Editing Design Quirks

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:The Accurate Weapon Quirk marks a weapon or weapons bay as having exceptional design or construction quality. As such, it receives a –1 bonus to the target numbers for to-hit rolls. While this Quirk can be applied to multiple weapons or weapon bays on the same unit, the cost of the Quirk must be paid for each.<ref name="SOp193">''Strategic Operations'', p. 193</ref>
 
:The Accurate Weapon Quirk marks a weapon or weapons bay as having exceptional design or construction quality. As such, it receives a –1 bonus to the target numbers for to-hit rolls. While this Quirk can be applied to multiple weapons or weapon bays on the same unit, the cost of the Quirk must be paid for each.<ref name="SOp193">''Strategic Operations'', p. 193</ref>
 
: '''Points:''' Variable; the cost is proportional to the damage potential of the weapon or weapon bay.
 
: '''Points:''' Variable; the cost is proportional to the damage potential of the weapon or weapon bay.
::*1 point per 5 points (or fraction thereof) of maximum damage the weapon or bay can inflict in a single Damage Value grouping
+
::*1 Quirk Point for every 5 points of damage dealt, or fraction thereof.
::*2 points for weapons which do 0 damage, such as [[Target Acquisition Gear]]
+
::*2 Quirk Points for weapons which do 0 damage, such as [[Target Acquisition Gear]].
 
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp194>''Strategic Operations'', p. 194: "Positive Quirk Table"</ref> and ProtoMechs.<ref name="RS:3145ntnuPMQT">''Record Sheets: 3145, New Tech, New Upgrades'', p. 12: "ProtoMech Design Quirks Table"</ref>
 
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp194>''Strategic Operations'', p. 194: "Positive Quirk Table"</ref> and ProtoMechs.<ref name="RS:3145ntnuPMQT">''Record Sheets: 3145, New Tech, New Upgrades'', p. 12: "ProtoMech Design Quirks Table"</ref>
 
''Alpha Strike'' and ''Strategic BattleForce''
 
''Alpha Strike'' and ''Strategic BattleForce''
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===='''Anti-Aircraft Targeting'''====
 
===='''Anti-Aircraft Targeting'''====
 
''BattleTech:''
 
''BattleTech:''
:Units with the Anti-Aircraft Targeting Quirk have an advanced targeting system that allows them to make more accurate attacks against flying units. VTOLs, WiGE, conventional fighters, aerospace fighters, Fixed-Wing Support Vehicles and DropShips all count as flying units, as do units engaged in a combat drop. All attacks against such units while airborne (not grounded) receive a –2 –1 bonus to the target numbers for to-hit rolls. This bonus is only available when the unit itself is on the ground.<ref name="SOp193"/>
+
:Units with the Anti-Aircraft Targeting Quirk have an advanced targeting system that allows them to make more accurate attacks against flying units. VTOLs, WiGE, conventional fighters, aerospace fighters, Fixed-Wing Support Vehicles and DropShips all count as flying units, as do units engaged in a combat drop.<ref name="SOp193"/>
: '''Points:''' 1 point per 7 points (or fraction thereof) of maximum damage that all the weapons can inflict (excluding physical attack weapons)
+
: '''Points:''' Variable; proportional to the damage potential of the unit's ranged weapons.
 
:'''Applicable to:''' BattleMechs, Combat Vehicles and Support Vehicles.<ref name=SOp194/>
 
:'''Applicable to:''' BattleMechs, Combat Vehicles and Support Vehicles.<ref name=SOp194/>
 
''Alpha Strike:''
 
''Alpha Strike:''
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===='''Directional Torso Mount'''====
 
===='''Directional Torso Mount'''====
 
''BattleTech''
 
