Brood Brother |
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Joined: Thu Sep 04, 2003 6:38 am Posts: 720 Location: Utah, pick a Pacific Island the other half of the year.
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Changes
(1) I spelled Termagant right
(2) Spawning has been rolled back even more.
(3) Spawning is treated like a straight rally roll
(4) Synapse has been changed to single groups (Of Synapse)that cannot be combined.
(5) The PDF version is available here www.epic40k.co.uk/images/Final-Nid-V7.pdf
Please Note That I am going to be away from my desk, and home, from May 25th to on or about June 2nd. I will be out of contact and will have no land line access until my return. So you guys will be on your own for a bit.
----------------------------------------------------------- Hamman?s World Phase IV ?Subdual? Tyranid Army List v7.1 by (credits go here)
The Tyranids are without a doubt the most alien race encountered by humanity. They have been likened to a galactic locust swarm, remorselessly hungry and too numerous to stop. They are a nomadic, space faring race that has migrated from beyond our galaxy in search of new resources to assimilate. These they have discovered in abundance in our galaxy.
The Tyranid hive fleets consist of millions of living craft, each home to billions of creatures, untold thousands of monstrosities evolved from the bubbling geno-organs of the ships reproductive chambers. The Tyranid race itself comprise many different creatures that function together, perfectly coordinated by the gestalt consciousness of the hive mind. They do not use technology as we understand it, and instead make weapons and starships by bio-engineering them from living materials. All these creatures are born to serve the single entity that is the ship, and the ship only exists as part of the entity that is the fleet. All Tyrnaid creatures are held in a common psychic bond that enables them to act together as one organism. Tyranids have no distinct minds - a Tyranid simply fulfills the function assigned to it by the greater hive mind.
A Tyranid invasion is divided into five stages: Phase I Discovery: Warp Drones discover a planet suitable for invasion. Phase II Approach: The Hive fleet arrives and invests the planet. Phase III Attack: The Tyranid invasion is begun as mycetic spores insert assault swarms. Phase IV Sudual: The Tyranid main forces crushes all resistance. Phase V Consumption: The planets living resources are plundered.
All Tyranid creatures are united by the potent psychic imperatives of their shared hive mind. Some more intelligent creatures have vastly expanded synapse networks within their cortex that act as a psychic conduit for the directives of the hive mind, overruling the natural instincts of nearby Tyranid creatures.
These creatures are known as synapse creatures and as long as they are nearby the other creatures in the tyranid army will blindly carry out the actions dictated by the hive mind, even if those actions will result in their own deaths. On the other hand, if no synapse creatures are nearby then lesser Tyranid creatures will revert to their basic animal instincts.
At war the Tyranids form a ferocious, unstoppable horde, an avalanche of tooth and claw driven onward by the racial imperatives of the hive mind. Unrelenting and almost unstoppable, the Tyranid race represents a threat to the whole galaxy.
T1.1 Tyranid Special Rules Strategy Rating: 1+ Initiative Rating: 2+
T1.20 Unstoppable As long as they are under the control of the greater hive mind the lesser Tyranid creatures, quite literally, don?t know the meaning of fear and will mindlessly sell their lives to bring victory to the greater hive mind. The following special rule reflects this vitally important aspect of Tyranid armies.
Tyranid formations never receive blast markers and therefore can never be suppressed or broken by them. Tyranid formations ?that lose an assault must still make a withdrawal move, and any units that end their move within 15cms of an enemy unit will be destroyed, but the formation itself is not broke
T1.30 Synapse Groups Every swarm is controlled by a Synapse Group which is formed before the start of the battle and is made up of one selection from the Synapse Creature list. Once formed this group cannot be added to, nor control more then a single swarm.
T1.40 Tyranid Swarms The Tyranid army is divided into three basic types of units, these are; Brood Creatures, Independent Creatures, and Synapse Creatures (with Brood Creatures themselves being further subdivided into Uncommon Brood Creatures, and Common Brood Creatures). Each creature?s type is noted on their individual data sheets and in the army list that follows.
Independent Creatures are organized into formations like other units. They are treated in all ways as if they were a normal formation in Epic-A, as this concerns coherency, and formations.
Synapse creatures and brood creatures are treated a bit differently. Instead of become part of a swarm that is controlled by synapse creature group. It must be understood that the Swarm is the formation, and that both the synapse creature group controlling it, and the brood creatures in it, are a single formation containing units.
