#withhunt
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candyredterezii · 3 months ago
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You have said it out loud before yes I commit most info to the parts of my memory that engage in partial recall with the right stimuli. Can't do it on command tho, fucking sucks.
Simps would make more sense if you just wanna fuck you can say whatever you want but it doesn't even seem like that! I wish I could kill the part of me cringing at this for sure but it's an involuntary thing, I'm working on it. I just shouldn't be looking, even on accident but sometimes we rubberneck at trainwrecks even if we know better.
No yeah all of this I totally understand and get.
Like yeah they aren’t hurting anybody, but
We can still cringe but cringe in our little safe spaces / abodes with those we trust to cringe with, not go making a whole fuckin pages and pages of fallout n withhunt
Sometimes you just gotta look at something and go: YIKES! And move on
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sirmariusrenathyr · 3 months ago
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Your polycule (aka the entire withhunters you slut) should talk more
Less people would try to take their own lifeee
I'm aware that I'm a slut... Sorry.
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csmeanerr · 1 year ago
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(Succubuns)
Beware on StarTheMissileClown (discord) / StarTheMissileToad (discord) /whyohwhy (un and th) / MeowFeaow (dA)
This scammer, already banned in Milqins, is now part of the succubuns server. Banned for doing chargebacks on commissions and avoiding payment. Anyone who is currently interacting with this user, beware. Succubuns is attracting a lot of scum lately.
Milq blacklist proof: https://docs.google.com/spreadsheets/u/0/d/1jiHUBSoozuH82y-3Nmt-wgUDSLFjQX-DGTsLrkLKCME/htmlview#
Succubun username: https://succubuns.com/user/WhyOhWhy
.https://docs.google.com/spreadsheets/u/0/d/1jiHUBSoozuH82y-3Nmt-wgUDSLFjQX-DGTsLrkLKCME/htmlview#
going to say it but do not fucking withhunt, harass, or go after the user if you're worried of their behavior bring it up to the mods but don't fucking act like the angry morality police you wanna be so bad
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nephilid · 6 years ago
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So apparently I still have mutuals following sixpenceee and like.
Look I usually ignore discourse and make up my own mind but she is a terrible person and there’s so much proof if you just Google it. It ain’t hard.
Like the child slave thing. I actually found the source for that, her uncle in India or whatever has one and she just refers to him as the 8yr old, or worse our 8yr old like he’s fucking property. And she just… accepts it because it’s “their culture”.
Also the blatant stealing of others posts and articles.
And the demonising mentally ill in the few posts she does make.
Like she’s a cunt stop making me see her shit.
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yourplayersaidwhat · 3 years ago
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A bit of context: my party is currently investigating rumors of a group of assassins targeting a lord the party wants to protect. The city itself has problems with magic corrupting the surrounding areas, and therefore arrest anyone using magic inside the city. The party proceeds to a manor where a group of withhunters reside in in order to question them. As they were stopped in front of the manor.
Guard: "Hold on mage. Can't let you in there, you're too much of a hazard. You will wait here.
Player: *proceeds to use Thaumaturgy and show his magical dark sigil printed onto his chest by ripping his clothes of to intimidate him in order to get past*
Also player: *instantly getting arrested on the spot leading to an outbreak sequence shortly after*
At least he managed to make the guard piss himself.
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dailyadventureprompts · 5 years ago
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Do you have any adventure ideas for an adventure academy setting?
I imagine by “adventure academy” you mean a setting in which teens/young adults practice to become heroes, ala “Fantasy High”, “RWBY” or “Adventure Zone: Graduation”. I’ve had a few ideas regarding the idea, but I’ve never quite taken a crack at them until now, so I hope it’ll be to your liking. 
Tumblr media
art source https://www.artstation.com/artwork/GZO6d
Adventure setting:  Enduring-Thunders Academy
Setup: Established in the heartland of a continent spanning empire, aspiring heroes from many different lands all dream of one day attending this prestigious institution and becoming defenders of the realm. 
Adventure hooks: 
Whether through their own merit, impressing one of the empire’s champions, or through the rank and privilege of familial relation, the characters find themselves enrolled at Enduring-Thunders, having only a few short years to learn as much as they can before being let out into the wide world of danger and heroic potential. 
The Academy offers many classes one would expect (tracks on magic and martial arts, tactics, lore, and history) but also some other, more unusual disciplines:  architecture, agriculture, courtly graces.  Enduring-Thunders also expects its graduates to be able sailors by the time of their graduation, so students should try and find their sea-legs fast. 
