces that had been used previously, these regiments are permanently assigned to work together. These RCTs are usually named for the BattleMech regiment.

I'd recommend shaving the size of your unit down considerably, it'd take three Overlord dropships just to haul one regiment of mechs around, and most Jumpships don't have more than three docking collars. Something to consider.

And speaking of jumpships...
Introduced in 2531 by the Terran Hegemony[1]. A Lithium-Fusion Battery can be installed on JumpShips and WarShips to provide one additional charge for their Kearny-Fuchida Drive. It serves as an extension of the drive's energy storage and allows for a second jump without having to recharge the drive first. The battery can be charged (and quick-charged) in much the same way as the K-F drive. The increased range of a L-F equipped ship allowed a variety of new tactics including longer range raids and the ability to quickly evade ambushes.

Lithium-Fusion Batteries are used almost exclusively on WarShips. Only very few regular JumpShips, none of them a civilian-owned ship, are known to carry the expensive system (and then usually as a refit.) These refits are rare however as the L-F Battery is usually built into the ship's hull.[2]

The L-F Battery's only weakness is the amount of time it takes to recharge, typically charging the battery takes as long as charging the K-F Drive itself.[1]

Now if you're set on having encounters with the Vat-Brats, (Clans) you'd may want to push your starting year up to 3049 at the very least, otherwise you're only encounters with Clanner's would be Wolf's Dragoons, which are like an undercover scouting party for Kerensky's Children. That being said, you could always just have the unit form in 3034 and your actual FF/RP take place during 3049.

And also, there's a cannon merc unit called Hansen's Rough Riders. Once upon a time they were kind of a big deal, but I'm not sure whatever came of them.

As for mechs I'd recommend, P. Hawks, S. Hawks, Locust, Wasps, and Stingers with a fair sprinkling of common unseen mechs for this timeline.

I hope some of this helped.

#3 dal10

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Posted 02 March 2014 - 05:29 PM

run a regiment of urban mechs, call them the urbies of war.

#4 Gordon Conner

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Posted 03 March 2014 - 01:11 AM

View PostThom Frankfurt, on 02 March 2014 - 05:05 PM, said:

Alright Homie, 4-6 RCT's is A LOT of units. I think a brigade is 3 RCTs... Even one RCT would consist of enough troops to crowd up every square inch of space upon your dropships, but you didn't mention any DS's only the jumpship with the lithium-fusion batteries.

As per Sarna:
Regimental Combat Team

First developed by the Star League Defense Force, a Regimental Combat Team was originally composed of four combat regiments and a support and transport element. The most experienced regimental commander was put in charge of the RCT, and the four combat elements trained together to improve unit cohesion. These RCTs tended to be permanently assigned to a location in order to better understand and exploit the local terrain. A surviving example of the SLDF's RCT concept is the Eridani Light Horse.[7]

The Federated Suns would develop their own Regimental Combat Teams thanks to First Prince Melissa Davion after she came to power in 2876.[8] The AFFS' version of an RCT is a large multi-regiment formation that consists of a regiment of BattleMechs, three regiments of combat vehicles, five regiments of infantry, two AeroSpace Fighter wings, and a battalion of artillery.[9][10] Unlike the task forces that had been used previously, these regiments are permanently assigned to work together. These RCTs are usually named for the BattleMech regiment.

I'd recommend shaving the size of your unit down considerably, it'd take three Overlord dropships just to haul one regiment of mechs around, and most Jumpships don't have more than three docking collars. Something to consider.

And speaking of jumpships...
Introduced in 2531 by the Terran Hegemony[1]. A Lithium-Fusion Battery can be installed on JumpShips and WarShips to provide one additional charge for their Kearny-Fuchida Drive. It serves as an extension of the drive's energy storage and allows for a second jump without having to recharge the drive first. The battery can be charged (and quick-charged) in much the same way as the K-F drive. The increased range of a L-F equipped ship allowed a variety of new tactics including longer range raids and the ability to quickly evade ambushes.

