[BOYL15 GAME] DEATHRACE 40,000 RULES UPDATE! CHAOS 'GIFTS'


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Post Sat Jan 17, 2015 8:28 am

[BOYL15 GAME] DEATHRACE 40,000 RULES UPDATE! CHAOS 'GIFTS'

DEATHRACE 40,000 NEW RULES

MOVEMENT:
 Base move is between 18-22” for all vehicles (see the section on building vehicles for specifics). This may be increased by various means as will be described later.
 Vehicles may make turns up to 90 degrees without taking a skill test. Failure to make a tight turn will result in a crash at the apex of the arc.
 Vehicles that crash, ram, or otherwise collide with an object or vehicle will be come to a halt regardless of how much move they have left and will count as stationary till their next turn.

 Vehicles that dont move more than 10 inches can turn any direction, including more than 90 degrees, without any test required. They will count as being stationary until their next turn

 Vehicles that have moved over 20" in their previous turn must move at least 10" in the following turn. They may come to a halt after moving 10".

 If there comes a time where the mandatory 10" stopping move is still too far to avoid a collision with a stationary object, you may attempt an 'emergency break' provided the obstacle is more than 6" away. If a skill test is passed the vehicle will halt 1" in front of the obstacle. If failed, the vehicle will collide and take a point of damage to a random location unless a save is made.

RAMPS: Deathrace tracks often feature ramps; the crowd particularly enjoys it when cars assault each other aerially. When going over a ramp, drivers may roll up to 3D6 and add or subtract their skill level to either make the longest jump possible, or time the perfect death-from-above attack. See the section on ENCOUNTERING OTHER VEHICLES to see the result of landing on another vehicle.
Once a vehicle has landed it may continue to use any remaining movement it may have.

e.g. Ashley has a base move of 20". He drives 10" to the top of a ramp and rolls 3D6 and adds his driver's SKILL for maximum distance. He flies 17" from the top of the ramp and lands in a clear area. He may now drive another 10".
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SHOOTING
This may be done before moving, or after, but not during, unless you perform a 'drive-by' while PASSING another vehicle, using a weapon held by a crew member. A shooting attack is determined by rolling to hit using the appropriate BALLISTICS level.


BALLISTIC SKILL: 1 2 3 4 5
ROLLING TO HIT: 6 5 4 3 2


SHOOTING FROM RAMPS:
A vehicle may make a shooting attack as it flies off the end of a ramp. This attack is measured from the top of the ramp and must be performed on the first vehicle in front of the attacker, or the first pedestrian if no vehicles are present.


ENCOUNTERING OTHER VEHICLES

Unless they are travelling less than 10" in their turn, when a vehicle intentionally comes into contact with another, the following must occur:

The 'attacking' player will roll the special encounter dice.

If the 'skill' level is equal, they roll one dice
If the 'skill' level is higher they roll two and choose one
If the 'skill' level is lower, they roll two and the opponent chooses one

Skull: Attacker rams successfully! The opposing vehicle must take a save or receive a point of damage. 
Skull + star: Attacker rams successfully, both vehicles take a hit! Both vehicles must make a save or receive a point of damage.
Arrow: smooth pass, no damage done. Attacker may continue their move if they have any remaining.
Star and !: Both cars swerve randomly. Roll a D6 - 1-3 = left D10". 4-6 = Right D10"
Star: Attacker swerves randomly. Roll a D6: 1-3 = left D10", 4-6 = Right D10"

Head-on-collisions: If the vehicles encounter each other head-on then a result of a skull or a skull + star will mean both cars take D3 damage with no save allowed.

Ramming a vehicle in the side: Doing this while it is moving will have the additional effect of causing their vehicle to move D6" directly away from the attacking vehicle and end up facing a random direction determined by a scatter dice roll. If they should come into contact with another vehicle then roll a save for both parties or they will each take a point of damage, randomly allocated.

