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(96p) SIEGE MACHINES No besieging army would be complete without siege towers and rams with which to pound the enemy’s fortress to pieces. Some races have developed their own versions of these devices but all function in more or less the same fashion and have equal effectiveness. Concerning Victory Points, destroyed or lost Siege Machines immediately give the opponent their victory points no matter if the unit carrying them is destroyed or not. Siege Machines like Siege Towers, Battering Rams or Sows may use initiative to attack the nearest wall section (towers may be ignored). Siege Towers Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Siege Town/M/0/3/3+/-/1/20/ -/- A Siege Tower is a massive wooden tower that rolls forward on huge wheels. It is pushed to the enemу’ s fortress by troops who are protected by its stout timbers. Once the tower reaches its target, a ramp descends allowing the sheltering troops to swarm over the walls. A Siege Tower is a unique kind of machine. Its sole purpose is to deliver troops onto the enemу’ s walls. A Siege Tower must be assigned to a unit of infantry. To represent the fact that they are really inside the Siege Tower, the unit is arranged directly behind in column. A UNIT WITH A SIEGE TOWER The unit is arranged in column behind the Siege Tower. As Siege Towers are such huge constructions the same shooting rules apply to them as to wall sections. All shooting enemy units within reach of Siege Towers may choose which Tower they want to shoot at (but if they choose to shoot at units without Siege Towers they still have to shoot at the next visible unit). All enemy shots against the unit are assumed to hit the Siege Tower because the troops are actually inside it. A Siege Tower and the unit inside it cannot be driven back by missile fire. Should a Siege Tower be destroyed by shooting, its accompanying infantry will abandon it and may continue to fight normally. The Siege Tower has no value in close combat. If the unit is attacked, the Tower is simply ignored. If the unit is forced to retreat, the Siege Tower is destroyed. Units in Siege Towers may pursue or advance in combat leaving their machine behind which effectively means the Siege Tower is destroyed. The Siege Tower can be pushed forward at a speed of 15cm. As it is an incredible effort to move a massive construction like a Siege Tower, command rolls get an extra -1 from second command onward (so the second command would work at a -3 instead of -2). A unit accompanying a Siege Tower cannot make way for other units. If all its accompanying infantry are killed in combat before it reaches the walls, the Siege Tower is considered to have been immobilized or destroyed. Once the Siege Tower reaches the enemy s walls it has effectively done its job. As soon as the walls are reached, the accompanying infantry can assault the defenders or, if there are no defenders, they can occupy the wall as described below. A Siege Tower is usually not tall enough to reach a tower. However, if there is doubt because a tower is especially low, the players should agree before the game whether it can be assaulted like this. Troops making an assault from a Siege Tower cancel out the advantage of fortifications. Both sides count as being in the open (4+ to hit) and the assaulting stand gets the usual +1 bonus for charging. The assaulting unit fights with only one stand (the warriors at the top of the Siege Tower) whilst the defenders fight with all stands that would theoretically be touching were it possible to move all the stands properly into place! As stands touching corner-to-corner would normally fight, defending stands adjacent to the stand directly facing the Siege Tower will fight, assuming they are otherwise free to do so. Once a Siege Tower has reached the walls and is not destroyed, up to three stands of infantry can move up (97p) it and onto the walls in subsequent turns, assuming that there is room for them to spread out whilst remaining in physical contact with each other. (Once stands have moved onto the ramparts they cannot move further that turn, even if unopposed). If a unit assaulting walls via Siege Tower loses the combat and retreats 4cm or less, it still counts as being in the tower and can assault again in the next turn. If the unit retreats more than 4cm and the wall section it faces is subsequently occupied by the enemy, it is automatically destroyed. They push it over! Troops defending walls from a counter attack cannot retreat down a Siege Tower and enemy cannot pursue or advance using a Siege Tower. If the unit pushing the Siege Tower consists of missile armed troops, all stands can shoot as if they were positioned on top of the tower. This brings them up to the same height as the walls. Targets on the ramparts of walls count as being defended from a Siege Tower rather than being fortified. Targets in higher towers still count as being fortified. Battering Rams Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Ram/M/0/3/3+/-/1/10/ -/- Battering Rams are mounted on a wheeled chassis and protected by a wooden roof so that troops inside can push the ram forward under cover. A Battering Ram can be incorporated into a Siege Tower in which case it simply combines the attributes of both. A Battering Ram’s purpose is to affect a breach in the enemy s gate or walls. A UNIT WITH A BATTERING RAM The unit is arranged in column behind the battering ram A Battering Ram must be assigned to a unit of infantry. To represent the fact that they are inside the covered frame the unit is arranged directly behind in column. All enemy shots against the unit are assumed to hit the