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13th Company FanDex


Valerian

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Space Wolves 13th Company Organization





A conventional Space Wolves Great Company is formed around a core of Grey Hunters - experienced warriors capable in a number of battlefield roles. Supporting these troops are the Long Fangs who provide heavy firepower. Fighting alongside are the Blood Claws, packs of eager young aspirants who throw themselves into battle in an effort to prove themselves to their superiors. Leading the Great Company is a Wolf Lord and his retinue of Wolf Guard, highly accomplished warriors who provide an officer cadre within the Company. The force can call on support from any number of armored vehicles, Dreadnoughts, transports, bikes, and Land Speeders.


A 13th Company warband differs from a Space Wolves Great Company in a number of respects, most of which can be explained by the circumstances of the Company's disappearance. At the core of the army are the Grey Slayer packs. These squads fulfill a role similar to that of Grey Hunters in a Space Wolves Great Company, but each Slayer is far and away a superior fighter to his Grey Hunter equivalent. This fact comes as no surprise to imperial observers, as the normal flow of new recruits into a Great Company has been cut off, making the progression from Grey Hunter to Wolf Guard impossible. The Company has adopted an ad hoc structure, often separating men into specialized units that support one another in the manner of wolves on the hunt. The core of this force remains the equal of the elite elements of many other armies.


There are no Blood Claws in the 13th Company. All of the Blood Claws that disappeared with the Company would have either died in action or long since progressed up the ranks, and no replacements would have been forthcoming in the Eye of Terror.


Some of the senior ranks found within the Space Wolves are also absent from the 13th Company. Other than the Wolf Lord himself, the only leader to be found operating outside of the packs are the Rune Priests and Wolf Priests. Casualties among the other ranks could not be replaced due to the difficulty of specialized training and the lack of resources. This fact poses some interesting questions regarding the Rune Priests, as the Company appears to have had no trouble maintaining a cadre of these psychically gifted individuals. Evidently, the Eye has had some effect on the men of the Company and unlocked previously untapped psychic abilities within its ranks.


The formation that represents the most drastic departure from the Space Wolves organization is that of the Wulfen packs. The Wulfen are consummate predators who throw themselves at their foes as soon as they are scented. Whether the Wulfen packs are standing formations or are formed on a temporary basis as men succumb to the Curse of the Wulfen is, at this stage, unknown.


The first reported instance of direct contact between Imperial forces and a 13th Company warband was during the raid on the Ormantep Listening Post. One of only a handful of survivors, a Sanctioned Psyker stationed with the post's Kasrkin defenders reported that she was almost decapitated by a Wulfen with whom she tried to communicate. It was only on the orders of another 13th Company leader that the beast spared her. That the Wulfen are highly effective in close quarters combat is evident, but it is also clear that they are potentially as dangerous to Imperial troops as they are to the enemy.


It has been noted by Inquisitor Asmorales that the numbers of the Wulfen-kind that disappeared 10,000 years ago must have been equivalent to a contemporary Space Marine Chapter, owing to the far larger size of the First Founding Legions. To date, only a handful of men of the 13th Company have been observed. Thus, the Inquisitor believes that the majority of the Company remains within the Eye of Terror, has been slain, or has embarked on a mission the nature of which only the 13th Company understands. It is also likely that a number of separate contingents of Wulfen-kind are at large, each harrying the forces of Chaos and led by a Lord who is vassal to an individual yet to reveal his hand in the conflict.



The Wulfen







 

These fragmented pieces of text have been excerpted
from Dionerius' Rise of Man, M31


Fragment I


...Among them were companies of savage creatures, their bestiality far outstripping even the barbaric Children of Russ. By the Space Wolves these were called the Wulfen, at times spoken of as the thirteenth company. They were feral of eye and febrile in nature, strong of limb and blanched by savage tattoos, able to tear a man asunder with their clawed hands and fangs. Eschewing weapons of distance they would stalk their foes as wild beasts, slinking in the shadows and hunting by night 'neath the light of the full moon. Variously, captains say the Wulfen were led by Hirkon Grail or Jorin
Bloodfang, maybe when one was slain another took his place.

