2022.01.25 04:07 -en- @Reuters: The Swiss Olympic team is aiming for 15 medals at Beijing 2022, Swiss Chef de Mission Ralph Stockli said https://t.co/gT0IlZxk4m
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2022.01.25 04:07 chenaustin2001 [QUESTION] Eddie Van Der Meer
2022.01.25 04:07 SyFyFan93 This subreddit is still alive?
I was scrolling through my feed and saw a post pop up from here. I was someone who was super into Stadia when it first launched, thought it would revolutionize gaming, and even made a fan website for a bit. Then I cut my losses and jumped to Xbox where they were actually promoting game streaming and had a business plan in place for how it would factor into Gamepass.
Sorry to say folks, but the Stadia dream is dead — long live the dream.
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2022.01.25 04:07 -en- @Reuters: Moody's expects Tesla to stay at EV leader spot, upgrades to 'Ba1' https://t.co/wJHmjV2uHI https://t.co/e71oSvXYsr
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2022.01.25 04:07 shanekg45 What's up with Layla spamming the comments in here
Almost every post here has a comment recommending a Layla bed. These users profile only have one comment and that comment is an edited* comment that recommends Layla beds.
submitted by shanekg45 to Mattress [link] [comments]
2022.01.25 04:07 SoulReaper233 Assault healer tier change
2022.01.25 04:07 Otherwise_Parfait_82 hilarious and one of the best moments of the first episode
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2022.01.25 04:07 SRFBot Monsterprozess gegen Ex-Raiffeisenchef – mit ungewissem Ausgang
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2022.01.25 04:07 cosinofthetimes Colonials are upstanding players, not like those mechanic abusing wardens.
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2022.01.25 04:07 CharlesjuliesOk1961 Water outreach.
2022.01.25 04:07 styxinfinn My favorite explanation of NFTs
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2022.01.25 04:07 -en- @Reuters: Royal crown slips as Elizabeth prepares to mark 70 years as queen https://t.co/IdkKSRMsB3 https://t.co/APSDssnMxb
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2022.01.25 04:07 talorichigo Vorgesetzter vergisst wichtigen Termin
Hallo, wie die Überschrift schon verrät, hat mein Vorgesetzter, trotz versprechen ( ja ich weiß, Versprechen kann man brechen) unseren Termin verpasst bzw. einfach nicht geschrieben, dass er diesen nicht wahrnehmen kann. Es kam auch sonst keine Mitteilung. Er ist nicht krank oder im Urlaub.
Nun ist es kein 0 8 15 Gespräch. Es geht um meine weitere Zukunft im Unternehmen und wir hatten kürzlich ein Gespräch darüber. Es ist auch deshalb wichtig, weil ich schon mit meiner Vermittlerin der Arbeitsagentur in Verbindung stehe und die auf eine Antwort von mir wartet. Es hat sowieso schon gedauert überhaupt mit meinem Vorgesetzten einen Termin zu finden.
Die Frage ist jetzt, wie würdet ihr euch verhalten? Soll ich meinem Vorgesetzten schreiben, dass ich das nicht in Ordnung finde? Oder soll ich es lieber lassen? Ich war noch nie in so einer Situation. Vielleicht hat jemand einen Rat. Danke schon mal
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2022.01.25 04:07 jeromocles What's been the biggest letdown this season?
I don't really even care about either team, but the Hawks/Knicks playoff series last year was resplendent. Trae vs. the NY fans. A new rivalry was afoot.
Then opening night this season, we didn't lose a step (or maybe rushed back in too quick?) and BING BONG took the world by storm.
....then both teams struggled, Omicron, no xmas day game at the Garden, mediocrity, maybe they meet up for the play-in?
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2022.01.25 04:07 GBlime world map
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2022.01.25 04:07 Acr0ssTh3P0nd The Necron Homebrew Codex "Codex 2.0" - A Review (Part 1: Warlord Traits, Dynasties, and Common Abilities)
Recently, some industrious members of our illustrious community have banded together to address the clear power deficit in competitive play for 9e Codex: Necrons, by putting together a homebrew Codex 2.0. I commend them for taking action where others might be content to voice complaints and wait for GW to maybe do something eventually, and for their hard work in putting together such a comprehensive document.