Battering Ram because the troops are actually inside it. A Battering Ram and the unit inside it cannot be driven back by missile fire. Should a Battering Ram be destroyed by shooting, its accompanying infantry will abandon it and may continue to fight normally. The Battering Ram has no value in close combat. If the unit is attacked, the Ram is simply ignored. If the unit is forced to retreat, the Ram is destroyed. If units with Battering Rams pursue or advance in combat they leave their machine behind which effectively means it is destroyed. The Battering Ram can be pushed forward at 15cm. A unit accompanying a Battering Ram cannot make way for other units. If all its accompanying infantry stands are killed before it reaches the walls, the Ram is abandoned and is considered to have been immobilized or destroyed. Once the Ram reaches the enemy s walls it can begin to batter! The rules for battering are described above. The Ram must be accompanied by a unit of infantry of at least one stand in order for it to batter (they provide the muscle). A unit may not batter and assault at the same time. Sows Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Sows/M/0/3/3+/-/1/5/ -/- These are roofed and wheeled structures that offer protection to troops as they advance towards a castle. A Sow is very much like a big shed on wheels or, to put it another way, a Battering Ram without a ram. A Sow is represented by the same rules as a Battering Ram except that it cannot batter. Sows have no value in close combat. If the unit is attacked it is simply ignored. If the unit is forced to retreat, the Sow is destroyed. Units with Sows may pursue or advance in combat leaving their machine behind which effectively means the Sow counts as destroyed. (98p) Mantlets These are large mobile shields made from stout wood. They offer protection to troops behind them and can gradually be shuffled forward without exposing the sheltering troops to enemy fire. They are used by infantry units and are provided with arrow slits through which missile armed units can shoot. In a siege game, units of infantry can have Mantlets for +10 points per unit. This is enough to cover the unit’s frontage and the unit is considered to be in a defended position. If it charges, it must abandon its Mantlets. If the unit suffers casualties, it automatically abandons any unnecessary Mantlets (these cannot be used by other troops). If retreating or pursuing in combat its Mantlets are abandoned if they haven’t been already. If a unit equipped with Mantlets is driven back by shooting it will carry its Mantlets with it. However, if driven back more than its half pace move (10cm for standard infantry), the unit automatically abandons its Mantlets as it moves. As units carrying Mantlets count as occupying defended positions, they deduct one dice from their drive back distance. A unit can abandon its Mantlets at any time during the Command phase, in which case it is not restricted to one move that Command phase. In this case, the Mantlets are overturned or cast aside and removed from the battle. Boiling Oil or Rock Droppers Defenders are liable to throw anything they can get their hands on at enemies trying to scale the castle walls. Well prepared defenders will have amassed numerous large rocks, prodigious amounts of garbage, masonry, furniture, statuary, dead horses, stone sinks, anvils and the like. Of course, the professional choice is boiling oil but scalding water and hot sand are also used to good effect. We won’t worry much about the exact type of missile. For our purposes it’s enough to assume that the defenders have something appropriate to hand. For the sake of explanation, we’ll assume that Boiling Oil is our preferred option. A 40 to 50mm wide section of wall may be provisioned with Boiling oil or Rock Droppers. This may be used by any unit of troops manning that section. If an assault is launched against a fortress section which is provisioned with Boiling Oil or Rock Dropper units on this and any adjacent sections may use their equipment against the assaulting enemy. Boiling Oil or Rock Droppers can also be used against units making an assault via Siege Tower or Sow but the attackers may use the 3+ armour save of their Siege equipment instead their own. Note that a unit may only use one Stand and Shoot attack. So units equipped with bows or similar have to choose if they use Boiling Oil or their bows when they are assaulted. They may never use both. Boiling Oil or Rock Dropper attacks are worked out immediately before normal combat at the same time, as shots at chargers. A unit can pour oil or shoot with its own weapons at the same time. Any hits inflicted are carried over into the combat and count as having been struck in the first round. Roll a dice and consult the chart below. D6/Result 1/No effect, you miss or the enemy successfully protect themselves from your barrage. 2-3/The enemy unit suffers 1 attack with a -1 on armour saves. 4-5/The enemy unit suffers 2 attacks with a -1 on armour saves. 6/The enemy unit suffers 3 attacks with a -1 on armour saves. (99p) Tribock When helping a Bretonnian army in the Border Princes two empire engineers encountered a massive Bretonnian machine called “Trebuchet”. It was used to reoccupy a fortress treacherous greenlings had taken and proved very useful there. Otto Ressel and his assistant Fritz Hobel further developed the concept of this siege machine, made it bigger and even more effective and gave it the Reikspiel name “Tribock”. Most Empire generals despise this “woodwork” and prefer massive cannons when it comes to sieges. But in the Border Princes black powder is expensive and good iron hard to get and so Warlords there often choose the Tribock at Sieges. Some even say it is more effective than the bombard. Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Tribock/Art/ 1/6 /4/0/-/1/120/ -/1 Range 20-120cm Attack Close Combat 1 / Shooting 6 As the Tribock is such a giant machine it has to be placed on a special stand with a front edge of 40mm and flank edges of 60mm. For siege use only! May not move once it is deployed. Must be deployed before any other unit. Shooting straight ahead Other than normal shooting units the Tribock has a very restricted view. It can only draw line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the Tribock only has a 4cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Tribock allow no save. Because of its immense size the Tribock has a range of 120cm but a minimum range of 20cm as the slingshot like nature of the weapon makes it impossible to shoot at closer targets. This obviously makes units that are under 20cm ineligible as potential targets; thus they are ignored as far as the rules for firing at the closest target are concerned. The Tribock may not shoot at enemy units that charge it. Bombard Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Bombard/Art/ 0/4+bounce /3/0/-/1/130/ -/1 Range 90cm Attack Close Combat 0 / Shooting 4+bounce For siege use only! May not move once it is deployed. Must be deployed before any other unit. Shooting straight ahead Other than normal shooting units the bombard has a very restricted view. It can only draw line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the bombard only has a 2cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Bombard allow no save. In addition, fortified targets only count as being defended (5+ to hit) and defended targets count as being in the open (4+ to hit). The Bombards shot bounce like a normal cannon’s. This does not apply when shooting at walls/towers as the stonework will obviously stop the cannon ball and prevent it bouncing. Bombards cannot shoot at charging enemy units. Bombards may not be used by Elves or Bretonnians. (100p) Mangonel Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Mangonel/Art/ 0/4 /3/0/-/1/80/ -/1 Range 20-90cm Attack Close Combat 0 / Shooting 4 For siege use only! Mangonels must be deployed before any other unit and cannot move once it is deployed. If firing it fires “straight ahead”. This means it can only draw a line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the Mangonel only has a 2cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Mangonel allow no save. The Mangonel has a minimum range of 20cm as it is impossible to adjust its mechanism to shoot at closer target. Mangonels can’t shoot at charging enemy units. Earthworks These are defensive works built by both defending and attacking forces in a siege and sometimes in other situations as well. These are usually hastily constructed out of earth, log barricades, upturned carts, barrels and whatever else comes to hand. Each section of earthworks purchased is 40mm long and 10mm wide, half the size of a standard Warmaster base. Unless otherwise specified in a particular scenario, earthworks are always deployed before the armies set up in the relevant deployment zones, starting with the defender deploying all his earthworks first, or dice off to decide if for some reason there is no defined attacker or defender. Earthworks can be arranged together in whatever formation is desired by the purchasing player. Earthworks count as a linear feature that confers fortified status against missile fire and defended status against any close combat attacks. To remove earthworks to make way for your siege towers and battering rams, a unit of infantry (and only infantry) must be adjacent to the earthworks. If the unit is not in combat at the beginning of the combat phase each stand in contact with an earthwork section gets its basic attacks against it (no charge bonuses, as what the troops are doing is getting their entrenching tools out). Any 6’s that are rolled will destroy the earthwork that is attacked in this way. It is important that you declare exactly which earthwork sections each stand is attacking, as each 40x10mm section is effectively counted as a separate unit for these purposes. Log Rams Log rams are effectively Battering rams but without the added protection of an armoured covering to shield the battering unit. Log rams can be brought to bear much more rapidly than a Battering ram can be. The main disadvantage is, of course, the lack of protection, especially against boiling oil poured on the battering unit by troops on the ramparts above or stand and fire from these units. Attacking infantry units may be equipped with Log rams. A unit that is equipped with Log rams may abandon its Log rams at any point and is then unrestricted by this. Also, when equipped with Log rams a unit may not cross or move through any terrain which is classed as difficult for movement purposes, such as forests or earthworks. If a unit equipped with Log rams is driven back by enemy shooting or magic and is forced to enter difficult terrain it loses its log rams and moves on. When a unit with a Log ram makes contact with a fortress wall it will commence battering in much the same way as a Battering ram. However, if as a result of a boiling oil attack or stand and fire from units on the walls enough hits are inflicted to remove a whole stand then the battering attempt fails. For every wound the unit has to retreat 1cm. Ladders Infantry units may only assault the walls of a fortress with a siege tower or by using ladders. It costs +5 points to equip all stands of a unit with ladders. Infantry units based as cavalry cannot climb ladders.