 

Fragment II



Now in the aftermath of the Siege of Terra there was a great confusion among the loyal followers of the Emperor, for they had lost their liege lord and were as knights without their king. [[Text lost]] Many voiced loud the thought in the hearts of all - give chase to the traitors and destroy them utterly for the woe they had wrought. The voice of Russ was raised loudest of all, [[Text lost]] but Guilliman and Dorn gainsaid his counsel. To enter the Occularis Terriblis would bring disorder on the surviving Legions, they said, leaving Man vulnerable to both the xenite and the apostate. It is said that Russ, as was so often the way, took his own counsel and sent forth the Wulfen to hunt down Abaddon and his followers. Others say that the thirteenth company
pursued the heretics of their own accord, as hounds at the chase who heed not the calls of their huntsman. Others still maintain that the Wulfen had been
tainted by the Dark Gods and were summoned by their call to join the traitor legions in the netherworld.

 

Fragment III



The Wulfen were never seen nor heard of again, passing into the void and becoming lost to the eye and ear of Man. It is said that upon the Space Wolves homeworld of Fenris the loss of the Wulfen was known by the wolves of Asaheim. The great packs gathered before the gates of the Space Wolves
monastery in their thousands until every wolf in the world was there. That grey host howled of their loss for a hundred nights before returning to the
hinterlands.


From the Saga of Jorin Bloodfang



 

 

In time, the ranks of the 6th Legion

swelled to a great host.

And many bore the Mark

[FRAGMENT MISSING]


And so Russ banded them all into

one Great Company.

And to Bloodfang fell the honor

Of leading them to laurels and glory

In the name of Russ and the

All Father.


Bloodfang named [FRAGMENT MISSING]

Grail, Orkbane, Sigurd, Thorbrand,

and Grafield.

To each a retinue was granted.


And as a band of brothers the

13th Great Company

Reaved across the stars.



Neither xenite, or Apostate,

nor Fiend

Could stand before [FRAGMENT MISSING]

the Were was upon them.


But at the Gates of [FRAGMENT MISSING]

did Bloodfang rage

And plunge headlong into

[FRAGMENT MISSING]

Neither kin nor Master could

restrain him.


And beyond the Gates did the

Wulfen-kind pass.


At Asaheim, the Wolves did cry for

one hundred nights

To mourn the passage of their kin.




13th Company Special Rules





Leaders of the Pack In a Space Wolves 13th Company army, each HQ 'slot' allows you to take up to two HQ choices. This means that in a standard mission a 13th Company army may take up to four HQ choices. This represents the constant presence of heroes determined to burn their name into legend. However, packs of Space Wolves work best when led by a single dominant personality, each hero respected for his own abilities. To represent this, no two characters may bear the same saga, nor may they bear the same psychic powers, or the same wargear combination.

And They Shall Know No Fear - Refer to the USR.

Acute Senses - Refer to the USR

Counter-Attack - Refer to the USR

Move Through Cover - Refer to the USR

Ambush! - The Space Marines of the 13th Company are adept at catching an enemy unawares. To represent this, the entire army may always be deployed at the start of the battle, even in scenarios where you would normally be required to hold models in reserve. In addition, after both sides have deployed, the 13th Company army may make a 'free move'. This move happens before the first turn takes place, and all normal movement rules apply; a Rune Lord may not use 'The Gate' psychic power during this move.

The Long War - The 13th Company has been fighting in the Eye of Terror for 10,000 years, cutoff from their home world, the Imperium, and all support. A force of the 13th Company may have no allied detachments, nor select from any fortifications.

13th Company Psychic Powers





A Rune Lord has two psychic powers from the list below, chosen when the army is picked. He can only use one power each player turn unless he has been upgraded to a Master of the Runes, in which case he can use up to two powers. All Rune Lord psychic powers are used following the rules given in the main Warhammer 40,000 rulebook.


The Gate

Focusing his Warp-sense, the Rune Lord creates a corridor of safe passage through the Immaterium, allowing his pack to cross great distances in the blink of an eye.

The power is used at the beginning of the 13th Company's Movement phase. On a successful Psychic Test, the Rune Lord and up to one pack of Grey Slayers, Storm Claws, or Long Fangs within 6" of him is removed from the tabletop, and immediately redeployed onto the table using the Deep Strike rules. The Gate may be used even if enemy models are in base contact with the Rune Lord or any of the pack that move with him (the enemy models are left behind).

