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		<title><![CDATA[Latest posts for the thread "Ideas for new Riptides or bring FW-Tides into 40k"]]></title>
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				<title>Ideas for new Riptides or bring FW-Tides into 40k</title>
				<description><![CDATA[ Below are my updates to bring <span class="glossaryitem" onmouseover='gp(39);'>FW</span> Riptides to <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rules and power levels and rules simplifications.<br /> Anyone have ideas for new riptides or ways to modify existing riptides?<br /> <br /> Tau XV109 "Typhoon" Battlesuit............................................... 230 points<br /> WS2 BS3 S6 T6 W4 I4 A3 Ld9 Sv3+ Jetpack Monstrous Creature<br /> Wargear: Typhoon battlesuit - Never liked the name Y'vahra - Typhoon goes with the aquatic theme of Tau, Ionic discharge cannon, Phased plasma-flamer, Riptide shield generator, Vectored thruster array, Flechette dispersal pods, all normal suit items like blacksun filters and multi-trackers<br /> <br /> Special Rules:Nova Reactor, Supporting Fire, Hit and Run,Fleet - since it basically has a huge VRT<br /> May take up to two items from the Support systems list (see Codex: Tau Empire) with the same restrictions of choice that apply to a Riptide battlesuit.<br /> No Sig Systems<br /> No Drones<br /> Riptide Class Shield Generator:  Provides a 5+ Invulnerable save<br /> <br /> <b>Phased Plasma-flamer</b><br /> <span class="glossaryitem" onmouseover='gp(123);'>Str</span> D / <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 / Template 1, Gets Hot, Meltdown  <br /> Meltdown<br /> If the weapon gets hot, and the save(s) is/are failed, the model is killed.  All units within 6+<span class="glossaryitem" onmouseover='gp(1);'>2D6</span>" are hit by a str10, ap2 blast<br /> <br /> <b>Ionic Discharge Cannon</b><br /> <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 8 / <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 / 12" Heavy 3, Blind, Haywire Burst<br /> <i>Haywire Burst: For each successful hit this weapon inflicts on a vehicle, roll for a single Haywire hit as well as resolving the attack from the weapon’s profile.</i><br /> <b>Flechette Dispersal Pods</b><br /> Whenever the battlesuit enters play from Deep Strike or uses the vectored thruster array it may choose a single unengaged enemy unit within 6" along its movement path to suffer a flechette attack using the following profile. This attack takes place at the end of the XV109's movement phase.<br /> <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4 / <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 / 6" Assault <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, Shred<br /> <br /> <b>Vectored Thrust Array</b><br /> At the beginning of any of the controlling player’s Movement phases, a VX109 battlesuit may choose to perform a Vectored Thrust Array move . This move represents a long bounding leap rather than true flight, the XV109 battlesuit does not gain the Vector Strike special rule while moving in this fashion. This special movement may not be used in two consecutive turns. Can move between 12"-24" in Vectored Thrust Array move.  Can only move in a straight line while making this move.  Cannot end the move on impassible terrain.<br /> <br /> Nova Reactor – Regular Riptide rules<br /> <b><u>Ability</u></b><br /> <b>Nova Barricade </b><br /> The model’s Invulnerable save is increased to 3+ for the duration of this effect.<br /> <b>Overcharged Ionic Burst </b><br /> The ionic discharge cannon is treated as Heavy 3+D3 for the duration of this effect.<br /> <b>Escape Thrust </b><br /> At the start of the Movement phase, the model may be removed from play and placed in Ongoing Reserves. It may do this even if in close combat, in which case any previously engaged models consolidate as normal.<br /> <b>Vector Evasion </b><br /> The model gains a adds 3+ to its cover saves for the duration of this effect..  Total cover saves can never be more than 2+ <br /> <br /> Tau XV107 "Tsunami" Battlesuit............................................... 250 points - <b>MOVED <span class="glossaryitem" onmouseover='gp(421);'>TO</span> LOW Slot</b><font color='red'> </font><br /> WS2 BS3 S6	 T7 W6 I2 A3 Ld9	 Sv2+<br /> Same idea for name change<br /> Wargear<br /> Tsunami battlesuit all normal suit items like blacksun filters and multi-trackers, 2+ save<br /> Two pulse submunitions cannons<br /> Riptide shield generator - 5++<br /> <br /> Special Rules<br /> Nova Reactor<br /> Supporting Fire<br /> No Sig systems<br /> Can take 2 shielded missile drones<br /> May take up to two items from the Support systems list (see Codex: Tau Empire) with the same restrictions of choice that apply to a Riptide battlesuit.<br /> <br /> Weapons<br /> Pulse submunitions cannon - Cluster Fire shown as stat line<br /> Against Infantry and bulky models -                                                                 60"	 S7	AP4	 Heavy 1, Large Blast - Suffer 1 hit if hit by weapon<br /> Very Bulky/Bike/Jetbike/Beasts/Cavalry                                                          60"  S8  AP4  Heavy 1, Large Blast - Suffer 2 hits if hit by weapon<br /> Extremely Bulky/Artillery/<span class="glossaryitem" onmouseover='gp(93);'>MC</span>/<span class="glossaryitem" onmouseover='gp(630);'>FMC</span>/Vehicles/Buildings/Fortifications         60"  S9   AP4 Heavy 1, Large Blast - Suffer 3 hits if hit by weapon<br /> Super Heavy/Gargantuan creatures                                                                60"  S10 AP4 Heavy 1, Large Blast - Suffer 4 hits if hit by weapon<br /> <br /> Can replace 1 or both Pulse cannons with:<br /> <b>Heavy Rail Guns</b> for 10pts each.