At the start of the game the Tyranid player first makes synapse groups from synapse creatures. Then the player simply assigns one, or more, brood creatures to a synapse creature groups thus creating a formation called a swarm, until all the brood creatures have been assigned. All such swarms must be set up in a legal formation using the instructions for the scenario. In addition the units must be set up within 15cm of the synapse creature group. If the Tyranid player wants they may hold some brood creatures back and not assign them to any synapse creature group. These unassigned brood creatures may be used when a swarm spawns during the game (see T1.40 Spawning).
Starting with the second turn, and all subsequent turns, a swarm consists of it?s original synapse creature(s), and all the brood creatures within 15cms of those same synapse creature(s). Brood creatures that are within 15cms of synapse creatures from different swarms may join either swarm as designated by the Tyranid player (We recommend that the units that are in doubt be turned to face the swarm they belong to, to avoid confusion later in the turn).
The only exception to this is when a swarm is carrying out an Engage Action.
During the Engage Action all of a swarm's brood creature units can move out of both synapse coherency and normal coherency of the swarm's synapse creature group, however these same brood creature units must maintain coherency with each other, and all of the brood creature units from the swarm must be committed to the Engage Action.
At the end of the Engage Action, both the synapse creature group controlling the swarm and any remaining brood creature units from the swarm must attempt to get back into normal coherency if the combat was a Tyranid victory.
Alternatively, both the synapse creature group controlling the swarm and any remaining brood creature units from the swarm may withdraw as normal if the combat was a Tyranid loss, again returning to normal coherency with each other during that withdrawl.
After any consolidation or withdrawal moves have been made, any brood creature units from the swarm that still remain outside of synapse coherency, of any synapse creature(s) from the swarm, they are removed from the table. It's assumed they have pursued fleeing enemy survivors so far away as to be well beyond the hive minds control for the time being.
Any brood creatures that start a turn not within 15cms of a synapse creature will go to ground and are removed from play. Although not dead it is assumed that the creatures have reverted to their animalistic instincts and are lurking on the battlefield waiting for an easy chance to get their next meal. These brood creatures may return to the game using the Spawning action (T1.50) described below.
In all cases the organization of the swarms is determined at the very start of the turn before anything else, like Teleports, Strategy Roll, etc.
T1.50 Spawning Action One of the most terrifying things about fighting the Tyranid army is there seems to be no end to the number of creatures in the army. Even if an attack is stopped more tyranids will soon appear to renew it. Some of these will be brood creatures that have gone to ground earlier in the battle but now have been incorporated back into the hive mind?s control, while others will be reinforcements sent by the hive mind to sustain the attack.
To represent this endless stream of claws Tyranid formations can carry out a Spawning ?Action during the Rally Phase. This Spawning Action allows the Tyranid player to return brood creatures to play that have been killed, gone to ground, or were held off table before the start of the battle. Also note that only brood creatures can be spawned, not synapse creatures, or independent creatures as these creatures are to rare to be spawned back in this manner. Please note this is treated as a normal rally test, with all applicable modifiers, with a successful roll allowing the swarm to spawn.
Each swarm may return a certain number of spawning points worth of brood creatures back into play for the synapse creature group bought for the swarm. Also add +D3 spawning points if there are no enemy units within 30cms of any unit in the swarm. The swarm may also add 1D3 spawning points by adding ONE myecetic spore to the swarm during the spawning action (up to a maximum of ONE myecetic spore may be added to a single spawning action).
The Spawning Rate of each Synapse Group is noted in the Army list after points.
The Tyranid player uses the number of spawning points rolled to return brood creatures that are off table and return them to the battle. Each brood creature type has a spawning value based upon it?s general availability, or lack there of, to the Tyranid army as a whole. The cost for spawning back a creature is noted in their data sheet under notes as Brood (x) where in x equals the units spawning points.
Place any units spawned back by a swarm within 5cms of any synapse creature(s) from that swarm. Spawned units may not be placed in the zone of control of an enemy unit, or in impassable terrain.
T1.60 War Engine Regeneration Really large Tyranid creatures (the size of most Imperial War Engines) are covered inside and out with symbiote creatures that swarm in and around the creature healing wounds, repairing damaged tissue, and stemming the flow of vital bodily fluids. This makes Tyranid war engines dangerous foes indeed as an unwary Princep may think he has given one of them a mortal wound only to have that same creature pull itself up from the ground and attack.