''BattleTech''
:A Directional Torso Mount acts as a somewhat more restrictive [[BattleMech Turret|BattleMech shoulder turret]], allowing any weapons in the mount to shoot in either the front arc or the rear arc, depending on the mount’s current facing. The mount’s facing is set at the start of the game, and can be changed at the same time torso twists are made. However, unlike a torso twist, it does not reset at each End Phase: the arc chosen remains until deliberately changed. The mount rotates with any torso twist as normal.
+
:The player should treat the unit with this Design Quirk as if it has as a [[BattleMech Turret|BattleMech shoulder turret]].
:Each time a location with a Directional Torso Mount takes a hit (Front or Rear), the player must roll 2D6. A result of 9+ means the mount is destroyed and its weapon locked in its current arc, in addition to the normal effects of the attack.
+
Anything mounted in the shoulder regions will be able to change torso facing, like any regular 'Mech torso. However, this torso facing does not return to its original facing. The player must declare that they've changing facing of the torso from its last position when the next turn occurs. Weapons mounted in either forward or backward direction will be affected by the change in torso facing. Each time such a torso is hit (be it in the front or back), the player must roll 2D6 to determine if the ability to change torso facing is disabled. A Directional Torso will be considered destroyed if the attacking player rolls a 7 or better on a separate roll after hitting the section.<ref>''BattleMech Manual'', p. 83: Directional Torso Mount - Information on Design Quirk</ref>
:The 3-point version of this quirk is available only to quad ’Mechs. In this case, the mount operates as a full turret, capable of rotating a full 360 degrees.
+
: '''Points:''' 2
:No weapon with location placement restrictions (such as a heavy Gauss rifle) can be placed in a Directional Torso Mount.<ref>''BattleMech Manual'', p. 83: Directional Torso Mount - Information on Design Quirk</ref>
 
: '''Points:''' 2 or 3
 
 
:'''Applicable to:''' BattleMechs, IndustrialMechs.
 
:'''Applicable to:''' BattleMechs, IndustrialMechs.
  
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===='''Improved Communications'''====
 
===='''Improved Communications'''====
 
:Signifies a powerful communications suite that can thwart jamming. Units with the Improved Communications Quirk ignore the first level of Sensor Ghosts used against them by ECM. BattleMechs which have this quirk and are also equipped with a Satellite Uplink may attempt an Uplink without penalizing their movement or attacks.<ref name="SOp195">''Strategic Operations'', p. 195</ref><ref name=ASC63/><ref name=IO298/>
 
:Signifies a powerful communications suite that can thwart jamming. Units with the Improved Communications Quirk ignore the first level of Sensor Ghosts used against them by ECM. BattleMechs which have this quirk and are also equipped with a Satellite Uplink may attempt an Uplink without penalizing their movement or attacks.<ref name="SOp195">''Strategic Operations'', p. 195</ref><ref name=ASC63/><ref name=IO298/>
: '''Points:''' 1
+
: '''Points:''' 2
 
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp194/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp194/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
  
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===='''Improved Sensors'''====
 
===='''Improved Sensors'''====
:Equipped with an advanced sensor suite, a unit with Improved Sensors counts as having an Active Probe (four hex range for IS and five for Clan) even if an active probe is not equipped. Should the unit have both an Active Probe and Improved Sensors, the effective detection range is increased by two hexes.<ref name="SOp195"/><ref>''BattleMech Manual'', p. 84: Design Quirks - Special Case Rules Entry</ref>
+
:Equipped with an advanced sensor suite, a unit with Improved Sensors counts as having an Active Probe (four hex range for IS and five for Clan) even if an active probe is not equipped. Should the unit both an Active Probe and Improved Sensors, the effective detection range is increased by two hexes.<ref name="SOp195"/><ref>''BattleMech Manual'', p. 84: Design Quirks - Special Case Rules Entry</ref>
 
: '''Points:''' 3
 
: '''Points:''' 3
 
:'''Applicable to:''' BattleMechs, IndustrialMechs,<ref name=ASC63/> Combat Vehicles, Support Vehicles<ref name=SOp194/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
:'''Applicable to:''' BattleMechs, IndustrialMechs,<ref name=ASC63/> Combat Vehicles, Support Vehicles<ref name=SOp194/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
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===='''Narrow/Low Profile'''====
 
===='''Narrow/Low Profile'''====
 
:The unit is constructed to present a very narrow or low profile to any incoming fire. They impose a penalty to ranged attack rolls made by enemy units.<ref name="SOp195"/><ref name=ASC63/><ref name=IO298/>
 
:The unit is constructed to present a very narrow or low profile to any incoming fire. They impose a penalty to ranged attack rolls made by enemy units.<ref name="SOp195"/><ref name=ASC63/><ref name=IO298/>
: '''Points:''' 3<ref name=BMM85>''BattleMech Manual'', Fourth Printing, pp. 85, 143: "Positive Design Quirks" and "Positive Quirk Table"</ref><ref>[https://bg.battletech.com/wp-content/uploads/2022/09/BattleMech-Manual-2022-09-14-v6.01.pdf ''BattleMech Manual Errata (Version 6.01)''], p. 8: "Positive Design Quirks"</ref>
+
: '''Points:''' 3<ref name=BMM85>''BattleMech Manual'', Fourth Printing, pp. 85, 143: "Positive Design Quirks" and "Positive Quirk Table"</ref><ref>[https://bg.battletech.com/wp-content/uploads/2022/06/BattleMech-Manual-2022-06-06-v6.0.pdf ''BattleMech Manual Errata v6.0''], p. 8: "Positive Design Quirks"</ref>
 
