N17 Inquisimunda - Base costs

Beastman

--MWSBSSTWIALdClWilIntCost
Beastman5”5+5+4315+19+9+8+10+20

Could give them always having Secondary access to Ferocity skills and never having primary or secondary access to Savant.

Actually the more I think about it, the more I like giving Secondary access in exchange for never having it or primary in another category:

Squat: Always secondary Savant, never secondary or primary Agility
Ratling: Always secondary Agility, never secondary or primary Brawn
Ogryn: Always secondary Brawn, never secondary or primary Savant
Beastman: Always secondary Ferocity, never secondary or primary Savant

Craftworlder
--MWSBSSTWIALdClWilIntCost
Craftworlder6”5+4+3313+18+9+8+8+40

Commorite
--MWSBSSTWIALdClWilIntCost
Commorite6”4+5+3313+18+9+8+8+40

The Eldar seem to be the closest to having their novice level guys being full on gangers. They'll definitely have the opportunity to be a small elite force. I didn't drop their cool to 8+ because of how they live in fear of their Ancient Doom. You get taken out and your friends don't get your spirit stones and who know what could happen?

--MWSBSSTWIALdClWilIntCost
Ork4”4+6+3415+210+9+10+9+35

For the Ork, the toughness and the weapon skill really drives up the base cost. Which is fine. They should be a real danger to the average human if they get close.

--MWSBSSTWIALdClWilIntCostSpecial
Grot4”5+5+2214+110+9+10+9+13Evade (Cunning), Always has Primary access to Cunning

p16/3.33 gives -3 points as the cost for a grot with no upgrades. So 10 points for primary access to Cunning and then 6 for Evade (Cunning) as it seems like a perfect substitute for small target in V3, gives a 13 point grot.

--MWSBSSTWIALdClWilIntCost
Tau5”6+5+3314+19+9+9+9+17

Tau seemed straightforward. I imagine that'll change later with all their special gear.

--MWSBSSTWIALdClWilIntCostSpecial
Kroot6”5+5+3313+19+9+9+10+29Always has Secondary access to Cunning

In 40k8 Kroot have an ability that is something short of full on infiltration called Stealthy Hunters. So I gave them secondary access to Cunning for a cost increase of 5 to represent that potential. I also didn't include a Feed special rule at this time. N17 has a coup de grace action so maybe there's something using that which could be figured out.

--MWSBSSTWIALdClWilIntCostSpecial
Vespid9”5+5+3314+19+9+9+9+75Fly

The 9" movement comes from looking at the other game set in the same universe from the current GW design studio. N17 has some commonalities with 40k8. Like how if you take a regular human in 40k8 and it advances (like a double move in N17) it goes an extra d6 inches. 6 + 3.5 (the average result) rounds up to 10. Which halves to 5" which is the default human ganger movement in N17. 14" + 4" (the rounded 3.5 result of a d6 advance) divided by two is 9".

So that's just my starting point. I'm certainly not going back to every other species stat block and adjusting them to the same (40k8 + 4)/2 formula. Nor proposing some sort of conversion rule-- I'm against converting from system to system compared to figuring out how to represent in N17. I want to be informed but not constrained by other instances of Warhammer 40,000 universe rules.

When I read through the N17 skills a combination of Mightly Leap, Clamber and Catfall combined with a huge 9" movement seemed like a great way to represent wings. They can climb as if there's always a ladder, "leap" horizontally 9"+ and combined with a good initiative are very unlikely to have too many crash landings.

But this doesn't really go far enough. So I went back to the N17GW1 book and looked at the Sector Mechanicus rules. Basically I see Fly as allowing the removal of the restrictions, limits and penalties for jumping gaps, climbing up to overhangs, dropping down and so on. And you'd have the benefits of Clamber, Mighty Leap and Catfall.

