Saturday, August 8, 2015

United Federation of Planets Profile: Part 1


Planetary Conquest Profile: The United Federation of Planets

 

Author’s note: The style of this profile is a mix of my own and a heavy dose of inspiration from Madman with a Keyboard. He’s fucking awesome, check him out and you’ll see why he inspired this somewhat more humorous profile.
Bio: For more than three hundred years, the United Federation of Planets weathered assaults external as well as internal; fighting back hostile alien empires and undermining political opportunists who would turn it into a totalitarian empire.
For the PC tournament, the Federation brings to battle the resources and assets of more than 155 moons, planets, colonies and allied governments. Many alien species join together, putting aside differences to march lock to fight the darkness without while resisting the temptation of the darkness within.
 
 
Recon: The Federation is highly scientifically advanced and wields a variety of long and short range scanners that can easily cover the surface of a planet and deliver advanced details on the topography biosphere and habitation. The Federation is also highly adept at hacking enemy communications and resting being hacked; something they gained practice at during recent conflicts.
Atmospheric shuttles can move quickly and provide real time viewing of enemy armies and fortifications.
As a last effort, highly trained Special Forces teams can teleport behind enemy lines for either recon or harassment.
==INFANTRY==

You're going to need a bigger boat
 

Name: Military Assault Command Operative
Weapon Type: Phaser Weapon
Armour Type: Hazard suit
Training: 4
Mobility: 4-5
Maximum range: mortar range
Preferred range: assault rifle range
Classification: marines
 
Known colloquially as the MACOs, these fine men, women and tertiary gender soldiers operate as the primary infantry force of the UFC. Normally these soldiers operate as ship security or planetary defence.
 
During the Dominion war the MACOs gained fame for enduring horrifying casualties in both defensive and offensive operations against the numerically superior and fanatical Jem’Hadar. While they are few in number, the MACOs are highly trained and are backed up by an advanced arsenal and a solid logistical machine.
 
--LOADOUT—
Long range: Compression Phaser Rifle—One of the most powerful hand held weapons available to the Federation, these weapons serve as the primary weapon for onboard or planet side action. Able to fire accurate bolts of phased direct energy with zero recoil, the compression rifle was also very low maintenance and had a long lasting battery pack.


 Also makes julienne fries
The rifle had a variable charge setting, from a stun setting that could knock out a target for a few seconds to maximum power which could vaporize a human sized armoured target.
 
When linked with a tricorder and a MACOs Hazard suit, the weapon could achieve sniper rifle ranges up to a kilometer and a half; though this use of the weapon would drain the power pack much faster.
 
 
Medium range: Federation Assault Rifle—Functionally it works more like a shotgun than an assault rifle, though it has a much longer range than any real world ballistic shotguns. The weapon fires an energy bolt that expands, making for devastating damage at close range and next to none at longer ranges.
 

Come at me, bro!
 
Slung below the main gun of the weapon is a plasma bolt launcher with a four shot magazine; each shot able to blow apart multiple light targets or rip through a single well armoured one.
 
Like the Compression rifle, there is a variable power setting on the weapon for either stun, kill or everything in between.
 
Photon Burst Launcher—A heavy weapon designed by the crew of Voyager during their years in the Delta quadrant, this heavy weapon can either kill mass infantry in heavy splash damage or else rip through armour and energy shields of well protected targets and vehicles. The launcher is a single shot weapon and has a targeting and homing function ideal for shooting down enemy aircraft.


 Best used in closed spaces at less than five feet from the guy you're trying to kill
Short range: Type 2 Phaser—A handheld version of the Federation’s line of phaser weapons, the type 2 is a short ranged but highly accurate holdout weapon. The weapon’s settings are precise enough to vaporize a parasitic slug without scorching the carpet it’s crawling on or to vaporize a full grown man.


 
This thing will give you fierce carpel tunnel
The stun setting on the type 2 is useful against most organic lifeforms of comparable mass to an adult human; only creatures with very specialized or very resilient nervous systems can shrug off the stun settings at their highest.
 
Special Weapons:
 
Photon grenade mortar—A high powered, computer guided mortar tube able to fire a photon grenade up to ten kilometers. These fire a larger and more powerful version of the handheld versions of the photon grenade.
 

Don't worry, they still have a bigger budget than Dr. Who
Explosive weapons:
Photon grenade—A type of electromagnetic pulse grenade usually designed to short out computer systems and electronics. At higher settings, the EMP pulse is fatal to organic lifeforms; scrambling their DNA irreparably in the blast radius.
 Author's note: See the blue bocce balls in the above pictures for photon grenades
Defence:
 

Thank god for expanded universe, it was this or breathable cotton uniforms
Hazard suit—The original hazard suits were built not for military action but for exploration in the most dangerous environments of the final frontier. Under the auspices of Lt. Commander Tuvok, the Hazard suits were adapted for combat as well as dangerous alien worlds.
 
The suit’s outer layer protects the wearer from ballistic weapons as well as direct energy attacks; millions of nanites in the suit repair cosmetic and structural damage. An energy absorption matrix allowed the suit to redirect extreme amounts of energy; blasts that could vaporize a human being would instead leave the wearer severely injured. For whatever the absorption matrix couldn’t handle, anabolic protoplasmers and dermal regenerators acted to stabilize life threatening injuries until a field medic could be accessed or else repair more minor wounds. A limited shock absorber shielded helped to greatly reduce risk of injury from falls but great enough heights would still injure the soldier.
 
The foot pads of the suit are equipped with magnetic strips to operate in zero-g environments and a sealed helmet allows the wearer to survive in a vacuum for hours as well as resist nearly all chemical and radiological attacks. The suit provides a heads up display for the wearer, projecting crosshairs for their weapon. Furthermore, the suit’s targeting computer is able to link up with a soldier’s tricorder in order to read scans of local environments, enemies, vehicles and weapons. Furthermore with help from crewmembers of the Starship Enterprise, the current line of Hazard suits can provide excellent night vision.
 
One of the hazard suit’s most ingenious features was of a personal transporter buffer; a literal hammer space that could be used to store up to one hundred kilograms of wear in the form of pure energy patterns. Soldiers in the suit would carry all their gear and have it literally weigh nothing.
 