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ページ最終更新日時:2011/03/27 17 37 24 ひたちなか市に関するtweetから拾わせていただいています。 リアルタイムな情報を抜き出すようにしていますが、コメントの掲載時間のご確認をよろしくお願いいたします。 コメント ibakengee 地震保険や生活再建制度の申請に必要なのが「り災証明書」。住宅が壊れて住めなくなった人は、支援金が支給されます。まず、市町村の窓口に。その際、市町村によっては災害の程度(全壊、半壊、大半壊)がない書式を使っているところもあり、要注意。 #save_ibaraki #ibaraki (2011-03-27 17 37 24) ibakengee 井手よしひろ 北茨城市のHPから「今回の地震により全壊・半壊した家屋等を、市が無料で解体します。希望する方は、市生活環境課に申し込み、同意書を提出してください」との内容を発見。茨城県内の他の市町村では、ここまでやっていない。至急、制度化したい。 #save_ibaraki #ibaraki (2011-03-27 17 36 06) nhk_news NHKニュース 防災相 がれき撤去は国負担で http //nhk.jp/N3uu6GKn #nhk_news (2011-03-27 17 35 42) ひたちなか市 水道水 (2011-03-26 11 21 54) 震災で常磐線不通になり使えなかった「フレッシュひたち特急回数券」の残り2枚、期限切れていたがみどりの窓口で払い戻してくれた。ありがとう。 #jreast #hitachinaka (2011-03-25 16 52 09) 【屋根の残った瓦の撤去】自己負担による撤去となります。市役所での対応はできませんので、民間事業者にご相談ください。 (2011-03-22 22 07 57) 【茨城県東北地方太平洋沖地震特別対策融資】相談窓口は、ひたちなか商工会議所(029-273-1371)または、茨城県商工労働部産業政策課(029-301-3530)です。 (2011-03-22 22 03 56) (市HPより)家屋の地震保険や融資などの申請に必要な,り災証明は,本庁市民課及び那珂湊支所窓口で発行します。 (2011-03-22 20 19 28) 22日16:00頃、水戸のコインランドリー10分待ちでした。【ファミリーランドリー千波町店 水戸市千波町1796-2-4】#hitachinaka #mito (2011-03-22 19 42 13) http //www.city.hitachinaka.ibaraki.jp/SKYU/saigai/mado.html (2011-03-22 14 13 29) 罹災証明とはどのように活用だきるのか詳細を知りたいです。 (2011-03-22 11 52 56) ひたちなか市で常磐線西側地域にお住まいの方,水どう? (2011-03-20 15 51 33) なか健康センターただ今二時間待ちです、駐車場はすいてますが館内でみっちり並んでます! (2011-03-20 14 25 15) コインランドリーに来ました。水戸寄りの勝田の皆さん、今日も水戸日赤裏のコインランドリーはスムーズですよ。今乾燥機は混んでますが、暫くすればだいじょぶそう… #mito #katsuta #hitachinaka (2011-03-19 10 03 22) 茨城新聞より「常陽銀行は18日、地震で紛失した通帳やカードなどの再発行手数料を無料にすると発表。常陽クレジットもカード再発行手数料を無料化 #save_ibaraki」 (2011-03-18 21 19 38) 罹災証明書があると、家屋に関して被害の程度にあわせて支援・免除を受けられます、申請して受け取っておくといいと思います #save_ibaraki #ibaraki (2011-03-18 20 59 43) ひたちなか港耐震岸壁が使用可能 これから支援物資を引受可能 #ibaraki #jisin #jishin #save_ibaraki (@ibs_radio ライブ http //moi.st/12a813 ) (2011-03-17 16 14 31) ドコモNTT茨城支店は17日、県内5カ所で無料充電サービスと携帯用AC充電器の無料配布を行う。場所はひたちなかの市総合福祉センター、那珂湊一小、那珂湊二小、ヘルスケアセンターと、潮来市立日の出中学校 (2011-03-17 15 22 19) 被災した外国人を支援 無料通訳サービス <ブリックス電話番号>050-5814-7230 (2011-03-17 05 22 55) 【ヤマト運輸:営業再開!】17日から石岡市、潮来市、稲敷郡、稲敷市、小美玉市、 笠間市、鹿嶋市、かすみがうら市、神栖市、桜川市、那珂市、那珂郡東海村、行方市、東茨城郡、ひたちなか市、鉾田市、水戸市 で再開!