INDEX. INDEX of CHAPTERS

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1 INDEX of CHAPTERS A Chapter Page Aegis [close defense system] 23 1 Aircraft 28 1 Aerial combat 28 3 Aircraft roles 28 1 Aircraft types 28 1 Aircrew reaction to damage 28 4 Briefing 28 1 Combat air patrol 28 3 Hit/miss determination for bombs 28 4 Interceptive fire against aircraft 28 3 Movement 28 1 Movement and fire 28 2 Reverse and sideways movement 28 2 Turning ability of aircraft 28 2 Aircraft crashes 17 5 Altitude limits of infantry and ground vehicles 10 5 Ammunition supply 12 5 Anti-armor seeker warhead 18 6 Anti-armor tracker warhead 18 5 Anti-personnel seeker warhead 18 6 Anti-personnel tracker warhead 18 5 Anti-radiation seeker warhead 18 7 Anti-radiation tracker warhead 18 5 Antiaircraft fire misses 15 3 Armor class equivalents 29 2 Armor classes 16 1 Armor classes: assigning 16 2 Artillery: counter-battery fire (Optional rule) 20 3 Artillery: off-board artillery 20 2 Artillery: reduced artillery ranges (Optional rule) 20 4 Artillery weapons in direct fire mode 20 2 Assault landers [tactical notes] 35 2 Assault landings [movement] 10 7 Atmosphere 32 1 Attack factor [weapon characteristics] 12 1 Attack factors [melee weapons] 26 3 Attacking concealed targets 29 3 Attacking fortifications and buildings 29 2 Augmented detection system 11 2 Aurora [close defense system] 23 1 Automated weapons 25 1 Automatic weapons: hit/miss bonus 14 3 Automatic weapons: rate of fire 12 2 All rights reserved Thomas R. Heysek 1 9/17/2015

2 B Chapter Page Bailed vehicle crew members (Optional rule) 27 8 Battledrones 5 1 Battlefield objectives 34 5 Battlegroups 4 1 Battlegroups: creating battlegroups 34 1 Battlegroups: initial deployment 34 2 Battlegroups: retreats due to losses 27 7 Battlegroups: status sheets 27 4 Battlegroups: transferring forces 34 4 Battlenet 22 3 Beam weapons: rate of fire 12 2 Beehive [close defense system] 23 1 Blast area - see Effect area [weapon characteristics] 12 3 Blast effects on troops [weapon characteristics] 12 4 Booby-trapped minefields 31 3 Broken [morale] 27 3 C Chapter Page Camouflage (Optional rule) 11 5 Campaigns 34 1 Battlefield objectives 34 5 Briefing 34 1 Campaign sequence of play 34 2 Creating battlegroups 34 1 Determine if battles are to be fought 34 4 Fight battles 34 4 Initial deployment of battlegroups 34 2 Initiate moves 34 3 Plan and record moves 34 3 Reasons to fight (optional rule) 34 6 Reinforcements 34 5 Repairs 34 5 Replacements 34 4 Setting up a campaign 34 1 Supply 34 3 Transfer forces between battlegroups of the same nationality 34 4 Uncontrolled campaign events 34 5 Vehicle crew skills (Optional rule) 34 6 Cannibalization 17 6 Cautious [morale] 27 3 Chemical area procedure 19 2 Chemical attacks 19 2 Chemical weapons: types 19 2 Close defense systems 23 1 Briefing 23 1 Close defense systems as weapons 23 3 Employment 23 2 All rights reserved Thomas R. Heysek 2 9/17/2015