Lithium-Fusion Batteries are used almost exclusively on WarShips. Only very few regular JumpShips, none of them a civilian-owned ship, are known to carry the expensive system (and then usually as a refit.) These refits are rare however as the L-F Battery is usually built into the ship's hull.[2]

The L-F Battery's only weakness is the amount of time it takes to recharge, typically charging the battery takes as long as charging the K-F Drive itself.[1]

Now if you're set on having encounters with the Vat-Brats, (Clans) you'd may want to push your starting year up to 3049 at the very least, otherwise you're only encounters with Clanner's would be Wolf's Dragoons, which are like an undercover scouting party for Kerensky's Children. That being said, you could always just have the unit form in 3034 and your actual FF/RP take place during 3049.

And also, there's a cannon merc unit called Hansen's Rough Riders. Once upon a time they were kind of a big deal, but I'm not sure whatever came of them.

As for mechs I'd recommend, P. Hawks, S. Hawks, Locust, Wasps, and Stingers with a fair sprinkling of common unseen mechs for this timeline.

I hope some of this helped.


Yeah this helped quite abit. Though for a recon unit said merc unit would not send a whole RCT but rather a Scouting Combat team which is smaller, usually four companies. I intend for them to be bigger than most merc unit's but smaller than the light horses in unit size close to around about closer to two Regiment's that work in RCT-esque manner might be more appropriate.A Scout Combat Team is usually four companies,One mech company,one Gorund/VTOL company,One Support/transport Company and one Company worth of conventional Infantry. In theory I should be able to cram that size unit(The Scout Combat Team) into three dropships. Though yeah I agree 3-6 RCTs maybe way too big. Then again The number of combat and support assets in the unit aren't set in stone. Which is one reason I asked for suggestions and advice.

Though I initially Intended for them to have mainly Home Grown retro-tech grade Mechs(Made in SSW), main reason was I intended for them to lose all of their SW standard mechs and be forces to improvise retro-tech Grade mechs(which are essentially built on a heavily retooled industrial mech lines hastily brought up to as close Military Spec as possible) due to them not being able to afford to buy Standard Battlemechs.

Though If I have to use canon Mechs. I would prefer Use for my Assault Mechs one Stalker,One Thug and One King Crab.For my Medium's I would prefer to use One Crab,One Shadow Hawk and One Hunchback.For my Heavies I would Prefer to use One Archer Or Catapult,One Orion and One Guillotine. Finally For my Lights One Raven,One Locust and One Flea. For Combat Vehicles I would use Two lances of vedettes,Zhukovs and demolishers along with one lance worth of Warrior H-7 VTOLS.

Also I was oblivious that there was a canon unit that had a similar name to what I thought up already in the canon.I would Prefer them to face crusader clansmen either crusader Wolves or maybe Garrison warriors of CJF though having the Scout Combat Team facing CJF might need me to change the Planet to a CJF occupied periphery planet. I do Intend of having them Formed in the 3034 though the main story line takes place in 3049 on a clan occupied Periphery Planet.

Also Dal A regiment of urbanmechs named the Urbies of war would be quite funny and probably insulting to the clanners that face them and get beat by them.

PS:I nearly ended up accidentally reporting my own post when I was meaning to just edit it.

Edited by Gordon Conner, 03 March 2014 - 01:24 AM.


#5 Thom Frankfurt

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Posted 03 March 2014 - 02:17 AM

View PostGordon Conner, on 03 March 2014 - 01:11 AM, said:

Though I initially Intended for them to have mainly Home Grown retro-tech grade Mechs(Made in SSW), main reason was I intended for them to lose all of their SW standard mechs and be forces to improvise retro-tech Grade mechs(which are essentially built on a heavily retooled industrial mech lines hastily brought up to as close Military Spec as possible) due to them not being able to afford to buy Standard Battlemechs.