I could see simplifying this even further, but I think there might be something to still having to do initiative checks for some of the more extreme movements given how powerful such a movement rate would be. If I were to come up with a rules paragraph that combines all this stuff it would be:

Fly (cost 40) <-- could be 45 or 50
When jumping gaps, climbing, dropping down or falling a fighter with fly never suffers any penalty to initiative checks. When they climb the vertical distance moved is not halved. They may jump gaps of any size and can jump gaps to higher platforms with greater than a 2" height difference as long as their total distance moved that activation (horizontal and vertical combined) is less than or equal to their available movement for their activation. Similarly when climbing they can traverse an overhang of any distance overhead that they can reach during their movement. When a fighter with Fly drops down or falls, halve the distance when determining effects. A fighter with Fly not Seriously Injured or Taken Out of action by a fall may make an Initiative check, and if passed, the fighter is not Pinned and is instead Standing. A fighter with Fly can never gain the Clamber, Catfall or Mighty Leap skills. Any model that already has them gains no further benefit from those skills as long as they have the Fly ability. See N17 Gang War pages 8-10 for more information on jumping, climbing, dropping down and falling.

Maybe better presented in point form for ease of reading:
Fly (see N17 Gang War pages 8-10 for mroe information about jumping gaps, climbing, dropping down and falling)
  • When jumping gaps, climbing, dropping down or falling a fighter with fly never suffers any penalty to initiative checks.
  • When they climb the vertical distance moved is not halved.
  • They may jump gaps of any size and can jump gaps to higher platforms with greater than a 2" height difference as long as their total distance moved that activation (horizontal and vertical combined) is less than or equal to their available movement for their activation.
  • When climbing they can traverse an overhang of any distance overhead that they can reach during their movement.
  • When a fighter with Fly drops down or falls, halve the distance when determining effects. A fighter with Fly not Seriously Injured or Taken Out of action by a fall may make an Initiative check, and if passed, the fighter is not Pinned and is instead Standing.
  • A fighter with Fly can never gain the Clamber, Catfall or Mighty Leap skills. Any model that already has them gains no further benefit from those skills as long as they have the Fly ability.

To be perfectly honest, I have no idea what M 9" will actually do to a game of N17. That might need to get dialed back or it might be totally fine. It sounds really extreme, but it is flight, which is a popular thing people both dream about and list as the super power they could have if they got to have one. Regardless I think this version of flight combined with a high movement would definitely let the fans of Vespids feel like their fighter is performing right on the table top. Same goes for someone wearing a rocket pack or floating on top of a drone like an Ethereal does every now and again.

Maybe though, everything for flying should not require any actual check at all. No chance of failing a jump or anything like that?
 
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--CostP16/3.33off%
Genstealer Cult Adept120117.0-3.097.5%
Hybrid Acolyte8590.05.0105.9%
Aberrants9090.00.0100.0%
Neophyte Hybrids4555.510.5123.3%

So the p16/3.33 system works as a general guideline, but the Neophyte Hybrids are the largest deviation so far. They have really good mental stats but are priced like Cawdor gangers.

My most regular opponent's reaction to the white dwarf article was not the most positive. The movement 4" is a bit baffling to be honest. We're going to go with a custom profile for his cult guys.

But what do we want to do for N17 Inquisimunda purposes? Should they be custom positions that you apply to humans? Do we want to have the base be 4" movement for a species entry "genestealer hybrid"?
 
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4 does seem very low when basic humans are now 5... Genestealers should obvs be ridiculously fast, but is there anything in the fluff that suggests whether Hybrids are quicker/slower than regular dudes? Seems appropriate that Aberrants (the big guys, right?) should be a touch slower, so 4 feels ok for them...

It's very interesting how accurate (overall) the conversion/costing system you've worked out seems to be compared to GW's prices, so really well done on that!
 
In the black library books like Genestealer Cult that feature the newer stuff the aberrants are basically the typical fast moving killing machines. And nothing about the cultists of any kind makes you think they are anything other than normal humans in terms of speed. Same goes for Cult of the Warmason. And going all the way back to the 1990 stories with Meh'Lindi from both the Deathwing anthology and the original Inquisitor novel the cultists there are either normal or quick.

It's very interesting how accurate (overall) the conversion/costing system you've worked out seems to be compared to GW's prices, so really well done on that!

Thanks. Maybe I'm being too critical but I have a list of things it doesn't quite take into consideration properly. Alphonse already showed that the jump from one point of Wil or Int is not equal, so that could be cuasing the problems for the Neophytes being so far off. Armour is also super hard to compensate for. As well as any advances or abilities like the psychic powers the Adept sort of has as Secondary skills. So far I've been sort of fudging those either way and trying to figure out if I can come up with something consistent but no luck so far.