To represent the actions of these symbiotic creatures during the Rally Phase the Tyranid player rolls a number of 1D6 dice equal to half the starting DC capacity of a war engine, rounded up. For each roll of 5+ that war engine recovers on of it?s lost DCs. As these symbiotes cannot increase the size of a Tyranid war engine, nor make it stronger, these rolls can only be used to replace a war engines lost DCs. Also, regeneration may not be used to bring a WE back to life once it?s dead, it is dead
T1.70 GT Victory Conditions and Tyranids Because of the unique nature of the Tyranid army, and the completely alien Hive Mind that controls it, it doesn?t ?see? military objectives in the same way that most sentient commanders, of any number of known races in the, galaxy do. For example a sentient commander would keenly feel heavy losses in personnel, while the Hive Mind thinks no more of expending gaunts in battle then most sentient commanders would ammunition. This ?alien outlook? requires some changes in the way that GT objectives are treated by the Tyranid army.
T1.71 Objectives Brood creatures can be best described as almost mindless drones whom the Hive Mind gives some direction to, while at the same time letting that same creatures instinctive behavior do the rest. In effect the Hive Mind only tells the brood creatures where to go and how fast to get there and leaves the detailed work of fighting to the brood creatures instinctive behavior. So the real truth is the brood creatures have no idea why they are going where they are going, nor what they are supposed to be doing once they get there, so they could walk right past the objective they have been sent to secure!
Fortunately the Hive Mind does provide this ?more detailed? bit of information to the ?higher creatures? (Independents and Synapse) that make up the army so that at the very least these positions, that it deems vital, can be secured.
To represent this effect in the Tyranid army only independents creatures and synapse creatures (not brood creatures) can be used to gain control over, or contest battlefield objectives.
T1.72 Break Their Spirit The Tyranid army basically has no morale that any opponent can take advantage of, in fact their behavior is so instinctive in nature that it is doubtful that they have any feelings at all. While this is one of the great strengths in the way that the Hive Mind uses it?s lesser creatures, it also requires that the army use centralized control, via synapse creatures, to keep the mindless mass moving where it needs to go. So while it is impossible for an opponent to attack and degrade the Tyranid army?s morale, it is possible to eliminate the synapse creatures providing the link between the Hive Mind and it?s drones and degrade the effectiveness of the army.
To represent this trait the Break Their Spirit goal is based upon the number of synapse creature units still on table in the Tyranid army compared to those that are in the dead pile. If the number of synapse creature units left on the table is equal to, or less then, the number of synapse creature units in the dead tray off table then the opponent has achieved the Break Their Spirit goal. Un-deployed synapse creature units do not count toward, or against, this goal.
T1.73 Tie Breakers All armies, including Tyranids, are effected adversely by losses in both personnel and equipment. In all other armies these losses directly effect the formations that make up the army with losses of 50%, or more, resulting in that formation becoming combat ineffective till it can be rebuilt. In effect the army has lost 100% of that formations ability to fight until it?s return.
The Tyranid army doesn?t suffer attrition in this way. Synapse creatures can scower the battlefield and in mere minutes scoop up enough brood creatures that have gone to ground to put together a fit ready to fight formation ready to have at the enemy. When one speaks of attrition and the Tyranid army one must ignore what occurs on even a major battlefield and think on a planet wide scale, and even this itself makes it more difficult to judge what effects losses have had on them. The only thing that is clear is that the effects of attrition vary with what types of creatures the Tyranid army looses, difficult to produce synapse creatures losses are keenly felt, while gaunt brood creatures losses are far less noticed, but not ignored.
To represent these effects on the battlefield the Tyranid army doesn?t use formation size at the end of a battle to determine points the opponent receives for a Tie Breaker. Instead the opponent receives the following points for each creature, by type, that is in the dead tray, or off table, at the end of the battle. Synapse Creature units are worth two times their point value. Independent Creatures units are worth their full point value. Brood Creatures units are worth half their point value rounded down.
