Tau Empire Codex 2013 | Army Builder Program
Dark Angels Codex 2013
Chaos Daemons Codex 2013
Chaos Space Marines Codex 2012

Warhammer 40k Forum Tau Online

 

Warhammer 40K Forum

How many 40k characters does it take to switch a lightbulb?
Closed Thread
Old 10 Jan 2006, 16:35   #1 (permalink)
Shas'Vre
 
Join Date: Apr 2004
Location: Your computer
Posts: 1,002
Default How many 40k characters does it take to switch a lightbulb?

Space Marines (First Founding)
Before changing the light bulb, the Blood Angels would meditate and pray, until their curse overcomes a select few of them. These psychopathic warriors would be gathered together into an elite, suicidal lightbulb-changing squad, who would smash the walls of the room down by simply running at them. They would then get so worked up into the Black Rage that half way through changing the lightbulb, they would smash both of them and demolish the entire building in the process.

The Dark Angels would walk into the room and head straight for the lightbulb. Anyone that sees them will be terminated. Anyone that offers to help replace the lightbulb will be terminated. Anyone seen within the vicinity of any lightbulbs will be terminated. Lightbulb-shaped people should be held in extreme suspicion. Once the faulty lightbulb has been removed it will be taken back to the Rock and tortured to the point of insanity. If it refuses to work properly, the Dark Angels will grant it a slow and painful death. All Chaplains involved in the event would get bonus brownie points and another white bead on their rosarius.

The Space Wolves would storm the building, breaking windows, overturning furniture and generally making a drunken mess of themselves. Upon running out of ale before they've even got to the lightbulb, they will descend into a bloody rage and slaughter all those around them. Having all fallen into unconsciousness, they awake to find the lightbulb changed, all legs viciously humped and a note that reads "Changed the lightbulb, kthxbai, 13th Co." and they will return to the Fang, where they will tell tales and write songs about the mysterious lightbulb-changers and ponder over the cryptic meanings of the note.

The Raven Guard would observe the room for several days, gathering information on where the faulty lightbulb is and why it isn't working. They would then send a drop pod onto the room, smashing it into little itty bitty pieces. After blasting the remains of the faulty lightbulb into a fine powder they plant a working lightbulb in the rubble and leave as quickly as they came.

The Ultramarines would send their finest warriors to defend the lightbulb from an imminent attack of faultiness. All of the Ultramarines would die during this attack, but when the reinforcements arrive they will find the bodies piled around the bulb, defending it to the very last drop of blood. The lightbulb will have miraculously remained operational and the event will be hailed as a great victory. The Ultramarines will continue to proclaim the efficiency and bravery of their lightbulb-changers.

The Imperial Fists will be set an impossible challenge to replace a lightbulb that is impossible to replace. They will fall for the trick and become trapped inside the room. Anyone that tries to escape or questions the logic of taking up the challenge will be executed as heretics for failing to follow their leaders to their deaths. They will refuse aid until the Ultramarines eventually destroy the building, freeing the Fists and leaving them with a grudge against their saviours.

The Salamanders would praise others for their amazing lightbulb-replacing tactics before mounting an assault of their own. the entire building would be incinerated, leaving only a charred structure left. They would then make their way to the faulty lightbulb, only to lament their shorter, high gravity induced size when they fail to reach the lightbulb. Not willing to give up, they leave a squad their as custodians of the room, claiming that their flamers light up the room better than any lightbulb.

The White Scars would storm the house in a long chain of Bikers, smashing everything up before leaving through assorted windows, doors and holes, screaming "For the Khan!". Mysteriously, they will have neatly replaced the light bulb.

The Iron Hands would consult the most ancient of their leaders, encased in Dreadnought armour, upon the reasons and risks involved in changing lightbulbs. They would then mechanically attack the room, shouting prayers to the Machine God as they march inside. The most prominent Iron Father would then step forward to remove the lightbulb, but would be electrocuted as their Bionics tough the socket. After blowing the lightbulb and its socket to smithereens, they would then move in a bionic monstrosity of a lightbulb that emits light that can be seen for miles around, claiming that it is more efficient despite the fact that it is impossible to enter the room any more.