Throughout their time at the Academy ( and the other Adventures tagged with “Enduring Thunders”) The Party will uncover a series of interlocking mysteries, eventually leading them to the forgotten foundations of the academy itself and the elementally charged caverns that sprawl beneath them. Monsters dwell in these forgotten places, tacit guardians of the academy's most ancient secrets, and deepest learnings. 
Background: Beginning its life as a monastery in unclaimed wilderness for those monks and mystics who sought isolation in the natural splendor of the cascading waterfall from which the academy takes its name,  the Temple of Enduring-Thunders has served many different purposes and masters throughout the empire’s long history of change and civil-war. 
It was taken from the monks by a withhunting conqueror, intent on exterminating mysticism and folk-magic practiced in the then outer provinces of the fledgling empire. 
A descendant of that same conqueror, now an emperor, restored the then ruined monastery as a summer palace. this Emperor was notorious for their extravagant ( if artful) spending 
The last loyalists of the old dynasty used the refurbished palace as a fortress, after the spendthrift emperor destroyed the nation’s economy with his reckless indulgence, resulting in a period of civil war that forced them from the capital. 
His heir and grand daughter was cruel in the way that only unimaginable wealth and privilege can breed. Her callous nature and hunger for luxury saw her use her retainers to raid the countryside for its wealth, turning the wartorn province into her own bandit kingdom. Such was her villany that she united the dispersed factions in the civil war against her, and her defeat laid the groundwork for a lasting alliance 
With the new dynasty installed, and with civil order once again restored, the now at-peace generals and greater aristocracy saw the site of their victory as a great opportunity to foster good will among the new inner circle. They began to send their children to this location, to be fostered together for a period of years, to learn at eachother’s side, and grow the bonds of the formerly warring provinces in the hopes that such grand strife would not happen again. 
This custom eventually spread to the lesser aristocracy, and then to those common people who passed high ranking administrative exam. Eventually Enduring-Thunders became a force all its own, it’s alumni owing kinship to eachother across the lines of clan and province. 
Each of these successive inhabitants added their own additions to Enduring-Thunders, shaping it to their needs and adding their secrets to its hidden chambers.  Who knows what will your players will discover at their time in the academy? 
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dcandmylife · 7 years ago
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if you happen to run into satan himself while dimension hopping, be sure to sear clear of any salem-esque witch hunters
New meme:
just describe the plot of any star trek episode so that it’ll look like a shitpost
If you go too fast, you turn into a lizard
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nityarawal · 2 years ago
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8/17/22
6:16 am
Prana
The Birds Woke Up
It's Morning Time
The Sun is Rising
A moment ago it was Silent
The birds Woke up
My Baes are singing
We Squawk together ❤️ 
Starlight of Infinity
The Birds are Sqwawking
We're all in Sync!
Singing together
For infinity
The Birds are Squawking
For my little Starlet
Blue-Eyed & Twinkly 
We'll always Remember You… ❤️ 
Twilight
So much Drama
Withhunted for her Flame,
So much Quirky Drama
In my TV Imaginary Friend,
Diana'd for your Dreams 
I loved you in Alaska
Men in Trees
The only bright Fairy Light
You made a Life
Amongst the Rednecks
Before you got Branded
In a publicity stunt
Before your Time
Tweet, tweet!
The Birds are crying
Fresh from wounded,
Grief
For one of the Starlights 
Amongst Us was
Burned Deceased 
Poisoned by Courts
Sold like Real-Estate
More Valuable
Dead than Alive!
How did it Happen?
Too Many X-Husbands!
Who lied?
Was it Laura Wasser?
Was it Attorney Trysts?
The Ravens Squawk
For a Swedish White
Antelope
Who swam amongst us,
-A Moose in the Rare
Air, Air, Air!!!
Of
Prana…
Nitya Nella Azam Moezzi Huntley Rawal ❤️ 
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toyhouse-dramas-archived · 4 years ago
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To be fair though, Sin-of-Clear has good reason to dislike Oxy. Not excusing the stealing, or the faking of a disorder, but Oxy harassed them multiple times before that happened, accusing them of ‘copying’ just cuz of similar colors, designs and backstories, and sent withhunts onto them. They both did bad things, Oxy wasn’t innocent 100% in that, and it’s really stupid that like.. Oxy flipped out over similar characters is is now not only making but SELLING ripoffs what
.
