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XV-100 'Sidewinder' Ion Missile

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OUT OF CHARACTER INFORMATION
  • Intent: To supplement TSE ground/naval forces with an effective counter to explosive ordinance directed at them that are in the form of rockets/missiles.
  • Image Source: Source
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Ion Pulse Missile

PRODUCTION INFORMATION

TECHNICAL SPECIFICATIONS
  • Classification: Ion Missile
  • Size: Average
  • Weight: Average
  • Ammunition Type: Ion Pulse
  • Ammunition Capacity: Variant on Launcher

  • Reload Speed: Slow
  • Effective Range: Long Range
  • Rate of Fire: Average
  • Stopping Power: Very High
  • Recoil: Low

SPECIAL FEATURES
  • Onboard Tracking Computer
    The XV-100 'Sidewinder' missile features an onboard tracking system that traces exhaust trails back to the source while in flight. This information directs the missile to follow the path back to its source like any other tracking missile. This onboard computer is protected by a Faraday cage to protect it from the effects of the payload carried by the missile. Information processed by the computer can be relayed back to the launcher, projecting its given location of where it is heading, serving to also highlight any enemy launcher's position. Outside of what was mentioned, it is only able to detect electronic signatures of nearby munitions when in the air (It doesn't detect solely based on the presence of exhaust prior to the initial ion burst), and past that will only follow exhaust heat trails back to the source after they've been triggered.

[*]Additional Thrusters
  • The XV-100 'Sidewinder' missile is designed to be a rapid response counter to incoming munitions coming in at high velocities. As a result, the Sidewinder features a number of auxiliary thrusters to let it fly faster than most explosive rockets or missiles to intercept them before they are able to fully reach their intended and original targets. The Sidewinder features a backup thruster that is activated after the initial ion pulse wave to carry the missile to its final target. This backup thruster functions solely by itself, and as a result, once the initial pulse has been activated makes it a slow flying missile.

[*]Dual Stage System
  • The XV-100 'Sidewinder' missile payload is the Ion Pulse Generator mounted on it. The Sidewinder features a double triggered system; the first releases an initial ion pulse that can fry guidance/tracking/flight systems and disables explosive payloads when it comes within 20m of any electronics while airborne. The second releases a continuous series of electromagnetic pulses for over a minute or until it is disabled after it has impacted the ground. The EMP pulses released by the generator span a 30m radius and come in intervals rather than a steady generation.

Strengths:

+Ion Pulse/EMP Generator+
The XV-100 'Sidewinder' is an excellent counter to neutralizing its more explosive and lethal cousins that take on the form of rockets or missiles carrying explosive payloads. Once they are airborne and detect anything within a 20m radius of them, the onboard ion field generators will activate, sending out a 40m radius ion pulse that can disable payloads, tracking systems, engines. Anything that is not protected by a Faraday cage or possess some form of EMP resistance can be affected by it.

+Fastballer+
The XV-100 'Sidewinder' missile's numerous auxiliary thrusters allow it to fly through the air or space much more quickly than the opposition's missiles and rockets are meant to fly at. The Sidewinder has additional thrusters protected in a Farady cage after the initial ones are burned out by the Ion Pulse Generator, thus leaving the Sidewinder to continue flying, albeit much slower to its final target.

+No Swarms on my Watch+
The XV-100 'Sidewinder' missile is extremely effective in countering large missile/rocket swarms as the initial pulse is capable of neutralizing the warheads and essentially turning most missiles and rockets that don't have their payloads protected from ion pulses into useless rocks sailing through the air.

+Say Goodnight+
The Ion Pulse that comes from the Sidewinder has just as much of an impact on vehicles and starfighters that get caught in its effective radius, inflicting the typical effects of ion weaponry on them as well.

Weaknesses:

-Boom?-
The XV-100 'Sidewinder' is a purely defensive missile designed to shut down enemy munitions and vehicles. It possesses no explosive payload in which to destroy or inflict any sort of harm upon the enemy unless it lands directly on top of them, in which case they will suffer from being crushed under it.

-Please Don't Shoot me Down-
The XV-100 'Sidewinder' lacks any sort of defensive system against anything other than an ion or EMP based defense measure. As a result, it can be shot down before it reaches its final target or point of impact.