荷物を送れます!http //j.mp/fvaQCB #ibaraki (2011-03-17 01 11 13) 大成町のコインランドリーデポに来てます。6組待ちくらいです。 洗濯機は使用中止と張り紙ありますが5台稼働中のようです。 朝5 00~夜2 00まで営業してます。 (2011-03-17 00 59 17) 瓦の修理などについて、各市などでも、援助金を出し、協力登録業者が修理をしてくれます。自分で直そうとはしないでください。 (2011-03-17 00 58 37) 瓦が落ちてしまって困ってる方へ。応急処置でブルーシートをかけてくれる瓦屋さんがいます。水戸、那珂町、ひたちなか。詳細は園部工業o8o11143562@docomo.ne.jp (2011-03-17 00 58 01) ひたちなか市那珂湊地区(田宮原付近)、3/15昼に水道が少しずつでも出ていたのですが、夜からまた出なくなりました。皆さんもし蛇口をひねり出る場合浴槽などに水を貯める事をオススメします。濁っていてもトイレ用水には充分使えますので。3/16 0644 (2011-03-16 09 03 21) 風呂なし5日目 さっぱりするために家にあったラベンダーとティーツリーの精油を少したらしたタオルにお湯少しつけて清拭しました 子どももなんだかさっぱりしたみたい 旦那ちゃんは未だに拒否ですが…(;-_-)=3 (2011-03-15 20 02 56)
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HACHIMITSU はちみつ【登録タグ:FOLKLORE JAM アダルトゲーム 上松範康 佐藤ひろ美 曲 曲は 曲はち 藤田淳平】 曲情報 作詞:上松範康? 作曲:上松範康? 編曲:藤田淳平? 唄:佐藤ひろ美 ジャンル・作品:アダルトゲーム FOLKLORE JAM カラオケ動画情報 オフボーカルワイプあり コメント 名前 コメント
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ニコニコ動画@絵師 pachimo氏の製作動画 http //www.nicovideo.jp/watch/sm1493006 INOアートワークス Velvet Skin
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Diogenes Chiton 日本語訳:ディオゲネス キトン 性能 192 Armor 18% Damage Resistance 26% Pierce Resistance 27% Fire Resistance 27% Cold Resistance +33 Intelligence +111 Energy +45% Energy Regeneration -15% Energy Cost Required Level 38 Required Dexterity 146 Required Intelligence 358 解説
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Yukishiro's Explanation 2009年5月21日、AOCウォーリアーディフェンスにて、象が壊滅しても象を作り続けるという馬鹿っぷりを発揮し、 見事に隣のyukishiroの心境を悪くした為、Rem同様インド最下層に堕ちた。 Rem同様、現在は靴磨きとして働いている。 ゲーム名(表示名) Gachinko Gachimaru Nesta PlayGames -CF 始まった頃からやってっけど最近はCFK(w)とか参加してやってるよ。 -UO 5年くらいやってる古参PKerだ。 最近は群れることでしか県外に出てこねぇ雑魚しかいねーが俺は一人で待ってるからかかってこいよ。 -L4D あ?俺の感染者に勝てると思ってんの?wwwwwwwwww 2009年5月12日、感染者サイドにおいて全ステージ最低スコアを記録。「調子こいてすいませんでした」と謝罪。 -Dia2 また外人を狩りたくなった -リネ 30Lvにしたから全チャでそろそろ「てめぇら雑魚がかかってこいよ!」とか言おうか悩んでる。 しかし[[L4D]]の一件のため、あまり調子がこけないという現状である。 OFF参加率 ねーな。もしかしたらそのうち参加してやるかもよ、愚民の為になっ! インド歴 1年前くらいに[[Plucogi]]とか言うのがどうしても来てほしいっつーから出向いてやったぜ。 身長 178cm キャッチコピー サッド・モンスター 必殺技 Gachinkoさんの必殺技はこんな感じです。 【 必殺技名 】 グレイトマッスルウィング 【 威力 】 下手な人に打たれる注射14発分くらい 【 使用条件 】 1ヶ月以上風呂に入っていないこと ※お詫び 説明書が大変御見苦しい状態ですが、そうしないと脅されるので現在こうなっております。
