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==ARMOURY OF THE ANCIENTS== ===TECHNOARCANA=== ====CHRONOMETRON==== One use per turn. A chronometron can be used to re-roll a single To Hit, To Wound or saving throw for the unit of the model carrying the Chronometron. ====CUBE OF DARKNESS==== One Use Only. A Cube of Darkness may be used after an enemy has successfully manifested a psychic power, instead of rolling for Deny the Witch, roll a D6 on the roll of a 2+ the psychic power is denied, otherwise resolve the psychic power as normal. After a Cube of Darkness has been resolved roll a D6 for each psychic power in effect, on a 2+ the psychic power ceases to have effect. Roll a D6 for each unit of summoned Daemons, on a 6+ the unit is immediately destroyed. ====DISPERSION SHIELD==== A model armed with a Dispersion Shield has a 4+ invulnerable save. Any time a model with this rule succesfully makes an armour or invulnerable save against a ranged attack, choose one enemy unit within 6" that unit immedietly suffers one hit using the profile of the weapon fired at the model carrying the Dispersion Shield. The hit counts as coming from the model with the shield, for the purposes of cover saves etc. ====ETHER CRYSTAL==== Any unit arriving by Deep Strike within 18" of the bearer suffers d6 Strength 8 AP 5 hits with no cover saves allowed, this is cumulative meaning if a unit Deep Strikes within the range of 4 Ether Crystals they suffer 4d6 S 8 AP 5 hits with no cover saves allowed. ====GAZE OF FLAME==== A gaze of flame counts as a flamer and defensive grenades. ====HARP OF DISSONANCE==== One use only. At the start of your shooting phase, choose one enemy vehicle within 12" and line of sight, with six or less Hull Points remaining. A vehicle which has been targeted by a harp of dissonance reduces its Front-,Side-, and Rear Armour by 2 points, to a minimum of armour value 9 in any one side, this effect lasts until the start of your opponents turn. ====LIGHTNING FIELD==== Lightning fields can only be used for Overwatch reactions. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24" | 8 | 5 | Assault 30 |- |}<br style="clear: both; height: 0px;" /> ====MINDSHACKLE SCARABS==== At the start of the Assault phase, after assault moves have been made, but before any blows are struck, randomly select an enemy model in base contact with the bearer of the mindshackle scarabs. That model must immediately take a Leadership test on 3D6. If the test is passed, the mindshackle scarabs have no effect. If the test is failed, the victim strikes out at his allies. Instead of attacking normally, he inflicts D3 hits on his own unit when it is his turn to attack. Unless there are no other models in his unit in which case he will inflict the hits upon himself. If the target is in a challenge the target must hit itself. These hits are resolved at the victim's strength, and benefit from any abilities and penalties from his close combat weapons (the controller of the mindshackle scarabs chooses which, if there is a choice). If the victim is still alive, it returns to normal once all blows in that round of combat have been struck. If your Warlord is armed with mindshackle scarabs roll a D6 at the start of the game on a 2+ Adepta Sororitas, Adeptus Custodes, Adeptus Mechanicus, Aeronautica Imperialis, Chaos Space Marines without the Daemon, Mark of Khorne, Mark of Tzeentch, Mark of Nurgle and/or Mark of Slaanesh special rules, Grey Knights, Imperial Guard, Inquisition, Legion of the Damned, Officio Assasinorum, Orks, Sisters of Silence, Space Marines, Space Wolves, Tau Empire all change their level of alliance with all Necron models in your army to Allies of Convenience. On the roll of 1 nothing happens and the levels of alliance remain what they would normally be. ====NANOSCARAB REPAIR SWARM==== Models in the same unit as this model pass We'll Be Back- and It Will Not Die rolls on a 4+ rather than a 5+. ====NEBULOSCOPE==== A model armed with a Nebuloscope can fire at full ballistic skill the turn after it has Jinked. ====NIGHTMARE SHROUD==== One use only. A nightmare shroud can be used during the shooting phase instead of firing a shooting weapon. Choose one unengaged enemy unit within 18" of the model using the nightmare shroud. That unit must take a Morale test or fall back immediately. If the unit passes this morale test its LD is permanently reduced by one. A unit may have its leadership reduced repeatedly in this way by multiple nightmare shrouds. ====ORB OF IMMORTALITY==== A unit containing an Orb of Immortality can make Feel No