<br /> 72"	 <span class="glossaryitem" onmouseover='gp(517);'>SD</span>	 AP1	 Heavy 1, Primary Weapon<br /> <br /> <br /> <u><b>Nova Reactor</b> </u>– Regular Riptide rules<br /> <b>Nova Shield</b> <br /> The model’s Invulnerable saves are increased to 3+.<br /> <b>Volley Fire	</b> <br /> The model’s weapons can each be fired twice. Even though these weapons are fired twice, each still only counts as firing a single weapon. If this option is chosen then the Tsunami may not fire its weapons at all in the subsequent turn. ( not including the Shockwave attack)<br /> <b>Electromagnetic Shockwave	 </b><br /> All models within 6" of the Tsunami's base, enemy and friendly, suffer an immediate <span class="glossaryitem" onmouseover='gp(24);'>D6</span> Strength 2 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 hit with the Haywire type.<br /> <b>Flank Speed	 </b><br /> The model gains the Fleet and can make a  <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> assault move]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2015 17:44:16]]> GMT</pubDate>
				<author><![CDATA[ Naaris]]></author>
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				<title>Re:Ideas for new Riptides or bring FW-Tides into 40k</title>
				<description><![CDATA[ I want to say that <span class="glossaryitem" onmouseover='gp(39);'>FW</span> did a bad thing with the Y'Vahra's rules, on account of it being quite ridiculous. Amusingly, it's not <i>nearly</i> as horrible as a Riptide to face, since the Y'vahra is really just a Tau-flavored Dreadknight.<br /> <br /> And much like the <span class="glossaryitem" onmouseover='gp(514);'>DK</span>- and most <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> in general, in fact- it wants to be right up in your face, where it can be shot with all the plasma/melta/grav/any other AP2 and AP1 guns that you have.<br /> <br /> But then, <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, you came along. And you bizarrely nerfed the funky Ion gat of the Y'vahra, and ridiculously buff the already powerful plasma flamer?!<br /> <br /> I don't know whats worse, the fact that you're proposing a D-strength template, or that you're proposing it for a unit which has Jet Pack movement and <span class="glossaryitem" onmouseover='gp(93);'>MC</span>-level durability.]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2015 18:12:18]]> GMT</pubDate>
				<author><![CDATA[ Whiskey144]]></author>
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				<title>Re:Ideas for new Riptides or bring FW-Tides into 40k</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/644726/7755512.page"><b>Whiskey144 wrote:</b></a><br/>I want to say that <span class="glossaryitem" onmouseover='gp(39);'>FW</span> did a bad thing with the Y'Vahra's rules, on account of it being quite ridiculous. Amusingly, it's not <i>nearly</i> as horrible as a Riptide to face, since the Y'vahra is really just a Tau-flavored Dreadknight.<br /> <br /> And much like the <span class="glossaryitem" onmouseover='gp(514);'>DK</span>- and most <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> in general, in fact- it wants to be right up in your face, where it can be shot with all the plasma/melta/grav/any other AP2 and AP1 guns that you have.<br /> <br /> But then, <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, you came along. And you bizarrely nerfed the funky Ion gat of the Y'vahra, and ridiculously buff the already powerful plasma flamer?!<br /> <br /> I don't know whats worse, the fact that you're proposing a D-strength template, or that you're proposing it for a unit which has Jet Pack movement and <span class="glossaryitem" onmouseover='gp(93);'>MC</span>-level durability.</div></blockquote><br /> <br /> Its all a reaction to D level weapons showing up everywhere.<br /> <br /> The Ion Gun really is a vehicle killer with its crazy haywire attacks.  I nerfed the <span class="glossaryitem" onmouseover='gp(198);'>dmg</span> output so that it didn't have 2 weapons that punched through <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> or lower armor.<br /> The flamer change gets rid of a dumb torrent rule, going to full torrent is probably going to far.  The Flamer does not spew fire but, Phased plasma so, to me, its plasma at 10 to the 8th power Kelvin (magnetic fusion plasma) phasing in and out of reality which cooks you inside your armor while simultaneously melting your armor if not just vaporizing you instantly.  <br /> <br /> Reduced the flamer to 1 template, Added a meltdown special rule which instakills the model if failing a gets hot save.]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2015 18:14:48]]> GMT</pubDate>
				<author><![CDATA[ Naaris]]></author>
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				<title>Ideas for new Riptides or bring FW-Tides into 40k</title>