Other Foundings
Quote:
Originally Posted by The Grax
The Black Templars would approach the lightbulb as fast as possible, sprinting every time it flickered in the slighest. Upon reaching the bulb they would smash it out of the socket with chainswords while chanting the Emperors name. Once the bulb had been purged they would cover the room in holy sigils while a Chaplains cenobyte sevitors carried the holy bulb to them. Then bulb would have an honour guard of Sword Bretheren and would be replaced by a Neophyte as part of his Initiation as a full blown Battle Brother.

They would document this as the "Lumos Crusade".
The Mentors would remove the lightbulb wuickly and efficiently, but the replacement is an experimental new-fangled lightbulb that explodes when in operation. After removing the failure, they would bring in another one, but the newer lightbulb only emits dark*. After failing to install a proper lightbulb, they would leave a pile of failed lightbulbs in the middle of the room and walk off.

*Terry Pratchett: dark moves faster than light, because it always has to move out of the way. Therefore, the speed of dark is faster than the speed of light.

The Deathwatch, while not a chapter, would storm the building with an elite strike force. Due to differences of opinion, a battle would break out, slaughtering all of the building's occupants. Once a method has been agreed to, the Deathwatch Marine with the most alien bling would replace the lightbulb, however said jewellery would disrupt the electrical flow, causing the building to catch fire. Declaring the operation a success, the Deathwatch would raze the building to the ground when nobody is looking.

The Marines Malevolence would bomb the house into the ground, because faulty lightbulbs are a sign of weakness and the weak are unworthy to serve in the Emperor's holy sight.

The Flesh Tearers would try to replace the lightbulb, but it would only remind them of their Primarch's death, which would work them into a bloody rage. All of the light-bulb changing squad would descend into madness and be locked in the cursed tower on their homeworld, muttering feverishly about lightbulbs when they are not consumed by bloodthirsty anger.

The Relictors would fight fire with fire, replacing the faulty lightbulb with another faulty lightbulb.

The Cursed Founding
the Legion of the Damned would show up after all other attempts to change the lightbulb have failed: bodies are strewn acros the killing fields, lightbulbs held, smashed, in their hands. Wordlessly, they would replace the lightbulb with a perfect new one, then let out a large sigh because they have to go around saving everyone else's arses all the time.

The Minotaurs would respond much faster to the damaged lightbulb, removing it and stamping on the faulty one until it is ground into the floor. They would then make an unpredicted strategic withdrawal without putting a new lightbulb in, to the chagrin of the person that actually does, so that they can commit brutal acts of lightbulb-removal elsewhere.

The Lamenters would try to replace the lightbulb, but in the process it would shatter and the Marines changing it would get shards in their eyes. A new lightbulb would eventually be brought in, but delivery problems involving post vans falling off cliffs and postmen spontaneously exploding would mean that it only arrives several weeks later, by which time many of the lightbulb-changing strike force has gone insane. They then change the lightbulb, step back to admire their work all of them simultaneously stumble over something, cracking their skulls on the walls and floor.

The Sons of Anteus would remove the lightbulb successfully, but the Marine screwing in the new one would have an uncontrollable spasm as their muscles suddenly grow at unnatural speeds, in which the lightbulb will be spun in so fast that the ceiling cracks and falls down around the socket.

The Flame Falcons would burst into flames as soon as they finished putting the new lightbulb in, setting the room on fire and providing light enough for all. The room would then be demolished by the Inquisition due to its contamination.

The Black Dragons would fail miserably at replacing the lightbulb, but would shred the ceiling above with their ossific blades. They would leave in a sulk.

Chaos Marines (Legions)
The Alpha Legion would carefully study the lightbulb, its creation and how it works before bribing someone to replace the lightbulb. They would then attack the room from all possible directions, killing the traitor to ensure anonymity and then without even being seen, they remove every object from the room other than the lightbulb.

The Night Lords cut the power to the lightbulb, after which they lie in wait. As confusion arises and communication is limited, the Night Lords begin their attack, infiltrating the building as stealthily as possible, hiding behind furniture when necessary. They replace the lightbulb at the exact moment that is likely to cause the most shock and leave immediately, with only the echoes of their cackles remaining.

The Death Guard would cut the power to the lightbulb, because they believe that the room's inhabitants are not worthy or knowledgiable enough for the luxury of the lightbulb.