Though If I have to use canon Mechs. I would prefer Use for my Assault Mechs one Stalker,One Thug and One King Crab.For my Medium's I would prefer to use One Crab,One Shadow Hawk and One Hunchback.For my Heavies I would Prefer to use One Archer Or Catapult,One Orion and One Guillotine. Finally For my Lights One Raven,One Locust and One Flea. For Combat Vehicles I would use Two lances of vedettes,Zhukovs and demolishers along with one lance worth of Warrior H-7 VTOLS.

Industrial mechs? I take it you mean like Argo-mechs with machine guns and a med laser somehow mated to them? If that's the case I would think that they would impress the Clans with their bravado, but die horribly.

As for mechs... KGC-000 King Crab, price tag 10,122,000 C-bills. That's the level one (introductionary rules) version. You can pick up a bunch of other stuff for that amount of money, you could almost even field an entire lance of decent lights or cheap mediums. Don't get me wrong KC is badass, but it is essentially (like all assaults) just a slow moving target. But that's just me talking, I like light and mediums.

The easiest way to keep cost down is to pick mechs with no XL engine.

Raven is cool, but it's pretty much CapCon exclusive, having a hard time seeing anyone with one without them having ties to the Confederation. MWO and the other BT computer games made it seem like everyone has them. And they come with a 5+million price tag. Well worth it IMO but something to consider.

And you do know that lances are comprised of 4 mechs, right?

#6 Gordon Conner

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Posted 03 March 2014 - 03:02 AM

View PostThom Frankfurt, on 03 March 2014 - 02:17 AM, said:

Industrial mechs? I take it you mean like Argo-mechs with machine guns and a med laser somehow mated to them? If that's the case I would think that they would impress the Clans with their bravado, but die horribly.

As for mechs... KGC-000 King Crab, price tag 10,122,000 C-bills. That's the level one (introductionary rules) version. You can pick up a bunch of other stuff for that amount of money, you could almost even field an entire lance of decent lights or cheap mediums. Don't get me wrong KC is badass, but it is essentially (like all assaults) just a slow moving target. But that's just me talking, I like light and mediums.

The easiest way to keep cost down is to pick mechs with no XL engine.

Raven is cool, but it's pretty much CapCon exclusive, having a hard time seeing anyone with one without them having ties to the Confederation. MWO and the other BT computer games made it seem like everyone has them. And they come with a 5+million price tag. Well worth it IMO but something to consider.

And you do know that lances are comprised of 4 mechs, right?



I am fully Aware that a Lance is 4 mechs and a company is normally 3 lances aka 12 mechs, I was referring to what i would prefer to use on the company level.Sorry if I failed to clarify that in the post properly.


Where the king Crab is Concerned I was more aiming for the KCG-0000 variant which does not have Ferro-Fiberous nor CASE.

I actually didn't know that the Raven was a capellan exclusive mech i don't know if there's a light mech that's a non-Capellan approximate to the Raven, I know full well that the Cataphract was originally a Capellan exclusive mech prior to it's capture by the fedcom.

Where you said Industrial mechs is close to what I was intending but I was more going towards early Age of War/Pre-SLDF era Battlemech designs such as the 1st generation battlemechs, yes canonically primitive Pre-SLDF era mech technologies did not become widely available again to the IS until the Jihad-era. But sometimes you got to have artistic license in some areas.

Edited by Gordon Conner, 03 March 2014 - 03:24 AM.


#7 The Shepherd

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Posted 03 March 2014 - 07:38 PM

Quote

I actually didn't know that the Raven was a capellan exclusive mech i don't know if there's a light mech that's a non-Capellan approximate to the Raven.


And therein lies the awesomeness of the Raven. From its debut through to about 3055, it has no equal in the Inner Sphere. The only mech that really comes close scouting and computing wise is the OTT-7J Ostscout. It is however, a walking computer with precious little in the way of protection, and prohibitively expensive to acquire and maintain by a non-house unit. Utility wise, the FS9-S Firestarter is good for the same tonnage, but stuck in role-warfare until the omnimech redesign well into the clan invasion.

