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==Commander Specialisms== These specialisms are exclusive to Commanders. They typically make a much bigger impact than normal specialisms, because you can only have one commander. Not all commanders can use every specialism, and different models have various specialisms they can use (e.g. Primaris Lieutenant can be Strategist, but Primaris Librarian cannot). Commanders also don't level up like normal specialists. Instead, their level and skill tree are chosen before the game. There are also some specialisms for specific named characters. Instead of increasing by only 4 points per level, commanders instead increase by much more due to the bigger impact that they make. ===Strategist=== Introduced in Kill-Team: Rogue Trader, reprinted and slightly updated in Kill Team: Commanders. A force multiplier focusing primarily on CP production and enhancing the abilities of other Specialists. *'''Resourceful (Level 1):''' As long as this model is on battlefield and not shaken, you gain 1 additional Command Point at the beginning of the battle round. A direct copy of the baseline Leader ability, but, of course, they'll stack. **'''Advisor (Level 2A):''' Whilst this model is within 3" of other friendly specialists, those other specialists are treated as being one level higher than they actually are (max level 4) for the purposes of determining what tactics you can use. Utility depends on what you brought and their level (since high level specialists receive no benefit at all from this), but excellent for leveling up your specialists, since access to more tactics makes you more likely to have a use for one of them, generating the experience point for the specialist without otherwise forcing you to "waste" CP on a tactic you have no other use for. ***'''Counter-Strategist (Level 3AA):''' As long as this model is on the battlefield and not shaken, roll 1d6 each time an opponent uses a tactic. On a 5+ you gain one Command Point. Utterly fantastic. ***'''Master Tactician (Level 3AB):''' As long as this model is on the battlefield and not shaken, subtract 1 from the Command Point cost of all Tactics you use (to a minimum of 1). Obviously doesn't help with 1 CP tactics, but 2 CP tactics are fairly abundant. **'''Feigned Retreat (Level 2B):''' This model can Shoot or React even if it Fell Back or Retreated earlier in the battle round. Would be great on a model intended to be a shooting powerhouse, but has no direct synergy with the CP powers elsewhere in this tree. ***'''Famed Commander (Level 3BA):''' If this model is on the battlefield and not shaken, gain one additional Command Point at the start of the battle round. This can only be spent on an Aura Tactic (the ones that Commanders get) for this model in this battle round. ***'''Mission-Critical Mastermind (Level 3BB):''' Your kill team cannot be broken while this model is on the battlefield. Basically forces the enemy to kill this model before they can even get the chance to break your Kill-Team. Don't let it die. ====Unique Tactics==== *'''Level 1- Decoys (1 CP):'''Use before the initiative phase at the start of the game. Roll 1d3 - you can remove a number of friendly models from the battlefield up to the number rolled and set them up again. Can only be used once. *'''Level 2- Inspired Tactics (1 CP):''' Use this tactic after you have used a Tactic from the "Command Points and Tactics" section of the core manual if you have a Strategist specialist of level 2 or higher on battlefield that is not shaken. You can use that tactic again this phase. *'''Level 3- Counter-Tactics (2 CP):''' Use this tactic if you have a Strategist specialist of level 3 or higher that is not shaken; use when your opponent uses a tactic. Your opponent must spend one additional Command Point to use the Tactic. If they can't afford it, their points get refunded but they can't use the tactic again that phase. ===Strength=== Introduced in Kill-Team: Rogue Trader, reprinted and slightly updated in Kill Team: Commanders. Another melee-focused specialist, Strength doubles down on straight-up boosts to the user's innate attack power. *'''Muscular (Lv 1):''' Add 1 to this modelโs Strength characteristic. **'''Juggernaut (Lv 2A):''' Add 1 to wound rolls for this model in the Fight Phase if it made a successful charge. Absolutely wonderful, despite any concerns about overlap with the baseline +1S. ***'''Bull Charge (Lv 3AA):''' Add 1 to the Attacks characteristic