The Emperor's Children would rush into the room, subjecting all of its inhabitants to unholy acts of torture and sadism before smashing the bulb into small pieces, the sound of which drives them to even greater acts of cruelty. They then replace the bulb with an extravagantly coloured one which lets out unnatural colours of light. After claiming the room, they get drunk, take drugs, get some hookers and turn the music up as loud as it can go. If it won't go high enough then they have Daemons possess it and torture its mechanical workings until it goes higher.

The Thousand Sons wouldn't notice that the lightbulb isn't working, but when their controlling sorcerer does he will delve into the strands of fate, choosing one where the lightbulb works and manipulating it until the light comes back on.

The Black legion would change their name to the Lightbulb Changers to reflect their current mood before sulking in a corner and changing their name to the Angst Lords because they didn't replace the lightbulb in time.

The Word Bearers send a single emissary, who immediately erects Daemonic shrines everywhere. The assorted horde of daemons tries in vain to replace the lightbulb, but when that fails the most unholy of their dark prophets snatches away the lightbulb, preaching to it of the values of Chaos. When it fails to turn to Chaos and function again, the Word Bearers declare lightbulbs to be their mortal, uncorruptable enemy.

The Iron Warriors would use the lack of light to storm the house, after which they replace the lightbulb. Angry that their efforts are overshadowed by the efficiency of others, they fortify the building until it is a fort, daring their new enemies to assault it so that they can kill the people who receive all of the praise.

The World Eaters would urge themselves into an orgy of blood, completely forgetting about the lightbulb.

Chaos Chapters
The Sons of Malice would rebel against the entire idea of lightbulb-changing and refuse to change the bulb. Soon they would change the lightbulb as fast as possible in a rebellion against their rebellion. Another rebellion, against the rebellion against the rebellion, would end up knocking the house down in the ensuing battle. They would blame Chaos and run away as fast as possible.

Inquisition
The Grey Knights would not replace the lightbulb unless it was Daemonically possessed, in which case a squad of Grey Knights would teleport into the room and hack apart every object and person there, on the suspicion that they might be Daemonically corrupted. They would then chant litanies of hatred and holiness at the lightbulb until its Daemonic essence gives in and PING! it evaporates into the Warp.

The Sisters of Battle would torch the room with holy flame, whilst shouting hymns about burning things, and burning other things, and about rampant pyromania. Once the entire building has been burnt to cinders, a Canoness would reverently place a fresh lightbulb on the pile of ashes and erect a shrine to the brave sacrifices of the Sisters.

The Inquisition would declare lightbulbs to be heretical due to their eventual faultiness. All stores stocking lightbulbs would be blasted off of the face of the planet and house-to-house searches would find and destroy all lightbulbs. Anyone found with lightbulbs would be burnt at the stake or tortured until they revealed the whereabouts of the hidden lightbulb manufacturers. Should people still revert to using the arcane and heretical technology, the Inquisition would have no choice but to declare the planet lost and call in an Exterminatus.

The Arbites would carefully reconstruct the scene of the lightbulb, using microscopic evidence to discover who, what, where, when and why. Once this gruelling task has been completed they would send strike teams to hunt down and kill all those involved with screwing in and operating the lightbulb. Anyone else remotely involved with the lightbulb would be captured and interrogated so that the Arbites know exactly when to strike. A covert lightbulb-replacing operation, covered from the rooftops by snipers and the streets by sanctioned psykers, would be undertaken, after which automated machine turrets would be built into the walls surrounding the lightbulb to defend it from further damage.

Tau
The Tau would carefully remove the lightbulb using Drones and then a new lightbulb would be blasted into place via long-range firepower, but only in a way that corresponds to the Tau ideals against barbarity. Anyone that disagrees with the Tau's methods of lightbulb-replacement would be given a chance to turn back and join the Tau Empire. If they refused, the Tau would blast them into small pieces.

The Farsight Enclaves would go against common Tau beliefs by crudely ramming a new lightbulb into the socket. While the old one is still screwed in.

The Kroot would replace the lightbulb, but only if you payed them to do so. They would then eat the old lightbulb so that they could gain its powers of luminescence.

Tyranids
The Hive Mind would make pre-emptive strikes on the faulty lightbulb, testing its defences. It would then send thousands of Gaunts and other small creatures to their deaths to waste the patience of the people who are sitting in the dark. After this, a Hive Tyrant would bulldoze its way into the room and melt the lightbulb with bio-acid. The lightbulb's remains would be ingested into the Hive Ships and reproduced as an organic version of a lightbulb.