Encountering a stationary vehicle: Any vehicle that encounters a stationary vehicle will automatically ram it if they are moving at full speed. Note a head-on ram wont effect the ramming vehicle as only one of them is moving. The rammed vehicle will move D6” in the opposite direction it was rammed in.

AERIAL ATTACKS: If a vehicle manages to land on another by any combination of skill, timing or purely 'on accident', they will automatically inflict a point of damage to the encountered vehicle if they can't make a save throw. Additionally, the attacking vehicle must pass a skill test in order to avoid taking a point of damage themselves.
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WEAPONS AND DEFENSIVE MODULES
These upgrades are not active at the start of the game. Running over an ACTIVATION plate will allow you to assign active status to one module of your choice. Modules may have more than one active status applied at a time, to a total of 3. Some vehicle upgrades do not need to be activated, like EXTRA ARMOUR.

e.g. Harry's Hover racer has heavy machine guns and an oil slick dropper. He runs over an activation plate, allowing him to place one module in 'active' status. There are no vehicles in front of him because Harry is owning the track, so he opts to activate his oil slick dropper and make the track ahead miserable for everyone else if anyone tries to overtake him.

e.g. Harry is lagging behind, and needs to shoot some fools to get back in the game. His heavy machine guns have an active status already when he runs over the ACTIVATION plate again, so he can choose to either activate his oil slick (not much point as he is at the back of the pack) or he can give his machine gun another point of activation, allowing him to shoot it twice, either in the same turn or spread over a couple of turns.

Some weapons may have a variable power setting. These weapons may be 'charged up' by multiple activations; instead of firing twice, they may fire once to do more damage.

e.g. Paul has already activated his Gobsmasha kannon twice, but hasn't fired it yet. He could fire it twice at normal power if he wishes, but instead he waits for a third plate and charges the kannon up to full power... someone is about to have a very bad day! 
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PIT STOPS
Pit stops allow you to replenish the health of your vehicles wheels, if they have any, and the health of your crew. You may replace 2 damage points for every turn spent in the PIT STOP after you drive in.
Tracked and Hover vehicles may not replenish the health of their WHEEL/TRACK/HOVERJET section as these are too complex for field repairs.
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VEHICLES ON FIRE
Sometimes, your vehicle may catch fire. This is a bad thing, as fire may do damage continuously over time until it is extinguished.
When hit by a flaming weapon, roll a D3. This many locations have been effected. Roll to see which locations are now set alight. If the same section is rolled twice or three times, take a point of damage, no save allowed. 
Each subsequent turn, roll a D6 for each section that is alight. On a roll of a 1 the flames go out on their own. On a roll of a 6, take a save or suffer another point of damage to that section. 

Flames in the crew compartment can be extinguished after the initial damage has been done. Flames anywhere else can be extinguished if you come to a halt and spend your turn with one crew outside extinguishing the flames.



CREW RULES

CREW EXITING THE VEHICLE:
Sometimes, for whatever reason, your crew may want or need to leave the vehicle. They may do so after the vehicle has come to a halt in the usual fashion, or they may leap from a moving vehicle and take a REFLEX test to avoid becoming incapacitated.
Once on the ground they can move in any direction up to 8". At various points along the track, there will be EVAC teleport points that can transport crews back to the pit stop in order to save them getting run down and allow them to access their second vehicle (if they haven't already blown it up...).
There may be special pick-up items lying around the track that only footsloggers can access. These items can be beneficial both in and out of the vehicles...