Pain rolls against wounds with the Instant Death special rule. This does not allow them to make Feel No Pain rolls against wounds caused by Destroyer weapons. ====PARIAH PHALANX==== For each model armed with a pariah phalanx in your army a single Lychguard Phalanx armed with warscythes in your army may be upgraded to Pariahs. All Lychguard in the chosen unit gain the Adamantium Will and Fear special rules. ====RESURRECTION ORB==== Once per game the bearer of a Resurrection Orb can do one of the following things: ::*After the bearer's unit has made its We'll Be Back rolls, but before removing the unit's We'll Be Back counters, you may immediately re-roll the failed We'll Be Back rolls. ::*Before removing the last remaining model in the bearer's unit with We'll Be Back as a casualty you may make a We'll Be Back roll for each We'll Be Back counter the bearer's unit currently has, after doing this remove all We'll Be Back counters from the unit. *If the bearer is embarked upon a Catacomb Command Barge he can use either ability upon any friendly unit within 6", although the Resurrection Orb can still only be used once. ====SEISMIC CRUCIBLE==== Any unit assaulting the Cryptek or his unit count as moving through difficult- and dangerous terrain while assaulting, no saves are allowed against wounds caused by the dangerous terrain tests inflicted by a seismic crucible. This reduces the units Initiative to 1 in the assault phase unless the unit has assault grenades. ====SHADOWLOOM==== If a model armed with a Shadowloom does not fire any weapons or move Flat Out during your shooting phase it gains a 2+ cover save until the start of your next shooting phase. ====SHIELD VANES==== A model armed with shield vanes has a 3+ Armour Save. ====SOLAR PULSE==== One use only. The holder of a Solar Pulse may choose to activate it at the start of any game turn. If night fighting is in effect it ceases to be in effect for the remainder of the game turn. If night fighting is not in effect, it comes into effect for the rest of the game turn. ====TESSERACT LABYRINTH==== Once per game a model armed with a Tesseract Labyrinth can exchange all of his attacks for a special Tesseract Labyrinth attack at Initiative 1. No roll to hit is made, choose an enemy model in base contact with the wielder, roll a D6 if the result is higher than the models current number of wounds it is removed from the table with no saves of any kind allowed. ====PHYLACTERY==== A model armed with a phylactery adds +1 to It Will Not Die rolls. A model armed with a Phylactery gains the Eternal Warrior special rule. ====VEIL OF DARKNESS==== A Cryptek and any unit they join have the Deep Strike special rule. When the Cryptek and his unit Deep Strikes, they do not scatter. During your opponent's end phase the Cryptek and its unit may, even if engaged in close combat, be removed from the table and moved into ongoing reserves. ====WHIP COILS==== A model equipped with whip coils adds +3 to its Initiative characteristic. ===VEHICLE WARGEAR=== ====QUANTUM SHIELDING==== Models with Quantum Shielding have two armor values listed for some facings. Until the model has suffered an unsaved penetrating hit it uses the higher value for this facing, once it has suffered a penetrating hit it must instead use the lower value. An entire unit's attack is resolved simultaneously for this purpose. For example, if a unit of Space Marine Devestators with 3 Las-cannons and one Multi-melta shoot at a ghost ark which has yet to suffer a penetrating hit, the entire unit will count the vehicle as using the higher armor value even if you roll a penetrating hit with the Multi-melta before rolling for the Las-cannons. ===MELEE WEAPONS=== ====FLAYER CLAW==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | 5 | Melee, Shred |- |}<br style="clear: both; height: 0px;" /> ====HYPERPHASE SWORD==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Slash | - | User | 3 | Melee, Specialist Weapon, Multiple Melee Profiles |- | Cleave | - | +1 | 2 | Melee, Specialist Weapon, Unwieldy, Multiple Melee Profiles |- |}<br style="clear: both; height: 0px;" /> ::'''Multiple Melee Profiles:''' A model equipped with a weapon with this rule, can choose which of the weapons profiles to use at the start of each round of assault. If multiple models in a unit are armed with the same weapon with this rule, they must all choose the same profile. ====WARSCYTHE==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | +2 | 2 | Melee, Armourbane, Shieldbreaker |- |}<br style="clear: both; height: 0px;" /> ::'''Shieldbreaker:''' All