I think the final crdedit costs for published N17 stuff is all custom adjusted after playtesting, so reverse engineering probably has its limits.
 
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I think the making all the other mental stats an extension of leadership is causing a bit of the problem. It basically makes the human baseline an equivalent of a ganger rather than a Juve so the position modifiers would end up being penalties rather than bonuses to make a novice.
You're right, it was an early and arbitrary converter proposal. Maybe we could start first with base human values and adjust then from it.

And as well, to bring up an earlier point is that I don't think our goal should be to balance to V3 but to represent in N17. I keep comparing things to the four ganger types in N17 rather than to V3. Though I do think it's incredibly valuable to ask what the profile does in NCE based Inquisimunda. If we didn't we'd miss things like special rules and skills accounting for some of the mapping of fiction to rules that lets a particular xenos behave as it should on the table. The Ratling infiltrating and the Vespid flying are things that might have been looked over for longer than it should. My own instinct, for example, would be for skills to enter in with position modifiers and advances and that would leave me scratching my head about the Ratlings.
Totally agree with You. The converter is there just to have a rough idea of how V3.0 stuff could be translated to N17. It is by no mean to be the final stats. I really like your focus for N17 balanced stats. It would better assure us to be able to deliver a "modular" Inquisimunda, every component keeping compatibility with N17.

Fly (cost 40) <-- could be 45 or 50
When jumping gaps, climbing, dropping down or falling a fighter with fly never suffers any penalty to initiative checks. When they climb the vertical distance moved is not halved. They may jump gaps of any size and can jump gaps to higher platforms with greater than a 2" height difference as long as their total distance moved that activation (horizontal and vertical combined) is less than or equal to their available movement for their activation. Similarly when climbing they can traverse an overhang of any distance overhead that they can reach during their movement. When a fighter with Fly drops down or falls, halve the distance when determining effects. A fighter with Fly not Seriously Injured or Taken Out of action by a fall may make an Initiative check, and if passed, the fighter is not Pinned and is instead Standing. A fighter with Fly can never gain the Clamber, Catfall or Mighty Leap skills. Any model that already has them gains no further benefit from those skills as long as they have the Fly ability. See N17 Gang War pages 8-10 for more information on jumping, climbing, dropping down and falling.
Woaw, you get it perfectly right. I was a little bit afraid of a 14" movement in N17. A 9" could need further play testing and feedback, but it is a relevant proposal to actually start playing a vespid. By the way, thanks for this amazing job on other species! I'm totally in line with this.

My most regular opponent's reaction to the white dwarf article was not the most positive. The movement 4" is a bit baffling to be honest. We're going to go with a custom profile for his cult guys.
Oh guys, are you talking about the WD March issue ? I was hoping to find it at the airport but it wasn't the case. Waiting to actually read it, sorry.

It's very interesting how accurate (overall) the conversion/costing system you've worked out seems to be compared to GW's prices, so really well done on that!
Good job! It's very encouraging! The more rules will come out, the more accurate the cost system will become.

Alphonse already showed that the jump from one point of Wil or Int is not equal, so that could be cuasing the problems for the Neophytes being so far off. Armour is also super hard to compensate for. As well as any advances or abilities like the psychic powers the Adept sort of has as Secondary skills. So far I've been sort of fudging those either way and trying to figure out if I can come up with something consistent but no luck so far.

I think the final crdedit costs for published N17 stuff is all custom adjusted after playtesting, so reverse engineering probably has its limits.
Yes it has limits but with feedbacks from the community, it'll be more balanced. We will continue to fine tune the model and better assess the impact of each point modification. The underlying system could be complicated, it's not a problem if the end result is a comprehensive and easy to use model.

What do you think, does I upload a first draft of N17 Inquisimunda with species and warbands to start to collect feedbacks from the community ? Or do we start to work on weapons to have a more complete first draft ?
 
Let's finish the V2/3 species list so everything people are used to seeing is there. It's going to slow down for me a bit as I'm now going to have to start reading codex entries and wiki articles on things I'm not that familiar with.

And then maybe make all the N17 conversions needed to Tiny's excellent work with position modifiers and advances.

Then maybe a quick review of the armoury adding a few weapons so all the species have the weapons that usually come with the miniatures.