Now, I very much want to make sure that any criticisms I have of that work are respectful of the significant time and effort that clearly went into it, so I've been taking my time going through the whole of Codex 2.0 and addressing the changes with a thorough write-up. As such, this is to be just the first part of the review, covering the Warlord Traits, Dynastic Codes and Stratagems, and Common Necrons Abilities (Living Metal, Reanimation Protocols, and Dimensional Translocation). I will reserve an overall "score" and my final thoughts for the final part of the review, which is currently still in-progress.
WARLORD TRAITS Thrall of the Silent King
The original problem: It’s weak. It feels “eh” and doesn’t really shake up the Warlord or define them as their own.
Review: The HBC allows you to select one Necrons Core unit within 24” and in line of sight of the warlord. The warlord may use one ability on its datasheet that “affects other Necrons. The selected Core unit is affected by the selected ability.”
This wording is very vague. When does this happen? What defines “affects other Necrons?” Does it grant additional uses of the ability – for example, would a Technomancer get an additional use of Rites of Reanimation? What if the original ability is not intended to affect all core units, but instead a specific type, such as Canoptek – does the selected unit gain the benefits anyway?
Summary: The range boost certainly adds a larger, more noticeable boost; however, that range boost may be excessive. Combined with the vague wording, this one feels like it needs another iteration to tighten it up.
The original problem: Not too much. It’s generic, and leaves the Warlord behind because they themselves can’t benefit from it.
Review: The HBC changes the trait to allow Dynasty Characters to benefit as well as Dynasty Core units. It also adds an effect where units that make a successful charge when benefiting from this trait inflict 1 mortal wound on the target unit.
Summary: The first change to allow characters to benefit is nice, and boosts the functionality of the trait to a powerful level by setting up a melee deathball style of army where the buffer has a good chance of following the buff-ees into combat. The second change is overkill – the power it adds isn’t too significant, but it’s also nothing to sneeze at, and doesn’t need to be there for the trait to feel useful.
The original problem: In the original trait, the warlord gains a 5+ FNP and the Immortal Pride aura, which eliminates modifiers to Combat Attrition test for nearby Dynasty Core units. The FNP is useful but boring –not quite worth a Warlord trait – and the Aura is not very useful, with the leadership of Necrons being so high that models rarely fail morale tests, anyway.
Review: The HBC changes the trait to increase the armor saves of the warlord by +1, and reduces the AP of attacks against nearby Dynasty Core units by 1. This change is well-done – it’s powerful and further reinforces the Warlord as a buff provider, a role in which Necron HQ Characters shine, but not so powerful that it feels janky or out of place. The AP reduction should probably be listed as an aura, but that’s an incremental fix, rather than a deeper issue with the trait itself.
Summary: This change is good! The trait feels powerful but reasonable, and the only issue seems to be the lack of Aura label on what is clearly an aura in function. However, I’m not sure if it’s a good fit for Immortal Pride – the focus on additional durability feels better suited for Enduring Will. Immortal Pride has traditionally had a focus on resisting psychic attacks and morale effects, and there are ways to implement that that have more function than the original trait without losing that identity.
The original problem: Due to the low number of attacks and relatively high Strength our warlords have, rerolling wounds isn’t great. Our warlords aren’t set up to be combat machines, so this buff doesn’t help them focus further in on their primary roles as buffers. The exception might be Destroyer Lords, of course, and the issue there lies in the Destroyer Lords simply not being good investments for Warlord traits in general due to the way the Royal Court rule works.
Review: The HBC allows you to choose between buffing the Warlord with reroll To Wound rolls in melee, or buffing a nearby unit with the same for all its models. A nice idea, but buffing a whole unit with full rerolls to wound in melee is very powerful, perhaps too much so. I say “perhaps” because my first reaction was “that’s too much” but there is precedent with the Arch-Contaminator trait in the Death Guard codex, and that affects all Plague Company units within 6”, not just the one. It should be noted that the Arch-Contaminator only affects To Wound rolls with melee plague weapons and ranged plague weapons where the target is within 12”, however.
Summary: The change feels drastic, and I’m cautious, but the Death Guard have a similar trait. The original Eternal Madness trait felt like too little for a Warlord trait, but allowing it to affect an entire unit dilutes the identity. To provide a clear theme to the trait, pick either “affects another unit” and make Destroyer Lords more viable targets for a Warlord Trait, or “affects the warlord”.