Thunderclap - Refer to Codex Space Wolves (5th Edition) page 37.

Living Lightning - Refer to Codex Space Wolves (5th Edition) page 37.

Storm Caller - Refer to Codex Space Wolves (5th Edition) page 37.

Tempest's Wrath - Refer to Codex Space Wolves (5th Edition) page 37.

Fury of the Wolf Spirits - Refer to Codex Space Wolves (5th Edition) page 37.

Murderous Hurricane - Refer to Codex Space Wolves (5th Edition) page 37.

Jaws of the World Wolf - Refer to Codex Space Wolves (5th Edition) page 37.


13th Company Army List





HQ



Wolf Lord {HQ}.......... 115 Points
UnitWSBSSTWIALdSvInv
Wolf Lord6544354103+ -

Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry

  • 1 Wolf Lord

  • Power Armour
  • Bolt Pistol
  • Close Combat Weapon
  • Frag and Krak Grenades

  • Independent Character
  • And They Shall Know No Fear
  • Acute Senses
  • Counter-Attack
  • Move Through Cover
  • Ambush!



Options:
‐ same as the Wolf Lord options from Codex Space Wolves, except the Wolf Lord may not select a Jump Pack or a Bike. In addition, the 13th Company Wolf Lord has access to the Saga of the Wulfen King, in addition to the standard Sagas.

Saga of the Wulfen King: Taking this Saga grants the Wolf Lord +D3 Attacks (rolled for at each close combat phase), and allows Wulfen Packs to be taken as Troops Choices. (35 points).




Rune Lord {HQ}.......... 115 Points
UnitWSBSSTWIALdSvInv
Rune Lord5544243103+ -

Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry

  • 1 Rune Lord

  • Power Armour
  • Bolt Pistol
  • Runic Weapon
  • Frag and Krak Grenades

  • Independent Character
  • Psyker
  • And They Shall Know No Fear
  • Acute Senses
  • Counter-Attack
  • Move Through Cover
  • Ambush!



Options:
‐ same as the Rune Priest options from Codex Space Wolves, except the Rune Lord may not select a Jump Pack or a Bike.





Warden of the Lost {HQ}.......... 115 Points
UnitWSBSSTWIALdSvInv
Warden5544243103+ 4+

Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry

  • 1 Warden of the Lost

  • Power Armour
  • Bolt Pistol
  • Crozius Arcanum
  • Frag and Krak Grenades
  • Wolf Amulet
  • Fang of Morkai

  • Independent Character
  • And They Shall Know No Fear
  • Acute Senses
  • Counter-Attack
  • Move Through Cover
  • Ambush!
  • Warden



Options:
‐ same as the Wolf Priest options from Codex Space Wolves, except the Warden of the Lost may not select a Jump Pack or a Bike.

Warden:
If a Warden of the Lost is attached to a Wulfen Pack, the Warden gains their Fleet unit special rule.





Elite


Wulfen Pack {Elite}.......... 150 Points
UnitWSBSSTWIALdSvInv
Wulfen5054153103+ -

Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry

  • 5 Wulfen

  • Power Armour
  • Claws

  • Rage
  • Fleet
  • Rending
  • And They Shall Know No Fear
  • Acute Senses
  • Counter-Attack
  • Move Through Cover
  • Ambush!



Options:
‐ Up to 10 additional Wulfen may be added to the pack at +30 points per model





Storm Claws Pack {Elite}.......... 135 Points
UnitWSBSSTWIALdSvInv
Storm Claw444414293+ NAPack Leader444414393+NA

Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry

  • 1 Pack Leader
  • 4 Storm Claws

  • Power Armour
  • Bolt Pistol
  • Close Combat Weapon
  • Frag and Krak Grenades

  • And They Shall Know No Fear
  • Acute Senses
  • Counter-Attack
  • Move Through Cover
  • Ambush!
  • Berserk Charge
  • Infiltrate



Berserk Charge: Storm Claws are famous for delivering headlong charges. They receive a bonus +2 Attacks when they charge rather than the normal +1. This bonus may not be claimed when launching a Counter-Attack.