3 Types of systems 23 1 Cluster bombs 18 2 Cluster mines 31 2 Combat Actions 9 1 Briefing 9 1 Detection and communications 9 1 Combat air patrol 28 3 Combat effects [hit/miss determination] 14 4 Combat engineers and buildings 29 4 Combined Arms Warfare 3 1 Combining suppressive fire with interceptive fire 13 2 Communications 22 1 Battlenet 22 3 Briefing 22 1 Communication attempts 22 4 Communication networks 22 1 Communicators and radios 22 4 Control and cohesion 22 1 Creating communication networks 22 2 Making contact 22 3 Natural (unenhanced) communications 22 5 Concealment [tactical notes] 35 1 Control consoles 25 2 Convergence beams 12 6 Cost [weapon characteristics] 12 4 Costs 33 1 Briefing 33 1 Cost factors 33 1 Example of a cost determination 33 3 Mine costs 33 2 Morale costs 33 3 Procedures to factor weapon costs 33 2 Counter-communications 24 1 Counter-ECM 24 1 Counter-guidance 24 1 Counter-scanning 24 1 Counter-targeting 24 1 Counter-battery fire (Optional rule) 20 3 Crew-served weapon movement 10 1 Crews: weapon crews (Optional rule) 12 5 D Chapter Page Damage evaluation 17 1 Aircraft crashes 17 5 Briefing 17 1 Cannibalization (Optional rule) 17 6 Damage control 17 3 Damage evaluation for small vehicles and crew-served weapons (Optional rule) 17 6 General guidelines for damage evaluation 17 1 All rights reserved Thomas R. Heysek 3 9/17/2015

4 Ground vehicle crashes 17 4 Repairbots (Optional rule) 17 5 Reporting damage and repairs 17 4 Vehicle and strongpoint damage evaluation 17 2 Vehicle and strongpoint systems 17 1 Wardrone damage evaluation 17 2 Weapon turret damage evaluation 17 3 Declaring warhead type 18 1 Delay setting [warheads] 18 5 Destroying obstacles 30 1 Destruction [fortifications and buildings] 29 2 Detection 11 1 Briefing 11 1 Camouflage (Optional rule) 11 5 Detection enhancement systems 11 2 Detection enhancement system types 11 2 Detection procedure 11 1 Low technology (Optional rule) 11 3 Mine detection 11 4 Scanners (Optional rule) 11 3 Detection and communications 9 1 Detection effect [weapon characteristics] 12 4 Detection enhancement system types 11 2 Dismantling obstacles 30 1 Dissipation of gas clouds 19 3 Dissipation of smoke clouds 19 1 Duration of interceptive and suppressive fire 13 2 E Chapter Page Effect area 12 3 Effect areas: troops caught in effect areas 15 3 Electronic Warfare 24 1 Activating ECM systems 24 3 Briefing 24 1 Counter-ECM attacks 24 3 ECM attacks 24 3 ECM system classes 24 2 ECM system costs 24 3 ECM system power 24 2 ECM system sizes 24 2 ECM system types 24 1 System capabilities 24 2 Eliminated [morale] 27 3 Elite troops 27 8 Enhanced detection system 11 3 Experience (Optional rule) 27 9 Entended detection system 11 3 Extended suppressive fire (Optional rule) 13 3 All rights reserved Thomas R. Heysek 4 9/17/2015

5 F Chapter Page Fires (Optional rule) 29 6 Fireteam initiative (Optional rule) 8 3 Fortifications and Buildings 29 1 Armor class equivalents 29 2 Attacking concealed targets 29 3 Attacking fortifications and buildings 29 2 Briefing 29 1 Combat engineers and buildings 29 4 Creating a point system for building damage (Optional rule) 29 5 Destruction 29 2 Fires (Optional rule) 29 6 Fortification types 29 1 Representing building damage on the wargame table 29 5 Futuristic Combined Arms Warfare 3 1 Armored Vehicles 3 1 Artillery 3 3 Camouflage 3 3 Combined Arms Warfare 3 1 Dispersion 3 3 Electronic Countermeasures 3 4 Fortifications 3 3 Infantry 3 2 Typical sequence of actions in a battle 3 4 G Chapter Page Game Scale 36 1 Comments 36 2 LaserGrenadiers standards 36 2 Movement 36 1 Size 36 1 Time 36 1 Weapon ranges 36 1 Global positioning systems 18 2 Gravity 32 1 Ground fire misses 15 1 Ground vehicle crashes 17 4 Ground vehicle movement 10 1 Guidance systems 18 3 Guided weapons: hit/miss bonus 14 3 H Chapter Page Hand grenade deviation 15 2 Hedgehog [close defense system] 23 2 Hit Locations of Misses 15 1 Antiaircraft fire misses 15 2 Briefing 15 1 Ground fire misses 15 1 All rights reserved Thomas R. Heysek 5 9/17/2015