The final feature of the suit was a universal power adapter, which allowed the wearer to recharge their suit’s internal power supply with nearly any power source; even totally foreign alien power sources were able to be tapped. Direct plug in with a power source not only replenished the suit’s power but could fully heal crewmen near death in the absence of a medic; though this would require a much higher power drain on nearby sources. The power adaptor could also serve to feed energy, recharging downed vehicles (small ones) and also recharging a soldier’s weapons when they began to run low.
 
==SPECIAL FORCES==
 

The crazy Vietnam vets of the Star Trek universe
Name: Bajoran Militia
Weapon Type: Phaser Weapon
Armour Type: light armour
Training: 5
Mobility: 4
Maximum range: mortar range
Preferred range: sniper range
Classification: skirmishing sharpshooters
 
While the Federation has virtually no standing army, a number of their allies and client states do maintain standing militaries and ground forces to handle local security and such matters.
 
The Bajorans are a recent member in the Federation, having recently suffered almost eighty years of brutal occupation by the now defunct Cardassian Union. Bajor volunteers its militia in service of the federation as a thanks for not only helping to rebuild their planet after the Cardassians essentially raped their world but also for helping to beat back a combined Cardassian-Dominion invasion.
 
 
==LOADOUT==
 
Long Range:
Bajoran Phaser Rifle—The Bajoran militia were once a hard-core terrorist organization dedicated to battling the Cardassians and later the Dominion. As such their main weapon is built with scarcity in mind. While not as powerful as a federation compression rifle, the Bajoran phaser rifle is much easier to manufacture and faster as well.
 

Now that's a man's weapon
 
Besides being ruggedized compared to most energy weapons, the Bajoran phaser includes a scanner on the barrel that acts as an infrared scope as well as a simple but accurate scanner. In past times, these scanners allowed Bajoran sharpshooters to blow away Cardassian patrols in poor visibility as well as cut down on friendly fire in raids and ambushes gone wrong. The Bajorans themselves are excellent snipers with years of experience of marksmanship.
 
The most recent line of Bajoran phasers are built with sarium krellide power cells in order to be compatible with Federation chargers. Like Federation phasers they possess a number of stun and kill settings.
 
Quantum Launcher—See Hazard Team
 
Photon Mortar—See MACO
 
Short range:
 
Bajoran Phaser Pistol—Functionally similar to the Federation’s side arms, this weapon possesses similar power and accuracy to a standard Federation sidearm. Like the Bajoran Phaser rifle, it is easier to manufacture and quicker than its federation counterpart.


 And the pistol looks like a sex toy, that manly feeling I had is gone
Explosive weapons:
 Because they appeared in a book, there are no pictures of these grenades. So enjoy this shit!
Bilitrium grenade—A grenade that functioned similarly to a Star Wars thermal detonator, a radioactive metal in the grenade was triggered in a mini nuclear explosion. A timer on the grenade could allow it to double as a time bomb and it included adhesive strips to attack to enemy vehicles or buildings.
 
One of the weaknesses of the grenade was the way they leaked anti-protons; giving them away to enemies who knew what to scan for.
 
Special weapons:
 
IED’s—Given the militia’s origins, Bajoran soldiers have training and skills that go beyond those of an ordinary soldier. Bajoran soldiers in the field have a phenomenal talent for making improvised explosives and booby traps; talents and skills that normally the Federation wouldn’t condone but would probably permit under extreme circumstances.
 
There is no standard set of improvised explosives and bombs, and as the battle progresses Bajoran soldiers will adapt enemy technology towards lethal ends.
 
Defence: The Uniform of Bajoran soldiers is equipped with a phase absorption matrix like the hazard suit. This will allow them to survive the worst of even hits that can vaporize an adult human, but it is not as effective against ballistic or melee attacks.
 
Like the hazard suit, there is a teleporter buffer that allows them to carry their gear in a hammer space. The suit by itself is not vacuum rated though soldiers can carry anti-vacuum or anti-chemical/biological survival gear.
 
Name: Klingon Warrior
Weapon Type: Disruptor Weapon
Armour Type: Heavy armour
Training: 6
Mobility: 5
Maximum range: sniper Rifle Range
Preferred range: assault rifle range
Classification: heavy raiders


 Ugly inside and out
After the Dominion War the Klingon Empire was in shambles. While the Romulans and the Federation were all but taking over the Alpha Quadrant, the empire had suffered staggering losses in terms of men and ships; their large standing army and fleet a serious economic drain that further impeded their recovery.
 
This music gives me the chills
 
Upon hearing of the strange case of the Portal Master’s PC tournament, innumerable Klingon warriors volunteered to fight under the Federation; for in their eyes the Federation had proven its honour and prowess in battle time and time again.  
 
The Klingons are proud, ruthless and have trained their entire lives to fight and to kill. Like Frank Miller protagonists they seek to die in a way to give their enemies the biggest possible middle finger.
 
==LOADOUT==
 
Long range:
 
Klingon Disruptor rifle—Superficially similar in appearance and power output to a Federation compression rifle, a Klingon disruptor used direct energy to rip apart a target’s molecular makeup. This was a quick but agonizingly painful way to die. The rifle had two settings, kill and disintegrate; the kill setting being for if the Klingon warrior was in the mood to take trophies from the dead.


 Mmmm, smells like painful death
Tetryon Gatling gun—After the Dominion War, the Klingon Empire began mass producing these multi-barrelled weapons of mass destruction. While it drains its battery very quickly compared to other Federation and Federation allied energy weapons the gun’s fast recharging barrels can put down a tremendous amount of lethal energy at high accuracy, zero recoil and at least rifle range.


 Hasta La vista, baktag!
A secondary trigger on the gun fires a tetryon grenade from a magazine of five; this deadly anti-personnel grenade releases an energy pulse that bounces off of hard surfaces, ripping through a squad of enemy soldiers a dozen times over before shortly dissipating. The damage is greatest in confined spaces.
 
Short range:
 
Disruptor pistol—Similar in power and accuracy to a Federation phaser pistol, the Disruptor has only kill and stun settings and kills agonizingly.
 

Mr. Smithers: That's a nice model, sir
Mr. Burns: Model?!
Melee weapons:
 
Bat’Leth—Some people on the internet have pointed out that the design of a bat’leth is as liable to kill the user as the enemy. For the Klingon’s that’s not a bug it’s a feature; because they’re so damn jaded by bloodlust and life that having a useful weapon is considered an unfair advantage.  
 