-Dropped Bombs? Damn-
The XV-100 'Sidewinder' is specifically meant to counter any missile or rocket-based projectile. It is significantly less effective against munitions that come from mortars or are dropped as bombs because they are not as easily interceptable as the former variations of explosives.

-Not All At Once-
The XV-100 'Sidewinder' is susceptible to disabling any other Sidewinder in the air that is too close to it when the initial pulse is activated. As a result, Sidewinder missiles have to be fired at intervals that would put them outside of the previously launched Sidewinder's effective radius otherwise the inital thrusters used to propel the missile will be disabled and force the Sidewinder to fly on its singular backup thruster.

-Indiscriminate-
The XV-100 'Sidewinder' has just as much of a chance to disable any friendly vehicles or fighters while in the air or by the ground where they land as it does the enemy. As a result, those who fire the Sidewinder must exercise caution in where it is aimed at.

-Where Art Thou?-
The XV-100 'Sidewinder' has a number of systems packed onto a single missile. However, any extensive detection equipment is not mounted on them, making it so that they are ineffective against munitions that possess any form of stealth technology that can mask its signature from what it is able to detect.


DESCRIPTION
The XV-100 'Sidewinder' missile is a variant of an Ion Pulse Missile, upgraded and designed to better counteract any rocket or missile threats directed at ground/space targets. The Sidewinder was designed and manufactured on a mass scale after an engagement between The Sith Empire and The Silver Jedi Order on Kashyyyk in which The Sith Empire faced a heavy amount of missile fire from the opposition that slowed their attack down considerably. The Sidewinder's production is to ensure future campaigns against those who utilize large swarms of missiles or rockets on either ground or space targets will have to heavily reconsider their options and methods of attack.


The XV-100 'Sidewinder' missile in every aspect of its design is meant to disable/disrupt its intended targets. The initial wave that comes from its ion pulse effectively turns any missile or rocket into a harmless albeit gravity and inertia propelled rock. Once the Sidewinder traces a rocket or missile's source it will set a guided flight path towards it before ultimately impacting either the ground or its target, and disable the launcher and any electronics around it further for over a minute.
 
In terms of general concept role, something similar to this exists in canon called the Anti-Ordinance EM probe. With that mind, let's get down to specifics.



Kor Vexen said:
As a result, the Sidewinder features a number of auxiliary thrusters to let it fly faster than most explosive rockets or missiles to intercept them before they are able to fully reach their intended and original targets. The Sidewinder features a backup thruster that is activated after the initial ion pulse wave to carry the missile to its final target.

Is there a tradeoff compared to a typical missile for having more engines and a greater speed?



Kor Vexen said:
The XV-100 'Sidewinder' missile payload is the Ion Pulse Generator mounted on it. The Ion Pulse Generator features a double triggered system; the first releases an initial pulse that fries guidance/tracking/flight systems and disables explosive payloads when it comes within 20m of any electronics while airborne. The second releases a continuous series of pulses for over a minute or until it is disabled after it has impacted the ground. The Ion pulses released by the generator span a 40m radius and come in intervals rather than a steady generation.
Do you have a link for this technology?

When I look on wookieepedia for "Ion Pulse Generator", I get this.

Traditional ion pulse missiles all appear to use a different mechanism, as they release all of their energy in one go once they impact their target.

The closest thing that I know of canonically is the EMP-X1 field array. I'd try and find the statistics of its ability (there are TOR item databases that actually show the duration of the effect and its range). At a hunch, I would guess that 40 meters is going to be a rather large radius for an effect with this long of a duration, but I could be wrong on that. I think we should base it on scaling whatever you find for that. Alternatively, if you would point me to an alternative technology that you'd like to use in its place.



Kor Vexen said:
+Ion Pulse Generator+ The XV-100 'Sidewinder' is an excellent counter to neutralizing its more explosive and lethal cousins that take on the form of rockets or missiles carrying explosive payloads. Once they are airborne and detect anything within a 20m radius of them, the onboard ion field generators will activate, sending out a 40m radius ion pulse that can disable payloads, tracking systems, engines. Anything that is not protected by a Faraday cage or possess some form of EMP resistance will be affected by it.
How does this missile detect other ordinance? I ask because there missiles and warheads out there specifically designed to be stealthy in order to get close to their target.