6 Hand grenade deviation 15 2 Range restrictions on misses 15 3 Troops caught in effect areas 15 3 Hit/Miss Determination 14 1 Briefing 14 1 Hit/miss determination 14 1 Hit/miss factors 14 2 Maximum chance to get a hit 14 1 Prioritizing targets 14 5 Sighting 14 2 Hit/miss determination for bombs 28 4 I Chapter Page Impact setting [warheads] 18 5 Incapacitating agents 19 2 Indirect Fire and Artillery 20 1 Artillery weapons in direct fire mode 20 2 Briefing 20 1 Counter-battery fire (Optional rule) 20 3 Indirect fire while moving (Optional rule) 20 3 Off-board artillery 20 2 Random fall of shot procedure 20 1 Reduced artillery ranges (Optional rule) 20 4 Use of indirect fire 20 2 Indirect fire while moving 20 3 Infantry movement 10 1 Infantry weapon classification 12 2 Infantry weapon employment 12 3 Infantry unit morale 27 1 Initiative: determining initiative 8 1 Initiative: fireteam initiative (Optional rule) 8 3 Initiative: using the initiative 8 1 Interceptive and Suppressive Fire 13 1 Briefing 13 1 Combining interceptive and suppressive fire 13 2 Duration 13 2 Extended suppressive fire (Optional rule) 13 3 Interceptive fire 13 1 Suppressive fire 13 2 Interceptive fire: against aircraft 28 3 Interceptive fire: and morale 27 6 Introduction 2 1 J Chapter Page Jammer shells (Optional rule) 18 6 L Chapter Page Laser designation 18 4 All rights reserved Thomas R. Heysek 6 9/17/2015

7 LaserGrenadiers standards 36 2 Leaders (Optional rule) 27 7 Leaving the board 10 7 Lethal agents 19 2 Levy troops 27 9 Low technology (Optional rule) 11 3 M Chapter Page Markers: smoke area 19 1 Marking infantry morale checks 27 4 Marking moved pieces 8 2 Marking spotted pieces 21 1 Marking vehicle morale checks (including warbots and wardrones) 27 5 Maximum chance to get a hit 14 1 Medusa [close defense system] 23 2 Melee Combat 26 1 Briefing 26 1 Melee combat 26 1 Melee combat example 26 1 Melee procedure 26 1 Melee weapon attack factors 26 3 Melee weapons 26 2 Morale in melee combat 26 2 Military Technology and Terminology 5 1 Mine costs 33 2 Mine detection 11 4 Minefields 31 1 Booby-trapped minefields 31 3 Briefing 31 1 Establishing minefields 31 1 Mine clearing 31 2 Remotely-controlled minefields 31 3 Special types of mines 31 2 Mini-rocket launchers 18 2 Misses: hit locations of misses 15 1 Missile racks 12 5 Models and Miniatures mm 37 5 Armored vehicles 37 1 Battledrones and wardrones 37 1 Briefing 37 1 Buildings 37 4 Infantry 37 2 Vegetation 37 4 Morale 27 1 Bailed vehicle crew members (Optional rule) 27 8 Battlegroup retreats due to losses 27 7 Battlegroup status sheets 27 4 All rights reserved Thomas R. Heysek 7 9/17/2015

8 Briefing 27 1 Experience (Optional rule) 27 9 Infantry unit morale 27 1 Leaders (Optional rule) 27 7 Marking infantry morale checks 27 4 Marking vehicle morale checks (including warbots and wardrones) 27 5 Morale and interceptive fire 27 6 Morale classes (Optional rule) 27 8 Morale Determinations Table Morale process 27 2 Morale results 27 3 Morale Results Table Morale tables 27 2 Psychological effects (Optional rule) 27 9 Successful morale checks 27 3 Unsuccessful morale checks 27 3 Vehicle and strongpoint explosive destruction 27 6 Vehicle and strongpoint morale 27 2 Vehicle crew survival and morale 27 6 Warbot and wardrone morale 27 1 Morale costs 33 3 Morale in melee combat 26 2 Morale officers 27 8 Movement 10 1 Altitude limits of infantry and ground vehicles 10 5 Assault landings 10 7 Briefing 10 1 Crew-served weapon movement 10 1 Ground vehicle movement 10 1 Indirect fire while moving 20 3 Infantry movement 10 1 Leaving the board 10 7 Movement and fire 10 4 Off-board movement and delayed entry (Optional rule) 10 7 Overrun attacks 10 5 Pop-up maneuvers 10 5 Terrain effects on movement 10 3 Transport 10 5 Turning effects on movement 10 2 Movement [aircraft] 28 1 Movement [game scale] 36 1 Movement and fire [aircraft] 28 2 Movement and fire [movement] 10 4 Movement and Fire [tactical notes] 35 1 Multiple warheads 18 1 Multiple weapons 12 4 N Chapter Page Non-persistent agents 19 2 All rights reserved Thomas R. Heysek 8 9/17/2015