				<description><![CDATA[ Hyperbole: there are zero D weapons in the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> codex. ]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2015 18:20:19]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Ideas for new Riptides or bring FW-Tides into 40k</title>
				<description><![CDATA[ why not just take the <span class="glossaryitem" onmouseover='gp(39);'>FW</span> riptides in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. you're allowed to even if it's looked down upon. i don't think they need rule changes.]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2015 18:45:49]]> GMT</pubDate>
				<author><![CDATA[ mhalko1]]></author>
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				<title>Re:Ideas for new Riptides or bring FW-Tides into 40k</title>
				<description><![CDATA[ The problems with your changes is that the two weapons were powerful but not obscene. What you have done is made one worse and the other ridiculously broken.<br /> <br /> Ranged Destroyer weapons are still fairly rare... though some of the leaked info from the new Eldar book make that seem like its about to change big time. Moreover, while I realize that the flamer weapon of the Y'Vahra is not actually spewing <i>fire</i>, that still doesn't make it D-grade firepower.<br /> <br /> In fact, there doesn't actually exist any plasma weapon with <span class="glossaryitem" onmouseover='gp(123);'>Str</span><img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">. The really high-end Imperial examples tend to be S8 or S10, depending on whether you want fire rate or range+blast size.<br /> <br /> <i>At best</i>, the Phase-Plasma Flamer could get S8. Imperial plasma weapons at S10 tend to be the enormous "here are the keys to your new Titan" size of kit. The Y'Vahra was a good vehicle killer thanks to multiple hits that inflicted both S8 <i>and</i> Haywire, plus a great deal of anti-<span class="glossaryitem" onmouseover='gp(604);'>HI</span> firepower from the PPF.<br /> <br /> There's also the fact that you could always fire the PPF on a "partial rotation", bypassing Gets Hot. I'd say it's a bit sucktacular to remove that ability to dial down the power in favor of improved reliability.]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2015 18:47:09]]> GMT</pubDate>
				<author><![CDATA[ Whiskey144]]></author>
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				<title>Ideas for new Riptides or bring FW-Tides into 40k</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/644726/7755625.page"><b>mhalko1 wrote:</b></a><br/>why not just take the <span class="glossaryitem" onmouseover='gp(39);'>FW</span> riptides in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. you're allowed to even if it's looked down upon. i don't think they need rule changes.</div></blockquote><br /> <br /> Frankly I don't see how anyone allows <span class="glossaryitem" onmouseover='gp(39);'>FW</span> kits in regular <span class="glossaryitem" onmouseover='gp(3);'>40k</span> games.<br /> <br /> The units are not in the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> codices<br /> The units, for the most part are not <span class="glossaryitem" onmouseover='gp(3);'>40k</span> approved<br /> The rules are not approved and mostly experimental<br /> The rules are, from what i've seen, not inline with current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rules<br /> The Units/models are either under costed for how powerful they are or much more powerful than similar <span class="glossaryitem" onmouseover='gp(3);'>40k</span> units.<br /> <span class="glossaryitem" onmouseover='gp(39);'>FW</span> creates their own books for their models that contain specific rules and campaigns etc.. for their models.<br /> <br /> It's a separate game, within the same universe.<br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Updated - <br /> <br /> The xv107 would be moved to LOW slot<br /> <br /> Yes, both of these riptides have d weapons or options to get d weapons, but you pay for them<br /> <br /> The XV109 costs 230 base, with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and interceptor, it brings its cost up to 270pts<br /> The XV107 costs 250 base, with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and interceptor, its 290pts - as i've suggested it can add 2 d <span class="glossaryitem" onmouseover='gp(123);'>str</span> rail guns for 10pts each bringing it up to 310 pts.<br /> <br /> Its a LOW so you can only have 1 in most <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>, other than unbound.<br /> <br /> The XV 109 D template is still only 12 inches and i've made him have 3+ armor due to having to carry around its giant jetpack and only has 4 wounds and <span class="glossaryitem" onmouseover='gp(14);'>BS</span> is down to 3.]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2015 18:53:43]]> GMT</pubDate>
				<author><![CDATA[ Naaris]]></author>
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				<title>Ideas for new Riptides or bring FW-Tides into 40k</title>
				<description><![CDATA[ Please don't start this argument again. ]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2015 19:22:56]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Ideas for new Riptides or bring FW-Tides into 40k</title>