Kor Vexen said:
Anything that is not protected by a Faraday cage or possess some form of EMP resistance will be affected by it.
If you'll replace "will" in this sentence with "can" please. We cannot dictate to an opponent what happens to their items. I'm going to point that because of the Anti-Ordinance EM probe and the general prevalence of missile deactivator technology, there are a number of submissions out that there are designed to be resistant to EMP and electronic warfare in other ways besides traditional faraday cage / EMP shielding. That doesn't mean that you have to change your sub at all, but be advised that because of that, your opponent may not be (as) affected by this missile as originally intended.



Kor Vexen said:
The Sidewinder's production is to ensure future campaigns against those who utilize large swarms of missiles or rockets on either ground or space targets will have to heavily reconsider their options and methods of attack.
As I was mentioning above, there is a distinct possibility that your opposition may field munitions that may not be as affected by this as traditional warheads.



Kor Vexen said:
The initial wave that comes from its ion pulse effectively turns any missile or rocket into a harmless albeit gravity and inertia propelled rock.
You mentioned earlier in this sub that weapons with EMP shielding or a farraday cage may not be (as) effected by the sidewinder. Would that conflict with this sentence?
 
Gir Quee said:
In terms of general concept role, something similar to this exists in canon called the Anti-Ordinance EM probe. With that mind, let's get down to specifics.
The purpose of this submission is heavily inspired by the functionality of the Anti-Ordinance EM probe. I am attempting to take it a step further as my submission is a disruption based weapon, designed to essentially turn rockets and missiles into duds if they become affected by the Sidewinder as well as providing further disruption once they've struck the ground or a target. This is for clarity in case if you were having a difficult time distinguishing the submission from its canon counterpart.

Gir Quee said:
Is there a tradeoff compared to a typical missile for having more engines and a greater speed?
Since this is a predominantly disruptive and non-lethal missile (Apart from if it makes physical contact with anyone) I figured this would be more than enough of a tradeoff. The additional thrust power is for the Sidewinder to be able to quickly intercept fired ordinance, but once it has, it has the speed of a typical missile or rocket as it resorts to one thruster once the initial pulse is triggered. This slower flight speed post activation makes it susceptible to being shot down before even hitting the ground.

Gir Quee said:
Do you have a link for this technology?

When I look on wookieepedia for "Ion Pulse Generator", I get this.

Traditional ion pulse missiles all appear to use a different mechanism, as they release all of their energy in one go once they impact their target.

The closest thing that I know of canonically is the EMP-X1 field array. I'd try and find the statistics of its ability (there are TOR item databases that actually show the duration of the effect and its range). At a hunch, I would guess that 40 meters is going to be a rather large radius for an effect with this long of a duration, but I could be wrong on that. I think we should base it on scaling whatever you find for that. Alternatively, if you would point me to an alternative technology that you'd like to use in its place.
The EMP-X1 Field Array, as you've stated, is probably the closest to what I had in mind, though its name escaped me at the time, but if need be I will be more than willing to make a separate submission under the name of an Ion Pulse Generator or something along those lines. It may not have been clearly specified (I was quite tired at the time of submitting this submission), but when I wrote this submission, the warhead was supposed to function in the way you've stated, where the tip releases the energy and then trigger a secondary wave of pulses from the center of the missile once it's impacted much so like a generator.

Gir Quee said:
If you'll replace "will" in this sentence with "can" please. We cannot dictate to an opponent what happens to their items. I'm going to point that because of the Anti-Ordinance EM probe and the general prevalence of missile deactivator technology, there are a number of submissions out that there are designed to be resistant to EMP and electronic warfare in other ways besides traditional faraday cage / EMP shielding. That doesn't mean that you have to change your sub at all, but be advised that because of that, your opponent may not be (as) affected by this missile as originally intended.

As I was mentioning above, there is a distinct possibility that your opposition may field munitions that may not be as affected by this as traditional warheads.
I have added an additional weakness in light of this being brought up, that being that it is ineffective of any munition that possesses stealth capabilities. As expected, if it is protected against the type of disruption that the Sidewinder brings, then they won't be as harshly affected/if at all depending on how heavily shielded it is against ion/EMP based disruption. For posterity's sake to anyone looking to use or has these munitions being used against them, this clarification will be specifically important.