9 Nova [close defense system] 23 2 O Chapter Page Obsolete guidance systems 18 3 Obstacles 30 1 Briefing 30 1 Destroying obstacles 30 1 Dismantling obstacles 30 1 Types of obstacles 30 1 Off-board artillery 20 2 Off-board movement and delayed entry (Optional rule) 10 7 Overrun attacks 10 5 P Chapter Page Passing: the tactics of passing 8 2 Penetration 16 1 Armor classes 16 1 Assigning armor classes 16 2 Briefing 16 1 Penetration procedure 16 1 Persistent agents 19 2 Planetary Conditions and Weather 32 1 Atmosphere 32 1 Briefing 32 1 Gravity 32 1 Weather 32 2 Pop-up maneuvers 10 5 Prioritizing targets 14 5 Programmable warheads (Optional rule) 18 5 Pulse weapons: rate of fire 12 2 Psychological effects (Optional rule) 27 9 R Chapter Page Radio-directed missiles 18 3 Random fall of shot procedure 20 1 Range [weapon characteristics] 12 1 Range restrictions on misses 15 3 Rate of fire [weapon characteristics] 12 2 Reasons to fight (Optional rule) 34 6 Reduced artillery ranges (Optional rule) 20 4 Regular troops 27 9 Reinforcements 34 5 Remotely-Controlled and Automated Weapons 25 1 Automated weapons 25 1 Briefing 25 1 Control consoles 25 2 Remote control operators 25 1 Remotely-controlled minefields 31 3 All rights reserved Thomas R. Heysek 9 9/17/2015

10 Remotely-controlled mines 31 2 Repairbots (Optional rule) 17 5 Repairs 34 5 Replacements 34 4 Reprogramming control consoles 25 2 Reverse and sideways movement [aircraft] 28 2 Rocket pods 12 5 Rotary automatic weapons: hit/miss bonus 14 3 Rotary automatic weapons: rate of fire 12 2 Rotary weapon hits 12 5 S Chapter Page Scale [game scale] 36 1 Scanners (Optional rule) 11 3 Seeker mines 31 2 Seeker projectiles (Optional rule) 18 6 Self-correcting projectiles 18 4 Sequence of play 8 1 Briefing 8 1 Determining initiative 8 1 Fireteam initiative 8 3 Marking moved pieces 8 2 The Tactics of Passing 8 2 Uncontrolled events 8 2 Uncontrolled events table 8 4 Using the initiative 8 1 Shaken [morale] 27 3 Sighting 14 2 Single shot weapons [rate of fire] 12 2 Size [game scale] 36 1 Smart mines 31 2 Smart weapons: hit/miss bonus 14 3 Smoke and Chemical Weapons 19 1 Briefing 19 1 Chemical area procedure 19 2 Chemical attacks 19 2 Dissipation of gas clouds 19 3 Dissipation of smoke clouds 19 1 Smoke area markers 19 1 Smoke area procedure 19 1 Types of chemical weapons 19 2 Spotting 21 1 Briefing 21 1 Marking spotted pieces 21 1 Spotting devices 21 1 Spotting procedures 21 1 Spymine 21 2 Spyshell 21 2 Stellar Age 4 1 All rights reserved Thomas R. Heysek 10 9/17/2015