Infiltrate: Storm Claws are commonly used to scout ahead of 13th Company warbands to reconnoiter battlezones to determine optimal ambush sites. Any Storm Claws pack and a single attached Character may choose to deploy in accordance with the Infiltrate USR (see Rulebook), or may be held in reserves and deploy via an Outflank Move.

Options:
‐ Up to 5 additional Storm Claws may be added to the pack at +25 points per model
- A single Storm Claw may take the Mark of the Wulfen at + 15 points.
‐ Up to two Storm Claws may replace their Close Combat Weapon with a Power Weapon at +15 points, or a Power Fist at +25 points.
‐ Up to two Storm Claws may replace their Bolt Pistol with a Plasma Pistol at +10 points.

Pack Leader:
The Pack Leader has access to the same Weapons and Wargear options as those for a C:SW Wolf Guard, except the Pack Leader may not select a Jump Pack or a Bike, or any of the Terminator Heavy Weapons.





Lone Wolf {Elite}.......... 30 Points
UnitWSBSSTWIALdSvInv
Lone Wolf544424293+ NA

Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry

  • 1 Lone Wolf

  • Power Armour
  • Bolt Pistol
  • Close Combat Weapon
  • Frag and Krak Grenades

  • Fearless
  • Acute Senses
  • Counter-Attack
  • Move Through Cover
  • Ambush!
  • Pack of One
  • A Glorious Death
  • Beastslayer



Options:
‐ same as the Lone Wolf options from Codex Space Wolves





Troops:


Grey Slayers Pack {Troops}.......... 110 Points
UnitWSBSSTWIALdSvInv
Grey Slayer444414293+ NAPack Leader444414393+NA

Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry

  • 1 Pack Leader
  • 4 Grey Slayers

  • Power Armour
  • Bolter
  • Bolt Pistol
  • Close Combat Weapon
  • Frag and Krak Grenades

  • And They Shall Know No Fear
  • Acute Senses
  • Counter-Attack
  • Move Through Cover
  • Ambush!



Options:
‐ Up to 5 additional Grey Slayers may be added to the pack at +20 points per model
- One Grey Slayer may take the Mark of the Wulfen at + 15 points.
‐ One Grey Slayer may replace his Close Combat Weapon with a Power Weapon at +15 points, or a Power Fist at +25 points.
‐ One Grey Slayer may replace his Bolt Pistol with a Plasma Pistol at +10 points.
‐ One Grey Slayer may replace his Bolter with a Flamer for Free, a Meltagun for +5 points, or a Plasma Gun at +10 points.
- If the pack numbers 10 models, a second Grey Slayer may replace his Bolter with a special weapon from the above list at no additional cost.

Pack Leader:
The Pack Leader has access to the same Weapons and Wargear options as those for a C:SW Wolf Guard, except the Pack Leader may not select a Jump Pack or a Bike, or any of the Terminator Heavy Weapons.





Fast Attack:


Thunderwolf Cavalry{Fast Attack}.......... 55 Points per model
UnitWSBSSTWIALdSvInv
Thunderwolf Cavalry445524493+ NA

Unit TypeUnit CompositionWargearSpecial Rules
  • Cavalry

  • 1-5 Thunderwolf Cavalry

  • Power Armour
  • Bolt Pistol
  • Close Combat Weapon
  • Frag and Krak Grenades

  • And They Shall Know No Fear
  • Acute Senses
  • Counter-Attack
  • Move Through Cover
  • Ambush!
  • Rending (close combat only)
  • Wolfkin



Options:
‐ same as the Thunderwolf Cavalry options from Codex Space Wolves




Fenrisian Wolf Pack{Fast Attack}.......... 10 Points per model
UnitWSBSSTWIALdSvInv
Fenrisian Wolf404414256+ NA

Unit TypeUnit CompositionWargearSpecial Rules
  • Beasts

  • 5-15 Fenrisian Wolves

  • Vicious Claws and Fangs

  • Counter-Attack
  • Move Through Cover
  • Ambush!