for this model in the Fight Phase if it made a successful charge. ***'''Sunderer (Lv 3AB):''' Subtract -1 from the AP of this model's melee attacks (e.g. AP0 becomes AP-1). **'''Brutal Strikes (Lv 2B):''' Re-roll wound rolls of 1 in the Fight phase. ***'''Devastating Power (Lv 3BA):''' All melee attacks from this model deal 1 extra damage. Put this on a model with a melee weapon with low str (since you have +1 from Muscular) and low damage, but has excellent AP, such as a Power Sword, to really notice this thing in action. ***'''Crusher (Lv 3BB):''' Add 1 to all injury rolls caused by melee attacks from this model. ====Unique Tactics==== *'''Level 1- Body Slam (1 CP):''' After a successful charge from a Strength specialist, roll a d6 for each enemy model within 1". They take mortal wounds on a 6. *'''Level 2- Mighty Blow (1 CP):''' Use before rolling to hit. When choosing a Strength Specialist who is Level 2 or higher to fight, if their attack hits, the enemy model takes a mortal wound and the attack sequence ends. *'''Level 3- Grab and Throw (1 CP):''' Use when an enemy model takes a falling test within 1" of a Strength Specialist who is Level 3 or higher (which does not have to take a falling test). Instead of taking the test normally, the controlling players of both models roll off and add their respective model's Strength to the result. If the user's score is greater than or equal to the opponent's, the falling test is failed. ===Stealth=== Introduced in Kill-Team: Commanders. Focuses on movement and improved bonuses from being obscured. *'''Steady Aim (Lv 1):''' This model always counts as Readied in the Shooting phase provided that is remained stationary or made a normal move of no more than half of its Move characteristic in the Movement phase of this battle round. **'''Skulker (Lv 2A):''' If this model is completely visible but within 1" of any terrain, it is considered to be obscured. ***'''One with the Shadows (Lv 3AA):''' If this model is obscured when it is targeted in the Shooting phase, your opponent must subtract 1 from the firing model's hit rolls (in addition to any other modifiers). ***'''Lurker (Lv 3AB):''' Roll a D6 each time this model loses a wound in the Shooting phase when it is obscured from the attacking model. On a 5+ the wound is not lost. If a model already has a similar ability (e.g. Disgustingly Resilient) choose which effect applies, and re-roll 1s when making these rolls. **'''Climber (Lv 2B):''' If this model climbs any distance vertically (up or down) when making a normal move, halve the distance moved (e.g. climbing up a 4" wall counts as 2"). ***'''Prowler (Lv 3BA):''' Enemy models cannot fire Overwatch at this model if it was within 6" of them at the start of your turn in the Movement Phase. ***'''Sure-footed (Lv 3BB):''' This model is never affected by difficult terrain, dangerous terrain, or terrain pieces that were booby-trapped in the Scouting phase. ====Unique Tactics==== *'''Level 1- Hidden Deployment (1 CP):''' Use this Tactic at the start of the first battle round, before the Initiative phase. A Stealth specialist from your kill team can immediately make a normal move as if it were the Movement phase. You can only use this Tactic once per battle. *'''Level 2- Dive for Cover (1 CP):''' Use this Tactic at the start of the Shooting phase if a Stealth specialist of Level 2 or higher from your kill team is within 2" of any terrain feature. The specialist is considered to be obscured from all enemy models until the end of the phase. *'''Level 3- Backstab (2 CP):''' Use this Tactic in the Fight phase when a Stealth specialist of Level 3 or higher from your kill team makes an attack against a target that is within 1" of any other friendly model (before the hit roll). If the attack hits, the specialist inflicts a number of mortal wounds on the target equal to the weapon's Damage characteristic - the attack sequence then ends. ===Shooting=== Introduced in Kill-Team: Commanders. The name says it all, really. *'''Shootist (Lv 1):''' Re-roll hit rolls of 1 for this model when it makes a shooting attack. **'''Trick-shooter (Lv 2A):''' This model does not suffer penalties to their hit rolls due to their target being obscured. ***'''Targeting Weak Spots (Lv 3AA):''' Add 1 to wound rolls for this model's attacks when it makes a shooting attack. ***'''Precision Strike (Lv 3AB):''' Each time you make a wound roll of 6+ for this model's attack in the Shooting phase, inflict a number