T1.80 Using the Flame Template for Tyranid Breath Weapons (1): Position the template so that the narrow end is touching the mouth of the creature, and with the entire template within the front firing arc of the creature. If using more then one template then they must be placed at the same time and may overlap. (2): The template must be placed to cover as many enemy units from the target formation as possible, within the arc of the weapon, or the template can be repositioned by the opponent to any other position that is in LOF. If multiple templates are being used then each succeeding template must cover as many units as possible from those that are not already being attacked by another template. (3): Determine how many units are under the template. If the weapon is fired at aircraft only aircraft models are counted. If weapon is fired at ground then aircraft units are not counted. A unit is under the template if; (a) Any part of the model falls under the template; (b) At least one enemy model on a stand falls under the template. (4): Roll a die for each infantry unit (as one block) and each vehicle unit (as a second block), scoring hits and carrying out saves as would normally be done for shooting.
SYNAPSE CREATURE GROUPS (up to 1/3 of the armies points may be spent on these groups)
Hive Group: 1 x Dominatrix unit: 500 points: 2D3+2 Harrassment Group: 1 x Harridan unit: 225 points: 1D3 Attack Group: 1 x Hive Tyrant unit: 100 points: 1D3+1 Assault Group: 3 x Tyranid Warrior units: 150 points: 1D3 Nexus Group: 1 x Hive Tyrant unit, 2 x Tyranid Warrior units: 200 points 1D3+2 SupportGroup: 1 x Greater Synapse Node unit: 75 points 1D3+1 Infiltration Group: 1 x Lesser Synapse Node unit: 50 points: 1D3 Strike Group: 1 x Vituperator unit: 325 points: 1D3+1
INDEPENDENT SWARMS (up to 1/3 of the armies points may be spent on these swarms)
Genestealer Swarm: 6 to 9 Genestealer units: 25 points each 0-2 Lictor Swarms : 2 to 5 Lictor units: 50 points each 1 x Hierophant for 250 points 1 x Hydraphant for 350 points
UNCOMMON BROOD CREATURES (up to 1/3 of the armies points may be spent on these units)
Biovore 25 points each Carnifex 35 points each Haruspex/Malefactor 50 points each Hierodule/Trygon 100 points each Zoanthrope 35 points each Exocrine/Dactylis 75 points each Myecetic Spores 15 points each
COMMON BROOD CREATURES (At least 1/4 of the armies points must be spent on the following Brood Creatures)
Ravaner 30 points each Gargoyle 20 points each Termagant 15 points each Hormogaunt 15 points each
Dominatrix Type /Speed /Armor /Close Combat /Firefight WE /25cm /4+ /3+ /5+ Weapons /Range /Firepower /Notes Warp Blast /30cm /AP4+ AT4+ AA5+ Bio-Plasmic Breath /Template /MW 5+ /Ignore Cover Monstrous Claws /Base Contact /MWTK (D3) /+2 attacks Cluster Spines /(15cm) /small arms notes: DC-8, Supreme Commander, Fearless, Walker, Reinforced Armor, Synapse. May step over units and impassable or dangerous terrain that is lower then the war engines knees and up to 2cm wide. Critical Hit: Roll 1D6 and consult the chart below. 1-5: The Dominatrix loses one DC. 6: The Dominatrix?s Symbiote is killed and it is no longer treated as a Supreme Commander
Harridan Type /Speed /Armor /Close Combat /Firefight WE /35cm /4+ /4+ /5+ Weapons /Range /Firepower /Notes 2 x Bio-Cannon /45cm /MW 5+ /Ignore Cover Spore Cannon /Template /MW 5+ AA5+ /Ignore Cover Huge Claws /Base Contact /MW /+2 attacks Notes: DC-2, Reinforced Armor, Skimmer, Synapse , Fearless, Transport (Four Gargoyles) Critical Hit: Roll 1D6 and consult the chart below. 1-5: The Harridan loses one DC. 6: The Harridan is killed
Vituperator Type /Speed /Armor /Close Combat /Firefight WE /30cm /4+ /4+ /4+ Weapons /Range /Firepower /Notes 2xBio-Cannon /45cm /MW5+ /Ignore Cover Spore Cannon /Template /MW 5+ AA5+ /Ignore Cover Monstrous Claws /Base Contact /MWTK(D3) /+2 attacks Notes: DC-4, Commander, Reinforced Armor, Skimmer, Synapse, Fearless, Transport (Eight Gargoyles, Termagaunts, Hormogaunts, Raveners, Hive Tyrant, Tyranid Warrior. Critical Hit: Roll 1D6 and consult the chart below. 1-5: The Vituperator loses one DC. 6: The Vituperator is killed.