The original problem: -1 damage is decent, but not so great now that all vehicles seem to get it, anyway.
Review: The HBC augments the -1 damage by granting a “transhuman physiology” effect – an unmodified Wound roll of 1-3 always fails.
Summary: On infantry warlords, this effect is far too powerful in combination with the -1 damage. On the catacomb command barge, the extra effect has no effect, because Command Barges already have it in the form of quantum shielding. See the notes on Immortal Pride for alternate ideas.
The original problem: This trait replaces Honorable Combatant, which granted +2 attacks if all attacks were made against characters. Neat, but too situational to be useful
Review: The HBC created this trait, which grants +1 Attacks, Strength, Toughness, and Wounds. Additionally, the first attack the Warlord makes each phase gets +1 damage.
Summary: Granting +1 to four separate stats would already too powerful, and the +1 damage is icing on the cake there. It might have just been better to remove the restriction of Honorable Combatant and grant the warlord +2 attacks without needing to meet any condition.
DYNASTIC TRADITIONS and STRATAGEMS Maynarkh - Mark of the Flayer and Horrific Transformation (no stratagem)
The original problem: There’s no dedicated dynasty for running an army focused on Flayed Ones, one of the coolest units Necrons have!
Review: The HBC adds rules for the Maynarkh dynasty with their Mark of the Flayer and Horrific Transformation dynastic tradition (s). There’s no solid indication if you’re supposed to choose just one, or if they both apply to a Maynarkh army; however, Mark of the Flayer refers to its rules as “additional special rules,” so it seems fair to assume that a Maynarkh army benefits from both of these.
The first benefit, Horrific Transformation, applies to all non-Vehicle Necron units. Any time such a unit makes an attack that targets an Infantry or Biker unit, you roll a d6 and apply a result from a table – 1 damages the Necron unit, 2-5 grants +1 damage to unmodified Wound rolls of 6 for those attacks, and 6 gives the unit a number of permanent buffs and debuffs.
The second benefit, Mark of the Flayer, grants a special rule: Terror Beyond Comprehension (TBC), which only applies to Overlords, Lords, Skorpekh Lords, and Lokhust Lords. It’s odd that the special rule Mark of the Flayer creates a title for its own special rule (rather than simply referring to that whole rule as “Mark of the Flayer”) but hey. It increases the number of models that flee from an enemy unit that fails its Morale test (presumably enemies that were within engagement range with these models at the start of the Morale phase, but this is never mentioned). It also requires that you track every model that each character with this rule has killed. While the wording is unclear, the use of the singular “bearer of this rule” despite the rule potentially applying to multiple characters in your army, seems to imply that you track these slain models separately per character. Based on the number of models killed, the model with TBC gains additional buffs.
Finally, this dynasty has no special interactions with Command Protocols.
Summary: This rule is far too complex. Each benefit alone adds a great deal to the amount of info-tracking required to play an already-complicated game, to the point that they are both too complex even individually. Either one of these would, once pared down to something simpler, fit better as the “Doctrines” rule for a whole faction, not a subfaction rule. Together they become overwhelming. You’re rolling on a table for multiple individual units, tracking which units have rolled a 6 (and the four individual effects that now apply to them), while also tracking the total number of models each of those qualifying characters has slain as an individual, and then checking to see if each of those totals hits a certain threshold and tracking the effects of those thresholds for each character.
That the dynasty does not interact with Command Protocols is inconsistent with the rest of the design of the other Dynastic Traditions.
Nihilakh – Aggressively Territorial and Reclaim a Lost Empire Stratagem
The original problem: The first benefit of Nihilakh, though powerful, can be gained through creating a custom dynasty, and the other combinations offered by custom dynasties are more powerful than the combination present in Nihilakh, even taking the Nihilakh stratagem into account.
Review: The HBC buffs the second benefit of Nihilakh to further focus on objective control, and thus remains relevant on all units throughout the game. While powerful, it allows the Nihilakh Dynasty to remain on equal footing with the other combinations offered by custom dynasties.
The stratagem’s change is… odd. It retains the core effect of allowing a unit to shoot while also performing an action, but also allows the shooting player to choose the casualties from the opponent’s unit, rather than the opponent. This change isn’t seen in the rest of the game and for good reason – it throws off an already-weird step of the attack cycle, and has marginal benefit for the weirdness it adds.