Options:
‐ None




Heavy Support:


13th Company Long Fangs Pack {Heavy Support}.......... 50 Points
UnitWSBSSTWIALdSvInv
Long Fang444414293+ NAPack Leader444414393+NA

Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry

  • 1 Pack Leader
  • 2 Long Fangs

  • Power Armour
  • Bolter
  • Bolt Pistol
  • Close Combat Weapon
  • Frag and Krak Grenades

  • And They Shall Know No Fear
  • Acute Senses
  • Counter-Attack
  • Move Through Cover
  • Ambush!
  • Fire Control



Options:
‐ Up to 3 additional Long Fangs may be added to the pack at +15 points per model
- One Long Fang may take the Mark of the Wulfen at + 15 points.

Each Long Fang apart from the Pack Leader must replace his Bolter with one of the following:
- A Flamer for free
‐ A Heavy Bolter or Meltagun at +5 points per model.
‐ A Missile Launcher*, Multi-melta, or Plasma Gun at +10 points per model.
‐ A Plasma Cannon at +20 points per model.
‐ A Lascannon at +25 points per model.

Pack Leader:
The Pack Leader has access to the same Weapons and Wargear options as those for a C:SW Wolf Guard, except the Pack Leader may not select a Jump Pack or a Bike, or any of the Terminator Heavy Weapons.

* If a Missile Launcher is purchased for a Long Fang, it will come with Frag, Krak, and Flakk Missiles.
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So, this is a FanDex that I made for The Fang years ago, after our 5e Codex was released, for the purpose of updating the old Eye of Terror army list for the 13th Company and making it usable for contemporary games.  I thought this work was lost to the Warp, when the BnC blogs disappeared following the software updates just over a year ago.  However, just tonight I found a text file version locked away in the mind of a Servitor-Scribe, so have reproduced this ancient text for the purposes of updating to ensure compatibility with the 6e ruleset, and providing for the patrons of The Fang's use.

 

I know I've got some additional polishing up to do, but it'll go a lot easier if y'all can take a look and make recommendations for me to consider.

 

Regards,

 

Valerian

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I really like it, the stats and options all seem both appropriate and balanced, and I particularly agree with the no allies, no fortifications rule.

 

My only concern would be facing off against flyer heavy forces (especially things like baledrakes that eat 3+ infantry for breakfast)? Maybe add the option for Flakk to the LF?

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Awesome post brother, i'll certainly be using some of these rules myself as my Jarl is definitely a Wulfen Commander. I'm just sad I'm going to finish him before ETL starts xD

 

Yey for custom rules!

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I really like it, the stats and options all seem both appropriate and balanced, and I particularly agree with the no allies, no fortifications rule.

Thank you.

My only concern would be facing off against flyer heavy forces (especially things like baledrakes that eat 3+ infantry for breakfast)? Maybe add the option for Flakk to the LF?

Excellent point, and I'm definitely looking for this kind of feedback; as I stated above, this is a resurrection of a very old project, and I haven't put any effort into ensuring compatibility with either 6e base rules or meta.  Will definitely edit to include access to Flakk for any Missile Launchers.  

 

Any issues with just including Flakk for free?  I can't see charging extra for an army to have this (limited) anti-air capability that has literally no other good options.

 

Also, thanks to the other posters who have provided positive feedback so far.

 

V

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Edited the original post to add Flakk Missiles as standard ammunition included with purchase of Missile Launchers.  Any other recommendations?  Any other significant conflicts with 6th Edition rules that I didn't notice?

 

Thanks for looking,

 

V

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So how many units are the various packs starting with? My other question is why would you put a Wolf Lord or Warden of the Lost with a Wulfen pack if it would cause them to lose Rage and thus attacks?
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So how many units are the various packs starting with?

 

Thanks for pointing that out; as I went back to investigate, I see that quite a bit is missing from when I attempted to port over the code from the old text file.  In addition to starting unit size, none of the base equipment or special rules are displayed.  Dang, I need to go back in a start trying to troubleshoot this.  Wish me luck.  Not going to get to it tonight, though.   Hey, I think I've got it fixed already.  Looks like everything is back.  Whew!

 

My other question is why would you put a Wolf Lord or Warden of the Lost with a Wulfen pack if it would cause them to lose Rage and thus attacks?