I've got the skyrim mod that lets me use these
The crescent shaped, three handled bat’leth is an ancient Klingon ceremonial and practical weapon forged from nearly indestructible composite baakonite and honed down to a monomolecular edge.
 
Klingon’s use these double ended scimitar blades to great effect, cutting up well armoured Jem’Hadar like they were wearing nothing but the steam of a morning shower. These weapons have even been shown to cut through the heavy armour plating of borg drones.
 
Mak’leth—About half the length of the bat’leth, the mak’leth is a long dagger used for backstabbing, throat cutting and disemboweling. Like the bat’leth, this dastardly dagger was monomolecular; able to slice through armoured space suits and borg armour.


 On Q'uono's it's bad manners to wipe your hands on your shirt after you murder the guy next to you with one of these
Defence:
 
In prior wars the Klingons believed that both combat medicine and armour would coddle a soldier and make armies weaker in the long run. Devastating casualties at the physically superior and better trained Jem’Hadar have made the Klingon High command rethink their stance.


 We've come a long way since TOS
The standard Klingon Warrior now wears a suit with a heavy phase absorption matrix which could tank more damage overall than that of the Hazard suit. Models of the current suit do not possess any of the healing ability of the Hazard suit though they do possess rudimentary ways to stabilize a critically injured warrior and allow him one last chance to make a kill before croaking.
 
Like the Hazard suit the armour’s targeting system integrates with the Klingon weapons to give both crosshairs and a sniper function on the disruptor rifle. Finally it too possesses a transporter buffer to act as a personal hammer space.
 
Natural resilience—Klingon anatomy is very hardy. Their bodies possesses two livers (they drink like the Demoman) an eight chambered heart, three lungs and even a redundant nervous system. They were able to take damage that could kill a human and keep fighting; in addition their stamina and pain tolerance were far beyond human limits.
 
Name: Andorian Imperial Guard
Weapon Type: Phaser weapon
Armour Type: Medium armour
Training: 6
Mobility: 5
Maximum range: sniper Rifle Range
Preferred range: assault rifle range
Classification: professional line infantry


 Oh my god, Shran and Weyoun are the same person!
Many years ago the Andorian species broke away from the Federation despite being one of its founding members. Yet through all the years, the Andorian Imperium and the Federation have been nothing but close allies; held together by strong economic, political and military bonds. The Andorians ally with the Federation, going forth to fight under their banner
 
The Andorian Imperial guard are the toughest that Andor has to offer; men and women raised from birth to do nothing but fight with just about anything they can get their hands on. They hail from a warrior society but unlike the Klingons despise pointless grabs at glory and value strategy as much as strength.
 
==LOADOUT==
 
Long range:
 
Andorian Plasma rifle—Like the Klingons the Andorians don’t believe in their weapons having a stun function. These weapons are very high powered compared to Federation phasers though they go through the battery much faster. Like compression rifles they sync up with the warrior’s suit to provide a sniper function.


 That looks like my old ghost busters toy
Short range:
 
Andorian plasma pistol


 Two guns, bitch!
Melee:
 
Ushan-Tor—A large crescent shaped knife, the Ushan-tor was as ubiquitous as IPhones anywhere here on earth. Andorians used them for mining and carving through the kilometers thick ice that covered their home world as well as ritual duels to the death that happen more often than in Andrew Jackson’s neck of the woods.


 
And somewhere on Andor, Billy Mays is selling an improved version of this
Given that they kill one another all the time with these weapons, the Andorians are experts with them; the Imperial Guard more so.
 
Chaka—Functionally alike to an Indian Katar, the chaka was a large dagger like weapon with two folding collapsible side blades good for either attack or defence. The blades are monomolecular and crafted from strong Idisha steel.


 
Explosive weapons:
 
Photon grenade—See MACO, though theirs are always set to kill.
 
Defence:
 

All that's missing is a gimp mask
Guard Uniform—The Imperial guard uniform is nearly identical in protection to the Hazard suit. It offers most of the same protections and utilities; being also vacuum rated.
 
Natural resilience—While they may not have the Klingon’s multiple organs; Andorians are extremophiles who can thrive in very severe conditions. On their home world they routinely walked in sub-zero temperatures with very little clothing or need to keep warm and were even able to survive happily for days in environments hot enough to make water boil. The species also possessed very tough skins, providing some protection against knives and melee attacks as well as making hypodermic needles worthless.
 
Name: Hazard Team
Weapon Type: Phaser weapon
Armour Type: Advanced Hazard suit
Training: 5-6
Mobility: 5
Maximum range: sniper Rifle Range
Preferred range: any
Classification: Deep space paramilitary organization


 I'll let Ozzie do the talking
 
Lost in deep space for Seven Years, the Hazard team would prove critical to the survival of the Starship Voyager several times. Though initially disbanded upon return to the Federation, hardened and adaptable enemies called for a flexible and highly trained force who could handle such threats; thus the Hazard team became a Federation wide task force.
 
Recruited from every species with the physical and mental abilities to get the job done, only the best are accepted for the Hazard team. With them comes the Federation’s cutting edge weapons and utility technology; soon the enemies of the Federation will learn to fear the sound of a transporter.
 
==LOADOUT==
 
Long range:
 
Compound Grenade Launcher—A high accuracy, high powered explosive weapon that fired energy grenades at targets; able to take out multiple grouped enemies in the splash. The weapon like nearly all federation weapons could either be set to stun or kill.
 
The gun had a secondary setting where a sticky version of the grenades could be launched that would only trigger when a hostile steps on or near the grenade.
 
Quantum Burst—An upgrade over the photon launcher,  the Quantum burst fires miniature Quantum torpedoes to blast apart groups of enemies or tear through hardened targets. These easy to manufacture warheads use a zero point energy reaction to rip through both shields and hardened armour.
 
Designed originally as an anti-borg weapon they are superior to photon torpedoes and will gradually replace photon bursts through the Federation ground forces.
 
Enhanced Compression Rifle—Similar to the regular compression rifle but possesses a higher rate of fire by a factor of two as well as a nose mounted grenade launcher which can be equipped with nearly any type of grenade.


 Okay punk, make my day
I-MOD (Infinity Modulator)—A weapon developed very specifically as an anti-borg weapon; this gun built by the talented seven of nine has also proven useful against rapidly evolving and mutating biological foes. The weapon essentially fires its energy on infinite, random frequencies; preventing Borg and other adaptive foes from hard countering the weapon with personal shields or other adaptive measures.