Gir Quee said:
You mentioned earlier in this sub that weapons with EMP shielding or a farraday cage may not be (as) effected by the sidewinder. Would that conflict with this sentence?
As was stated above, if something possesses EMP shielding or is protected by a Farraday cage, then it will be affected to varying degrees based upon the amount of said protection. It is unlikely that absolutely everything has absolute protection against a certain type of damage, and I wouldn't most missiles or rockets to have complete protection against ion/EMP based attacks unless it was specifically designed to heavily resist it.


If there are any further clarifications to be made I am more than willing to comply and properly rewrite/rephrase/etc.

[member="Gir Quee"]
 
Kor Vexen said:
Since this is a predominantly disruptive and non-lethal missile (Apart from if it makes physical contact with anyone) I figured this would be more than enough of a tradeoff. The additional thrust power is for the Sidewinder to be able to quickly intercept fired ordinance, but once it has, it has the speed of a typical missile or rocket as it resorts to one thruster once the initial pulse is triggered. This slower flight speed post activation makes it susceptible to being shot down before even hitting the ground.

So essentially, it has a dramatic burst of acceleration at the beginning, and then becomes a slowly moving target as it coasts along disabling things?



Kor Vexen said:
The EMP-X1 Field Array, as you've stated, is probably the closest to what I had in mind, though its name escaped me at the time, but if need be I will be more than willing to make a separate submission under the name of an Ion Pulse Generator or something along those lines. It may not have been clearly specified (I was quite tired at the time of submitting this submission), but when I wrote this submission, the warhead was supposed to function in the way you've stated, where the tip releases the energy and then trigger a secondary wave of pulses from the center of the missile once it's impacted much so like a generator.
I'll leave that up to you. If you want to make a separate submission for the tech, that's fine. Alternatively, you could just change to something like EMP Field Array and link it to that wookiee article.



Kor Vexen said:
I have added an additional weakness in light of this being brought up, that being that it is ineffective of any munition that possesses stealth capabilities.
I don't think that stealth measures should immediately negate this missile either though, just by having some vague stealth reference. For example, if someone paints their missile black, that's really basic stealth that may not do much of anything. That's why I think it's important to mention why/how it detects the missile, but rereading the sub again, you may have answered that question for me:
The XV-100 'Sidewinder' missile features an onboard tracking system that traces exhaust trails back to the source while in flight.
Does this missile detect other missiles by anything aside from the exhaust?



Kor Vexen said:
As expected, if it is protected against the type of disruption that the Sidewinder brings, then they won't be as harshly affected/if at all depending on how heavily shielded it is against ion/EMP based disruption. For posterity's sake to anyone looking to use or has these munitions being used against them, this clarification will be specifically important.
The main route that I'm thinking about is people not using traditional electronics. As an extreme example of this, consider a rocket from a bazooka in World War Two. There's nothing in there to deactivate or ionize (chemical drive, mechanical contact fuse).



Kor Vexen said:
the first releases an initial pulse that fries guidance/tracking/flight systems and disables explosive payloads when it comes within 20m of any electronics while airborne.
If you'll put "can" in this sentence please.



Kor Vexen said:
The Ion Pulse that comes from the Sidewinder has just as much of an impact on vehicles and starfighters that get caught in its effective radius, inflicting the typical effects of ion weaponry on them as well.
I'd probably flesh this section out a little bit more (Is this minor malfunctions, shield draining, massive systems failure, etc?).


Let's talk about the payload a little bit from a conceptual gameplay standpoint. My current understanding of this is that this is supposed to throw out a relatively large (for its size) EMP field that is just strong enough to disable and fry avionics/components on warheads, and it has some effect on starfighters/vehicles (the extent of which I do not know yet). Is that about right?

Is there a rough max time that this EMP pulse can active? On one hand, it's going to be dependent on the flight time, but if this is long-range and slow moving, I'm curious if this could be used as a sort of area denial weapon, rather than just as a missile interceptor.
 
Gir Quee said:
So essentially, it has a dramatic burst of acceleration at the beginning, and then becomes a slowly moving target as it coasts along disabling things?
That is correct. The burst is for interception and making sure that the missile/rocket is kept as far away from its intended target as possible, in the event that the warhead is not disabled, it will detonate when it hits the ground farther away from friendly forces. Once the initial pulse is triggered it just coasts along and presents an opening for it to get shot down, or not.