				<description><![CDATA[ So I've just looked over your updated Y'vahra rules... still looks to me like its a mix of "nerf things which are fine, megabuff things that are already amazing".<br /> <br /> As for the R'varna thing... you've given an unnecessary buff to the Pulse Submunition Cannons, and you've also misrepresented the Heavy Railgun profile; the weapon originates in <span class="glossaryitem" onmouseover='gp(39);'>FW</span> publications. The most recent <span class="glossaryitem" onmouseover='gp(63);'>IA3</span>:2E puts the HRG as being 110" Ordnance 1 S<img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> AP1 Primary Weapon... with no blast whatsoever.<br /> <br /> They <i>can</i> fire a blast profile... it's just S7/AP3, not S<img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> AP1. So, yeah. Care to explain why the Tau get a cheapass Destroyer firearm on a bigass fancy battlesuit, when everybody else has to put their Destroyer-grade cannons onto superheavy/<span class="glossaryitem" onmouseover='gp(583);'>GC</span> sized platforms?<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/644726/7755650.page"><b>Naaris wrote:</b></a><br/>*snip stuff about <span class="glossaryitem" onmouseover='gp(39);'>FW</span> not being game legal*</div></blockquote><br /> <br /> Oh, nevermind. I realize that what you want is an excuse to buff the <span class="glossaryitem" onmouseover='gp(39);'>FW</span> units through the roof. Gotcha, I'll just moonwalk out of the thread then, because I doubt that anything I say will actually make a difference.]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2015 23:03:46]]> GMT</pubDate>
				<author><![CDATA[ Whiskey144]]></author>
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				<title>Re:Ideas for new Riptides or bring FW-Tides into 40k</title>
				<description><![CDATA[ Please learn how to science  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> <br /> <br /> An atomic bomb going off only reaches temperatures of 10 to the 7th Kelvin, how does plasma go beyond that?  And what's this nonsense about plasma "phasing in and out of reality"?  What, if you shoot me with it does it go back in time and kill my parents, preventing me from being born while it's at it?  The only weapons that are described as "phasing reality" are fictional warp-based weapons like wraithcannons.  If reaching extreme temperatures made you warp reality then stars should all do it, as well as atomic blasts.  And why does the gun explode in a blast that averages 13" if you fail an armor save?  Do you understand that this blast will cover a a quarter of a table, and this blast will always happen near opponents since you need to get this thing up close?  If a plasma weapon explodes, it can't release more plasma than what was inside the gun itself.  The reactor inside the suit itself would make a bigger explosion than the gun could possibly make.<br /> <br /> As for the rail gun, where is the blast coming from?  A rail gun fires a solid slug at extreme speed.... literally the same as a bullet, but at much higher velocity.  When it hits something, sure, it tears a hole through it.  I can understand a D-strength rail slug.  But where is the explosion coming from?  Let me guess, the slug goes so fast it creates a wormhole around the impact zone?  A metal slug whipping past you without coming in contact with you won't hurt you.  There is no explosive in a rail slug, it's solid metal.  The sound of it might hurt your ears, if it's large enough maybe there's a gust of air following it, but it's not going to kill a marine that it doesn't hit directly.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> As for all that stuff about <span class="glossaryitem" onmouseover='gp(39);'>FW</span> stuff not being legal in a game.... why should anyone accept your homebrew, not-even-produced-by-a-gaming-company rules if they shouldn't accept <span class="glossaryitem" onmouseover='gp(39);'>FW</span> stuff as legal rules either?  If we're going to say <span class="glossaryitem" onmouseover='gp(39);'>FW</span> isn't legal there's no way I'm letting you play your rules, unless we agree tactical marines have 4 wounds, a 2+ invuln, relentless, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> 2+, and strength 7 bolters.]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2015 23:08:13]]> GMT</pubDate>
				<author><![CDATA[ kingbobbito]]></author>
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				<title>Ideas for new Riptides or bring FW-Tides into 40k</title>
				<description><![CDATA[ After seeing your thoughts on how <span class="glossaryitem" onmouseover='gp(39);'>FW</span> works, <span class="glossaryitem" onmouseover='gp(280);'>op</span>, I think it is safe to assume you have no idea and have never read a <span class="glossaryitem" onmouseover='gp(39);'>FW</span> book because, for the most part, you are completely and demonstrably wrong. ]]></description>
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				<pubDate><![CDATA[Thu, 16 Apr 2015 14:35:59]]> GMT</pubDate>
				<author><![CDATA[ curran12]]></author>
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				<title>Ideas for new Riptides or bring FW-Tides into 40k</title>
				<description><![CDATA[ Riptides need nerfs, not buffs. ]]></description>
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				<pubDate><![CDATA[Thu, 16 Apr 2015 15:14:27]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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