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==Knights Inductor Equipment== The Knights Inductor forces mainly employ the standard weapons of the Adeptus Astartes, but they also possess a number of exotic, upgraded, and advanced weaponry. ===Ranged Weaponry=== '''Specialized Bolt Ammo''' - Thanks to a robust industry, squads armed with bolt weaponry have access to specialized ammo for various mission needs. Along with a stronger propellant, '''Stun bolts''' pack a strong explosive package of sonic burst units and mini flash packets, disorienting enemy units from longer range for a close combat unit to mop up easily. '''Lumen bolts''' pack a chemically charged warhead tip that covers the enemy in radioactive dyes allowing allies to target them easily even in cover. '''Tranq bolts''' have the bulk of their mass replaced by a Solid-tungsten Dart, which is propelled by a weaker gas charge. These darts are coated with neurotoxins based off of Tyranid and Dark Eldar strains and are fast becoming the favored ammunition for both lethal and sub-lethal engagements. *All models must choose and fire the same bolt ammo type and apply the ammo's effects below to their boltguns, bolt pistols and storm bolters. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Stun bolts || +6" || 4 || - || Flash* |- | Lumen bolts || +0" || 4 || 5 || Aluminate* |- | Tranq bolts || -6" || 4 || 6 || Poisoned (4+) |} <br style="clear: both; height: 0px;" /> *'''Flash''' - If a 6 is rolled to hit against a unit with an Initiative value, the target unit must pass an Initiative check or lose -1 WS and BS until the end of their next turn. If four or more 6's are rolled, this also inflicts a Blind test. This is not cumulative. *'''Aluminate''' - If this wounds, glances, or penetrates an enemy unit, all other units may re-roll failed charge distances against that unit and count their cover save as -1 until the end of the turn. This is not cumulative. '''Animus Diadem'''- Numerous conflicts with Culexus agents have driven the development of this bastardized version of the infamous Animus Speculum. A Silencer equipped with this may fire it in the Psychic Phase like an activated Witchfire power, and he may use up to three Null Charges to increase the number of shots fired. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Negative Warp Blast || 18" || 5 || 1 || Assault 3+X |} <br style="clear: both; height: 0px;" /> '''Astartes Anti-Materiel Rifle''' - The AAMR is a massively overbuilt version of the typical sniper rifle, firing a sizable armor-penetrating solid round that is meant to put down the target with no questions asked. It was designed with Traitor Marines and Null Knights in mind. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Astartes AMR || 36" || 6 || 3 || Heavy 1, Rending, Precision Shot |} <br style="clear: both; height: 0px;" /> '''Mk40 Apriori Plasma Weapons''' - Discreetly incorporating Tau plasma technology, the Apriori Plasma weapons sacrifice a modicum of their power to incorporate advanced cooling and containment systems, bringing down the rate of plasma-weapon fatal overheating to zero, though this does limit the power output somewhat. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Mk40 Plasma Pistol || 12" || 6 || 2 || Pistol |- | Mk40 Plasma Rifle || 24" || 6 || 2 || Rapid Fire |- | Mk40 Plasma Cannon || 36" || 6 || 2 || Heavy 1, Blast |} <br style="clear: both; height: 0px;" /> '''Seismic Charge''' - The cheaper, more stable precursor to the Graviton grenade. This is a modified portable version of the Demolition Charge based off of the designs of the Thunderfire Cannon Subterranean rounds. It creates powerful shock waves to pummel the enemy down and knock them out. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Seismic Charge || 8" || 6 || 4 || Assault 1, Large Blast, Stunning*, One Use Only |} <br style="clear: both; height: 0px;" /> *'''Stunning'''- A unit hit by a weapon with this rule must take a Toughness test. If failed, the unit is reduced to Initiative 1 until the end of the their next turn. '''Stalker Pattern Boltgun''' - The primary weapon of the Sternguard Veteran Squads, these are bolters with powerful scopes and extended barrels that fires rounds with low sound signatures, meant for covert fighting. A solidified mercury slug replaces the mass-reactive warhead for lethality at sub-sonic projectile speed. A gas cartridge also replaces both the propellant base and main charge for silent firing. These may also fire any alternative bolt ammo purchased by the model/unit. If they do so, they must use the firing alternative ammo profile shown below before applying bonuses: {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Stalker Pattern Boltgun || 30" || X || 5 || Rapid Fire, Sniper |- | Firing Alternative Ammo || 30" || 4 || 5 || Rapid Fire, Rending, Precision