And surely something in the profiles I've come up with needs tweaking. I made some very, very arbitrary decisions about the Ld Cl Wil Int stats, for example.
 
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Summary post. I made separate tables for everything for easier quoting so we can talk about needed changes. Wording can be changed. I'm not 100% sure what the best phrase is to talk about primary and secondary skill sets. Or if that's even a good idea for abhumans?

Human
--MWSBSSTWIALdClWilIntCost
Human5”5+5+3315+19+9+9+9+20

Abhuman - Ogryn
--MWSBSSTWIALdClWilIntCostSpecial
Ogryn5”4+5+5526+29+9+9+11+90Fearsome (Ferocity), Can’t be a leader, Basic Weapons only, Brawn always at least Secondary skill set, Savant can never be a Primary or Secondary skill set, When attacking or charging the target must be the closest enemy model unless an Int check is passed.

Abhuman - Ratling
--MWSBSSTWIALdClWilIntCostSpecial
Ratling4”5+4+2214+19+9+9+8+20Infiltrate (Cunning), Agility skill set is always at least Secondary, Brawn cannot be Primary or Secondary skill set.

Abhuman - Squat
--MWSBSSTWIALdClWilIntCostSpecial
Squat3”5+5+3415+18+8+8+8+32Savant skill set is always at least Secondary, Agility cannot be Primary or Secondary skill set.

Abhuman - Beastman
--MWSBSSTWIALdClWilIntCostSpecial
Beastman5”5+5+4315+19+9+8+10+20Ferocity skill set is always at least Secondary, Savant cannot be Primary or Secondary skill set.

Xenos - Craftworlder
--MWSBSSTWIALdClWilIntCost
Craftworlder6”5+4+3313+18+9+8+8+41

Xenos - Commorite
--MWSBSSTWIALdClWilIntCost
Commorite6”4+5+3313+18+9+8+8+41

Xenos - Ork
--MWSBSSTWIALdClWilIntCost
Ork4”4+6+3415+210+9+10+9+35

Xenos - Grot
--MWSBSSTWIALdClWilIntCostSpecial
Grot4”5+5+2214+110+9+10+9+13Evade (Cunning), Cunning is a Primary skill set

Xenos - Tau
--MWSBSSTWIALdClWilIntCost
Tau5”6+5+3314+19+9+9+9+17

Xenos - Kroot
--MWSBSSTWIALdClWilIntCostSpecial
Kroot6”5+5+3313+19+9+9+10+24Cunning is at least a Secondary skill set

Xenos - Vespid
--MWSBSSTWIALdClWilIntCostSpecial
Vespid9”5+5+3314+19+9+9+9+75Fly
 
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These look excellent!

My personal feeling is that for Inquisimunda specifying skills as Primary and Secondary isn't really necessary, especially *if* we decide to go with a more free form character creation system? I'd prefer not to limit characters to only one or two available Skill tables, considering that a warband will potentially be made up of widely different individuals as opposed to Gangers from the same House?


That said, I still think it's entirely appropriate to exclude certain species from some tables:

Ogryns/Beastmen can't have Savant,
Squats can't have Agility,
Ratlings/Grots/(maybe even) Eldar can't have Brawn,
etc, etc
 
I suppose all skills could be equally costed. Basically what is primary, secondary (and then "any skill" as a third category on p16 N17GW) are areas of focus where advances in those areas cost less. As well, higher up positions like leaders and champions get more primary and secondary skill sets than gangers and juves. So it's sort of a way to make the stars of the show be the ones likely to have unique skills.

I was thinking that the positions would give you choices about which skill sets are primary and secondary and then your skill costs for the rest of the build would change based on your access. P16/3.33 basically works out to 6 (primary), 10.5 (secondary) or 15 (outside the fighter's skill sets).

I think it would be fine to just have a 10 points each open skill system, but we may be dividing and duplicating subsystems to get there. This is getting into territory from the other thread though. Basically if we have an open skill system for initial advances rather than primary/secondary/any (other?) then we need to also have the default skill system bolted back on for those who want to use an N17 style advancement approach for their campaign.

And I guess in a way, we would also need to duplicate and modify the species stat blocks as well. As those who want to use the N17 style advancement approach are going to care about primary/secondary/any and just barring access might not be as useful to them as not allowing primary/secondary access and restricting things to the more expensive any/other category.
 