11 Strongpoints 29 1 Strongpoint damage evaluation 17 2 Strongpoint explosive destruction 27 6 Strongpoint morale 27 2 Successful morale checks 27 3 Supply [campaign] 34 3 Suppressive fire 13 2 Suppressive fire: combining with interceptive fire 13 2 Suppressive fire: duration 13 2 Suppressive fire: extended suppressive fire (Optional rule) 13 3 System capabilities [electronic warfare] 24 2 System characteristics [electronic warfare] 24 2 T Chapter Page Table of Contents - Chapters 1 1 Table of Contents - Tables 1 11 Tactical Awareness 35 1 Tactical Notes 35 1 Assault Landers 35 2 Briefing 35 1 Concealment 35 1 Movement and Fire 35 1 Tactical Awareness 35 1 Target concealment [detection] 11 1 Target concealment [hit/miss determination] 14 2 Target size 14 4 Targeting ability 14 4 Technology Levels 7 1 Briefing 7 1 Terrain effects on movement 10 3 Time [game scale] 36 1 Tracker warheads 18 5 Transport 10 5 Troops caught in effect areas 15 3 Turning ability of aircraft 28 2 Turning effects on movement 10 2 Typical sequence of actions in a battle 3 4 U Chapter Page Uncontrolled campaign events (Optional rule) 34 5 Uncontrolled events (Optional rule) 8 2 Uncontrolled events table 8 4 Unsuccessful morale checks 27 3 V Chapter Page Variable fire (Optional rule) 12 5 Vehicle crew skills (Optional rule) 27 6 Vehicle crew survival and morale 27 2 All rights reserved Thomas R. Heysek 11 9/17/2015

12 Vehicle damage evaluation 34 6 Vehicle explosive destruction 27 6 Vehicle morale 17 2 Video guidance [warheads] 18 4 W Chapter Page Warbot morale 27 1 Wardrones 5 5 Wardrone damage evaluation 17 2 Wardrone morale 27 1 Warfare in the Late Stellar Age 4 1 Warheads and Guidance Systems 18 1 Attack factors and effect areas 18 1 Briefing 18 1 Cluster bombs 18 2 Declaring warhead type 18 1 Global positioning systems 18 2 Guidance systems 18 3 Jammer shells (Optional rule) 18 6 Laser designation 18 4 Mini-rocket launchers 18 2 Multiple warheads 18 1 Obsolete guidance systems 18 3 Programmable warheads (Optional rule) 18 5 Radio-directed missiles 18 3 Seeker projectiles (Optional rule) 18 6 Self-correcting projectiles 18 4 Tracker warheads 18 5 Video guidance 18 4 Warheads and Guidance Systems Table 18 8 Weapon Characteristics 12 1 Additional weapon capabilities 12 3 Ammunition supply 12 5 Attack factor 12 1 Blast effects on troops 12 4 Briefing 12 1 Convergence beams 12 6 Cost 12 4 Detection effect 12 4 Effect areas 12 3 Infantry weapon classification 12 2 Infantry weapon employment 12 3 Multiple weapons 12 4 Range 12 1 Rate of Fire 12 2 Rocket pods and missile racks 12 5 Rotary weapon hits 12 5 Variable fire (Optional rule) 12 5 Weapon crews (Optional rule) 12 5 All rights reserved Thomas R. Heysek 12 9/17/2015

13 Weapon ranges [game scale] 36 1 Weapon Technology 6 1 Weapon turret damage evaluation 17 3 Weather 32 2 INDEX of TABLES A Table Page AAM (antiaircraft missile) launcher 6 2 Aircraft movement rates 25 1 Alien movement rates: air (flyers) 26 5 Alien movement rates: ground (bipedal, crawlers, quadripedal) 26 3 Alien movement rates: subterranean (burrowers) 26 4 Alien movement rates: water (swimmers) 26 4 Altitude limits for infantry and ground vehicles 25 2 Anti-personnel mines 6 5 Anti-vehicle mines 6 5 Antiaircraft fire 16 1 Antiaircraft missile (AAM) launcher 6 2 Antitank rocket (ATR) launcher 6 2 Armor class equivalents of structures 21 1 Armor classes 20 1 Artillery rockets 9 4 ATR (antitank rocket) launcher 6 2 Attack missiles 11 1 Attack rockets 11 2 Attacks against pieces in known locations 23 1 Attacks against pieces in possible locations 23 1 Autocannon 7 1 Automatic weapons 5 1 B Table Page Blast weapons 1 1 Blazer weapons 1 1 Bolt cannon 2 1 Bolt weapons 1 1 Bomb throwers 6 1 Bombs: freefall, guided and smart 15 1 C Table Page Cannon 7 1 Close defense systems 17 2 Communications equipment 18 1 Communications attempts [die roll needed] 18 1 Communications attempts [per turn] 18 2 Cone weapons 5 1 All rights reserved Thomas R. Heysek 13 9/17/2015