CREW EQUIPMENT:
All vehicle crews begin the game unarmed save for a knife or a club type weapon. Various weapons may be picked up during the race and used by crews either in the cars or on the track. Crew may make a drive-by shooting attack on vehicles they encounter if they get a PASS (ARROW) result.
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CHAINSWORD:
The chainsword gives you two attacks in melee fights with a strength of 4. You can also attack cars with it if you're feeling brave - if a vehicle attempts to run down a model with the chainsword and it passes it's REFLEX test, it makes a free attack on the location of it's choice for 1 point of damage. Normal saves apply.
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POWERSWORD:
As above, but the strength is 6 and attacks made against vehicles have a -2 save and do D3 damage.
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PISTOL:
The pistol allows crew to fire from their vehicles at a range of 12" with a +2 to BALLISTICS rolls at half range. Vehicles get +1 to their armour save vs a pistol shot.
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PLASMA PISTOL:
As above, but vehicles get -1 to their armour.
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MACHINE GUN:
The machine gun allows crew to fire from their vehicles at a range of 24". Vehicles get +1 to their armour save vs machine gun fire.
PLASMA GUN:
The plasma gun allows crew to fire from their vehicles at a range of 24". Vehicles get -1 to their armour save vs a plasma shot.
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GUIDED MISSILE LAUNCHER:
One shot only. Range of 24" and hits automatically with -2 to saves and does D3 damage. Cannot be used inside a vehicle!
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CREWS IN MELEE
Melee between crews on the racetrack will use a lite version of the Necromunda melee rules. Chargers get +1 to their attack roll. Initiative is determined by reflex skills. The following stats are assumed for the various races:

Humans and Goblins: M 8, WS 3, Str 3, T 3, A 1, W 1. 
Orcs: M 8, WS 3, Str 3, T 4, A 1, W 1.
Elves: M 8, WS 4, Str 3, T 3, A 1, W 1.
Dwarves: M 6, WS 4, Str 3, T 4, A 1, W 1.

RUNNING DOWN PEDESTRIANS
When a driver or co-driver is on foot they run a very high risk of being run over. They may avoid this by passing a REFLEX test whenever a vehicle comes into contact with them. If the test is failed the pedestrian is killed or wounded seriously enough to be removed from the game.

SHOOTING AT PEDESTRIANS FROM VEHICLES:
If a vehicle wants to use it's primary weapon to shoot at pedestrians it does so at a -1 to BALLISTICS in addition to any other modifiers. Secondary weapons dont have this penalty.

Pedestrians who are hit may make a REFLEX test. Failure means they have been wounded. Roll to see how badly:
1-2 KNOCKED OVER
3-4 STUNNED
5-6 DEAD

THE POINT SYSTEM:
Deathrace is primarily a race, but getting over the finish line isn't the be-all and end-all. Teams will gain points as they go, and the more points, the better the Deathracer you are!

Here are the conditions for gaining points:

+1 for every vehicle you destroy

+1 for every pedestrian you kill OUTSIDE the vehicle

+1 for every lap you complete

+1 for a 'cool' stunt or creative kill e.g. successfully completing an aerial RAM attack or shoving an enemy vehicle off a cliff or into lava.

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Last edited by Captain Crooks on Fri Jul 24, 2015 3:56 pm, edited 13 times in total.
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Post Sat Jan 17, 2015 8:29 am

Re: [BOYL15 GAME] DEATHRACE 40,000

TURN SEQUENCE:

Each turn is comprised of several phases. Every GAME ROUND begins by playing the INITIATIVE CARDS.

1) INITIATIVE PHASE: The GM or appointed player deals the INITIATIVE CARDS. The order they are played is the order the player turns are taken. NOTE: On turn one the order dealt is the order the cars are placed on the starting grid, beginning at Pole position and working backwards in either twos or threes depending on how large the vehicles are. The playes will then take their turns in the same order to prevent a total gridlock.

2)ACTION PHASE:

Here is where the good stuff happens. The action phase comprises of MOVEMENT, SHOOTING, and DEFENSE actions. Players may choose to move then shoot, or shoot then move. A player cannot move, fire and move again unless special circumstances allow it. DEFENCE actions take place during ENCOUNTERS so do not have their own phase.