succesful invulnerable saves made against wounds/hullpoints suffered by weapons with this rule, must be rerolled. ====VOIDBLADE==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | 5 | Melee, Rending, Entropic strike |- |}<br style="clear: both; height: 0px;" /> ::'''Entropic strike:''' When a model or a weapon with this rule causes an unsaved wound against a model, that model permanently loses its armour save. When this model hits a vehicle, before armour penetration, roll one d6 per hit, for every 4+ rolled permanently reduce the armour value of all facings of that vehicle by one point, this cannot degrade an armour value below armour value 1. ====GAUNTLET OF FIRE==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | - | Melee, Shred, Flamestrike |- |}<br style="clear: both; height: 0px;" /> ::''' Flamestrike:''' A model attacking with a Gauntlet of Fire can re-roll failed to-hit rolls. ===RANGED WEAPONS=== ====ALIEN ABDUCTION==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | 3 | 2 | Assault 1, Aaargh!, Gate, Bomb |- |}<br style="clear: both; height: 0px;" /> ::'''Aaargh!:''' Instead of resolving hits like normal, choose one model at least partially underneath the final position of the template of a this weapon. The chosen model takes a S 3 AP2 hit with the Instant Death special rule with no saves allowed, the hit is resolved using the chosen model's Strength instead of Toughness. Look Out Sir rolls may not be made against attacks made with a weapon with this special rule. ::'''Gate:''' A model cannot use, both a weapon with this rule and one of the Eternity Gate options, in the same turn. ====CRYPTEK WEAPONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Aeonstave | - | User | 2 | Melee, Concussive, Timewarp |- | Abyssal staff | Template | 8 | 2 | Assault 1, Strangulating Terror |- | Flamespear | 36" | 8 | 2 | Assault 1 |- | Nullstave | | | | |- | | 24" | 5 | 3 | Assault 1, Null Wave, Mind Cloud |- | | - | User | 3 | Melee, Mind Cloud |- | Tremorstave | 24" | 4 | - | Assault 1, Large Blast, Barrage, Quake |- | Voltaic staff | 12" | 5 | - | Assault 3, Thunderstrike, Tesla |- |}<br style="clear: both; height: 0px;" /> ::''' Quake:''' All enemy units hit by a weapon with the Quake type treat all terrain including open ground as difficult- and dangerous terrain during their next Movement phase. A building or immobile/immobilised unit which is hit by a weapon with the Quake type suffers D3 automatic Hull Points/wounds, which ignore the unit's void shields and saves, if it has any. Treat any damage caused by this special rule as coming from center of the Large Blast. Wounds caused by this special rule cannot be allocated to non-immobile/immobilised models and must instead be allocated to the closest available model in the unit hit. ::'''Tesla:''' Any to hit roll of 6 causes two additional hits with the weapons profile. ::'''Thunderstrike:''' All to hit rolls of 6 made against vehicles count as having the haywire type including the additional hits created by the '''Tesla''' rule. ::''' Timewarp:''' Increase the Initiative, of all models in a unit including a model armed with a weapon with this special rule, to 10 whenever they assault a unit or get assaulted by a unit while they are not already engaged in close combat. ::'''Mind Cloud:''' A psyker or brotherhood of psykers which has been hit by a weapon with this special rule cannot manifest psychic powers until the end of the model's following psychic phase. ::'''Null Wave:''' Wounds caused by a weapon with this special rule can only be allocated to models with the Psyker special rule or the Brotherhood of Psykers special rule. Ignore any models in the target unit, which does not have one of the former special rules, for the purposes of which model is closest to the firing model. If there are no such models these wounds are allocated normally. ::'''Strangulating Terror:''' To Wound rolls from the abyssal staff's shooting attacks are made against the target's leadership rather than toughness. The abyssal staff's shooting attack has no effect against models with no leadership characteristic, such as vehicles. Wounds caused by an abyssal staff can never cause instant death. ====CUTTING BEAM==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 12" | 6 | 2 | Assault 1, Melta |- |}<br style="clear: both; height: 0px;" /> ====DEATH RAY==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 6" | 10 | 1 | Assault 1, Ray |- |}<br style="clear: both; height: 0px;" /> ::''' Ray:''' Weapons with this type cannot be fired as snap shots. When firing