Shot |} <br style="clear: both; height: 0px;" /> '''Stun Gas Flamers''' - Flamers have long been considered an efficient tool for dealing with swathes of enemies, but too lethal for use in less dangerous engagements. Many have thus been modified to fire a special gas that knocks the enemy out with equal efficiency. Flamers used by the Knights Inductor have the following profiles: {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Flamer || Template || 4 || 5 || Assault 1, Poisoned (4+) |- | Heavy Flamer || Template || 5 || 4 || Assault 1, Poisoned (4+) |} <br style="clear: both; height: 0px;" /> '''Stun Grenades'''- These grenades explode in a powerful shock wave that staggers all but the most hardy of foes, utilizing a special sonic charge that explodes the air itself. These are assault grenades that may be thrown in the Shooting Phase using the following profile: {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Stun Grenades || 8" || 4 || 6 || Assault 1, Blast, Stunning* |} <br style="clear: both; height: 0px;" /> *'''Stunning'''- A unit hit by a weapon with this rule must take a Toughness test. If failed, the unit is reduced to Initiative 1 until the end of the their next turn. ===Melee Weaponry=== '''Astartes Riot Shield''' - Similar to the Storm Shield in size, these provide a form of mobile cover and are easier to handle in close combat, containing a powerful shock-field generator that debilitates attackers. A model equipped with this is Bulky, and cannot Run or make Sweeping Advances. The model gains a 3+ cover save and enemy models re-rolls successful hits in the first round of combat against units entirely equipped with these. '''Electro-Shackles''' - These incredibly strong bindings are linked together through a powerful expanding electrical field that activates upon contact with an enemy. Models equipped with these may forgo their normal attacks to instead attack once with the following effect: A model hit by this can only hit on 6's. In subsequent Assault phases the model must attempt to destroy the shackles by passing a Strength test on a 2D6 (only double 1 is an instant-pass). They are automatically removed once out of combat. Once the Electro-Shackles hit, they cannot be used again. '''Pulse Clamp''' - These clunky devices clamp onto vehicles magnetically or physically onto flesh, and pulse high-powered waves of disruptive energy. Unless used in assaults against vehicles, Monstrous Creatures or Gargantuan Creatures, pulse clamps have no effect. In melee against said targets, they have the following profile: {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Pulse Clamp || Melee|| - || - || Unwieldy, Destruction* |} <br style="clear: both; height: 0px;" /> *'''Destruction'''- If this hits a vehicle, it clamps on, dealing D3 rolls on the Haywire table every Assault Phase. Against Monstrous or Gargantuan Creatures, it deals D3 AP - wounds every Assault Phase. At the beginning of the target's turn, it may choose to not move and shoot in order to remove the clamp. Once the Pulse Clamp hits, it cannot be used again. '''Servo-Arm''' - These immensely durable and strong mechanical appendages favored by the adepts of the Omnissiah can be used to make stunningly accurate and delicate repairs, or put to use as deadly weapons of war in equal order. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Servo Arm || Melee|| x2 || 1 || Melee, Unwieldy, Specialist Weapon |} <br style="clear: both; height: 0px;" /> '''Shock Weapons''' - These electrically charged weapons are normally harmless and used extensively in dealing with foes who refuse to lay down their arms in surrender. When facing deadlier foes, the charge of these peacetime weapons can be ramped up considerably, sending out powerful arcing coils of energy on critical hits {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Shock Baton|| Melee|| User+1 || - || Melee, Shock |- | Shock Maul|| Melee|| User+2 || - || Melee, Shock |} <br style="clear: both; height: 0px;" /> *'''Shock''' - If a weapon with this rule rolls a 6 on its to-hit roll, it inflicts two additional hits. '''Null Weapons''' - These weapons are casted in forges by melting down the armor of fallen Null Knights and other psycho-inert materials. When held in the hands of Inductor Silencers, they are a potent device which can channel the power of their native aura, and concentrate it into a single point that sucks away all light. At even the slightest draw of blood from a foe, the very soul of the weapon's victim is consumed in the silencer's aura, leaving a still-breathing, but permanently comatose body. Counts as Force Weapons when used by models with the Silencer rule, using Null Charges for activation. When used against a Psyker or Daemon, this weapon re-rolls failed rolls to wound. ===Miscellaneous Equipment=== '''Aceso'''- The