 
Unlike other Federation weapons the I-MOD is strictly lethal and unfortunately uses up the battery pack much faster than most phaser weapons; so use is sparring.
 

Worf wasn't really using an I-mod in that scene but he captured the spirit of it
Medium range:
 
Etherian Stasis weapon—A gift from a peaceful but well-armed race that Voyager encountered in the Delta quadrant; the Stasis weapon is a biomechanical weapon which disables a target by neutrally charging its matter to encase it in a stasis field. A few shots from the weapon will stun a target while more than five shots  will disintegrate the target by ripping apart the weak and strong atomic forces holding it together.


 Designed by HR Geiger
The weapon has a secondary fire button which launches a fire burst shotgun blast which will instantly kill at the cost of increased battery drain.
 

Special weapons:
 
Quantum Grenade Mortar—Similar to Photon Mortar. More powerful and useful against heavily armoured targets.
 
Short range:
 
Federation Assault Rifle—See MACO
 
Phaser pistol—See MACO
 
Defence:
 
Hazard Suit MK2—This version of the Hazard suit boasts superior medial technology which can heal near fatal injuries without a combat medic and at considerably less energy drain to the suit. More sophisticated tricorder interface allows Hazard team members to possess a radar field with an Identify Friend Foe system; much like a Spartan II’s radar display.
 
The transporter buffer can also hold fifty kilograms more capacity as well as hold objects for longer.
 
==HERO UNITS==
 
Name: The Doctor
Height: 1.2 meters
Age: 9 years
Classification: Medical expert
Hero Bonus: Medical and biological research
 
Bio: Though he looks human, the Doctor is in fact a sentient hologram who began life as a simple emergency program. Originally designed to be used for only a few short weeks during medical emergencies, the Doctor remained in active service for seven whole years and is the reason that I always call the guy on the BBC “Dr. Who.” There’s already a “Doctor” in the house.
 
Through his distinguished service in Starfleet the Doctor has worked not only to push the boundaries of the UFP’s already advanced medical technology but has worked to study a myriad of alien biology and develop cures to a number of natural and artificial pathogens.
 
Most recently the Doctor was able to concoct a cure for a disease that could literally bend time and space.
 
To the PC tournament he brings his formidable talents as a field medic, researcher and rude asshole.
 
==LOADOUT==
 
Phaser Pistol: See MACO, though the Doctor only uses weapons set on stun
 
Defence: The Doctor is a hologram. When not near a computer terminal and Federation style holographic projectors he exists on a few portable emitters not much bigger than a blue tooth. Even if his portable emitters are destroyed he can still reboot himself on a Federation starship or databank.
 
As a last defence, the Doctor is highly resistant to hacking; similar to the Geth of Mass Effect he is aware of every single one of his subroutines and adapts accordingly to the slightest external change.
 
Special:
 
Custom sedatives and mixtures—The Doctor is a brilliant medical researcher and in the Federation’s post scarcity society his research budget is functionally limitless. He’s show himself time and time again to come up with pharmaceutical ways to subdue enemies without actually causing them lasting harm.
 
Additional factors: The Doctor is bound by the Hippocratic Oath to do no harm, however at several times he has nearly been driven to murder by the sight of medical professionals causing harm either deliberately or through negligence.
 
 
Name: Seven of Nine
Height: 1.2 meters
Age: 9 years
Classification: Top scientist
Hero Bonus: Physics and weapons research
 

Shake it baby, shake it!
Once known as Annaka Hanson, a young human girl was assimilated by the borg and transformed into the adjutant borg drone known today as Seven of Nine. Like her companion and close friend the Doctor, Seven is a brilliant researcher and field operative. Unlike the Doctor, she is not bound by the Hippocratic Oath and frequently turns her talents towards weapons research and code cracking; a bit like a more badass, female Alan Turing.
 
Back when she was kind of nuts
As a former Borg drone, Seven is a genius who possesses vast expertise in scientific fields that the Federation’s top scientists haven’t even dreamed of yet. Due to her limited borg implants, she can push herself beyond the physical limits of human scientists; going for days without food or sleep and hardly having her performance suffer.
 
As the years have passed, Seven has become a more whole individual, becoming more than a drone and rising farther than she could have ever imagined. Her unique experiences thus have given her a Batman like mission against hive minded enemies.
 
She is the night!
 
==LOADOUT==
 
Long range:

 

Enhanced Compression Rifle—See Hazard Team
 
Short range—See MACO
 
Melee:
 
Hand to hand—Strength augmented beyond human baseline by Borg implants.
 
Defence:
 
Hazard Suit MK2—See Hazard Team
 
Mind resistance—Seven of Nine has resisted mind control and hacking attempts on her borg implants over the years not only by the Borg collective but also several species, including a few telepaths. Over the years she has continued to hone that resistance as well as turn it into a systematic field of study.
 
Name: Benjamin Sisko
Height: 1.5 meters
Age: 45 years
Classification: Field Commander, Avatar of the Gods
Hero Bonus: Tactical, strategic, temporal, spiritual


 That seems right to me
The tale of Benjamin Sisko has is one that is totally shithouse crazy. He lost his wife and was one of the few survivors of a Borg attack that wiped out an entire fleet of ships. Later he got assigned to an ex-Cardassian space station that happened to stand guard over an interdimensional portal to the other side of the galaxy and had to defend that shit Cardassian space station from fanatical legions of throat punch loving Jem’Hadar. Furthermore, Sisko was forcibly taken on as a prophet to godlike beings who lived over the Bajoran Wormhole before stopping an army of literal demons and their puppet Ghul Dukhat from killing all life in the galaxy.
 
When did Star Trek get so fucking metal?
 
Sisko may have a few screws loose from withstanding demon possessing and about two hundred too many blows to the head from his years taking care of business on Deep Space Nine; but he’s a brilliant commander of men and ships who while favouring high risk high reward strategies and will not throw away the lives of his troops needlessly.
 
==LOADOUT==
 
Long range:
 
The USS Defiant—When he goes into battle, Sisko rides aboard the bridge of the USS Defiant, the Federation’s first true warship. See air force for further details.
 