https://w.atwiki.jp/chipp_thread/
チップスレまとめwikiです。 ここは携帯との相性悪いです。ご了承ください IEでは確認済み。ネスケとかフォックスでは未確認 1024*768以上推奨。一応800*600でも見れないことはない、と思う wikiですので攻略記事への参加は自由です。訂正なども含めてどうぞ 携帯の方はメニューから各項目へ。 現行スレ 【3よ7ら師匠】チップスレ37【俺はシッショー】 チップ攻略参考サイト様 MMS --- れん氏 チップスレのまとめっぽいところ --- 携帯兼用 忍者会 --- クミョウ氏 すずめの巣 --- すずめ氏 The chronicle of grapple --- 高千穂TTM氏 神風 --- すくね氏 忍び連合 --- IGA氏 ぶっぱシュリケーン --- かくさん氏 Project YOC --- YOC氏 日本サムライ話 --- タコス氏 コメント 作成してきました。チップスレの活性に役立てば幸いです -- 名無しさん (2005-11-26 19 25 28) ここの編集参加は自由です。適当に使ってくださいな -- 名無しさん (2005-11-28 02 34 09) とてつもなく暇なのでまとめスレの内容を突っ込んでみます -- 名無しさん (2005-12-24 21 50 52) カイやろうと思ったけど・・・前スレと現行、まとめじゃ情報量少ないね(´・ω・`) 今度適当に調べてきます -- 名無しさん (2005-12-24 22 34 00) 対ザッパ、鰤更新。間違ってたら修正をorz -- 松山の人 (2006-12-15 05 09 45) 続いてイノ、ロボカイ攻略を埋めました。間違ってる部分を見つけたら修正お願いします。 -- 松山の人 (2006-12-15 08 25 46) TOP更新、FAQにタコブレ追加 -- 名無しさん (2006-12-31 23 48 20) ポチョの6HS スライドの対策で安定作がかかれたので少し変えました。 -- 名無し (2007-01-09 00 33 49) 文字小さくね?って思ったのでちと大きくしておきました。問題があったら直します -- 名無しさん (2007-01-25 20 27 12) F-DATA更新しました。間違ってたらご指摘お願いします。 -- 名無しさん (2007-03-11 05 38 58) 闇慈対策の開幕行動にちょっと追加しました。間違えてたら修正願います。 -- 名無しさん (2007-07-11 19 01 04) 試しに対闇慈のどうでもいいのや微妙な修正と対ザッパの基本コンボ更新してみました、基本家庭用調べの為確認訂正などお願いしたい所です、 -- 名無しさん (2007-07-24 19 45 45) ちょっと色々弄ってみたから何か問題があったら消してくれ -- 名無しさん (2009-05-28 23 26 27) 名前 コメント
https://w.atwiki.jp/architect-design/pages/4.html
現在建築関係の仕事をしており気になった建物などがあれば随時紹介していこうかと思います。
https://w.atwiki.jp/vamb/pages/49.html
Karachi(カラチ) 【マップ説明】 緑丸=スモークポイント
https://w.atwiki.jp/cho-agqr/pages/178.html
Q1:お名前は? A NISHITANI Q2:好きなアイマス声優は?(複数可) A 平田宏美さん、若林直美さん、中村繪里子さん、今井麻美さん、仁後麻耶子さん、長谷優里奈さん、 たかはし智秋さん、下田麻美さん、長谷川明子さん、沼倉愛美さん、原由実さん、浅倉杏美さん 滝田樹里さん、徳丸完さん、泰勇気さん、細井治さん、戸松遥さん、花澤香菜さん、三瓶由布子さん アイドル以外もいる?別にいいんじゃない?だって私達みんな、仲間だもんね! Q3:好きな番組は?(複数可) A 下田麻美の超ラジ!Girls C3RADIO Q4:好きなアニメは?(複数可) A GA 芸術学科アートクラス .hack//SIGN 他色々 Q5:超!A G+歴は? A 2年くらい Q6:超!A G+見るようになったきっかけは? A あさぽんのラジオ始まったから つまりはアイマスのおかげ Q7:これだけは聴いとけって番組ある? A C3RADIO Q8:週何通メール送ってる? A とりあえず各番組1通は送るようにしてる Q9:twitterアカウントがあればどうぞ A https //twitter.com/NISHITANI01 Q10:最後に一言 A やっほ^^