My advice for recon for that era is having a fast mech with jumpjets mated to a damn good pilot. There were great scouts before and after ECM came to the fore, who didn't need it to be the best.

#8 Thom Frankfurt

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Posted 04 March 2014 - 04:45 PM

View PostThe Shepherd, on 03 March 2014 - 07:38 PM, said:

My advice for recon for that era is having a fast mech with jumpjets mated to a damn good pilot. There were great scouts before and after ECM came to the fore, who didn't need it to be the best.
The Jenner comes to mind... So does the Firestarter. The lighter stuff can be faster, but those seem to have the minimal firepower/armor. Heh, you could always splurge and go for an Assassin....

#9 Sparks Murphey

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Posted 04 March 2014 - 09:37 PM

The Spider is another great scout 'Mech, originally used in the Star League Defense Force so it's found all over the Inner Sphere, though the Draconis Combine particularly favour it. Fast ground speed, jump jets, and a good visibility cockpit make for quick visual scouting. It's weapons were generally not used against BattleMechs except in self-defence, but instead to flank around the enemy's main force and strike at their supply chain, command posts, and other unarmoured logistics targets (thus the machine guns on the SDR-5K and the flamer on the SDR-5D). The O/P 500A and O/P TA1240 combined communication and targeting systems are noted for being particularly good for transmitting targeting data.

Another scout 'Mech from the SLDF days is the MON-66 Mongoose, which came to be the standard recon command 'Mech for the SLDF. Though rarer than the Spider, it is still spread well through the Inner Sphere, with a slight bias towards the Federated Suns who controlled the main factory after the fall of the Star League. Originally, the Mongoose-66 was fitted with endo-steel, ferro-fibrous and a Beagle Active Probe, though after the fall of the Star League, all three were generally removed (the added weight of standard internal structure and armour being compensated for by the loss of the BAP). Even with the loss of the BAP, the Succession Wars Era MON-67 was well regarded as a scout machine. It's worth noting that Sarna.net doesn't take into account the variant shuffle brought in by TRO3039: the SRM-2 variant is listed as the MON-68, when it was actually the unlisted MON-69 that carries a SRM-2, while the MON-68 strips all the weapons and lowers the speed from 129km/h to 118km/h in exchange for a large laser.

#10 The Shepherd

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Posted 05 March 2014 - 01:15 AM

I love it when Sparks talks dirty...

...err... I mean tech. Talks tech >.>

#11 Gordon Conner

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Posted 05 March 2014 - 06:16 AM

Ok I am torn between having face crusader wolves on Oberon or facing the jade falcons on Wotan. The Mech Suggestions from you guy's are helpful, though If you want me to I can post some of my custom mech designs in another thread. Anyway back on topic.

I am contemplating on Having a catapult in the mech listing for the fire support lance though the Draconis Combine and the Capellan's have the bulk of them,meaning that It would be very tricky coming up with reasonable explanation on how to get one outside of those two.Though I have ultimately decided for the forward scout lance to use the Assassin,Spider,Firestarter and the Jenner. for fire support lance I am most likely going to have a Centurion,Trebuchet, HunchBack and maybe the Catapult or something close to being comparable(possibly a Bombardier variant). for the main attack lance most likely be made up of Jagermech,Orion,maybe a fedcom made Cataphract and let's throw in a Second Heavy Fire support mech into that third lance for good measure.

Ground vehicles will most likely be two platoon's of tracked tanks. along with one Squadron of warrior H-7(ICE) attack helicopters. along with a support company to help with salvage,maintenance and modification of the mechs and vehicles.

#12 The Shepherd

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Posted 05 March 2014 - 02:55 PM

Sounds like the makings of a good little RCT you've got going there. If you're looking for a widely available fire support mech to fill out that lance, you cant really go past the good old Archer ARC-2R. Almost every Merc unit I've read of has at least one, it's only 5 tons on the Catapult and Takashi Kurita has one parked in his backyard (Though I think it's the ARC-2W variant that Jamie Wolf uses, he was a bit obsessive like that). You could even splash out and use the ARC-5R. It's a Rasalhague local upgrade with Artemis. Specky stuff and contemporary with the clan invasion.