Gir Quee said:
I'll leave that up to you. If you want to make a separate submission for the tech, that's fine. Alternatively, you could just change to something like EMP Field Array and link it to that wookiee article.
For now I have just made the EMP Field Array as its primary method of disruption after the initial Ion Pulse. Depending on future scenarios, I will create tech explicit of the title Ion Pulse Generator and apply for a submission modification or simply create a Mk2 version of this submission.

Gir Quee said:
I don't think that stealth measures should immediately negate this missile either though, just by having some vague stealth reference. For example, if someone paints their missile black, that's really basic stealth that may not do much of anything. That's why I think it's important to mention why/how it detects the missile, but rereading the sub again, you may have answered that question for me:
The hope is that no one intentionally tries to abuse that by saying they're using a missile or rocket that is otherwise not said to be stealth in a submission. If this becomes an issue, then that is something I will bring up to factory judges/admins for trying to abuse the use of something that it shouldn't be because a missile particularly designed for the purposes of stealth by masking its signature entirely through the use of technology is something that is inherently different than something that is just painted black.

Gir Quee said:
Does this missile detect other missiles by anything aside from the exhaust?
Outside of what was mentioned, it is only able to detect electronic signatures of nearby munitions when in the air (It doesn't detect solely based on the presence of exhaust), and past that will only follow exhaust heat trails back to the source after they've been triggered.

Gir Quee said:
The main route that I'm thinking about is people not using traditional electronics. As an extreme example of this, consider a rocket from a bazooka in World War Two. There's nothing in there to deactivate or ionize (chemical drive, mechanical contact fuse).
Well that is WW2, things are considerably different since then and it is extremely primitive as far as SW tech goes to my knowledge. Unless it is otherwise stated in submissions of munitions, in which I will take into consideration that there will be nothing to deactivate/ionize as far as the missile/rocket goes, but it can still go back to the source and provide disruption from there. But as I believe I've clarified, if it is a self-propelled munition, the Sidewinder would have about as much effect on it as it does a mortar shell, which is to say none unless said munition gets caught in the pulse range.

Gir Quee said:
If you'll put "can" in this sentence please.
This has been done.

Gir Quee said:
I'd probably flesh this section out a little bit more (Is this minor malfunctions, shield draining, massive systems failure, etc?).
As per earlier regards and concerns to its reaction and effect on anything with EMP/ion resistance, effects will vary as I cannot dictate what kind of damage both heavy or minor it has if it has a resistance to the damage it does. If this was to be used on say a regular B1 the following pulses once it lands will just entirely shut down a droid caught in its radius because a B1 lacks any form of resistance to EMP or ion, same goes for if it hits anything with no EMP/Ion shielding, they will just suffer complete and utter failure. But again, this is up to the writer that this was used on to really say how affected their electronics are, which is hopefully within reason.

Gir Quee said:
Let's talk about the payload a little bit from a conceptual gameplay standpoint. My current understanding of this is that this is supposed to throw out a relatively large (for its size) EMP field that is just strong enough to disable and fry avionics/components on warheads, and it has some effect on starfighters/vehicles (the extent of which I do not know yet). Is that about right?

Is there a rough max time that this EMP pulse can active? On one hand, it's going to be dependent on the flight time, but if this is long-range and slow moving, I'm curious if this could be used as a sort of area denial weapon, rather than just as a missile interceptor.
It has a large radius of effect in the air because it is essentially trying to knock an airborne target out of the sky, basically casting a large net to catch a lot of fish in a vast ocean, except in this sense, missiles/rockets in the sky. It is an EMP/Ion pulse, it will effect anything that has electronics to varying degrees of success so this applies to any vehicular or mechanical unit.

I do believe that I have stated that once it hits the ground it basically triggers the generator which lasts for a full minute, which comes in pulses instead of a constant generation. So there is the initial burst in the air and once it hits the ground that triggers the secondary waves. Considering this was designed in direct response to the linked skirmish, the missile once it lands will be affecting the ones responsible for firing the rockets/missiles which were Hailfire droids. This can extend to any vehicles trying to move up or equipment of infantry stationed around the target.