Genestealer Cults would cut the power to the lightbulb so that they can infiltrate the room, posing as friendly lightbulb-repairmen whilst trying to hide their horribly mutated third limbs. Once inside, they would wreak havoc, quickly and silently infecting everyone and twisting them towards their evil lightbulb-smashing ways.

The Zoats would frantically try to replace the lightbulb before GW scrapped them, failing miserably.

Orks
The Goffs would ram a new lightbulb into the socket, then leave it so that they can go off and boast that their new lightbulbs are the toughest and Orkiest around.

The Bad Moons would take the lightbulb back to their workshops, beat it with hammers a few times and screw it back in. Despite the fact that it now, strangely, works perfectly, their Meks would go on to create a death trap of a lightbulb, that has wheels and rocket launchers and a leaky engine. After plugging this new lightbulb in they would use the old one as a heavily armed transport.

The Blood Axes would only replace the lightbulb if they ot paid in more lightbulbs. Once their deed is done, the Blood Axes would krump the soft oomies with their newly won lightbulbs and rush off laughing maniacally.

The Death Skulls would steal a perfectly functional lightbulb from another room and screw it into the faulty lightbulb's socket. Wondering what to do now that they have a spare lightbulb and an empty socket, they put the faulty lightbulb into the newly empty space and miraculously, it works.

Snake Bite see lightbulb. Lightbulb flashy. Lightbulb work. Lightbulb always flashy, why shouldn't it be?

Eldar
The Eldar would see the faulty lightbulb, but wouldn't really care about it because they're too busy having sex and taking drugs. One of them accidentally injects something into their eye in the darkness, devastating the entire Eldar mindset. They replace the lightbulb, vowing never to fall into such depravities of non-lightbulb-removal again.

The Harlequins would come from nowhere, while the lightbulb is working perfectly, jump into the room and dance about. During this dance, the lightbulb would be replaced, but nobody would notice. The new lightbulb is faulty, but who can guess the motives of the Laughing God?

The Dark Eldar don't mind that the lightbulb is out, it makes their lives that much easier.

Necrons
The Necron fluff sucks, so they deserve to stay in the dark. Besides, they find the long life of some lightbulbs offensive ;_;.

Imperial Guard
The Imperial Guard would send millions of foot troops to take the house, but due to a mistake in the planning, all ten million of them would run onto their own minefields, barbed wire and gun turrets. With their Commissars behind them, killing all those that retreat, and their own defences before them, slaughtering anyone who moves an inch. Eventually, an Armoured Company would arrive and the Lightbulb Bearer would bring the Sacred Lightbulb up to the Holy Socket. Before they can replace the lightbulb, however, the entire planetary system is subjected to an enormous bombardment because the Inquisition has declared an Exterminatus on them for connections to lightbulbs.
__________________
? ? ?
Subzero is offline  
Old 10 Jan 2006, 16:41   #2 (permalink)
Shas'O
 
Join Date: Sep 2004
Location: deep in your mind.... it's dark in here.
Posts: 9,342
Send a message via AIM to elflord9d Send a message via MSN to elflord9d Send a message via Yahoo to elflord9d
Default Re: How many 40k characters does it take to switch a lightbulb?

Don't the necrons have lightbulbs for eyes?

Great stuff dude! ;D
__________________
Quote:
Originally Posted by Dra'Tuisich-Novae
Competitive, sure. Sports...
Quote:
Originally Posted by executioner
Note "3.diversion; recreation; pleasant pastime."
Its a sport...
In that case, so is sex. Therefore, pornstars and prostitutes are professional athletes.
elflord9d is offline  
Old 10 Jan 2006, 21:39   #3 (permalink)
Shas'El
 
Join Date: May 2005
Posts: 2,827
Default Re: How many 40k characters does it take to switch a lightbulb?