Compression rifle—See MACO
 
Medium range:
 
Phaser pistol—See MACO           
 
Defence:
 
Hazard Suit—See MACO
 
Divine Blessing—Benjamin is the emissary of the Prophets; a race of godlike beings who experience all of time and every single possibility of it as a single moment. He’s spent a year living in their “world” and he knows better than anyone how to put himself in the shoes of a godlike or supernatural entity.
 
As a result of his time with the prophets and their continued support, he has shown immunity against several ghostly and demon like lifeforms that possessed living beings of varying degrees of power and knows better than anyone to not ignore the ancient myths.
 
Name: Tom Paris
Height: 1.5 meters
Age: 20 years
Classification: Elite Pilot
Hero Bonus: combat, research
 

 

What the?
 
 
 
Better

Tom Paris came from a distinguished family that had served Starfleet for generations; thus when he grew up he became a drunk who wasted his time wallowing in Twentieth century paraphernalia and playing the hero in holodeck adventure novels (basically a 24th century basement dweller). When he finally decided to move out of his mom’s basement, he got a job with the Maquis, kicking Cardassian ass and also battling the forces of the Federation at any opportunity.
 
During this time he became an Ace pilot and master tinkerer; able to make starships work on shoestring budgets and always strived to make engines and weapons work better and better on limited knowledge and resources.
 
Through all these years, Tom has cleaned up his act and become a semi-responsible member of society. Any pilot who faces him in battle better have superhuman reflexes and balls of steel; because he’s seen it all.
 
==LOADOUT==
 
Long range:
 
Delta Flyer—See Armour profile
 
Compression rifle—MACO
 
Medium range:
 
Federation Assault rifle—See MACO
 
Short range:
 
Phaser Pistol—See MACO
 
Defence: See MACO
 
 
Name: Data
Height: 1.5 meters
Age: 20 years
Classification: Strategic operative,
Hero Bonus: combat, scientific, diplomatic


 Data on Acid
Bio: Easily the most sophisticated piece of engineering in the Federation, Lieutenant Commander Data through his actions and morals has proven himself worthy of being a full sentient with all the rights and privileges that entails under Federation Law. While he still hasn’t mastered the ability to whistle he makes up for it with his social awkwardness and his ability to kick ass and take names.
 
Data for years has proven himself to be invaluable on away missions not only for his inhuman strength and reflexes but also his shocking talent for diplomacy; at times by himself getting through to the thickest of potential allies and getting mutual enemies to sit down for a minute and STFU.
 The Star Trek movies were extremely stupid, but they were so fun to watch
 
 
==LOADOUT==
 
Long range:
 
IMOD—See Hazard Team
 
Enhanced Compression rifle—See Hazard team
 
Medium range:
 
Federation Assault rifle—See MACO
 
Short range:
 
Phaser pistol—See MACO
 
Melee: As a Soong Type android, Data possesses phenomenal strength and reflexes; bending thick tritanium bars easily, reacting one hundred times faster than human reaction times and having a processing speed of sixty trillion operations per second.
 
Thus in hand to combat there has been virtually no challenges to Data beyond the extraordinarily powerful Borg.
 
Defence:
 
Hazard MK2—See Hazard team
 
Android built—Designed from lightweight polymers and heavy duty polyalloys including duranium; Data can withstand incredible stresses. He’s been shown to fall from immense heights, shrug off gunfire from late twenty-first century firearms and even tank phaser shots set to kill.
 
To date, a phaser would have to be set to vaporize to kill Data or else strike his head.
 
And finally, as an Android Data is able to spend limited time in the void of space and is rated for high pressure water environments for long periods.
 
Anti-hacking—Data’s positronic brain is exquisitely complex, something akin in order to Legion of Mass Effect. Even the technologically advanced and highly adaptive borg were unable to hack his neural networks.
 
Name: Odo
Height: 1.5 meters
Age: 15 years
Classification: Infiltrator
Hero Bonus: Tactical, espionage
 

Odo Ital has dedicated his life to the law; and he has done so without adopting Judge Dredd’s stupidly large chin. A shapeshifting acellular lifeform from the same species as the Founders of the Dominion, Odo’s powers and abilities served him greatly in enforcing laws under both the Cardassian occupation of Bajor and under the Federation.
 
Odo returns from the Gamma quadrant to aid his old friends the Federation. He comes to help his former friends but even more, he comes to bring justice to worlds ravaged by the PC tournament. For the laws change with whoever makes them, Cardassian, Federation or other; but no matter what, justice is justice.
 
==LOADOUT==
 
Long range:

 
Compression rifle—See MACO
 
Short range:
 
Bajoran Phaser Pistol—See Bajoran
 
Special:
 
Shapeshifting powers—As one of the founders, Odo’s shapeshifting powers make for impressive offensive and defensive abilities. He could extend his arms and legs inspector gadget style for some long range strikes; the longest recorded being stretching an arm fifteen meters.
 
In close combat, Odo could easily form his hands into clubbing or stabbing weapons. Finally, Odo is easily able to take a page out of KA Applegate’s book and transform into dangerous animals to either fatally or non-fatally take down suspects. The degree of his accuracy was to the extent that he can actually change his mass and weight with transformations. However he cannot simply acquire an animal by touch; to use an animal form most effectively he needs to observe them in the wild for prolonged periods in order to perfectly copy their locomotion and attack methods.
 
Hence the first time Odo transformed into a Bajoran pterodactyl he could imitate the animal’s weight and body perfectly but didn’t actually know how to fly. Luckily he has a sizeable repertoire of animals to come at his enemies with.
 
Defence: As a changeling, Odo requires neither food nor water nor oxygen. He’s like a perpetual motion machine that only needs to turn into a liquid state every sixteen hours to regenerate and recharge. Since he has no organs or blood, Odo is immune to most melee and projectile attacks.
 
During his time in the gamma quadrant, Odo has honed his shapeshifting skills enough to be able to fool tricorders and the scanners of most species; turning into objects and animals to avoid detection.
 
Name: Deanna Troi
Height: 1.5 meters
Age: 40 years
Classification: Infiltrator, Negotiator
Hero Bonus: diplomatic, espionage


 I do so rarely get the chance to fayboy it up
Bio:
 
When I was a kid, I thought that Dianna Troi was the prettiest lady in the whole world. She, not Jessica Rabbit, was my awakening woman; so to speak. And now she gets her pretty hands dirty in the PC tournament.
 