Personal suggestion for the "Second Heavy Fire support mech" would be a Crusader CRD-3L. Mixed missile loadout with laser backups (not to mention two giant fists for duking it out) and jumpjets make it a heavy pilot's wet dream. Again, If you feel like splashing out, the CRD-5M is an upgraded clan-invasion era variant (I believe Galen Cox uses this one on Solaris in one of my favorite fights).

Also, while you have choppers, don't forget your aerospace element. Overlords can and should carry a compliment of 6 fighters for screening and air support. Not so knowledgeable in that area though, so no recommendations. Sorry!

#13 Thom Frankfurt

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Posted 05 March 2014 - 05:02 PM

I have a deep seeded love for 65 tonners... I do believe that the C'Pult falls under IS general, but the bulk of them seem to be Cappy or.. Davey? the Snakes have that nifty K2 though. But for flavor I'd say go with the Crusader, the C'Pult has been done to death, but then again maybe there's a reason for it.

Bleh, the Spider. I've never had any luck with it. But that being said, I've only used in in mech on mech scenarios and well, the Spider isn't best suited for that, now is it?

#14 Spokes

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Posted 05 March 2014 - 05:25 PM

View PostThom Frankfurt, on 04 March 2014 - 04:45 PM, said:

Heh, you could always splurge and go for an Assassin....


View PostGordon Conner, on 05 March 2014 - 06:16 AM, said:

Though I have ultimately decided for the forward scout lance to use the Assassin,Spider,Firestarter and the Jenner.


Ha! I'm contagious. :huh:

The Crusader is a good choice for that last slot in the attack lance, though I might lean towards a Thunderbolt instead. The Grasshopper is another interesting choice-- less ranged firepower than the Crusader, but its better armored and its weapons are well protected. Like the CRD-3L, the Grasshopper has a 120 meter jump capacity.

One observation-- the JagerMech is very much a fire support machine, and well suited towards engaging enemy aircraft. Its armor is paper thin, and the 'Mech absolutely cannot take hits. I would be tempted to swap the JagerMech into the fire support lance and move the Hunchback into the Attack lance.

#15 dal10

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Posted 05 March 2014 - 07:17 PM

the urbanmech is the single most cost effective mech in existence.

#16 Sparks Murphey

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Posted 05 March 2014 - 08:13 PM

View Postdal10, on 05 March 2014 - 07:17 PM, said:

the urbanmech is the single most cost effective mech in existence.

"Cheapest", yes. "Cost effective" would require it to actually be effective, though. :huh:

#17 dal10

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Posted 05 March 2014 - 08:16 PM

i will take a lance of urbies over an atlas honestly. and i will win.

#18 The Shepherd

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Posted 05 March 2014 - 08:43 PM

Hmm... I fear a thread hijack is in the offing...

Forgive me Spokes, for I overlooked the noble Grasshopper. Agreed. Very solid and *guiltyface* oft overlooked.

Probably also worth noting, I've you're going to be operating on Wotan or Oberon, be prepared to take heavy losses.
Very hard fights there. Might need to be some sort of fighting withdrawal or covering a civvie evac.

(Is there some sort of Godwin's law equivalent for Urbies? every single time I've seen them mentioned, it takes over the thread.)

#19 Sparks Murphey

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Posted 05 March 2014 - 10:44 PM

View PostThe Shepherd, on 05 March 2014 - 08:43 PM, said:

(Is there some sort of Godwin's law equivalent for Urbies? every single time I've seen them mentioned, it takes over the thread.)

There is now.

#20 The Shepherd

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Posted 05 March 2014 - 11:16 PM

Quote




... ... ... I love you Sparks.





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