3) END PHASE:
The initiative cards are gathered and shuffled ready for the next turn. You can go do a pee now if you want, but no number 2's. There's no time.
Last edited by Captain Crooks on Fri Jul 24, 2015 3:56 pm, edited 3 times in total.
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Post Sat Jan 17, 2015 8:29 am

Re: [BOYL15 GAME] DEATHRACE 40,000

PLAYABLE RACES

HUMAN: (Inc. Chaos cultists, mutants, genestealer hybrids etc)
SKILL: 3
REFLEX: 3
BALLISTICS: 3
SPECIAL RULE: 'Adaptable' May choose one stat to add a +1 to
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SPACE ORC

SKILL: 3
REFLEX: 3
BALLISTICS: 3
SPECIAL RULE: 'Ram dem all!' May always count a PASS (arrow) result as a RAM if they choose.
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SPACE ELF (both light and dark varieties)

SKILL: 4
REFLEX: 5
BALLISTICS: 4
SPECIAL RULE: 'Consummate skill' May take a REFLEX test to avoid swerving.
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SPACE DWARF (regular and chaotic)

SKILL: 5
REFLEX: 2
BALLISTICS: 4
SPECIAL RULE: 'Diligent blockers' May always force a reroll of a PASS (ARROW) result when someone encounters them if they choose
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SPACE GOBLIN

SKILL: 2
REFLEX: 3
BALLISTICS: 2

SPECIAL RULE: 'Unpredictable gitz' May reroll any of their encounter dice, but must always accept the second result. May reroll REFLEX tests if someone is trying to run them down!

CHAOTIC POSSESSION
KHORNE: 'BLOOD FOR THE BLOOD GOD!' Double points for killing pedestrians by running them over or in melee. No points for blowing up vehicles (you can't see the blood)

TZEENTCH: 'Changer of Ways': Force a reroll of any encounter dice used against you if you choose. Declare the result you want from your own encounter dice - if you succeed, reroll.

NURGLE: 'Spread papa's gifts around': Any vehicle that successfully passes (ARROW) in an encounter must take a REFLEX test to avoid spinning out of control in the pestilent muck that constantly oozes out of this vehicle. Vehicles blessed with Nurgle's rot are more susceptible to RAM attacks, and always take damage themselves when they RAM as they burst the blistered, rusting frame of their ride.

SLAANESH: 'Mesmerising Allure': Drivers must pass a REFLEX test when they get a PASS (ARROW) result on a Slaanesh ride. Failure results in a swerve D10" in a random direction as they lose concentration, counting as going full speed. Slaanesh vehicles must encounter any vehicle in their range unless they pass a REFLEX test.
Last edited by Captain Crooks on Thu Jul 23, 2015 6:01 pm, edited 6 times in total.
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Post Sat Jan 17, 2015 8:29 am

Re: [BOYL15 GAME] DEATHRACE 40,000

VEHICLE TYPES

WHEELED
BASE SPEED 20"
SAVE: 4+
ADVANTAGES: Can repair wheels at the pit stop
DISADVANTAGES: -1 to SKILL on rough terrain
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TRACKED
BASE SPEED 18"
SAVE: 4+
ADVANTAGES: Ignores rough terrain penalties. No negative effects from armour upgrades.
DISADVANTAGES: -1 to SKILL tests when encountered by another vehicle due to sluggish handling
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ANTI-GRAV
BASE SPEED: 22"
SAVE: 4+
ADVANTAGES: Ignores all terrain hazards except for flaming ones. If encountered by an opponent with a higher skill, treat them as having equal skill.
DISADVANTAGES: Cannot take armour upgrades. Will always move 2D6" away from an attacking vehicle after a successful ram is inflicted regardless of which facing is hit.
SPECIAL RULE: Anti-grav racers may strip additional armour to increase speed. You may reduce your save to an unmodifiable 5+ in exchange for an extra 6" of base speed. This represents the higher difficulty to hit the vehicle with higher powered (and often slower) weapons.
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0-1 PRIMARY WEAPONS (these are forward-firing only)
HEAVY MACHINE GUNS
RANGE: 24
DAMAGE: 1
RATE OF FIRE: 3
SAVE MOD: 0
RANGE MODIFIERS: +1 BALLISTICS UNDER HALF RANGE
CHARGE IT UP!: When it reaches 3 stored activations, the machine gun may be fired on turbo-auto mode. The following rules apply:
RANGE: 24"
DAMAGE: 1
RATE OF FIRE: 6
SAVE MOD: 0
SPECIAL RULE: 6 automatic hits.
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ROCKET LAUNCHER
RANGE: 24
DAMAGE: D3
SAVE MOD: -1
RATE OF FIRE: 1
RANGE MODIFIERS: -1 BALLISTICS OVER HALF RANGE