Don’t let the good looks fool you, Troi is both a master diplomat as well as an experienced spy who’s watched over both primitive civilizations as well as the Federation’s most bitter enemies; participating in black ops missions against both the Cardassians, the Romulans and even the Klingons. She is intelligent, resourceful and knows when to back off. Sort of like Ellie from The Last of Us.
 
==LOADOUT==
 

Compression rifle—See MACO
 
Phaser Pistol—See MACO
 

Defence:
 
Hazard Suit MK2—See Hazard Team
 
Betazoid Empathy—As a half Betazoid, Diana is a highly tuned empath; able to accurately and easily sense the emotions of organic lifeforms even from several hundred kilometers apart. This power has enabled her to know when seemingly peaceful aliens are about to go apeshit and to know when otherwise violent aliens are considering a peaceful option.
 
While she cannot read thoughts or minds, Troi can read the emotional state of nearly any living thing and make use of that; whether it’s making sure that negotiations work well or making sure that a battle goes her way.
 
Name: Worf
Height: 1.8 meters
Age: 40 years
Classification: Warrior
Hero Bonus: combat, special forces
 
Worf is a bit of a joke online. Worf Syndrome is a term for any guy who’s supposed to be a badass but gets his ass kicked a lot. Now tell him that to his face and you’ll have about two seconds before Worf rips your cock in two and feeds it to you.
 
Worf, son of Mogh is a hard-core veteran of both the Starship Enterprise and Deep Space Nine. He’s gone over twenty rounds with Jem’Hadar three times his strength, won in hand to hand combat with Borg tactical drones. He’s commanded men both as an officer of the United Federation of Planets and as a general of the Klingon empire. He’s equally comfortable fighting on the ground or fighting aboard a starship. He will never bow, he will never surrender and he will always fight for what he believes in.
 
Worf is looking for the perfect day to die. You could be the lucky duck that dies with or against him. Think about it.
 Worf's character summed up in one video
==LOADOUT==
 
Enhanced Compression Rifle—See Hazard Team
 
Klingon Disruptor—See Klingon Warrior
 
Tetryon Gatling gun—See Klingon Warrior
 
Quantum burst Launcher—See MACO
 
Klingon Disruptor Pistol—See Klingon Warrior
 
Melee:
 
Bat’leth—See Klingon Warrior
 
Mak’Leth—See Klingon Warrior
 
Defence:
 
Enhanced Klingon Armour—Warf possesses a custom tooled suit of Klingon armour that possesses the tanking ability of Klingon armour but also the medical and life saving powers of a Hazard suit. In addition, his suit of armour is vacuum rated and possesses a helmet like a Hazard suit.
 
Name: Tuvok
Height: 1.7 meters
Age: 109 years
Classification: special forces commander
Hero Bonus: combat, special forces


 Yup looks about right
A studious young man from Vulcan, Tuvok has served under Starfleet for more than a century; working as a scientist, an explorer and eventually as head of security on a number of starships. Tuvok is a survivor through and through; as a child he survived four months in the worst part of the Vulcan desert with nothing but a ceremonial blade and his own wits.
 
During Voyager’s unplanned stay in the Delta quadrant, he was constantly at work refining and improving the crew’s technology and tactics against a universe of horrors while avoiding beating the living fuck out of Neelix.
 
Tuvok has experience with a number of special operations rescuing hostages, conducting sabotage against the Romulan Star Empire and the Breen Confederacy. He goes into battle far behind enemy lines to undermine the enemy before the lines of battle truly clash
 Also about right
==LOADOUT==
 
Long range:
 
Enhanced Compression Rifle—See Hazard Team
Quantum Burst launcher—See Hazard Team
 
Medium range:
 
Federation Assault Rifle—See MACO
 
Short range:
 
Phaser pistol—See MACO
 
Explosive weapons:
 
Photon Grenade—See MACO
 
Name: Beverly Crusher
Height: 1.5 meters
Age: 49 years
Classification:  Medic
Hero Bonus: combat medicine, research
 
Not Dr. Crusher's finest hour
While her son Wesley annoyed most of us, Beverly Crusher was not only an accomplished Doctor but also an able and level headed spy who worked in number of missions on behalf of Starfleet intelligence. More than once she’s stopped wars either by curing engineered diseases or pointing out that what was believed to be a bioweapon was a natural occurrence.
 
In the past she’s cured bioweapons that could wipe out an entire species to engineered diseases that were designed to kill a specific family.
 
==LOADOUT==
 
Short range:
 
Phaser pistol—See MACO
 
Defence:
 
Hazard suit—See MACO
 
 
Name: Kira Nerys
Height: 1.5 meters
Age: 30 years
Classification: spy, skirmisher, insurgent
Hero Bonus: Tactical, espionage, guerilla warfare
 After Major Kira has a couple shots of tequila she has no pity or remorse
By the time that Kira Nerys was born, the planet Bajor had already seen forty years of Cardassian occupation. Her people had become second class citizens on their own home world and her mother was having an affair with the deranged, date rapist Cardassian overlord Gul Dukat.
 
Her life has been a lifetime of war, she not only fought the Cardassians and served for years as a Federation officer aboard deep space nine but also helped the Cardassians build an effective guerilla/terrorist organization that hounded and undermined Dominion operations. Later on she would use similar training from her time in the Bajoran Militia to deal defeats against the hostile powers of the Typhon pact.
 
Prior to the PC tournament, she has become a cleric of the Bajoran religion. But she is no faithless preacher; she is a mean motherfucking servant of the Prophets.
 
==LOADOUT==
 
Long Range:
Bajoran Phaser Rifle—See Bajoran Militia
 
Quantum Launcher—See Hazard Team
 
Photon Mortar—See MACO
 
Short range:
 
Bajoran Phaser Pistol—See Bajoran Militia.
 
Explosive weapons:
 
Bilitrium grenade—See Bajoran Militia.
 
One of the weaknesses of the grenade was the way they leaked anti-protons; giving them away to enemies who knew what to scan for.
 
Special weapons:
 
IED’s—See Bajoran Militia.
 
Defence: See Bajoran Militia.
 
Name: Quark
Height: 1.2 meters
Age: 49 years
Classification:  Businessman
Hero Bonus: diplomacy, economic
 

Diplomat by night, scummy Bartender by dinner, sleazy car salesman by lunch
I love what Deep Space 9 did for the Ferengi. They were still assholes but they were allowed character complexity and even have a heart at times; like the Goblins from WoW. Quark was a humble Ferengi looking to screw everyone he met in life for some extra pocket change, but his life was changed forever when the Federation took over an old Cardassian mining station.
 