Summary: The change to the dynastic code is simple, focused, and fits in well with the mechanics as present in the official Codex, and tackles the main problem with this dynasty without going overboard. The change to the stratagem is odd, with no precedent in the rest of the game. It doesn’t address an existing problem.
Nephrekh – Translocation Beams and Translocation Crypt Stratagem
The original problem: Nephrekh’s mobility boost benefit prevented models from firing their weapons after translocating, even if the unit in question had assault weapons or had an ability that would let it shoot after falling back. Such a drastic tradeoff made this benefit not worth using, and a 6++ save couldn’t salvage that.
Review: The HBC removes the 6++, and adds a -1 to hit penalty against units that translocate. Units that advance (whether or not they translocate, but there’s now no reason not to) not only get the automatic 6” advance, but also treat Rapid Fire weapons as assault weapons.
The stratagem remains largely the same, but removes the restriction preventing Vehicles and Monsters from receiving its benefits.
Summary: The changes to the dynastic code solve the original problem where units can’t shoot after translocating makes translocating useless, but adds two additional buffs on top of that, neither of which are needed (because the main problem is already solved). This is another example of the classic homebrewer’s mistake of adding buffs to flat-out increase power, rather than targeting and remedying specific areas of poor design.
The changes to the stratagem are simpler, but unneeded and ultimately may push the power a bit too high. If the stratagem were to allow Vehicles and Monsters for an increase in cost to 2 CP, this would be better.
Mephrit – Solar Fury and Talent for Annihilation Stratagem
The problem: None, for the most part. The stipulation that prevented the Mephrit range increase from affecting pistols was odd, but not a crippling weakness.
Review: The HBC removes the restrictions that prevent pistols from getting an extra 3 inches of range, and also adds an effect that grants a Strength boost to ranged attacks for units that Remain Stationary. It also removes the “maximum 3 mortal wounds” from the stratagem.
Summary: The removal of the restrictions on pistol is a nice buff that primarily buffs units that already need it, like the Hexmark Destroyer, and streamlines the mechanic in the process. Mephrit, however, has already seen a fair amount of success in competitive play, and the new benefit is not needed. The removal of the limitation on mortal wounds from the stratagem pushes this over the top – drop this on a unit of 20 warriors in prime range, and you’re looking at an average of 6+ mortal wounds for the price of 1 CP.
Szarakhen – Uncanny Artificers and the Empyric Dampening Stratagem
The problem: Despite being a decent dynastic code, the Szarakhen traits simply can’t give quite the bump in consistency needed to play Necrons at a competitive level. This may have more to do with the Dynastic Stratagems – the most-consistently-played non-custom Dynasties at the competitive level are Mephrit and Novokh, who both have powerful Dynastic stratagems. Szarakhen’s strat is very useful against psyker-heavy armies, and useless against armies with no psykers.
Review: The HBC boosts the power of the dynastic code, adding a 6+++ against normal wounds as well as retaining the 5+++ against mortal wounds. It removes the 1 To Wound reroll per unit, and replaces it with the effect that, every time a unit shoots or fights, it also inflicts 1 mortal wound. That’s every unit in the army, in every shooting and fighting phase. The stratagem remains unchanged, focusing purely on anti-psyker effects.
Summary: The changes above help out the dynasty, but don’t address the reasons the dynasty doesn’t get picked. Additionally, the mortal wound effect is an odd combination of too powerful and at-odds with the types of armies Necrons want; an MSU force would wreak havok with such a high mortal wound output, but that also potentially reduces the power of reanimation protocols. At best, you’ve got an army that hopes to be balanced by pulling the player between opposing playstyles, rather than using inherently balanced mechanics. At worst, it encourages you to ignore the mechanic that gives Necrons their identity in the first place and sacrifice army identity for lethality.
Sautekh – Relentless Advance and Methodical Destruction Stratagem
The problem: The original code is intended to buff Rapid-Fire weapons, and by extension the classic Gauss Flayers and Gauss Blasters, by increasing the range at which they can Rapid Fire. It also provides re-rolls for Morale tests. Both of these benefits have problems. With a smaller board and a focus on close-range fights over objectives meaning that the most decisive fights occur at close range anyway, range buffs simply don’t have the power they used to, and with Gauss Flayers especially being underwhelming compared to their Reaper brethren, there’s very little reason to take this buff. Similarly, rerolling morale tests isn’t all that useful – with all Necrons having a Leadership of 10, the few times we fail morale tests is usually due to overwhelming firepower where a reroll is just about fishing for that unlikely unmodified 1.