14 Convergence beams 10 1 Conversion beams 2 1 D Table Page Damage evaluation 31 1 Dart weapons 5 1 Detection 28 1 Detection enhancement systems 17 1 Disintegrators 2 1 Disruptor weapons 1 1 Distortion beams 2 1 Driver weapons 5 2 E Table Page Enforcer weapons 5 4 Effect of movement on fire 26 1 F Table Page Flame cannon 4 1 Flamer weapons 1 2 Flamethrowers 3 2 Flammability of structures 22 1 Fusion cannon 2 2 Fusion weapons 1 2 G Table Page Gauss weapons 5 2 Grenades 6 1 Grenade launchers 6 1 Ground vehicle movement rates 25 1 Gyrojet weapons 5 2 Guns [artillery] 9 1 H Table Page Harpoon launchers 5 3 Helldriver weapons 6 3 Hellfire weapons 5 2 Hit/miss determination 29 1 Hit locations of bomb misses 29 3 Hit locations of misses 29 2 Howitzers 9 2 Hypervelocity cannon 7 1 Hypervelocity weapons 5 3 I Table Page Infantry missile launchers 6 2 Infantry movement rates 25 1 All rights reserved Thomas R. Heysek 14 9/17/2015

15 Infantry rocket launchers 6 2 Ion cannon 2 2 K Table Page Keg bombs 6 4 L Table Page Laser designators 17 1 Laser weapons 1 2 LaserGrenadiers standards 37 1 M Table Page Maser cannon 2 2 Maser weapons 1 2 Machine weapons 5 1 Melee weapons 19 1 Mini-rocket launchers 6 3 Mortars 9 3 Movement: terrain effects 24 1 Movement and fire 26 1 Movement rates 25 1 Morale chart 33 1 Morale determinations 32 1 N Table Page Needler weapons 5 3 Neutralizers 3 1 O Table Page Obstacles 27 1 Optional damage evaluation for small vehicles and crewed weapons 31 3 P Table Page Parasonar weapons 3 1 Particle beams 2 2 Penetration 30 1 Petard 4 1 Phaser weapons 1 3 Plasma weapons 1 3 Pulse weapons 1 3 R Table Page Ray weapons 1 4 Recoilless rifles [infantry] 6 3 Recoilless rifles [vehicle] 7 2 Rocket-propelled grenade (RPG) launchers 6 1 All rights reserved Thomas R. Heysek 15 9/17/2015

16 Rotary autocannon 8 1 Rotary bolt cannon 2 1 Rotary cone weapons 8 1 Rotary driver weapons 8 1 Rotary machineguns 8 1 RPG (rocket-propelled grenade) launchers 6 1 Rotation and fire for aliens: air (flyers) 26 5 Rotation and fire for aliens: ground (bipedal, crawlers, quadripedal) 26 3 Rotation and fire for aliens: subterranean (burrowers) 26 4 Rotation and fire for aliens: water (swimmers) 26 4 Rotation and fire for grav, hover, thruster, tracked and wheeled vehicles 26 1 Rotation and fire for helicopters 26 2 Rotation and fire for hoverjets and hoverprops 26 2 Rotation and fire for infantry 26 1 Rotation and fire for stationary strongpoints and weapon turrets 26 2 Rotation and fire for walker vehicles 26 1 S Table Page Satchel charges 6 3 Scanners 17 1 Scrambler weapons 1 4 Seeker mines 6 5 Sniper rifles 5 4 Sonic projectors 4 1 Sonic weapons 3 1 Spearguns 5 3 Strike missiles 12 1 Strike rockets 12 2 T Table Page Tactical missiles 13 1 Terrain effects on movement 24 1 U Table Page Ultrasonic projectors 4 1 Ultrasonic weapons 3 2 Uncontrolled campaign events 35 1 Uncontrolled events 34 1 V Table Page Vehicle crew skills 36 1 W Table Page Wardrone damage evaluation 31 2 Warhead attack factors 14 2 Weapon turret damage evaluation 31 2 Weapons and available warheads 14 1 All rights reserved Thomas R. Heysek 16 9/17/2015

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