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cadianshockblog · 7 years ago
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Welcome to my fist 8th Edition Battle Report! It was 100 power level against Dark Angels.  I wrote and published my 100 power level Astra Militarum list a few days ago. This might get fairly lengthy, so if you want to see how 8th works then keep going.
100 Power Level Dark Angels List for 8th Edition Battle Report
Battle Forged +3CP, Battalion Detachment +3CP, all sharing the Adeptus Astartes keyword
HQ
Azrael (Warlord and +1CP)
Chaplain with Crozius arcanum, Frag & Krak grenades and Plasma pistol
Troops
3x Intercessor Squads
Elites
Deathwing Knights (in Land Raider) with 1x Flail of the Unforgiven, 4x Mace of Absolution and 5x Storm shield.
Deathwing Terminators (in Land Raider) with 1x Thunder Hammer & Storm Shield, 1x Cyclone missile launcher & Storm bolter and 3x Storm Bolter & Chainfist.
Fast Attack
Inceptor Squad
Heavy Support
Land Raider with Hunter Killer Missile, Storm Bolter, Twin Heavy Bolter, 2x Twin Lascannons, Multi Melta.
Land Raider Crusader withHunter Killer Missile, 2x Hurricane Bolters, Storm Bolter, Multi Melta, Twin Assault Cannon.
7 Command Points in total. Not many models here it seems! Wow! I had become fairly optimistic once I knew this list just before the battle. Was I right to be optimistic – read on!
Dark Angels force – the Tactical Marines in the ruins are proxy Intercessor Marines and the Raptors in the lower left are proxy Inceptors.
Imagery
I will sprinkle in some relevant photos, rather than try and show a picture for each and every event in each turn.
Mission
We played the new Cities of Death mission which has a couple of twists:
Infantry units that do not move for a whole turn in a ruin gain a +2 cover bonus, not +1.
Grenades against units in ruins use their maximum attacks and you can re-roll wounds.
Units targeted by shooting attacks from enemies  height advantage (>3″ elevation) do not gain a cover bonus.
Streets and Roads give units +2″ movement or +4″ if they Advance.
Some nice twists here! The Grenades and Roads rule never came into play. The other two were interesting though.
We also got access to four specific Stratagems:
Sewer Rats 2CP – allows an Infantry unit to set up more than 9″ from any enemy in any of your Movement phases.
Medicare Facility 1CP – select a ruin for this ability, embarked units get an extra 6+ save.
Death in the Streets 1CP – used on a friendly unit with a hight advantage (>3″ elevation) when it shoots an enemy unit that is entirely at street level – You can re-roll failed to hit and to wound rolls.
Booby Traps 1CP – select a ruin for this ability that is not occupied, the first model to enter the ruin gets D3 Mortal Wounds (D6 is they Advance into the ruin).
We placed 6 objectives in 6 different city ruins. The winner would be the person with the most after 6 turns. Too many sixes. Slaanesh lurks near.
We have a house rule that is;
If a building has more than one level you cannot see at all through the ground floor – even if its completely open.
This is because some buildings on the ground floor are completely covered and some have small gaps that you can just see through. Its easier to just say you cannot see through any at all. This also massively increases the amount of cover available.
8th Edition Battle Report Deployment
We deployed in opposite quarters on a 6’x4′ board. The centre of the board was very busy as the Dark Angels stacked up towards the centre. I placed my Sentinels close to the centre along with my Conscripts to try and slow the advance. Just about every Dark Angels unit deployed as close as possible to the centre of the table!
My Wyverns went right at the back in cover and were hidden. With the Master of Ordnance right next to them. I made a massive error and placed Pask on my left flank and the other two Leman Russ on the right flank. Such a waste of two tank orders per turn! Chimeras went on opposite flanks too to try and grab objectives not in my deployment zone.
My two Infantry Squads with Lascannons I placed in four story high ruins to get a height advantage. Creed stayed with one of the squads, as did Kell. I needed Creed near a Vox Caster.
The Ratlings deployed in the 4th story of a building just outside my deployment zone. I think I should have forced them forward more and into danger. But it would’ve given them a much better view of the field.
We both Booby Trapped a building and we both designated a building as a Medicare Facility. My facility contained Creed and the Dark Angel’s facility contained two squads of five Intercessor Marines.
Given the lack of Dark Angel units they finished deploying first which gave the choice of going first or second. They went fist. Azrael has deployed in a fantastic position, on the ground floor of a ruin right by my Sentinel in the 5th photo below. He can give out his re-roll to hit and 4+ Invulnerable Save to all Intercessor Squads, a Land Raider and the Deathwing Knights from here. And I cannot see him.