Lol very funny, must have taken a while to write it though
__________________
davydudeman is offline  
Old 10 Jan 2006, 22:02   #4 (permalink)
Shas'El
 
Join Date: Nov 2005
Posts: 3,794
Default Re: How many 40k characters does it take to switch a lightbulb?

lol on the kroot one.
__________________
Quote:
Originally Posted by Falstead
Falstead: I don't think you can ever justify a T5 goat in a regular 40k game
Lord_Veqq has joined TauOnline.
Guest6363: SEMENATION COMPLETE
Lord_Veqq has left TauOnline.
ToastMaster is offline  
Old 10 Jan 2006, 23:22   #5 (permalink)
Ethereal
 
Join Date: Apr 2004
Location: On the Midnight Ocean
Posts: 26,404
Send a message via MSN to Wargamer
Default Re: How many 40k characters does it take to switch a lightbulb?

Legend, pure and simple.
__________________
Farewell, Kangaroo Joe, you shall not be forgotten.

Quote:
Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
Wargamer is offline  
Old 11 Jan 2006, 00:53   #6 (permalink)
Shas'O
 
Join Date: Feb 2005
Location: Brampton Ont. Canada
Posts: 6,441
Default Re: How many 40k characters does it take to switch a lightbulb?

I think this deserves a good old fasioned

BRILLIANT! ;D

EDIT: Hey, im a shas'vre now! Alright. Squads 1-4 march directly off that cliff. *screams are heard as orders are followed* Aww jeez, I forgot to give them their parachutes
__________________
Quote:
Originally Posted by Mitch: the noob
Is it just me, or does Fish Ead really love to use a Dreadsock?...
I'd hate to get on his bad side... >
Quote:
Originally Posted by Tiwaz
Fishy has just proved to me that Canadians CAN be scary...
Fish Ead is offline  
Old 11 Jan 2006, 01:47   #7 (permalink)
Shas'Ui
 
Join Date: Oct 2005
Location: New Zealand
Posts: 863
Default Re: How many 40k characters does it take to switch a lightbulb?

Quote:
Originally Posted by Subzero
Space Marines (First Founding)
The Dark Angels would walk into the room and head straight for the lightbulb. Anyone that sees them will be terminated. Anyone that offers to help replace the lightbulb will be terminated. Anyone seen within the vicinity of any lightbulbs will be terminated. Lightbulb-shaped people should be held in extreme suspicion. Once the faulty lightbulb has been removed it will be taken back to the Rock and tortured to the point of insanity. If it refuses to work properly, the Dark Angels will grant it a slow and painful death. All Chaplains involved in the event would get bonus brownie points and another white bead on their rosarius.

The Space Wolves would storm the building, breaking windows, overturning furniture and generally making a drunken mess of themselves. Upon running out of ale before they've even got to the lightbulb, they will descend into a bloody rage and slaughter all those around them. Having all fallen into unconsciousness, they awake to find the lightbulb changed, all legs viciously humped and a note that reads "Changed the lightbulb, kthxbai, 13th Co." and they will return to the Fang, where they will tell tales and write songs about the mysterious lightbulb-changers and ponder over the cryptic meanings of the note.
Pure genius.
__________________
Quote:
Originally Posted by Crazedmongoose
Also Hive Tyrant Horror has one of the best ideas around in my opinion. ;D
Quote:
Originally Posted by The All-father
A horror! HOOORRRROOOOORRRR!
Hive Tyrant Horror is offline  
Old 11 Jan 2006, 09:44   #8 (permalink)
Ethereal
 
Join Date: Apr 2004
Location: On the Midnight Ocean
Posts: 26,404
Send a message via MSN to Wargamer
Default Re: How many 40k characters does it take to switch a lightbulb?

The Eldar and the Lightbulbs:

Biel Tan: An isolated lightbulb is found in the corner of the house. The Avatar is awoken, and leads the Swordwind in a sudden, brutal attack. By the time anyone enters the room, the Lightbulb is replaced by an Eldar Lightbulb, and no trace of the original remains.

Saim-Hann: The Wild Riders fly in on Vypers and Jetbikes, encircling the Lightbulb and quickly switching it. The other Craftworlds deplore their primitive lightbulb-changing tactics.

Ulthue: The Seer Council of Ulthue watch the Lightbulb's fate, choose the perfect moment to strike. They quickly change the lightbulb just before it fails, and leave a Wraithgate so they can guard against tampering by Chaos.

Ataloic: The Lightbulb will explode for no apparant reason. Anyone who tries to change it will die. Eventually, it will be discovered that Eldar Rangers were guarding the bulb. Eventually, the Demiurg will come and put in a new bulb.

Iyanden: The bulb stops working, becoming a Wraithbulb that works just as well... but tends to turn off randomly if a Spirit Seer isn't in the room.