of mortal wounds on the target equal to the weapon's Damage characteristic - the attack sequence then ends. **'''Pistoleer (Lv 2B):''' This model can shoot twice with one Pistol weapon they are armed with in the Shooting phase: after they have shot their Pistol a first time, immediately shoot with it again. ***'''Hip Shooter (Lv 3BA):''' This model can shoot an Assault, Rapid Fire or Pistol weapon in the Shooting phase (or React to fire Overwatch) even if it Advanced earlier that battle round. If it does so, you must subtract 1 from any hit rolls made when firing that weapon unless it is an Assault weapon. ***'''Long Bomb (Lv 3BB):''' Double the Range characteristic of any Grenade weapon this model uses. In addition, this model can target an enemy model that is not visible to them with a Grenade weapon, though if they do so, the enemy model counts as obscured. ====Unique Tactics==== *'''Level 1- Itchy Trigger Finger (1 CP):''' Use this Tactic at the start of the Shooting phase to immediately Ready a Shooting specialist from your kill team that is neither shaken nor within 1" of an enemy model. *'''Level 2- Lucky Hit (1 CP):''' Use this Tactic when a Shooting specialist of Level 2 or higher from you kill team makes an attack that hits an enemy model in the Shooting phase (use the Tactic before the wound roll is made). Do not make a wound roll - it is automatically successful. *'''Level 3- Impossible Shot (1 CP):''' Use this Tactic when a Shooting specialist of Level 3 or higher from your kill team makes an attack that targets an enemy model in the Shooting phase (use the Tactic before the hit roll is made). Do not make a hit roll - it is automatically successful. You cannot use this Tactic in the same battle round as the Lucky Hit Tactic. ===Psyker=== Introduced in Kill-Team: Commanders. The first branch improves Psybolt and other powers directly, and the other one buffs Deny the Witch. Either way, you'll probably want this on anyone with psychic powers. *You may want quite a few CP spare for this specialism. You need 1 every round as a backup re-roll if you get perils of the warp and didn't take the Warp Drain upgrade branch, and more is always useful to drop on getting off that extra utility spell (2CP) or switching out your known spells (2CP). If you have the points and have access to to the Strategist Specialism, you might want to get the Generalist trait and go for the Level 1 Strategist ability (+1 CP per turn) at level 4. *'''Student of the Arcane (Lv 1):''' Add 1 to this model's Psychic tests. **'''Psychic Onslaught (Lv 2A):''' Add 1 to this model's Psychic tests for each psychic power they manifested earlier in the battle round. A must have, keep this in mind when casting powers, especially for that +2 bonus on a third power. ***'''Psionic Potency (Lv 3AA):''' If you manifest the ''Psybolt'' psychic power with this model, the range of the power is 24" instead of 18". ***'''Omniscience (Lv 3AB):''' If you manifest the ''Psybolt'' psychic power with this model, you can target any visible enemy model within 18" of them instead of the closest. **'''Warp Drain (Lv 2B):''' Add 1 to this model's Deny the Witch tests. ***'''Protective Wards (Lv 3BA):''' If this model suffers Perils of the Warp, roll a D6 for each mortal wound they suffer. On a 4+, that wound is not lost. If a model already has an ability with a similar effect (such as Disgustingly Resilient), you can shoose which effect applies, and re-roll 1s when making these rolls. ***'''Witchbane (Lv 3BB):''' This model can make one additional Deny the Witch attempt in each battle round. ====Unique Tactics==== *'''Level 1- Mental Focus (1-2 CP):''' Use this Tactic after a manifesting the ''Psybolt'' psychic power with a Psyker specialist from your kill team. You can attempt to manifest ''Psybolt'' a second time this phase. This Tactic costs 1 Command Point unless the specialist can normally attempt to manifest only one psychic power in each Psychic phase, in which case it costs 2 Command Points instead. **Incredible tactic that should be used almost every round, for a psyker that can manifest 2 powers it allows you to manifest an extra psybolt for only 1CP. Although some would consider this a technicality so in future errata will probably change the cost of psybolt as a third psychic power to 2CP. *'''Level 2- Loremaster (2 CP):''' Use this Tactic at the start of the Psychic phase. You can exchange one psychic power that a Psyker specialist of Level 2 