a weapon with this rule pick a point within the weapons firing arc and within it's range, next pick a new point within the firing arc of the weapon and within 6" of the first point, draw 1 mm thick line between the two points, any model under the line takes a single hit with the profile of the weapon. The weapon counts as targeting all models hit. A vehicle armed with a weapon with this type must target shoot this weapon first and may only fire following weapons at a target hit by this weapon, unless the vehicle firing this weapon is a Super-heavy vehicle or a Gargantuan Monstrous Creature. ====DEATH SPHERE==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | D | 1 | Assault 1, Blast, Bomb, Destroyer |- |}<br style="clear: both; height: 0px;" /> ====DOOMSDAY CANNON==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 120" | D | 1 | Heavy 1, Divert Power |- | 72" | 8 | 3 | Heavy 1, Large Blast |- |}<br style="clear: both; height: 0px;" /> ::'''Divert Power:''' This profile cannot be used if the vehicle using the weapon with this type has moved in the previous movement phase. Ignore the Relentless special rule for the purpose of this special rule. ====FLAMER==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | Template | 4 | 5 | Assault 1 |- |}<br style="clear: both; height: 0px;" /> ====FOCUSSED DEATH RAY==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24" | 10 | 1 | Heavy 2, Ray |- | 24" | 10 | 1 | Heavy 2, Skyfire, Twin-linked |- |}<br style="clear: both; height: 0px;" /> ::''' Ray:''' Weapons with this type cannot be fired as snap shots. When firing a weapon with this rule pick a point within the weapons firing arc and within it's range, next pick a new point within the firing arc of the weapon and within 6" of the first point, draw 1 mm thick line between the two points, any model under the line takes a single hit with the profile of the weapon. The weapon counts as targeting all models hit. A vehicle armed with a weapon with this type must target shoot this weapon first and may only fire following weapons at a target hit by this weapon, unless it is a Super Heavy. ====GATE OF OBLIVION==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | Template | x | 1 | Assault 1, Wormhole, Gate |- |}<br style="clear: both; height: 0px;" /> ::'''Wormhole:''' Instead of resolving hits like normal, each model at least partially underneath the final position of the template of a weapon with this special rule takes a S 3 AP2 hit with the Instant Death special rule with no saves allowed, the hit is resolved using the chosen model's Strength instead of Toughness. Look Out Sir rolls may not be made against attacks made with a weapon with this special rule. ::'''Gate:''' A model cannot use, both a weapon with this rule and one of the Eternity Gate options, in the same turn. ====GAUSS WEAPONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Gauss Blaster | 30" | 3 | 4 | Rapid Fire, Gauss |- | Gauss Cannon | 36" | 6 | 3 | Rapid Fire, Gauss |- | Heavy Gauss Cannon | 48" | 9 | 2 | Ordnance 1, Shred, Gauss |- | Gauss destroyer | | | | |- | | 120" | D | 1 | Primary Weapon 3, Destroyer, Skyfire |- | | Flamestorm Template | 5 | 3 | Primary Weapon 1, Gauss |- | Gauss exterminator | | | | |- | | 120" | 8 | 2 | Heavy 2, Gauss, Interceptor, Skyfire |- | | Template | 4 | - | Heavy 1, Gauss, Torrent |- | Gauss crystal | 24" | 6 | - | Primary Weapon 1, Large Blast, Lance, Gauss |- |}<br style="clear: both; height: 0px;" /> ::'''Gauss:''' Any to wound roll of 6 causes an additional automatic wound with ap 2, even if the weapon would not normally be able to wound. Any armour penetration roll of 6 causes the target to lose a single hull point, in addition to any other damage caused, regardless of the strength of the weapon fired and the armour value of the vehicle. ====HEAT CANNON==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 36" | 10 | 1 | Heavy 2, Blast, Melta |- | 36" | 10 | 1 | Heavy 2, Skyfire, Melta |- |}<br style="clear: both; height: 0px;" /> ====PARTICLE WEAPONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Particle Caster | Template | 5 | 5 | Assault 1, Pistol, Ignores Cover |- | Particle Blaster | 24" | 6 | 5 | Heavy 1, Blast, Ignores Cover |- | Heavy Particle Cannon | 30" | 7 | 4 | Heavy 1, Large Blast, Ignores Cover |- |}<br style="clear: both; height: 0px;" /> ====POWERS OF THE C'TAN==== Roll a D6 at the start of each of your Shooting phases for each power of the C'tan a model is armed with, the model may use the profile given in that Shooting phase. Powers of the C'tan may not be used to fire Overwatch. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | '''1''' Antimatter Meteor | 24" | 8 | 3 | Assault 1, Large Blast, Powers of the C'tan |- | '''2''' Cosmic Fire | 24" | 6 | 4 | Assault 1, Ignores Cover, Large Blast, Powers of the C'tan |- | '''3''' Seismic Assault | 24" | 6 | 4 | Assault 10, Strikedown, Powers of the C'tan |- | '''4''' Sky of Falling Stars | 24" | 7 | 4 | Assault 3, Large Blast, Barrage, Powers of the C'tan |- | '''5''' Time's Arrow | 24" | D | 1 | Assault 1, Precision Shots, Powers of the C'tan |- | '''6''' Transdimensional Thunderbolt | 24" | 9 | 1 | Assault 1, Tesla, Powers of the C'tan |- |}<br style="clear: both; height: 0px;" /> ::'''Powers of the C'tan:''' Once per turn Powers of the C'tan can be used as a shooting weapon, first roll a d6 and consult the table above then choose an enemy unit within range and fire the weapon with the profile. ====STAFF OF LIGHT==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 12 | 5 | 3 | Assault 3, Blind, Illuminate |- | - | User | 3 | Melee |- |}<br style="clear: both; height: 0px;" /> ::''' Illuminate:''' A unit hit by a weapon with this type loses the Stealth special rule for the remainder of the turn (if they have it). ====SYNAPTIC DISINTEGRATOR==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24 | x | 5 | Rapid Fire, Sniper, Ignores Cover |- |}<br style="clear: both; height: 0px;" /> ====TACHYON ARROW==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 240" | 10 | 1 | Assault 1, One Shot Only |- |}<br style="clear: both; height: 0px;" /> ====TESLA WEAPONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Tesla cannon | 30" | 6 | - | Heavy 2, Tesla |- | Heavy tesla cannon | 30" | 7 | - | Heavy 3, Tesla |- | Tesla Sphere | 30" | 7 | - | Heavy 5, Tesla |- |}<br style="clear: both; height: 0px;" /> ::'''Tesla:''' Any to hit roll of 6 causes two additional hits with the weapons profile. ====TESSERACT SINGULARITY CHAMBER==== A Tesseract Singularity Chamber may be fired at any target in the firing model's front ark. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 48" | 5 | - | Assault 3, Barrage, Large Blast, Pinning, Rending, Quake |- | 24" | x | - | Heavy 10, Graviton, Pull, Pinning, Quake |- | 24" | x | 2 | Heavy 2, Large Blast, Graviton, Pinning, Quake |- |}<br style="clear: both; height: 0px;" /> '''Quake:''' All enemy units hit by a weapon with the Quake type treat all terrain including open ground as difficult- and dangerous terrain during their next Movement phase. A building or immobile/immobilized unit which is hit by a weapon with the Quake type suffers D3 automatic Hull Points/wounds with no saves allowed. If the unit has any void shields, they are likewise ignored. Treat any damage caused by this special rule as coming from center of the Large Blast. Wounds or hull points caused by this special rule cannot be allocated to non-immobile/immobilized models and must instead be allocated to the closest available model in the unit hit. <br/> '''Pull:''' Any unit hit by a weapon with this type is moved 2D6" towards the firing model, moving the shortest way around terrain, but immediately stopping when coming into base contact with a friendly unit or within 1" of an enemy unit. ====TRANSDIMENSIONAL BEAMER==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 6" | D | 2 | Assault 1, Exile Ray (1), Destroyer |- |}<br style="clear: both; height: 0px;" /> ::'''Exile Ray:''' When rolling on the destroyer table with a weapon with this rule subtract the number in brackets from your roll. ====ROD OF THE COVENANT==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 12" | 5 | 2 | Assault 1 |- | - | User | 2 | Melee, Two-handed |- |}<br style="clear: both; height: 0px;" /> ====QUARK WEAPONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Quark flayer | 24" | 3 | - | Rapid Fire, Rending, Lance |- | Quark flux arc | 24 | 3 | - | Heavy 6, Rending, Lance, Independent Targeting |- | Quark harvester | 24 | 3 | - | Heavy 10, Rending, Lance, Independent Targeting |- |}<br style="clear: both; height: 0px;" /> ::'''Independent Targeting:''' Weapons with this special rule may each target a separate unit. Monoliths may target up to 5 units with its shooting attacks, 1 unit with each weapon with this rule and 1 separate unit with its Gauss Crystal and/or Gate of Oblivion, although it may target the same target multiple times with different weapons. Announce the target of each weapon before rolling To Hit. |}<br style="clear: both; height: 0px;" /> [[Category: Angry Codices]]
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