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Where the Sentinel is and the corner of the building is the board centre
Deployment Main Road
Hidden Wyverns and MoO
Conscripts take up the main street below Creed and two Infantry Squads
Units are very close in the table centre where the two quarters meet
Turn 1
Dark Angels
The Inceptors set off my Booby Trap and a model took a single Mortal Wound. Yeah!
It seems that at some point in the past the Conscripts disrespected the Dark Angels hugely. They took 38 casualties in the first turn of shooting. Luckily the Commissar stopped them from taking loads of additional casualties. More shooting from so many Bolter based weapons soon wiped out a squad of Guardsmen that were overlooking the street.  Even with their improved cover save of 4+ they all perished. The amount of anti infantry sounds the Dark Angels had was impressive. Assault Cannons, Intercessor Marines, Inceptor Marines, Hurricane Bolters, etc.
The Lascannons and Multi-Meltas on the Land Raiders did a little damage to a Leman Russ but not enough to decrease its stat line. The Chimeras were unharmed as were the hidden Wyverns.
The Land Raider Crusader ejected its Deathwing Knights and rumbled towards Pask. The Deathwing Knights assaulted a Sentinel and removed all its wounds with ease.The Inceptors charged my Conscripts and removed a couple of Models. But not before I spent  2CPs to ensure my Conscripts hit first – this seemed a little excessive for ten Conscripts to hit the Inceptors. But with the Priest near by and their 20 attacks they caused a single wound. Which finished off the wounded Marine from the Booby Trap. Little steps men, little steps.
My remaining Conscripts after turn 1
Astra Militarum
I was positive still at this point. I had lost a squad of Guardsmen, a Sentinel and 40 Conscripts. A lot of models but my force was still intact and was able to operate effectively.
My Chimeras race forwards, one down a flank to take an objective that no one is near and the other right into the path of a Land Raider, ready to charge it next turn along with its embarked Guardsmen. Pask moves up to shoot the “side armour” of the Land Raider, still miles away from his fellow Leman Russ. Gah! I do not move anything else as they already have good lines of fire and the Wyverns can fire where ever they wish to!
While I have a lot of shooting there is nothing really amazing that stands out here. The Deathwing Knights take a casualty or two from the Wyverns. The Leman Russ with their Battle Cannons and 9 heavy Bolter shots damage the Deathwing Knights further. There is now only two left and one is down to one wound.
The Ratlings pick out the Chaplain from the crowd and cause a wound. Pask unloads two Multi-Meltas, a Lascannon and 20 Punisher shots into the Land Raider Crusader. He does no damage. A Chimera fires a Hunter Killer Missile into the same Land Raider and causes two wounds. This game! Argh!
The bravest Chimera is all the kingdom
Turn 4 Summary
There was no explodes on turn one from a lucky shot! Things are hellish durable and the tanks just shrug off shots. My infantry are wasting away as quickly as I expected them too. But I think I have rolled more saves for infantry in 8th so far than I did for the entire lifetime of 7th. The new AP system really suits the weaker saves as you will usually get some sort of save, especially in cover. Where as in 7th your save was often just flat out ignored. Power to the flak armour!
Turn 2
Dark Angels
The Land Raider that has the Deathwing Terminators in now moves up after disembarking its troops. The Terminators are eyeing up my other Sentinel. And the remaining two Deathwing Knights move to assault a Leman Russ – in 7th this would be game over, what about in 8th?
There is little other movement from the Dark Angels. The Chaplain sits around as does Azrael who is still hidden in the grey ruin behind the Terminators in the photo below. I cannot see him! His re-roll to hit is really working well for all those Intercessor Marines above him in the ruin as they keep just chipping away at my Infantry Squads.
Shooting is poor overall with no big results and only a few wounds to a Leman Russ and my infantry. The Conscripts are still locked in combat and so cannot be shot up my Bolter rounds. Pas is reduced to half wounds in one volley from a Land Raider’s Multi-Melta. His BS is no worse, attacks are worse and his movement is reduced. Darn!
The Deathwing Terminators slay my other Sentinel with ease and consolidate towards the Leman Russ pictured below. They en this movement within 1″ of the Leman Russ – I think.
8th query:
You have to consolidate towards the nearest enemy unit – but there is no rule that says you must end the move outside of 1″? Therefore you can legally enter combat again in a consolidation move and prevent the target from firing in their next turn?