or higher from your kill team knows (other then ''Psybolt'') for a new power generated from the Psychic Powers list (pg 17). *'''Level 3- Psychic Barrage (2 CP):''' Use this Tactic when you choose a Psyker specialist of Level 3 or higher from your kill team to manifest a psychic power in the Psychic phase. That model can attempt to manifest one additional psychic power in this phase that it has not already attempted to manifest in this phase. ===Melee=== Introduced in Kill-Team: Commanders. Take one guess as to what it improves. *'''Expert Figher (Lv 1):''' Add 1 to this model's Attacks characteristic. **'''Warrior Born (Lv 2A):''' Re-roll hit and wound rolls of 1 for this model in the Fight phase. ***'''Duellist (Lv 3AA):''' Roll a D6 each time you use the Duel of Honour Commander Tactic on this model. On a 2+ you gain a Command Point. ***'''Precision Strike (Lv 3AB):''' Each time you make a wound roll of 6+ for this model's attack in the Fight phase, inflict a number of mortal wounds on the target equal to the weapon's Damage characteristic - the attack sequence then ends. **'''Swift Parry (Lv 2B):''' Opponent must re-roll hit rolls of 6 for attack that target this model in the Fight phase. ***'''Impenetrable Defence (Lv 3BA):''' Subtract 1 from the Attacks characteristic (to a minimum of 1) of all enemy models within 1" of this model when they fight in the Fight phase, until the end of the fight phase. ***'''Lighting Reflexes (Lv 3BB):''' Roll a D6 each time this model suffers a wound in the Fight phase. On a 5+ that wound is not lost. If a model already has an ability with a similar effect (e.g. Disgustingly Resilient), you can choose which effect applies, and re-roll 1s when making these rolls. ====Unique Tactics==== *'''Level 1- Stunning Blow (1 CP):''' Use this Tactic when a Melee specialist from your kill team makes an attack that targets an enemy model in the Fight phase (use the Tactic before the hit roll is made). If that attack hits (whether or not the wound roll is successful), your opponent must subtract 1 from the model's hit rolls for the rest of the battle round. *'''Level 2- Haymaker (1 CP):''' Use this Tactic when a Melee specialist of Level 2 or higher from your kill team makes an attack that targets an enemy model in the Fight phase (use the Tactic before the hit roll is made). If that attack is successful, any damage inflicted is doubled. *'''Level 3- Fight Dirty (2 CP):''' Use this Tactic when an enemy model makes any attacks that target a Melee specialist of Level 3 or higher from your kill team in the Fight phase (use the Tactic before any hit rolls are made). For the rest of the battle round, the enemy model's controlling player must subtract 2 from hit rolls for that model's attacks. ===Logistics=== Introduced in Kill-Team: Commanders. An eclectic mix of campaign bonuses, offensive abilities, and defensive abilities. *'''Extra Armour (Lv 1):''' Ignore Ap characteristics of -1 for attacks that target this model. **'''Quartermaster (Lv 2A):''' If this model is in your kill team and not out of action after all Casualty rolls have been made after a mission which you lose any Materiel, roll a D6 for each point you lose. On a 2+, that point of Materiel is not lost. ***'''Scavenger (Lv 3AA):''' If this model is in your kill team and not out of action after all Casualty rolls have been made after a mission, roll a D6 and add the number of enemy models that were out of action at the end of the mission (before any Casualty rolls). On 7+, you gain 1 Materiel. ***'''Master of Sabotage (Lv 3AB):''' If this model is in your kill team and not out of action after all Casualty rolls have been made after a mission, roll a D6 for each opponent that played that mission. On a 5+, the player being rolled for loses 1 Materiel. **'''Armed to the Teeth (Lv 2B):''' In each Shooting phase, instead of only a single model from your kill team being able to fire a Grenade weapon, this model and one other model in your kill team may each fire a Grenade weapon they are armed with instead of firing any other weapons. ***'''Master Artisan (Lv 3BA):''' Pick one of this model's weapons. Add 1 to the weapon's Damage characteristic. ***'''Rangefinder Scope (Lv 3BB):''' Pick one of this model's Assault, Rapid Fire, Heavy or Pistol weapons. Increase the Range characteristic of the weapon by 6", and re-roll hit rolls of 1 when this model makes a shooting attack with that weapon. ====Unique Tactics==== *'''Level 1- Grav-Chute (1 CP):''' Use this Tactic at the start of the first battle round, before the Initiative phase. Pick a model from your kill team. For the duration of the battle, that model never suffers falling damage, and never falls on another model. If it would, instead place that model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model. *'''Level 2- Armour Piercing Ammunition (1 CP):''' Use this Tactic in the Shooting phase when a Logistics specialist of Level 2 or higher from your kill team makes a shooting attack with an Assault, Rapid Fire, Heavy or Pistol weapon. When resolving the attacks, increase the weapon's Strength characteristic by 1. and improve its AP by 1. (e.g. AP0 becomes AP-1) *'''Level 3- Refractor Field (1 CP):''' Use this Tactic at the start of the first battle round, before the Initiative phase. Pick a model from your kill team; for the duration of the battle, that model has a 5+ invulnerable save. ===Leadership=== Introduced in Kill-Team: Commanders. The main draw here is amplifying the effects of Aura Tactics, but the ability to use an Objective Secured equivalent and Leader-like skills isn't to be trifled with either. With Second in Command, you can also get more flexibility as to where you want the buff auras to go. *'''Symbol of Courage (Lv 1):''' As long as this model is on the battlefield and not shaken, subtract 1 from Nerve tests for friendly models. **'''Aura of Command (Lv 2A):''' Increase the range of all Aura Tactics used by this model by 3". ***'''Master of War (Lv 3AA):''' Each time this model uses an Aura Tactic, roll a D6. On a 3+ you regain 1 Command Point. ***'''Heroic (Lv 3AB):''' As long as this model is on the battlefield and not shaken, you gain on additional Command Point at the start of each battle round. This Command Point can only be used for Commander Tactics. **'''Inspiring (Lv 2B):''' Friendly models within 3" of this model - as long as it is not shaken - automatically pass Nerve tests. ***'''Grim Determination (Lv 3BA):''' Friendly models within 3" of this model - as long as it is not shaken - do not suffer penalties to their hit rolls for one flesh wound they have. ***'''Tenacious (Lv 3BB):''' This model always controls an objective marker if it is within 2" of it, even if there are more enemy models within 2" of that objective marker. If an enemy model with a similar ability is also within 2" of that objective marker, neither ability has an effect for either model. ====Unique Tactics==== *'''Level 1- Second in Command (1 CP):''' Use this Tactic at the start of the battle round. Until the end of the battle round, your kill team's Leader can use any of your Commander's Aura Tactics. When they do so, they are the model that gains the aura ability, rather than your Commander. *'''Level 2- Bring them Down! (1 CP):''' Use this Tactic at the start of the Shooting phase. Pick an enemy model that is visible to a Leadership specialist of Level 2 or higher from your kill team. You can re-roll hit rolls of 1 for friendly model's attacks made in this phase that target the model you picked. *'''Level 3- Inspirational Oratory (2 CP):''' Use this Tactic at the start of the Morale phase. As long as a Leadership specialist of Level 3 or higher from your kill team is on the battlefield and not shaken, all friendly models on the battlefield automatically pass Nerve test made in this phase. ===Fortitude=== Introduced in Kill-Team: Commanders. You've got 2 paths here; make it more likely you'll survive injury rolls or make it harder to get you there in the first place. Don't forget that all the Fortitude Tactics revolve around impeding injury rolls as well, and they stack with the rank boosts. If you want to be really mean, combine the Injury tree with the 'Trauma Specialist' Level 3 Medic ability to add an extra die to the injury roll pool and force the ''lowest'' result to be picked. There's very few bad options here, and it can turn almost any commander into 'The Thing That Will Not Die'. *'''Hardy Constitution (Level 1)''': Ignore wounds on a 6+. As usual, if you already have something similar you can re-roll 1s. **'''Indomitable(Level 2A)''': You can force a re-roll of an Injury roll made by an attack targeting this model once per round. ***'''Feel No Pain (Level 3AA)''': Subtract 1 for injury rolls made for this model. ***'''Unyielding Will(Level 3AB)''': You can attempt to deny a psychic power in the Psychic phase one more time than you could otherwise (even if you normally