CHARGE IT UP! When it reaches 3 stored activations it unlocks advanced targeting telemetry. The following rules apply:
RANGE: Unlimited, may target any vehicle on the board
DAMAGE: D3
RATE OF FIRE: 1
SAVE MOD: -1
SPECIAL RULES: Hits automatically.

HEAVY CANNON
RANGE: 24
DAMAGE: D3
RATE OF FIRE: 1
SAVE MOD: -2
RANGE MODIFIERS: -2 Ballistics at SHORT and -1 at LONG range
SPECIAL RULES: When a vehicle is hit by a HEAVY CANNON it will be pushed D6 inches directly away from the direction of the shot. If the vehicle makes contact with another vehicle or a wall then work out damage as for a collision.

CHARGE IT UP! When it reaches 3 stored activations it has been charged to full power. The following rules apply:
RANGE: 24" line is drawn from the barrel. Every vehicle it passes over is hit.
DAMAGE: D3
RATE OF FIRE: 1
SAVE MOD: -2
SPECIAL RULES: All vehicles hit will be pushed D6 inches directly away from the direction of the shot, as above.
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0-1 DEFENCE MODULES
OIL DROPPER
EFFECT: Encountering vehicle must take an immediate REFLEX test in order to maintain control of their vehicle. Failure results in a swerve. Success means they may continue the encounter.
Oil patches remain on the track. Any vehicle that comes into contact with an existing oil patch will need to take a REFLEX test in order to maintain control of their vehicle. Failure will result in a swerve.
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CALTROPS
EFFECT: Encountering vehicle take a single point of damage to their wheels/track section. Drivers will need to take a REFLEX test to maintain control of their vehicle. Failure will result in a swerve.
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NAPALM
EFFECT: Encountering vehicle will have D3 locations set on fire
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SMOKESCREEN
EFFECT: A vehicle popping a smokescreen cannot be passed when encountered. A roll of an arrow indicates no result. For the rest of that turn the vehicle popping smoke will be at -2 BALLISTICS to hit from a 180° arc to the rear.
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0-3 VEHICLE/DRIVER UPGRADES/SECONDARY WEAPONS
NITROUS OXIDE
Vehicle may add up to 3D6" to their move after they have finished moving regularly. This additional movement MUST be taken in full and no turns are allowed under nitrous power. A roll of a double or triple 1 means the nitrous is depleted.
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REINFORCED RAM
Vehicle treats results of a skull + star as a RAM roll when encountering another vehicle. Can reroll failed SAVES from shooting attacks to the front of the vehicle.
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SUPERCHARGED ENGINE
Increases your base move by 6". 
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EXTRA ARMOUR
Save throw is increased by +1. Wheeled vehicles will suffer -1 SKILL when encountered by another vehicle. Not available to anti-grav chassis
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LIGHT MACHINE GUN
An additional machine gun can be added to any part of the vehicle with a 180° fire arc. note, if it is mounted on the roof you must choose the direction it fires in prior to the game or it will be firing 180°to the front by default. SPECIAL RULE: Save throws are taken at +1 due to the lower calibre bullets of this weapon.
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FLAMETHROWER:
Use flame thrower template. SPECIAL RULES: Sets D3 locations on the target ON FIRE. Use the normal FIRE rules.
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WHEEL SCYTHES
Any successful pass encounter will do 1 damage to the wheels of the target vehicle if they fail a reflex test.
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JACKED UP NERVOUS SYSTEM
Roll two D6 for reflex tests and pick the score you want.