Greater Synapse Node Type /Range /Armor /Close Combat /Firefight WE /0cm /4+ /6+ /6+ Weapons /Speed /Firepower /Notes Ripper Swarm /(15cm) /small arms Notes: DC-2, Reinforced Armor, Fearless, Synapse, Teleport (may only teleport into the Tyranid table half) May not garrison Critical Hit: The Node is killed.
Lesser Synapse Node Type /Speed /Armor /Close Combat /Firefight AV /0cm /4+ /6+ /6+ 6+ Weapons /Range /Firepower /Notes Ripper Swarm /(15cm) /small arms Notes: Reinforced Armor, Synapse, Teleport, May not Garrison
Hive Tyrant Type /Speed /Armor /Close Combat /Firefight AV 15cm /3+ /3+ /4+ Weapons /Range /Firepower /Notes Venom Cannon /30cm /AP5+ AT6+ Huge Claws /Base Contact /MW / CC weapon +1 attacks Notes: Commander, Fearless, Invulnerable Save, Walker, Synapse (Hive Tyrant may be given wings adding Jump Pack, Speed 25cm, but reducing it?s armor save to 5+)
Tyranid Warrior Type /Speed /Armor /Close Combat /Firefight Inf /15cm /4+ /3+ /5+ Weapons /Range /Firepower /Notes Venom Cannon /30cm /AP5+ AT6+ Death Spitters /(15cm) /small arms Scything Talons /Base Contact /CC Weapon +1 attacks Notes: Fearless, Synapse
Genestealers Type /Speed /Armor /Close Combat /Firefight Inf /20cm /6+ /4+ /0+ Weapons /Range /Firepower /Notes Scything Talons /Base Contact /CC Weapon +1 attacks Notes: First Strike, Infiltrator, Scout, Independent
Lictors Type /Speed /Armor /Close Combat /Firefight Inf /15cm ?5+ /3+ /0+ Weapons /Range /Firepower /Notes Huge Claws /Base Contact /MW /CC weapon +1 attacks Notes:First Strike, Infiltrator, Invulnerable Save, Scout, Teleport, Independent
Hierophant Type /Speed /Armor /Close Combat /Firefight WE /25cm /4+ /3+ /5+ Weapons /Range /Firepower /Notes Bio-Plasmic Breath /Template /MW5+ /Ignore Cover Monstrous Claws /Base Contact /MWTK(D3) /CC weapon +2 attacks Cluster Spines /(15cm) /small arms Notes: DC-6, Reinforced Armor, Walker, Independent. May step over units and impassable or dangerous terrain that is lower then the war engines knees and up to 2cm wide. Critical Hit: Roll 1D6 and consult the chart below. 1-5: The Hierophant loses one DC. 6: The Hierophant is killed.
Hydraphant Type /Speed /Armor /Close Combat /Firefight WE /25cm /4+ /3+ /5+ Weapons /Range /Firepower /Notes Warp Blast /30cm /AP4+ AT4+ AA5+ Bio-Plasmic Breath /Template /MW 5+ /Ignore Cover Monstrous Claws /Base Contact /MWTK (D3) /+2 attacks Cluster Spines /(15cm) /small arms notes: DC-8, Fearless, Walker, Reinforced Armor, May step over units and impassable or dangerous terrain that is lower then the war engines knees and up to 2cm wide. Critical Hit: Roll 1D6 and consult the chart below. 1-5: The Hydraphant loses one DC. 6: The Hydraphant is killed.