can't). **'''Hard to Kill (Level 2B)''': Halve the damage characteristic of each weapon used to attack this model (rounding up) for the duration of the attack. Note that this reduces injury dice rolled as well. ***'''True Grit (Level 3BA)''': Add 1 to this model's Toughness characteristic. ***'''Iron Constitution (Level 3BB)''': Add 1 to this model's Wounds characteristic. ====Unique Tactics==== *'''Level 1- Pain is for the Weak! (1 CP):''' Use this Tactic when an opponent makes an Injury roll of a model from your kill team that is within 3" of a friendly Fortitude specialist (use this Tactic before the Injury roll is made). Subtract 1 from all dice rolled as part of the Injury roll. *'''Level 2- It's just a Scratch (1 CP):''' Use this Tactic at the start of the Morale phase. Roll a D6 for each flesh wound that a Fortitude specialist of Level 2 or higher from your kill team has suffered. On a 5+ that flesh wound is removed. *'''Level 3- Refusal to Fall (2 CP):'''Use this Tactic when your opponent makes an Injury roll for a Fortitude specialist of Level 3 or higher from your kill team (use the Tactic before the Injury roll is made). Apply a -2 modifier to that Injury roll. ===Ferocity=== Introduced in Kill-Team: Commanders. Focuses on making charges better, reducing the penalties from flesh wounds, and making you stronger when near death. High risk, high return. *'''Counter-Attack (Level 1)''': This model can fight in the Hammer of Wrath section of the fight phase even when it hasn't charged. **'''Bloodlust (Level 2A)''': This model can re-roll failed charge rolls. ***'''Fearsome War-Cry (Level 3AA)''': Attacks that target this model in the fight phase subtract 1 from their hit rolls if this model charged. ***'''Berserker (Level 3AB)''': Subtract 1 from wound rolls that target this model in the fight phase. **'''Ignore Pain (Level 2B)''': Flesh wounds do not cause penalties for this model in the fight phase. ***'''Death Frenzy (Level 3BA)''': If this model is taken out of action during the fight phase, you can immediately fight with them even if they were chosen to fight previously in the phase. ***'''Indignant Rampage (Level 3BB)''': If this model has less than half its wounds left, it gains d3 attacks. ====Unique Tactics==== *'''Level 1- Murderlust (1 CP):''' Use this Tactic when it is your turn to move in the Movement phase. A Ferocity specialist form your kill team that is not shaken can make a charge attempt against an enemy model with 15" of them, and you can add D3 to their charge roll. *'''Level 2- Bellow of Wrath (2 CP):''' Use this Tactic at the start of the Morale phase. In this phase your opponent(s) must re-roll successful Nerve tests taken for enemy models within 6" of a Ferocity specialist of Level 2 or higher from your kill team that is not shaken. *'''Level 3- Fury Unleashed (2 CP):''' Use this Tactic in the Fight phase, before attacking with a Ferocity specialist of Level 3 or higher from your kill team. Add 1 to Injury rolls you make when resolving attacks for this model in the phase. ===Legendary Hunter=== Introduced in Kill-Team: Elites. An especially potent Specialism limited to a small handful of named Commanders; it doesn't give many abilities, but the ones it does give are some of the best around. However, having this Specialism disables the use of Commander Traits. *'''Level 1- Hard Case''': Flesh wounds this model has suffered do not cause hit roll penalties. Essentially gives you the Custodes' Superior Transhuman Physiology. *'''Level 2- Sudden Ambush''': When setting this unit up from reserves, they can be set up anywhere more than 5" from an enemy model. *'''Level 3- Stealthy Hunter''': When this model is obscured, enemy shooting attacks take an additional -1 penalty to hit and injury rolls. *'''Level 4- Like Fighting a Shadow''': Once per battle, if this unit is not shaken and doesn't have any enemies within 6" of it then it can leave the battlefield and enter reserves. ====Unique Tactics==== *'''Level 1- Nine Lives (1 CP)''': When the enemy makes an injury roll for this unit, the roll takes a -1 penalty...to all dice rolled. *'''Level 2- Fighting With The Legend (1 CP)''': If this model isn't shaken, it and all friendly models within 2" auto-pass Nerve tests. *'''Level 3- Legendary Skill (2 CP)''': When choosing to shoot or fight with this model, it can reroll failed hits ''and'' wounds until the end of the corresponding phase.
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