The Conscripts and Inceptors remain in combat and are generally doing no wounds to one another and my Commissar prevents the Conscripts from removing multiple models.
Finally the Deathwing Knights charged my Leman Russ who removed a single wound from the unit which killed another Deathwing Knight. There is now only one left.
8th query:
Can you Overwatch with all your weapons on a vehicle? I had presumed so because Overwatch is the same as the Shooting Phase – but you are just hitting on sixes?
Deathwing Terminators get ready for some smash time!
  Astra Militarum
My Leman Russ fall back from their positions and away from the Deathwing threats. They cannot shoot now. The Conscripts stay in Combat and the Priest moves up to stay close by. The Commissar moves in too to charge the Inceptors with his Power Fist and Plasma Pistol. My Chimera continues its flanking maneuver to take an objective.
Mean while the brave Chimera who is head to head with a Land Raider disembarks its Infantry Squad.
Chimera and Guardsmen prepare to charge!
Without my LemanRuss firing this turn my damage output is reduced. The Wyverns are able to now hit the Deathwing Terminators and cause a wound or two. They really did badly this turn. I am finding the Wyvern an odd unit now. It relies so heavily on the 2D6 roll for the hits. If that fails to be high and you get 4 shots you end up with 2 hits and 1 wound – which is then saved. Even the re-rolling of ones from the MoO does not really help in these instances.
The Ratlings whiff as they try and remove the final Deathwing Terminator.
The Lascannon with the Infantry Squad near Creed does some wounds to the Land Raider. Creed order’s his own unit (I mean the unit near him –  its not his unit anymore) and the nearly disembarked Guardsmen at street level to re-roll ones to hit.
After pounding everything into the Land Raider near the Chimera it goes down to one wound. It takes the Chimera, the two Lascannons I have, Lasgun Array, Lasgun shots, Pask’s Lascannon, Pask’s Punisher and Pask’s Multi-Meltas. So. Durable. Argh! But its down to one wound now. The Chimera charges, survives, followed by the Guardsmen.
The Conscripts remain in combat and survive. The Commissar kills an Inceptor. The Guardsmen and Chimera fail to take the Land Raider’s single last wound. So. Durable. Argh!
Turn 2 Summary
I am now starting to see how movement works in 8th. How it is really key and that 8th is about openness and not about restrictions. This idea I first saw on Oakenhawk’s blog and in the comments – thanks Thor. 8th is no longer about;
randomness, you cannot move there, you cannot do that, oh gosh you want to what – roll a dice and see if you can – no you cannot.
Now you can move there. You want to move that Guardsmen 6″ from there to there via that ruin, yes please do it now. Instantly. No rolling, its done and it has happened for sure. With this in mind you can plan things a lot better it seems. You no longer have to have thought processes like this;
Well if I want to move back to this objective. I might make it in two turns, but I might not. Because I need to run twice which might be 1″ in total or it might be 6″ in total. I need to run too which might be 1″ and might be 6″. This gives me a possible move distance of between 1″ and 12″.
Now you can just get shit done. If it can move 6″ then it can move 6″. Done.
This became apparent in this turn when I moved my Chimera up to block the Land Raider and when moving my Leman Russ out of combat. It just happened. No randomness.
Turn 3
Dark Angels
Now things become grainy in my mind – but less is happening now as it gets later into the night and we try and start to grab objectives. As above regarding movement, grabbing objectives is easier now in the late game as you know more more accurately how far your units can move.
With the Land Raider Crusader still alive with one wound it pulls out of combat. The Deathwing Terminators give up on the Leman Russ and make for the flanking Chimera and its occupants. This is good. My Leman Russ can fire again! The single remaining Deathwing Knight also moves towards my Wyverns, Master of Ordnance and the objective they hold. This also frees up a Leman Russ for firing.
The Dark Angels are stalling now. Deathwing Knights are nearly gone, the Land Raider Crusader is hitting on 5+ now due to only having one wound. The Deathwing Terminators are now forced to move at speed across the board to catch my Chimera. The Intercessors are running out of viable targets because the grinding Conscript combat is still happening and Creed’s squad is in some hard 2+ cover.
My Leman Russ that fell back from the Deathwing Knight
Astra Militarum
The flanking Chimera disembarks its cargo by an objective. Objective secured.