 

As far as my reading of the Rage special rule in the rulebook goes (page 41), I don't see that attaching an IC would cause the Wulfen to lose that.  This special rule is applied on a per-model basis, so they should be good-to-go.  Please let me know if I'm overlooking something, however.

 

V

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Any issues with just including Flakk for free?  I can't see charging extra for an army to have this (limited) anti-air capability that has literally no other good options.

 

Hmmm, not sure. While I get that 10pts for Flakk is ridiculous and not worth it at all, I do wonder if 0pts is going a bit far in the opposite direction, especially given that LF with ML is already going to be the 'go to' HS option in a 13th Co. force?

 

I'd suggest in the interests of fairness (and getting opponents to accept playing against a homegrown list) that ML should include all 3 missile types but maybe make it a tiny bit more expensive? Even 12pts rather than 10pts seems more balanced, and if someone spams 3 packs of 5 ML LF they'll pay an extra 30pts for their Flakk.

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One of the things I miss about the old eye of terror mark of the wulfen is it let the character use their weapons with the extra d3 attacks. I used to give every pack leader the mark and a power weapon. It really helped to chew up anything my packs charged. Then again that was when power weapons ignored armor all together and weren't AP weapons, LOL. I'd like to see a rework of the mark. One of the fluffier hallmarks about the 13th Co is that everyone basically was marked out as going the wulfen route to begin with.
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Lost: Only a Warden of the Lost, or a Wolf Lord with the Saga of the Wulfen Lord may join a Wulfen Pack. As long as the pack has been joined by one of these Independent Characters, they do not suffer from the Rage USR.

 

I'm not sure how to qoute a portion of text from my phone. This is the part under Wulfen I didn't understand. Maybe

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Blasted phone. Maybe a different use was meant to be nullified by a Wolf Lord or Warden of the Lost. Maybe they're like Bloodclaws and need the Lord or Warden to temper them?
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Well, old wulfen had to move towards the nearest enemy unit. When you attached the wolf priest, you could move them normally. I don't see why that couldn't be the same. Before running in the shooting phase was the norm, wulfen moved 6 inches then moved an additional d6 towards the enemy.
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Ah, yes, I see the issue now. Old "Rage" had the downside of forcing charges. New "Rage" just grants the extra attacks benefit, so I need to change the language in the FanDex to reflect that we don't want that to go away when attaching an IC, since it is a benefit now, vice a drawback.
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One of the things I miss about the old eye of terror mark of the wulfen is it let the character use their weapons with the extra d3 attacks.

 

I've kept that for the new "Saga of the Wolf King," but it is for the Wolf Lord only.  Didn't feel right making that available to the Pack Leaders anymore.  Certainly was fun to play with that back in the day (6 Power Fist attacks on the charge from the Pack Leader?!  What?!)

 

V

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Awesome Valerian. Be nice if somebody from GW looked at your work & got some ideas. If they put something like this out in an E-format of any kind I'd probably buy it. And I hate E-formats!!!LOL!!! Please keep things like this up & thanks.

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Any issues with just including Flakk for free? I can't see charging extra for an army to have this (limited) anti-air capability that has literally no other good options.

Hmmm, not sure. While I get that 10pts for Flakk is ridiculous and not worth it at all, I do wonder if 0pts is going a bit far in the opposite direction, especially given that LF with ML is already going to be the 'go to' HS option in a 13th Co. force?

I'd suggest in the interests of fairness (and getting opponents to accept playing against a homegrown list) that ML should include all 3 missile types but maybe make it a tiny bit more expensive? Even 12pts rather than 10pts seems more balanced, and if someone spams 3 packs of 5 ML LF they'll pay an extra 30pts for their Flakk.

Thanks for the suggestion. I'm going to let it percolate for a few days and see which way I decide to lean after some additional consideration. Would like to make it fair.

Awesome Valerian. Be nice if somebody from GW looked at your work & got some ideas. If they put something like this out in an E-format of any kind I'd probably buy it. And I hate E-formats!!!LOL!!! Please keep things like this up & thanks.

Thank you for the kind words, Rift Blade. The GW designers are welcome to contact me at any time. whistlingW.gif Oh, and I'm going to need a new job anyway when I retire in two years.yes.gif

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