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EJECTOR SEATS
If the vehicle runs out of hit points to the ENGINES section and explodes, this causes the ejector seats to be activated and the crew will land 3D6 in a random direction. . Alternatively the crew may individually activate the ejector seat at any time for any reason at all. Ejecting a driver from a moving vehicle will result in the driverless vehicle swerving immediately then coming to a stop.
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CUP HOLDERS
The strong coffee held in these cup holders helps focus your driver's mind. Add +1 to your SKILL score for the game.
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BUZZSAW BLADES
This vehicle has had some sort of ridiculous yet extremely deadly weapons attached to it. On the roll of a Skull during an encounter this vehicle will do D3 damage instead of 1 to a single location. Only one save needs to be taken and this is at -1.
If this vehicle attempts to run over a pedestrian the REFLEX test required has a -1 modifier
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JUMP JACKS
This vehicle has special, powerful pneumatic jacks mounted underneath the chassis that can propel it up into the air with great force, allowing it to jump over a vehicle in front instead of having to roll for an encounter. If the vehicle has any move remaining after this jump they may use it, otherwise place them in front of the encountered vehicle 1" away. 
Alternatively the Jump Jacks may be used to jump ONTO an encountered vehicle, with the same effects as an aerial ram attack described in the ENCOUNTERING OTHER VEHICLES section
This module requires a point of activation to work.
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SPEAR/HARPOON GUN
RANGE: 12
DAMAGE: 1
RANGE MODIFIER: -1 BALLISTICS OVER HALF RANGE
SPECIAL RULES: This weapon, in addition to doing damage, can also link the vehicles together via a strong steel cable. This has the effect of slowing the vehicle in front down to whatever speed the attacker chooses. However the attacker must make a SKILL test every turn (both their own and the victim's) in order to maintain the link. Failure results in abrupt disconnection and an immediate swerve for the attacking vehicle. The cable can be detached voluntarily at any time.
Last edited by Captain Crooks on Fri Jul 24, 2015 3:59 pm, edited 21 times in total.
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Post Sat Jan 17, 2015 9:41 am

Re: [BOYL15 GAME] DEATHRACE 40,000

Does this mean you are taking a trip over to see us in August?
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Post Sat Jan 17, 2015 10:08 am

Re: [BOYL15 GAME] DEATHRACE 40,000

whiskey priest wrote:Does this mean you are taking a trip over to see us in August?


Yes. Yes it does :D
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Post Sat Jan 17, 2015 12:57 pm

Re: [BOYL15 GAME] DEATHRACE 40,000

Looks rather Tasty indeed Captain Nakked!
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Post Sat Jan 17, 2015 2:04 pm

Re: [BOYL15 GAME] DEATHRACE 40,000

I would be tempted to bring a bike or two. I also have ALOT of jalopies and speedsters from my collection, so if you need me to bring spare vehicles for "drop in" players I can oblige.
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Post Sat Jan 17, 2015 4:20 pm

Re: [BOYL15 GAME] DEATHRACE 40,000

OK, The Chaos Grav-attack can't miss this one. It just can't.
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Post Sat Jan 17, 2015 5:25 pm

Re: AW: [BOYL15 GAME] DEATHRACE 40,000

Someone posted a weird stacked-cars design in the dark future fb group.
Quite inspiring and probably worth a 1/43 version...or that old 1/24 Isetta crewed by ratling...who said I have too many projects?:-o
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