Review: The HBC wisely drops the morale benefits, but the replacement benefits don’t address the core problems. The first benefit now provides Bolter Discipline to Rapid Fire weapons – but again, that’s just effectively a range boost, and one that requires the models stay still. In a game about moving up close to take objectives, this benefit might be functionally worse than the original benefit for anything other than a backline unit of Gauss Immortals. Thankfully, the second benefit is better, allowing all models to fire ranged weapons at enemies within engagement range (even if friendly units are also within engagement range of that enemy unit) with a -1 penalty to hit.
The Sautekh stratagem is already decent – 2 CP for +1 to hit against an enemy unit for the rest of the Shooting Phase after a Sautekh unit has finished firing at it – but the lack of power of it Dynastic Code prevented it from seeing use. The HBC reduces the cost to 1 CP – a touch overkill, perhaps, but nothing too gamebreaking. It should be noted, however, that the strat doesn’t have much synergy with the better of the dynastic code’s two benefits; if you aren’t within engagement range of an enemy unit, you don’t gain that benefit, and can’t fire on the same enemy unit as friendly units that do gain that benefit because that enemy unit is within engagement range of a friendly unit!
Summary: The changes here aren’t perfect. One of the changes is functionally a downgrade to an-already mediocre benefit, but is made up for it by the other benefit providing a useful-but-balanced boost across the board. The reduced cost of the strat may be the finishing piece that makes Sautekh useful, but it is hampered by a distinct lack of synergy with the better part of the dynastic code.
Novokh – Awakened By Murder and Blood Rites Stratagem
The problem: None. Novokh is good – one of the best codes in the book, plus a useful stratagem with clear synergy.
Review: The HBC adds an additional benefit to Awakened By Murder: units with this code cannot be effected by abilities that would make them ineligible to fight. The stratagem is unchanged.
Summary: A change that increases power on something that’s already fine, without justifying it by addressing a problem.
COMMON NECRON ABILITIES Living Metal
The original problem: None. It’s a standard regeneration rule.
Review: The HBC maintains the rule as written from the original codex. No changes are made.
Summary: A mechanic that does not need changes receives no changes. Sounds good to me!
The original problem: Reanimations Protocols cannot be relied upon to proc for all, or even most, models. The high level of lethality in 9e means that, at 2000+ points, it is not all that difficult to destroy a significant chunk of a squad with a single Shooting phase of concentrated fire. Losing 10+ Warriors in a volley of fire from a single enemy unit is not uncommon. Remember, slain models can’t roll for Reanimation at the end of the attacks if their unit no longer exists to set them back up in it, so that’s half a unit that doesn’t get to roll our signature feature, despite being costed for it.
The surface-level solution might be to reduce the points-cost associated with having Reanimation Protocols, especially for units with more than 1 Wound as you are less and less likely to bring back a model, depending on the amount of Wounds it has. The problem with this approach is two-fold: it doesn’t solve the actual problem, it just softens the blow; and it scales poorly at lower size games. Reanimation Protocols is already problematically powerful in smaller games, and this just exacerbates that problem.
Review (Version 1): Fortunately, the HBC does not go for the surface-level solution, and addresses the problems head-on. Reanimation now procs at the end of a phase for every model destroyed in that phase, making it weaker to individual units’ shooting attacks; however, when a unit with Reanimation Protocols is destroyed, a token is placed in the place of the last model that was destroyed, and Reanimation rolls are made for every models in that unit that was destroyed that phase, as normal. To balance this, RP gains several additional stipulations that allow for enemy counter-play – models cannot be set up closer to enemy units within 12” than the closest model in that unit, and cannot be set up within range of any objectives. Models from wiped units cannot be set up within 1” of any enemy models at all.