Aceso is a complicated device that clamps around the neck of a fallen patient. It works quickly to assist in staunching blood flows, as well as to forcibly flood an Astartes body with a massive influx of Laraman Cells and other regenerative cocktails meant to stabilize and reactivate a fallen Knight. While not always successful, these have been proven to function adequately in stabilizing squad members so that they can operate long enough to receive proper medical attention. At the end of your Movement Phase, a model equipped with an Aceso may attempt to revive a fallen model from his own unit(or another unit within 3"). To do so, roll a d6, and on a 5+ you may return a single fallen model to that unit. Once an Aceso has been used to successfully revive a model, it can no longer be used for the remainder of the game. '''Blind Grenades'''- These specialized grenades emit a series of stun and infrared disruption packets to disorient the enemy. These count as defensive grenades as described in the Warhammer 40k rulebook. '''LAM Unit''' - Lorem Ipsum Dolor Sit Amet(NEEDS CHANGING) '''Locator Beacon''' - Lorem Ipsum Dolor Sit Amet(NEEDS CHANGING) '''Mark-sense''' - Or Marksman Autosense, this is a comprehensive hardware overhaul to an Astartes' helmet that allows him to focus on targets in the distance with much greater precision as well as limited night capabilities. LOREM IPSUM DOLOR SIT AMET(NEEDS CHANGING) '''Null-Amps'''- Or Null Aura Amplifiers, this is a small device analogous to a Psychic Hood that allows a Silencer to project his aura around him with greater strength, the exact opposite of the more commonplace dampeners blanks use to hide their aura. A model equipped with a Null-Amp treats his casting checks as being 1 point higher for the purposes of manifesting Silencer Powers. '''Tac-Sense''' - Or Tactical Autosense, this is a complete sensorium overhaul to a marine's helmet system. With the helmet fully closed off using a camera/rangefinder system, and a series of high-fidelity feedback displays, a sergeant may use this to strategically guide his squad's fire even under the direst of conditions. LOREM IPSUM DOLOR SIT AMET(NEEDS CHANGING) ''Tac-Senses are mutually exclusive with Marks-Sense'' ===Vehicle Wargear=== '''Armored Ceramite''' - Shots fired at the Model that have the Melta Rule do not add additional d6 strength for penetrating armor. '''Camo Netting''' - Sometimes the simplest solution is the best one. The Knights favor this light reflecting camouflage on their vehicles as well. A vehicle with this adds +1 to their cover saves, and has a 6+ cover save when in the open. This stacks with benefits such as Stealth or Shrouded. '''Cerberus Launcher''' - The cerberus launcher unleashes a barrage of anti-personnel warheads interspersed with anti-sensory munitions that blind and disorient the foe. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! type |- | Cerberus Launcher|| 18"|| 4|| 6 ||Heavy 1, Blind, Large Blast |} <br style="clear: both; height: 0px;" /> '''Plating Overhaul''' - Extensive study of Leman Russ chassis have led the Knights to implement heavier reinforced armor on some of their own vehicles. Increases the front and side AV values of a vehicle by one and adds Heavy to the vehicle's Type. May only be taken by Rhino Chassis Vehicles. '''Refractive Shield Plating''' - This is a form of shielding that partially deflects or refracts concentrated energy into harmless bursts of light. It has been partially reverse engineered to be able to protect vehicle armor. This grants the effected vehicle a 4+ Invulnerable save against Glancing hits and a 5+ Invulnerable save against Penetrating hits. '''Sagitta "Skybolt" Missile Launcher''' - The Knights recognize the need for heavier vehicle firepower comparative to the Traitor Legions and so make use of a portable missile system with integrated auto-loader. The missile shoots up and then plummets down directly on its target: {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! type |- | Skybolt|| 36"|| 8|| 3 ||Heavy 1, Barrage* |} <br style="clear: both; height: 0px;" /> *'''Barrage'''- The Skybolt always hits side armor and ignores intervening terrain for Line of Sight. '''Vehicular Nano-machines''' - It has been discovered after the linking of first aid nano machines to the machine spirit of power armor, that the same can be done with the machine spirits of their vehicles, which can direct the microscopic repair robots to "injuries" dealt to the vehicle. A vehicle with Vehicular Nano-machines has the It Will Not Die special rule. ===Experimental Wargear=== :All Armies whose primary detachment consists of Codex: Knights Inductor contains ONE Experimental Wargear Slot in the Force Organization. This slot may be occupied by any of the following upgrades. Units that have the '''Omnissiah's Bounty''' take up