I am confident now of a win. The Dark Angels are stalling so I unleash everything at them to finish of their units. The Wyverns fail to do one wound on the one Deathwing Knight. So does a Leman Russ. Pask fails to do one wound on the Land Raider Crusader which has one wound left. The Lascannon Heavy Weapons Team also fails to take the last wound. That 2+ save makes all the difference here for the Land Raider. Even against a Multi-Melta it gets a 6+ save.
The Ratlings are down to just 3 men now and so do no damage for the rest of the game. Misses and saves ensure this. I love these guys though, I feel like that one day they do something spectacular and be elevated to a position above a Vindicare Assassin.
Chimera disembarks its troops to take this ruin with an objective on the top floor
Summary
We are both only now starting to think about objectives and moving towards them. Although the Chimera pictured above was moving towards this objective for the whole game. With the new none restrictive focus of the game it is now so much easier to move around as you want and need to.
We nearly stopped at this point, but my opponent wanted to try and win because I thought I had won easily. I had three objectives, he had one. We continued for two more turns.
Turns 4 & 5
Dark Angels
The Chaplain  and remaining Inceptor (which broke away from the Conscripts) move right back into the Dark Angels deployment zone to grab two different objectives. This is what I mean about movement, its now just so easy.
The Intercessors just stayed put and finished off the Squad that Creed had been with. Creed was now safe as the Dark Angels had no Snipers and no way of moving to make Creed the closest enemy model. The Intercessors had sat on the same objective all game in the centre of the board. Azrael finally moved out and into another ruin to further bolster the Intercessors who were holding the objective. This was the furthest Azrael moved all game.
The Dark Angels destroyed my Guardsmen and Chimera on the right flank that had moved up to take an objective. The Deathwing Terminators ensured their fate and then took over their objective.
Astra Militarum
I finished off the Land Raider with the single wound left! But failed to kill the Chaplain or Inceptor that had taken objectives. The Intercessors with a +2 bonus due to cover and Azrael were impossible to shift. My forces had lost an objective to the Deathwing Terminators too as mentioned above.
I was now unable to move out and take the objectives that the Dark Angels had fallen back to take. Nothing of mine could not see the Inceptor and the Wyverns were out of range of him. I did finish off the Deathwing Knight though that had moved into the ruin near the Wyverns.
Creed was all but useless in this late game as I had no Vox-Casters left anywhere to increase his order range.
My three Leman Russ, Wyverns and a Chimera all survived the game. The Wyverns did not get shot at once. They just sat in the back out of sight and slammed down shells. The Leman Russ were durable, more so than against the Necrons. I am a bit disappointed that they have the same 3+ save that a Chimera, Wyvern and Sentinel has! Granted they are T8, like a Land Raider. But the 2+ save is so much better.
8th Edition Battle Report Summary
The below photo shows the final table, mostly. The red circles are the enemy held objectives – four in total:
Top left, single Inceptor
Top right, Chaplain
Middle right, Azrael and Intercessors
Bottom right, Deathwing Terminators (off screen)
The blue circles are my held objectives – two in total:
Top left, Ratlings
Bottom left, Wyverns and Master of Ordnance
Final Table Overview – 8th Edition Battle Report
And thats that, my first 8th Edition Battle Report!
What did you think?
8th Edition Battle Report – 100 PL – Astra Militarum Vs Dark Angels Welcome to my fist 8th Edition Battle Report! It was 100 power level against Dark Angels.  I wrote and published my…
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duckfootsworld · 7 years ago
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Nowhere it that article is he quoted as calling it a political attack.
The judiciary committee does not have the authority to redraw congressional districts, as per the Pennsylvania State Constitution.
They only have the authority to rule something as lawful or unlawful.
This original argument started because you accuse a political party of withhunting another. I’m saying it’s an overstep of authority. Nowhere in HR 767, 768, or 769 do political statements come into effect.
I like all the coverage about SCOTUS refusing to override the PA Supreme Court in the gerrymandering case but no one is talking enough about how rather than listen to them and redrawing the congressional lines, PA Republicans are instead TRYING TO IMPEACH THE JUSTICES
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lamarzulli · 5 years ago
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The Deck Is Stacked.
The Deck Is Stacked.
Commentary & Analysis by L. A. Marzulli I’m wading through Gregg Jarrett’s new book, Witch Hunt. It’s a great read and Jarret lays out his case for the ongoing withhunt that has enveloped our president since the day he took office. What amazes me is this. The media has done nothing but go after Trump since day one. Essentially they are an extension of the Democratic party. Thus, nothing that…
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