:'''Applicable to:''' BattleMechs, Combat Vehicles and Support Vehicles.<ref name=SOp194/>
 
:'''Applicable to:''' BattleMechs, Combat Vehicles and Support Vehicles.<ref name=SOp194/>
 
''Alpha Strike'': Attacks made against this unit incur an additional +1 modifier.  This does not apply to physical attacks.{{cn}}
 
''Alpha Strike'': Attacks made against this unit incur an additional +1 modifier.  This does not apply to physical attacks.{{cn}}
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===='''Overhead Arms'''====
 
===='''Overhead Arms'''====
 
''BattleTech''
 
''BattleTech''
:The unit's arms are mounted, like the ''[[Dasher|Dasher's]]'', to project above the 'Mech rather than hanging naturally. The 'Mech can fire its arm-mounted weapons at targets it has LOS for, from an effectively higher Level, potentially negating a target's Partial Cover.<ref name=BMM85oa>''BattleMech Manual'', Fourth Printing, p. 85: "Overhead Arms"</ref><ref>[https://bg.battletech.com/wp-content/uploads/2022/09/BattleMech-Manual-2022-09-14-v6.01.pdf ''BattleMech Manual Errata (Version 6.01)''], p. 8: "Overhead Arms"</ref>
+
:The unit's arms are mounted, like the ''[[Dasher|Dasher's]]'', to project above the 'Mech rather than hanging naturally. The 'Mech can fire its arm-mounted weapons at targets it has LOS for, from an effectively higher Level, potentially negating a target's Partial Cover.<ref name=BMM85oa>''BattleMech Manual'', Fourth Printing, p. 85: "Overhead Arms"</ref><ref>[https://bg.battletech.com/wp-content/uploads/2022/06/BattleMech-Manual-2022-06-06-v6.0.pdf ''BattleMech Manual Errata v6.0''], p. 8: "Overhead Arms"</ref>
 
: '''Points:''' 2
 
: '''Points:''' 2
 
:'''Applicable to:''' BattleMechs and IndustrialMechs with at least one Arm-mounted weapon.<ref name=RS:3145ntnu13/>
 
:'''Applicable to:''' BattleMechs and IndustrialMechs with at least one Arm-mounted weapon.<ref name=RS:3145ntnu13/>
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===='''Stabilized Weapon'''====
 
===='''Stabilized Weapon'''====
:This quirk allows for a weapon to reduce the to-hit penalties caused by the unit's own movement by 1 when running/sprinting.
+
:This quirk allows for a weapon to reduce the to-hit penalties caused by the unit's own movement by 1, including running or sprinting.
:More than one weapon can receive this quirk, but the cost for each must be paid individually.<ref>''BattleMech Manual'', p. 86: Stabilized Weapon</ref>
+
:The cost is 1 point per 7 points (or fraction thereof) of maximum damage inflicted by the weapon. More than one weapon can receive this quirk, but the cost for each must be paid individually.<ref>''BattleMech Manual'', p. 86: Stabilized Weapon</ref>
: '''Points:''' 1 point per 7 points (or fraction thereof) of maximum damage inflicted by the weapon
+
: '''Points:''' Varies (See Notes)
  
 
===='''Stable'''====
 
===='''Stable'''====
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===='''Variable Range Targeting'''====
 
===='''Variable Range Targeting'''====
:The Variable Range Targeting Quirk is incompatible with the Improved Targeting Quirk. Units with the Variable Range Targeting Quirk incorporate an advanced targeting system that allows the unit to make more accurate attacks at certain ranges, although this benefit is offset by a corresponding penalty to other ranges. The unit with the Quirk must designate in the End Phase of each turn whether it wishes to receive the targeting bonus at short or long range. During the next turn, the unit receives –1 bonus to the target numbers to ranged attacks made at the range chosen the turn before, but a +1 penalty to the target numbers to the opposite range - so, a bonus at long ranges means a penalty at short ranges, and vice versa.<ref name=SOp196/>
+
:The Variable Range Targeting Quirk is incompatible with the Improved Targeting Quirk. Units with the Variable Range Targeting Quirk incorporate an advanced targeting system that allows the unit to make more accurate attacks at certain ranges, although this benefit is offset by a corresponding penalty to other ranges. The unit with the Quirk must designate in the End Phase of each turn whether it wishes to receive the targeting bonus at short or long range. During the next turn, the unit receives a bonus to ranged attacks made at the range chosen the turn before, but a penalty to the opposite range - so, a bonus at long ranges means a penalty at short ranges, and vice versa.<ref name=SOp196/>
: '''Points:''' 1 point per 5 points (or fraction thereof) maximum damage that all the weapons can inflict (excluding physical attack weapons)
+
: '''Points:''' Variable, based on maximum damage output of unit's weapons and their ranges.
 