an Experimental Wargear slot, and additional Experimental Wargear in the unit does not count against the army limit for such. Additional slots are unlocked with Techmarines as described in their '''Decree Innovatus''' rule in the Techmarine entry. ====Experimental Infantry Wargear==== '''Damocles Power Armor MkI'''- The latest power armor iteration to be tested in the field and the result of hundreds of years of redesign and testing. This is power armor incorporating the gyro stabilization and servo systems of Trooper armor, though still suffering the same drawbacks of limited movement. Provides a 3+ armor save and the Slow & Purposeful special rule '''Armored Strategic System'''- This is an emplacement with T6 W2 Sv3+. Friendly scatter rolls for Blast weapons and Deep Strike rolls within 12" one D6" less for scatter. It must be deployed either by Infiltration or Deep Strike. You must choose which type it is at the time of purchase. *'''Disruptor Array'''- Enemy units within 12" lose -2BS (to a minimum of BS1) and do not gain re-rolls to hit or bonuses to BS from wargear or special rules. *'''Signature Projector'''- Each time enemy units within 12" of the marker wants to Shoot or Charge it must pass a leadership test at -2Ld or be forced to declare its Shooting attack or Charge against the emplacement (vehicles count as Ld8 with the penalty). *'''Psi-Suppressor Pylon'''- This contains a Null-Amp. In addition, this generates an additional D3+X Null Charges per Psychic Phase, with X being the number of Psykers within 12" of the pylon. Psykers cannot generate Charges nor use any powers within this range. '''Graviton Grenades'''- These incredibly difficult to manufacture grenades emit a localized gravity field that drags helpless enemies down to the ground. These count as both assault and defensive grenades that force charging enemy units to roll 3d6 for charge distance taking the lowest two dice. They may be thrown in the Shooting Phase with the following profile: {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Graviton Grenades || 8" || * || - || Assault 1, Graviton, Stunning* |} <br style="clear: both; height: 0px;" /> *'''Stunning'''- A unit hit by a weapon with this rule must immediately take a Toughness test. If failed, their Initiative is lowered to 1 until the player's next Shooting phase. '''Gravitic Mass Driver'''- Analogous to the Tau Rail Rifle, the Grav Mass Driver is essentially a more simplified and compact version of the Gravitic Accelerator Cannon. The ammo fired through the gravitry manipulation plates along the length of rifle tear through the atmosphere before punching through enemy armor. It is very bulky and can only be wielded by Trooper armored or Power armored soldiers, and suffers from a slow firing rate. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Grav Mass Driver || 30" || 7 || 1 || Heavy 1, Armourbane |} <br style="clear: both; height: 0px;" /> '''Macharius Strategem Codex'''- A dataslate loaded with the latest iterations of the Macharius Strategem for use by a commander to integrate with his battle plan. Proper use and execution of the codified wisdom and knowledge contained in the Strategems will see inspired tactics altering the flow of battle in the user's favor. You may grant one of the following rules to a single unit in the detachment (Tank Hunters, Monster Hunters, Infiltrate, Interceptor, Split Fire, Counter Attack). *The Macharius Stratagem Codices are far more widely available then other elements of the Experimental Wargear list, made available to all commanders and sub commanders of a Knights Inductor detachment. Macharius Stratagems Codices do not count against the Experimental Wargear Restriction. Instead, for every HQ choice that is taken, a single Macharius Stratagems Codex may be taken. '''Tracer Bolts''' - Or Tracker-Bolts, these highly expensive to produce bolts are equipped with special sensor mites that scatter over a target area, and feed data into the Tactical Grid that Knights can then utilize to correct their aim for devastating effect. Successful hits with these bolts cause no wounds, and resolve without Armor, Cover, or Invuln Saves, and will instead inflict one '''Marked By The Light''' marker per hit. These may be fired separately from all other alternative bolt ammo fired by a unit. *'''Marked By The Light'''- If this hits an enemy unit, a friendly Knight Inductor units that fire at the marked unit in the same Shooting Phase may consume a marker to do one of the following: Re-roll failed rolls to hit, Ignore cover saves, or cause Precision Shots to resolve with 5+ to hit instead of 6. ====Experimental Vehicle Wargear==== '''Empowered Machine Spirit'''- Maestro Gajet's extremely high affinity for Machine Spirits have led to the discovery of before unknown techniques for strengthening a machine spirit's potency. Grants the "Power of the Machine Spirit" Special Rule '''Heavy Gravitic Accelerator Cannon'''- This is the first large-scale version of the Gravitic Accelerator Cannon fielded on a ground vehicle, which can only be mounted on dedicated firing platforms like the Landraider Athena. The sheer force of the gravitic-vortex accelerated round is capable of tearing through multiple armored vehicles without stopping. Of all the Gravitic weapons currently in service, the HGAC is by far the least stable. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! type |- | Heavy Grav Cannon|| 90"|| 10 || 1 ||Ordnance 1, Get's Hot!, Path of Destruction* |- |}<br style="clear: both; height: 0px;" /> *'''Path of Destruction'''- Models underneath the center of the template take an Armourbane hit, which deals D3 Hull Points/Wounds of damage with Penetrating hits and unsaved wounds. In addition, when firing the Heavy Grav Cannon, draw a line from its muzzle that touches the center of the target. All vehicles and monstrous creatures that are touched by the line take one S10 AP 1 hit on a D6 roll of 4+. '''Hurricane MLRS'''- The Hurricane Multiple Launcher Reaper Systema is an advanced version of the Whirlwind Launcher, firing up to three times as fast and calibrating impact fuses with greater much greater precision for much deadlier effect. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Hurricane MLRS || 12"-60" || 6 || 4 || Ordnance 2, Large Blast, Ignores Cover, Barrage |} <br style="clear: both; height: 0px;" /> '''Gravitic Accelerator Cannon'''- The GAC uses gravity vortex manipulation plates to achieve a frictionless firing platform that can accelerate a projectile to unbelievable speeds. Rivaling Tau rail gun technology in power, these masterpieces of human technology are now finally being taken to the field for additional "testing". {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Grav Accelerator Cannon || 90" || 10 || 1 || Ordnance 1, Armourbane, Point of Destruction* |} <br style="clear: both; height: 0px;" /> *'''Point of Destruction'''- A Penetrating hit or unsaved wound deals D3 Hull points/Wounds of damage. '''Anti-Air Marker'''- The Anti-Air Marker fires a self-propelled target-adhering tracking device that can feed calibration adjustment information to nearby Knights, allowing them to fire with predictive capabilities to take down even super sonic targets with reasonable accuracy. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | AA Marker || 36" || 1 || - || Heavy 1, Skyfire, Interceptor, Twin-linked, Air-Marked* |} <br style="clear: both; height: 0px;" /> *'''Air-Marked'''- If this attack hits use a marker next to the marked unit. A friendly Knights Inductor unit may consume the marker to hit the marked Zooming Flyer or Swooping Flying Monstrous/Gargantuan Creature at their normal BS value instead of Snap-shotting in the same Shooting phase. '''Lockdown Self-Repair Protocols'''- A baffling mystery to many of the tech priests and tech marines of the Knights Inductors, when applying certain rituals to the machine spirit, it can cause them to lock up and perform emergency repairs to itself. The correct procedures are known to few, even within the upper ranks of the Workshop Mechanicus. Allows a vehicle to D3 attempts to repair to repair a Hull point, immobilization, and weapon destroyed results, A successful repair is on a 5+. The vehicle cannot move or shoot during this turn. '''Redemptor-Pattern Demolisher Cannon'''- This is a barrel bore and ammunition upgrade that allows Vindicators to achieve much larger distances and greater destructive impact. It is however incredibly difficult to match the right ammunition to the highly bore-sensitive modified barrel. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Redemptor DC || 36" || 10 || 1 || Ordnance 1, Large Blast, Strike-down, Get's Hot! |} <br style="clear: both; height: 0px;" /> '''Warp Maelstrom Cannon'''- The Warp Maelstrom Cannon is the first and last invention from the Warp Technology Workshop that was shut down after a misfire caused a daemonic incursion on the research planet. It is a dark legacy and reminder to the Knights who would still wish to pursue the dangers of Warp manipulation. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! Type |- | Maelstrom Cannon || 48" || X || X || Ordnance 1, Large Blast, Flux* |} <br style="clear: both; height: 0px;" /> *'''Flux'''- The strength and AP of the cannon is determined by a 2d6 roll before you fire it. You may choose to reroll one dice. The strength is 2d6 while the AP is the lowest of those two values. If a double is rolled the vehicle takes loses a hull point on a D6 roll of 1-3. A double 6 spawns a Vortex (small blast) at the point of scatter. A double 1 spawns a Vortex centered on the Predator.
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