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My personal feeling is that for Inquisimunda specifying skills as Primary and Secondary isn't really necessary, especially *if* we decide to go with a more free form character creation system? I'd prefer not to limit characters to only one or two available Skill tables, considering that a warband will potentially be made up of widely different individuals as opposed to Gangers from the same House?
We could keep things compatible with N17. It's up to the players. Primary/secondary skills could be useful at some stages and just considered as fluff guidelines later.

And I guess in a way, we would also need to duplicate and modify the species stat blocks as well. As those who want to use the N17 style advancement approach are going to care about primary/secondary/any and just barring access might not be as useful to them as not allowing primary/secondary access and restricting things to the more expensive any/other category.
Totally agree with you. Do you think we would need to reintroduce some max stats for the species ?
 
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N17 has them already in terms of the campaign advancement system

--
Maximum Characteristics

Each of a fighter's characteristics has a maximum value. If a roll on the Advancement table for a Ganger has no option but to increase a characteristic beyond its maximum (for example, a roll of 3 or 4 when their Weapon Skill and Ballistic Skill are both already 2+) treat it as roll of 12 instead.
  • Weapon Skill, Ballistic Skill and Initiative cannot be improved beyond 2+.
  • Leadership, Cool, Willpower and Intelligence cannot be improved beyond 3+. Movement,
  • Strength and Toughness cannot be improved by more than 2 (compared to the fighter's original profile).
  • Wounds and Attacks cannot be improved by more than 1 (compared to the fighter's original profile).
--

So if we have species + position modifiers + advances = original profile and then apply that, it should work fine.
 
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@Chamberlain Yes! We could totally go with them. I was thinking about a more specific system for species but it could be delayed to later.
For instance, with the N17 campaign advancement system, an Orgyn could theoretically reach a 3+ Intelligence. I know this is a long way from 11+... What do you think to cap some characteristics for a given species ?
E.g. an Ork cannot go beyond a BS 3+
Maybe I'm wrong and it will complicate things. We could prevent some unfluffy stats with a single note on the special rules of a given species if needed.

By the way, I've made a first draft of Inquisimunda N17 here. Still very incomplete but open for comments. Thanks :)
 
Sounds good. I'm all for that sort of thing.

I've hit a wall on doing the rest of the stat blocks. The wall being that they're not really things I'm either familiar with or care about. I looked at some of the codex entries for a couple of the things but no one I know has any of the miniatures for the rest of the species list.

As for psychic blanks, why are they a separate species profile? Wouldn't it be that they are humans who just happen to be psychic blanks as a separate trait?

I'm moving my attention on to Tiny's work and looking at how we might cost out advances and figure out what skill categories might be primary. It could be that we may want to do more role based positions instead of just sticking to the five from V2/3. I think @Lysimachus might be on to something in having them be by areas of specialization like sharpshooter or brawler rather than just a generic warrior. I'm definitely going to start costing out the five positions, but I may add some after that.
 
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I've hit a wall on doing the rest of the stat blocks. The wall being that they're not really things I'm either familiar with or care about. I looked at some of the codex entries for a couple of the things but no one I know has any of the miniatures for the rest of the species list.
With the species we already have, it could be good to start assessing their playability and balance before going further to work intensively on additional species. It was the reason why I have separated the species in the draft in three: Humans & Abhumans, Most frequently encountered Xenos, and the other Xenos. This last category is for less familiar species, cool to have but not mandatory to enjoy a first playable version of Inquisimunda N17. What I could do is put the roughly converted stats from V3.0 for them for now.

As for psychic blanks, why are they a separate species profile? Wouldn't it be that they are humans who just happen to be psychic blanks as a separate trait?
I think it's because it's easier to manage a species access than an additional and conditional special rules. If they are indeed based on the same profile as a human being except their psychic blankness, we could try to cost them appropriately.