:'''Applicable to:''' BattleMechs<ref name=SOp194/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
:'''Applicable to:''' BattleMechs<ref name=SOp194/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
''Alpha Strike'' and ''Strategic BattleForce'':
 
''Alpha Strike'' and ''Strategic BattleForce'':
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:The VTOL Rotor Arrangement Quirk is only intended for use in games where the advanced vehicle movement rules from ''Tactical Operations'' are in effect. The presence of this Quirk indicates that the VTOL doesn't have the more common rotor arrangement of a single main rotor and a smaller tail-mounted stabilizing rotor. Instead, it has either dual rotors or coaxial rotors.<ref name=SOp196/>
 
:The VTOL Rotor Arrangement Quirk is only intended for use in games where the advanced vehicle movement rules from ''Tactical Operations'' are in effect. The presence of this Quirk indicates that the VTOL doesn't have the more common rotor arrangement of a single main rotor and a smaller tail-mounted stabilizing rotor. Instead, it has either dual rotors or coaxial rotors.<ref name=SOp196/>
 
:A dual rotor arrangement mounts two rotors of equal size to the top of the airframe, either one in front of the other or side-by-side. The arrangement of the rotors makes no difference for purposes of recording damage, but alters the flight characteristics of the VTOL; the unit receives a bonus to the target numbers for all Piloting Skill Rolls, but suffers from a larger turn mode and is incapable of either sideslipping or performing bootlegger maneuvers.<ref name=SOp196/>
 
:A dual rotor arrangement mounts two rotors of equal size to the top of the airframe, either one in front of the other or side-by-side. The arrangement of the rotors makes no difference for purposes of recording damage, but alters the flight characteristics of the VTOL; the unit receives a bonus to the target numbers for all Piloting Skill Rolls, but suffers from a larger turn mode and is incapable of either sideslipping or performing bootlegger maneuvers.<ref name=SOp196/>
:The coaxial rotor arrangement mounts both rotors on the same mast; the coaxial rotor arrangement lowers the stability of the VTOL but significantly increases the aircraft's maneuverability. Coax VTOLs receive no penalty to rolls on the Failed Maneuver Table, but any critical hit to the rotors imposes a penalty to all Piloting Skill Rolls.<ref name=SOp196/>
+
:The coaxial rotor arrangement mounts both rotors on the same mast; the coaxial rotor arrangement lowers the stability of the VTOL but significantly increases the aircraft's maneuverability. Coax VTOLs receives no penalty to rolls on the Failed Maneuver Table, but any critical hit to the rotors imposes a penalty to all Piloting Skill Rolls.<ref name=SOp196/>
 
: '''Points:''' 1
 
: '''Points:''' 1
 
:'''Applicable to:''' VTOL vehicles only.<ref name=SOp194/>
 
:'''Applicable to:''' VTOL vehicles only.<ref name=SOp194/>
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===='''Inaccurate Weapon'''====
 
===='''Inaccurate Weapon'''====
 
''BattleTech:''
 
''BattleTech:''
:This Quirk can be taken by a unit more than once, provided that it is applied to a different weapon or weapons bay each time. The affected weapon or bay is less accurate than normal, translating into a +1 penalty to the target numbers for to-hit rolls.<ref name=SOp198 />
+
:This Quirk can be taken by a unit more than once, provided that it is applied to a different weapon or weapons bay each time. The affected weapon or bay is less accurate than normal, translating into a penalty to its to-hit rolls.<ref name=SOp198 />
:'''Points rebate:''' 1 point per 5 points (or fraction thereof) of maximum damage the weapon or bay can inflict in a single Damage Value grouping
+
:'''Points rebate:''' Variable by damage.
 