This fix is interesting and the changes are a straight-forward progression from RP as they currently exist. It’s certainly stronger in the shooting phase, where enemies cannot target wiped units, but the wiped unit is still ready to come back at the end of the round. The tokens and additional stipulations and restrictions increase the complexity of the mechanic, and also make it much more difficult for melee Necrons to get full use of the mechanic if the unit is wiped, adding more fuzz around the true worth of RP. I think there may be better, more elegant solutions with digging for, but this mechanic does certainly solve this problem.
It also addresses the problem with multi-wound units never reanimating by setting the roll to a flat 5+ per model, rather than a pool dependent on the model’s Wounds stat; however, this approach has its own problems. The points-cost of Reanimation now has to take into account the potential return of 3 or even 4 wounds back to the table, but this is an event that only occurs in 1 of 3 RP rolls – so you’ll have very expensive models paying fully for a wildly swingy durability effect, since they’ll get as much benefit from it as a lesser model!
Summary: Overall, this fix isn’t perfect, but it’s satisfactory, and has the added benefit of giving folks something to do with their spare bits – make Reanimation tokens!
Review (Version 2): Version 2 is split into two parts – active and passive reanimation. Active reanimation is a repeat of the mechanics in the codex, so all the problems in the original mechanic remain here.
Passive protocols happen at the end of the Necron player’s phases, affecting any models in those units that have been destroyed across that game, as long as the unit is not within Engagement range of enemy models and did not advance. A unit takes an action to reanimate 1d3 models with a Wounds Characteristic of 1, or 1 model with a Wounds Characteristic of 2 or more.
Summary: Version 2 fully addresses neither of the problems plaguing reanimation protocols. The first part, the active protocols, do not address this problem because it’s just a repeat of the current mechanics.
The second part, the passive protocols, do not address the problem of high lethality preventing protocols from occurring due to a unit being wiped, and carry a wide variety of complex stipulations that reduce usability, not the least of which is requiring an action. This prevents the unit from doing other actions at the same time, a critical weakness in tournament matched play 40k where the Codex struggles the most.
The basic idea of simply reanimating a flat d3 number of models is an interesting one, even if it doesn’t quite work in this context. With some tweaking to focus on d3-wounds-worth of models, like some abilities of the Ossiarch Bonereapers of AoS, it could have a lot of merit, but the struggle then becomes trying to justify taking a single large unit instead of MSU in order to maximise the benefits of RP. And, of course, there remains the pressing issue of creating an RP mechanic that isn’t tied to “the unit not being wiped out in an increasingly-lethal meta.”
The original problem: None. Dimensional translocation is the name for Deep Strike in the Necrons codex. It performs that functional perfectly adequately.
Review: Dimensional translocation has been granted an additional effect – units with this rule that haven’t moved in the movement phase can be pulled off the board back into Deep Strike.
This is very powerful, and there’s no reason for this change to exist. The main point of Dimensional Translocation is simply to be a Deep Strike rule – it does not need a buff to meet that purpose.
Summary: This is a power boost that does not have an obvious reason to exist, which is one of the cardinal sins for homebrew material to commit, and one of the reasons folks tend to be skeptical of homebrew material at all. This compares negatively to the restraint shown with Living Metal.
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2022.01.25 04:07 -en- @Reuters: Kohl's shares surged after report that Sycamore Partners had approached the department store chain with a potential takeover offer of $9 billion https://t.co/ILfNKXWN95 https://t.co/KDZzbEpnx9
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2022.01.25 04:07 athkalia Caribou: Use data-driven metrics to reduce your technical debt. In BETA - free.
2022.01.25 04:07 Transmog-rifier [UK] Hopton Wood: Red trail status??
Forestry England says the Pearce red trail is "trail is closed due to storm damage".
Does anyone know if this is still the case, and if so, how extensive the damage is?
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2022.01.25 04:07 rizzo222 👍🏽👍🏽
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2022.01.25 04:07 TanushChari Why can't I make a Stone Pickaxe out of Stone?!!
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2022.01.25 04:07 Capital-Ad-1625 SnowFlake Data Scientist Intern OA
2022.01.25 04:07 -en- @Reuters: Asian shares, U.S. futures slide as traders fret about Ukraine, rate rises https://t.co/4qiHGg7Ael https://t.co/1dTCjLcWje
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2022.01.25 04:07 Level-Extreme-726 Fellow manlets, how do you cope with being short?
2022.01.25 04:07 Euphoric_Taste_420 What's the best way to fall asleep?