The Dark Kin: The Dark Eldar would rush in, and take all the working lightbulbs in the house, leaving just one faulty one to weakly flicker on and off, to tell others of the terror these Pirates bring. The working Bulbs would be subject to terrible tortures, such as being put into a 60W socket when they are only meant for 40W, or being put into tiny metal boxes and made to shine thin rays of light through mirrors for the sake of physics students. Eventually, these poor, abused bulbs will die... save for one, a tortured form of glass and filament. This will be put into the socket of the faulty bulb. By this time, someone else will have replaced all the stolen bulbs... so the Dark Kin will steal them again.

The Eldritch Raiders: The Eldritch Raiders will zip around the house, hiding in the bushes, or behind the gate, never drawing too close. When the house is unguarded, they will rush in, nick everything of value, and replace the bulb. The bulb will be very shiny, encouraging people to come and admire it. Whilst they do this, the Eldritch Raiders will steal their wallets.

Exodites: The Exodites will leave the bulb broken, believing such frivolous tech is what caused their Fall. They will build a fire, and place torches around the room for lighting. They will sit around on straw, wearing fur and drinking beer fermented from fungus they found growing between their toes, and keep trying to convince themselves that indoor plumbing really was evil. Eventually, someone will come and kick the hobos out.

Harlequins: A Harlequin troupe, travelling through the webway, finds a Solitaire living upon the craftworld of Menann. The Solitaire tells them of the broken bulb, which has been left broken since time immemorial. The Harlequins decide to change the Bulb, and set forth to fix it. They will travel the Webway, wandering the ancient, forgotten paths, only to discover that the forces of Chaos have already taken the house. A bloody battle ensues, and the Chaos are driven from the sacred bulb-room. The Harlequins change the bulb, laughing at the folly of Chaos, then leave the house unguarded again. When they get home, they will perform a dance called "the bulb without end", wherein the ancient struggle between the Laughing God, and the fact that B&Q don't stock the screw in energy saving bulbs is depicted. It ends inconclusively, and the Harlequins vanish before anyone can realise the show really wasn't worth the 150 they paid to see it.
__________________
Farewell, Kangaroo Joe, you shall not be forgotten.

Quote:
Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
Wargamer is offline  
Old 11 Jan 2006, 09:52   #9 (permalink)
Shas'La
 
Join Date: Dec 2005
Posts: 430
Default Re: How many 40k characters does it take to switch a lightbulb?

In response to subzero's original post.

Nice effort. I guess you never wrote bad stories in the fluff/stories board. Or did you ever write any? I'm thinking you did after minor tau marc said in the locked "Subzero" topic that he read one of your stories and thought that was bad.
__________________
*sig not available until January*
minor tau Dodd is offline  
Old 11 Jan 2006, 09:59   #10 (permalink)
Ethereal
 
Join Date: Jul 2004
Location: UK
Posts: 12,488
Default Re: How many 40k characters does it take to switch a lightbulb?

Only got half way through, but it was excellent. ;D
Quote:
The Flesh Tearers would try to replace the lightbulb, but it would only remind them of their Primarch's death, which would work them into a bloody rage.
That was funny. :P


minor tau Dodd - Please don't quote long posts if you only plan to write a small amount and/or it's obvious who/what you're replying to. Cheers.
Also, what was the point in bringing up a piece of fluff that is unrelated, only to criticise it?

More favorites:
Quote:
Genestealer Cults would cut the power to the lightbulb so that they can infiltrate the room, posing as friendly lightbulb-repairmen whilst trying to hide their horribly mutated third limbs. Once inside, they would wreak havoc, quickly and silently infecting everyone and twisting them towards their evil lightbulb-smashing ways.
Quote:
The Dark Eldar don't mind that the lightbulb is out, it makes their lives that much easier.
;D
__________________
KJ - Friend, Brother, Ork. Never forget you mate.
Restayvien is offline  
Closed Thread

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Broke my lightbulb... Frosty05 Enclave Talk 6 20 Dec 2009 17:03
Interesting switch Wired Tau 2 24 Mar 2007 21:33
How many Guardsmen does it take to screw in a lightbulb? whitestar333 Enclave Talk 26 26 Feb 2007 01:34
army switch dante Orks 5 31 Jul 2005 18:12