As the official Ambassador between the Ferengi Alliance and the Federation, Quark has not only his personal business acumen at hand but the resources of the Ferengi government at his disposal.
 
Through him, the Federation will be able to buy the services of mercenaries and private military contractors that otherwise their post scarcity society could not pay for.
 
Also through his work, Quark will be able to establish trade and commerce between the Federation and nominally neutral third party factions; boosting the Federation’s logistics
 
==LOADOUT==
 
Klingon Disruptor pistol—See Klingon warrior
 
Defence: None
 
Name: General Martok
Height: 1.9 meters
Age: 65 years
Classification: General
Hero Bonus: combat, leadership


 Already tired of your shit
Every Klingon who fights on the Federation’s behalf does so under the commission of General Martok; a highly decorated general who comes from fifteen generations of soldiers. Martok is the one who sees to it that his soldiers don’t get out of line; unlike his Federation counterparts he doesn’t shy away from beheading as a response to war crimes or even just bad manners.
 
Hailing from fifteen generations of warriors and the first of his family to become an officer, Martok balances a personal hunger for glory with a dedication to the wellbeing and defense of the Klingon Empire
 
==LOADOUT==
 
Long range:
 
IKS B’Moth—A Klingon Bird of Prey and General Martok’s flagship. See Bird of Prey for details
 
Klingon Disruptor rifle—See Klingon Warrior
 
Tetryon Gatling gun—See Klingon Warrior
 
 
Short range:
 
Disruptor pistol—See Klingon Warrior.
 
Melee weapons:
 
Bat’Leth—See Klingon warrior
 
Mak’leth—See Klingon Warrior.
 
Defence: See Klingon Warrior
 
 
Name: Jean Luc Picard
Height: 1.7 meters
Age: 65 years
Classification: Captain
Hero Bonus: leadership, diplomacy, air combat
 
The phrase, “Make it so,” is to me what “Scotty, Beam me up,” was to my dad and what “Purge the Xeno,” is to my brother.
 
I stand with Picard on the Kirk vs Picard debate; the bald man has been around the galaxy and outside of the truly idiotic Star Trek movies he’s a brilliant diplomat and a skilled hand to hand fighter despite his advanced years. Picard has withstood brainwashing and torture by hostile governments and negotiated his way out of truly unwinnable situations.
 
He rides now into battle aboard his beloved enterprise E, no longer the flagship of the fleet but still truly a powerful and versatile starship.
 
What’s that? How many lights are there?
 

Really, how many?
It’s still four lights.
 
==LOADOUT==
 
Long range: Enterprise E—See Air section
 
Enhanced compression rifle—See Hazard team
 
Short range:
 
Phaser Pistol—See MACO
 
Defence: See MACO
 
Name: Admiral Kathryn Janeway
Height: 1.6 meters
Age: 42 years
Classification: Supreme Commander
Hero Bonus: leadership, strategic
 

you heard her
Bio: Admiral Kathryn Janeway is the only bitch bad enough to lead this army of would be peaceniks and explorers to victory. She spent seven years in the Delta quadrant beyond reach or aid from the Federation; she led her people to safety time and time again in the face of the Borg and a thousand other threats and horrors.
 
Upon returning to the Alpha Quadrant, Janeway rose to the rank of admiral and became the mastermind behind the Full Circle project; a project to build a trans warp capable fleet that could truly explore and connect the remotest corners of the galaxy.
 
Over the years she’s made hard decisions, compromised with the worst sort of people; and like John Constantine made a deal with the devil only to turn around and pull one over on old scratch.
 
She commands the United Federation of Planet’s forces from her personal starship, Voyager; now the most advanced ship in the fleet.
 
==LOADOUT==
 
Voyager—See Air section for details
 
Name: Ezri Dax
Height: 1.5 meters
Age: 30 years
Classification: Counselor
Hero Bonus: morale, research
 
 

They took her symbiote, she took their lives
The woman known as Ezri Dax comes in two parts; one is a young, brilliant woman named Ezri while the other is a sentient symbiont who contains the knowledge and memories of eight lifetimes. Thus despite her youth, Ezri was old by the time she was young. Among her past lives were warriors, scholars, scientists and doctors; to say nothing of the memories and knowledge she gained from her time in the dominion war. Thus she does in fact hold expert level knowledge in several unrelated fields such as subspace engineering, medicine and hand to hand combat as well as psychology.
 
Ezri has assisted combat engineers in solving complicated mechanical problems while effectively treating war veterans with PTSD in and out of the field. She has worked as a combat medic in the worst war zones and has come out of intense physical and mental torture unbroken at the hands of the Breen Confederacy.
 
Rest assured, in a war the scale of the PC tournament, there is going to be a lot of shell shocked soldiers who will need Dax’s help.
 
==LOADOUT==
 
Long range:
 
Compression rifle—See MACO
 
Short range:
 
Phaser pistol—See MACO
 
Defence:
 
Hazard suit—See MACO
 
 
Name: B’Ellana Torres
Height: 1.7 meters
Age: 37 years
Classification: Engineer
Hero Bonus: combat, research, construction
 

I am here to kick ass and drink blood wine, and I'm all out of blood wine.
As a half human, half Klingon; B’Ellana Torres never lead an easy life. Klingons mocked her for her mixed heritage while the Federation betrayed her by handing over her home world to the Cardassians as part of a misguided détente move.
 
Fiery tempered and very skilled; the young half Klingon cut her teeth in the Marquis; a guerilla organization hell-bent on fighting off the Cardassian occupiers in their space with any and all means at their disposal.
 
During her time with the Marquis and with the Starship voyager, Torres frequently made due as an engineer with only a fraction of the resources and power output available to most Starfleet engineers. During her time before and after voyager she assisted in weapons research as well as formulating creative ways to get more power out of a warp core; methods which are being circulated among Starfleet engineers to this day.
 
Oh, and she can kill full blooded Klingon warriors with her bare hands; how does that grab you?