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
''Alpha Strike'' and ''Strategic BattleForce'':
 
''Alpha Strike'' and ''Strategic BattleForce'':
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===='''Static Ammo Feed'''====
 
===='''Static Ammo Feed'''====
 
:A crude ammunition-feeding system prevents this unit from swapping the ammunition types fed to one or more weapons in combat. The owning player must select and use a single ammunition type for the unit before the game. In BattleTech, the quirk can be taken multiple times, with each affecting all weapons of one type on the unit. In Alpha Strike, all weapons lose the ability to choose ammo types. Often seen in conjunction with the ''Exposed Ammo Feed'' negative Quirk.<ref name="RS:3145ntnuP15"/><ref name=ASC67/>
 
:A crude ammunition-feeding system prevents this unit from swapping the ammunition types fed to one or more weapons in combat. The owning player must select and use a single ammunition type for the unit before the game. In BattleTech, the quirk can be taken multiple times, with each affecting all weapons of one type on the unit. In Alpha Strike, all weapons lose the ability to choose ammo types. Often seen in conjunction with the ''Exposed Ammo Feed'' negative Quirk.<ref name="RS:3145ntnuP15"/><ref name=ASC67/>
:'''Points Rebate:''' 1<ref name=BMM89>''BattleMech Manual'', Fourth Printing, pp. 89, 144: "Negative Design Quirks" and "Negative Quirk Table"</ref><ref>[https://bg.battletech.com/wp-content/uploads/2022/09/BattleMech-Manual-2022-09-14-v6.01.pdf ''BattleMech Manual Errata (Version 6.01)''], p. 8: "Negative Design Quirks"</ref>
+
:'''Points Rebate:''' 1<ref name=BMM89>''BattleMech Manual'', Fourth Printing, pp. 89, 144: "Negative Design Quirks" and "Negative Quirk Table"</ref><ref>[https://bg.battletech.com/wp-content/uploads/2022/06/BattleMech-Manual-2022-06-06-v6.0.pdf ''BattleMech Manual Errata v6.0''], p. 8: "Negative Design Quirks"</ref>
 
:'''Applicable to:''' Any unit with a ''Switchable'' "(S)" ballistic weapon system,<ref name="RS:3145ntnuP15"/> or (in Alpha Strike) with any ammo-dependent Special Attack Ability.
 
:'''Applicable to:''' Any unit with a ''Switchable'' "(S)" ballistic weapon system,<ref name="RS:3145ntnuP15"/> or (in Alpha Strike) with any ammo-dependent Special Attack Ability.
  
 
===='''Unbalanced'''====
 
===='''Unbalanced'''====
:A 'Mech with the Unbalanced Quirk is inherently off balance; as such the unit suffers from a penalty to the target number for certain Piloting Skill Rolls.<ref name=SOp199/>
+
:A 'Mech with the Unbalanced Quirk is inherently imbalanced; as such the unit suffers from a penalty to the target number for certain Piloting Skill Rolls.<ref name=SOp199/>
 
:'''Points Rebate:''' 1
 
:'''Points Rebate:''' 1
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp197/>
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp197/>
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===='''Weak Head Armor'''====
 
===='''Weak Head Armor'''====
:The Weak Head Armor Quirk signifies a unit with head armor that is treated as if it were a number of points lower than the recorded value.<ref name=SOp199/>
+
:The Weak Head Armor Quirk signifies a unit with head armor that is treated as if it were several points lower than the recorded value.<ref name=SOp199/>
:'''Points Rebate:''' 1 point per lost head armor point
+
:'''Points Rebate:''' Variable, based on the effective armor value and the number of points on the Head location.
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp197/>
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp197/>
  
 
===='''Weak Legs'''====
 
===='''Weak Legs'''====
''BattleTech:''
+
''BattleTech":
 
:BattleMechs with the Weak Legs Quirk were never designed to deal with the stresses associated with physical attacks, and as a result whenever a unit with the Weak Legs Quirk is kicked or makes a Death From Above attack that unit has a chance of suffering a critical hit, even if the leg armor isn't breached by the attack itself.<ref name=SOp199/>
 
:BattleMechs with the Weak Legs Quirk were never designed to deal with the stresses associated with physical attacks, and as a result whenever a unit with the Weak Legs Quirk is kicked or makes a Death From Above attack that unit has a chance of suffering a critical hit, even if the leg armor isn't breached by the attack itself.<ref name=SOp199/>
 
:'''Points Rebate:''' 1
 
:'''Points Rebate:''' 1

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