Haruspex ?A? (Haruspex) Type /Speed /Armor /Close Combat /Firefight AV /20cm /4+ /3+ /5+ Weapons /Range /Firepower /Notes Cluster Spines /(15cm) /small arms Acid Spray /15cm /MW 5+ /Ignore Cover Large Claws /Base Contact /MWTK(D3) /CC weapon +1 attacks Notes: Walker, Reinforced Armor, Brood (4)
Haruspex ?B? (Malefactor) Type /Speed /Armor /Close Combat /Firefight AV /20cm /4+ /3+ /5+ Weapons /Range /Firepower /Notes Cluster Spines /(15cm) /small arms Huge Claws /Base Contact /MW /CC weapon +2 attacks Notes: Walker, Reinforced Armor, Brood (4)
Carnifex ?A? (Carnifex) Type /Speed /Armor /Close Combat /Firefight AV /15cm /3+ /4+ /6+ Weapons /Range /Firepower /Notes Spore Cysts /(15cm) /small arms Big Claws /Base Contact /MW /CC weapon +1 attacks Notes: Fearless, Walker, Brood (3)
Carnifex ?B? (Venomfex) Type /Speed /Armor /Close Combat /Firefight AV /15cm /3+ /4+ /5+ Weapons /Range /Firepower /Notes Spore Cysts /(15cm) /small arms Venom Cannon /30cm /AP5+ AT6+ Notes: Fearless, Walker, Brood (3)
Biovore Type /Speed /Armor /Close Combat /Firefight LV /15cm /5+ /6+ /5+ Weapons /Range /Firepower /Notes Spore Mines /45cm /AP5+ AT6+/ Disrupt Notes: Walker, Brood (3)
Zoanthrope Type /Speed /Armor /Close Combat /Firefight LV /15cm /5+ /6+ /5+ Weapons /Range /Firepower /Notes Warp Blast /30cm /AP4+ AT4+ AA5+ Notes: Brood (3)
Hierodule ?A? (Hierodule) Type /Speed /Armor /Close Combat /Firefight WE /15cm /4+ /3+ /5+ Weapons /Range /Firepower /Notes Cluster Spines /(15cm) /small arms Acid Spray /15cm /MW 5+ /Ignore Cover Large Claws /Base Contact /MWTK(D3) /CC weapon +1 attacks Notes: DC-3, Reinforced Armor, Walker, Brood (6) Critical Hit: Roll 1D6 and consult the chart below. 1-5: The Hierodule loses one DC. 6: The Hierodule is killed.
Hierodule ?B? (Trygon) Type /Speed /Armor /Close Combat /Firefight WE /15cm /4+ /3+ /5+ Weapons /Range /Firepower /Notes Cluster Spines /(15cm) /small arms Bio-Shock Wave /Template /MW5+ /Ignore Cover Large Claws /Base Contact /MW /+2 attacks Notes: DC-3, Reinforced Armor, Walker, Brood (6) Critical Hit: Roll 1D6 and consult the chart below. 1-5: The Hierodule loses one DC. 6: The Hierodule is killed
Exocrine ?A? (Dactylis) Type /Speed /Armor /Close Combat /Firefight AV /15cm /5+ /6+ /5+ Weapons /Range /Firepower /Notes Super Spore Mines /45cm /1BP /Disrupt, Indirect Fire Spore Cysts /(15cm) /small arms Notes: Walker, Brood (5)
Exocrine ?B? (Exocrine) Type /Speed /Armor /Close Combat /Firefight AV /20cm /4+ /5+ /4+ Weapons /Range /Firepower /Notes 2xBio-Cannons /45cm /MW5+ /Ignore Cover Big Claws /Base Contact /MW /CC weapon +1 attacks Spore Cysts /(15cm) /small arms Notes: Walker, Brood (5)
Ravener Type /Speed /Armor /Close Combat /Firefight Inf /20cm /4+ /3+ /6+ Weapons /Range /Firepower /Notes Death Spitter /(15cm) /small arms Scything Talons /Base Contact /CC Weapon Notes: Infiltrator, Brood (2)
Gargoyle Type /Speed /Armor /Close Combat /Firefight Inf /30cm /6+ /6+ /5+ Weapons /Range /Firepower /Notes Flesh Borer /(15cm) /small arms Bio-Plasmic Attack /Base Contact /CC Weapon Notes: Jump Pack, Brood (1)
Termagant Type /Speed /Armor /Close Combat /Firefight Inf /20cm /0+ /6+ /5+ Weapons /Range /Firepower /Notes Flesh Borer /(15cm) /small arms Notes: Brood (1)
Hormogaunt Type /Speed /Armor /Close Combat /Firefight Inf /20cm /0+ /4+ /0+ Weapons /Range /Firepower /Notes Scything Talons /Base Contact /CC Weapon Notes: Infiltrator, Brood (1)
Thanks All,
Jaldon 
_________________ Brave sir Robin, when danger reared its ugly head he bravely turned his tail and fled, Brave sir Robin.
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