I'm moving my attention on to Tiny's work and looking at how we might cost out advances and figure out what skill categories might be primary. It could be that we may want to do more role based positions instead of just sticking to the five from V2/3. I think @Lysimachus might be on to something in having them be by areas of specialization like sharpshooter or brawler rather than just a generic warrior. I'm definitely going to start costing out the five positions, but I may add some after that.
I've heard a fifth category will be made available officially by games workshop: "brutes" (a kind of true "heavies"?). With respect to Tiny's work, I think one of the motivation behind simplifying the choices available into each warband, was to prevent unbalanced factions to appear. If we start working on other positions, we have to be super good on cost and balance ;) Maybe this will be easier when we will progress on Inquisimunda Unleashed, as appropriate cost for everything is needed.
By the way, I've been digging the threads from last year about V3.0, It seems Nicassar weren't very popular lol
* Nicassar: I vote for removal. Fluff says they stay on ships and the Tau actively hide them from the Imperium -- no reason they'd be involved in skirmishes with the Imperium.
 
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Ogryn needs a change. I don't think stupidity being targeting the closest including close combat is different enough from the normal target priority rules. Not sure what would be better, but I think the idea of an Int roll to overcome it and friends being able to help.

Could be really difficult to manage and the Ogryn has to move closer to and shoot, double move towards, or charge the closest visible enemy unless the INT roll is made? Or maybe something like if an Ogryn is attacked it has to move closer to and shoot, double move towards, or charge the last model to attack it if able? So you could enrage an Ogryn and draw it away from its friends by picking at it at range from another direction? So the Ogryn player needs someone there to help direct it and point it in the right direction?

Also, Fly ability. As well as ignoring the restrictions on climbing, overhangs, jumping down, jumping gaps, etc., do we just want the initiative checks to be automatically passed? While I like the idea of a flying model occasionally messing up and crashing, if they always fail on a 1, then that's a lot of times that a flying creature is doing stupid things and failing to fly. What about if they automatically pass these initiative checks unless the check is the result of an enemy fighter attacking the flyer? So a vespid is only going to have a chance of crashing if it is having to worry about combat at the same time?
 
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Mm, I was going to ask about the Fly rule for the Unleashed doc. It seems to me that crashing is altogether possible if the Vespid has been shot/punched off a ledge? How did SW:A explain the rule, pretty sure there were a couple of fighters that could, maybe that might be a useful guideline?

Edit: Hmm, in both SW and 40k it just allows you to treat all terrain as open and move over intervening models, as long as you don't end your move in impassible terrain. I'm not sure that does enough to take into account the 3D nature of 'munda?

Edit edit: Would it be simpler to just say that Fly allows you to measure movement horizontally, vertically or diagonally as long as you end the move on solid ground (or solid platform!)?
 
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That makes sense to me. Not guaranteed to save them if they get knocked off, but gives them a chance of getting their wings open enough to slow them down.

Edit: So something like this?

Fly: An Operative with this ability may move in any direction; horizontally, vertically or even diagonally through the air! They cannot move through solid/impassible terrain features and must end their movement on a level surface where the miniature's base can be placed. The ability also includes the Catfall skill, representing the chance that the Operative will be able to use their wings to slow their fall.
 
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Fly: An Operative with this ability may move in any direction; horizontally, vertically or even diagonally through the air! They cannot move through solid/impassible terrain features and must end their movement on a level surface where the miniature's base can be placed. This type of movement replaces the procedure normally used for Climbing, Jumping Down and Leaping Gaps (N17GW pages 9-10) but the Operative is still subject to Falling if an attack or some other similar effect causes the fall. The ability also includes the Catfall (agility) skill, representing the chance that the Operative will be able to use their wings to slow their fall.

Is the reference to how things are normally done needless?

Also, this brings up a style issue. Do we want the rules text to be a mixture of fictional description and rules or have the fictional description and then the rules and keep them separate?

Fly: An Operative with this ability may move in any direction; horizontally, vertically and diagonally. They cannot move through solid/impassible terrain features and must end their movement on a level surface where the miniature's base can be placed. This type of movement replaces the procedure normally used for Climbing, Jumping Down and Leaping Gaps (N17GW pages 9-10) but the Operative is still subject to Falling if an attack or some other similar effect causes the fall. The ability also includes the Catfall (agility) skill.
 
I guess the second is better, keeps things simpler?

Just one other option that I noticed this morning while working through the equipment lists, that might simplify even more?

Fly: The Operative counts as being equipped with a Grapnel launcher and gains the Catfall Skill.
 
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