 Many star trek episode plots were written after the  writers dropped acid
==LOADOUT==
 
 
Long range:
 
Compression rifle—See MACO
 
Short range:
 
Phaser pistol—See MACO
 
Melee:
 
Bat’leth—See Klingon Warrior
 
Mak’Leth—See Klingon Warrior
 
Defence:
 
Hazard suit—See MACO
 
 
Name: Alex Munro
Height: 1.8 meters
Age: 37 years
Classification: Special Forces Leader
Hero Bonus: combat, black ops
 Just look at how far graphics have some since then
Alex Munro was one of the original members of the Hazard team aboard voyager. Initially a reckless young man, he learned the hard way that cowboy antics and gut feelings are a good way to get your whole squad killed. Now after battling numerous foes, including a rogue Romulan intelligence group; Munro is a highly patient and skilled commander who knows when to go balls out and when to take the stealth approach.
 
==LOADOUT==
 
Long range:
 
Compound Grenade Launcher—See Hazard Team.
 
Quantum Burst—See Hazard Team.
 
Enhanced Compression Rifle—See Hazard Team
 
I-MOD (Infinity Modulator)—See Hazard Team
 
Medium range:
 
Etherian Stasis weapon—See Hazard Team.
 
 
Special weapons:
 
Quantum Grenade Mortar—Similar to Photon Mortar. More powerful and useful against heavily armoured targets.
 
Short range:
 
Federation Assault Rifle—See MACO
 
Phaser pistol—See MACO
 
Name: Miles O’Brien
Height: 1.7 meters
Age: 45 years
Classification: Engineer
Hero Bonus: research
 

More on this later
Hailing from a line of Irish kings and Deep Space Nine’s resident drunk, Miles Edward O’Brien has served on a dozen Starships and participated in over two hundred combat engagements. A veteran of both the Cardassian War and the Dominion war, he served with distinction on both Deep Space 9 and the Starship enterprise.
 
O’Brien has training both in hard science and tactical training. During the Klingon civil war, he designed and maintained the tachyon detection net which decided the outcome of the war. Several times he’s used his immense knowledge of transporters to beam through shields and scramblers.
 
While on in his years, O’Brien none the less held his own against Klingon boarding teams as well as Jem’Hadar extermination squads in shipboard battles.
 O'Brien on the Holodeck
Long range:
 
Compression rifle—See MACO
 
Short range:
 
Phaser pistol—See MACO
 
Defence:
 
Hazard suit—See MACO
 
Name: Geordie La Forge
Height: 1.7 meters
Age: 45 years
Classification: Field Commander
Hero Bonus: research, tactical
 
Laugh all you want, Geordi got me reading.
When he wasn’t teaching us the joys of reading Geordie La Forge was on the cutting edge of technology aboard the enterprise E and D. As Picard’s third din command, La Forge was a competent commander with more to worry about than just the engineering section. During an incident on planet Minos, the enterprise sustained damage and La Forge was put in charge of a skeleton crew while the bulk of the ship’s personnel evacuated; during this time he not only repaired the ship and rescued crew stuck on the planet’s surface but also outmaneuvered a cloaked Romulan war drone.
 
La Forge is also a computer expert who several times saved the Enterprise’s main computer from hostile alien computer viruses and Trojan horses.
 
La Forge’s specialty though was in making starships of various makes and species perform above and beyond their expected limitations; breaking through a seemingly impenetrable cloaking device, devised countermeasures to Borg technology and reverse engineering various samples of alien tech.
 

Truth to power, Geordi
==LOADOUT==
 
Compression rifle—See MACO
 
Short range:
 
Phaser pistol—See MACO
 
Defence:
 
Hazard suit—See MACO
 
Name: Elim Garak
Height: 1.7 meters
Age: 53 years
Classification: Spymaster
Hero Bonus: espionage, sabotage
 
Before the rise of Jack Harkness, Elim Garak was the gayest man on television. And just like good Captain Jack, Garak is the last man you want to cross. Despite presenting himself as a simple tailor, Garak is a former member of the Cardassian spy service; the Obsidian Order.
 
Garak speaks over a dozen languages and is an expert computer hacker, forger, grand champion liar and assassin. With the aid of cosmetics and plastic surgery, he can pass for a wide variety of humanoid creatures. He has been trained to resist torture, interrogation as well as basic forms of telepathy and mind reading.
 Yet his greatest achievement was to aid a certain Starfleet captain in manipulating the Romulan Empire into siding with the Federation against the Dominion; thereby turning the tide of war against a seemingly unstoppable Domion juggernaut. All it took were the lives of two men . . . and the self respect of one Starfleet officer.
Yet despite coming across as an amoral liar and killer, Garak is a man motivated by ideals. Though he laughs at the Federation as naive and sickeningly optimistic, he agrees with their mission of building a better tomorrow. Thus, what he fights for is worth more than his own miserable skin.
 
==LOADOUT==
 
Long range:
 
Bajoran Phaser rifle—See Bajoran Militia
 
Medium range:
 
Klingon disruptor pistol—See Klingon warrior
 
Misc weapons: Garak is able to either improvise a variety of weapons or steal enemy weapons and repurpose them.
 
Melee: Hand to hand—Despite not being much stronger or faster than a human, Garak when given a shoot shot can kill a Klingon warrior by striking one of their few biological weak spots. Extensive anatomical knowledge of a variety of species as well as years of combat experience in the field make Garak a highly unpredictable and dangerous, if not resilient foe.
 
Name: Julian Bashir
Height: 1.7 meters
Age: 38 years
Classification: Doctor
Hero Bonus: espionage, research
 Says it all right there
Garak’s unofficial gay partner, Bashir is a rare example of a genetically modified human in the relatively non-GMO society of the federation. Due to extensive modification of his genome as a child, Bashir has strength and intelligence far beyond what a human being would be capable of. Thus when tending the wounded he can work long past the limits of an unaugmented doctor and multi-task like nobody else.
 
While a brilliant surgeon and doctor who cured several artificial plagues on Deep Space 9, Bashir also has some unwanted spy experience. Thanks to his run-ins with the shadowy Section 31, Bashir knows how to handle intrigue, espionage and assassination attempts on himself and others.
 
In addition to medicine, the doctor is also vastly knowledgeable about cybernetics, computers and several branches of physics.
 
==LOADOUT==
 
Compression rifle—See MACO
 
Short range:
 
Phaser pistol—See MACO
 
Defence:
 
Hazard suit—See MACO

TUNE IN NEXT TIME!!!!!

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