[member="Gir Quee"]
 
Kor Vexen said:
That is correct. The burst is for interception and making sure that the missile/rocket is kept as far away from its intended target as possible, in the event that the warhead is not disabled, it will detonate when it hits the ground farther away from friendly forces. Once the initial pulse is triggered it just coasts along and presents an opening for it to get shot down, or not.
That sounds fair. If you'll make it explicit somewhere in the submission that it becomes drastically slower after that initial burst.



Kor Vexen said:
The hope is that no one intentionally tries to abuse that by saying they're using a missile or rocket that is otherwise not said to be stealth in a submission. If this becomes an issue, then that is something I will bring up to factory judges/admins for trying to abuse the use of something that it shouldn't be because a missile particularly designed for the purposes of stealth by masking its signature entirely through the use of technology is something that is inherently different than something that is just painted black.
If this does come up, this would probably be better directed towards a normal board RPJ or faction staff in a competitive thread. As a factory judge, I have no particular powers or influence beyond the factory forums than any other normal writer here. That's why we try to catch things here in the Factory before they enter the forum (It prevents drama, and there is less need to get RPJs and faction staff involved). This is starting to bleed into another next section though, which we can solve by defining how it works:



Kor Vexen said:
Outside of what was mentioned, it is only able to detect electronic signatures of nearby munitions when in the air (It doesn't detect solely based on the presence of exhaust), and past that will only follow exhaust heat trails back to the source after they've been triggered
If you'll put that the description please. In general, it's always good to describe mechanics rather than absolute effects in a submission. This prevents things like the black paint example from coming into play, yet still gives opposing writers an idea on how to write with it when they encounter in a thread.



Kor Vexen said:
Well that is WW2, things are considerably different since then and it is extremely primitive as far as SW tech goes to my knowledge. Unless it is otherwise stated in submissions of munitions, in which I will take into consideration that there will be nothing to deactivate/ionize as far as the missile/rocket goes, but it can still go back to the source and provide disruption from there. But as I believe I've clarified, if it is a self-propelled munition, the Sidewinder would have about as much effect on it as it does a mortar shell, which is to say none unless said munition gets caught in the pulse range.
That's fine with me. Just realize that some technologies may come up which won't be as affected by it.



Kor Vexen said:
As per earlier regards and concerns to its reaction and effect on anything with EMP/ion resistance, effects will vary as I cannot dictate what kind of damage both heavy or minor it has if it has a resistance to the damage it does. If this was to be used on say a regular B1 the following pulses once it lands will just entirely shut down a droid caught in its radius because a B1 lacks any form of resistance to EMP or ion, same goes for if it hits anything with no EMP/Ion shielding, they will just suffer complete and utter failure. But again, this is up to the writer that this was used on to really say how affected their electronics are, which is hopefully within reason.
To clarify, we can suggest typical effects on broad classes of things, but we cannot dictate absolutely what will happen. I typically use words like "designed to" or "can" to get that sort of area. That gives people a pretty good idea about its basic capabilities without writing them into a box. If you'll please add something like that.



Kor Vexen said:
It has a large radius of effect in the air because it is essentially trying to knock an airborne target out of the sky, basically casting a large net to catch a lot of fish in a vast ocean, except in this sense, missiles/rockets in the sky. It is an EMP/Ion pulse, it will effect anything that has electronics to varying degrees of success so this applies to any vehicular or mechanical unit. I do believe that I have stated that once it hits the ground it basically triggers the generator which lasts for a full minute, which comes in pulses instead of a constant generation. So there is the initial burst in the air and once it hits the ground that triggers the secondary waves. Considering this was designed in direct response to the linked skirmish, the missile once it lands will be affecting the ones responsible for firing the rockets/missiles which were Hailfire droids. This can extend to any vehicles trying to move up or equipment of infantry stationed around the target.
This sounds fine. I did a little bit more digging into the EMP field array from an in-game statistics perspective, and I think the argument could be made to have these effects. I do think though that there should be a mention that there is a chance this field generator may not last or activate last long once it lands. It is basically would be crash-landing. This may not be an issue on soft sand or grass, but if we're talking about a hard or irregular surface, that may not be the case.
 
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