Min
New Member
Posts: 43
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Flight
Dec 25, 2014 5:41:56 GMT
Post by Min on Dec 25, 2014 5:41:56 GMT
Go to 4:50 in the video I posted. Max takes off in Battloid form inside the SDF-1 and flies past 4 levels of buildings before transforming into a jet. ...and doesn't vary speed between modes either. I thought that part was telling. It basically boils down to the fact that Valks use their 'foot' thrusters as their main propulsion when in jet mode, meaning that they can put out the same amount of thrust regardless of configuration.
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Flight
Dec 25, 2014 19:30:28 GMT
Post by merknight79 on Dec 25, 2014 19:30:28 GMT
The reason flight is important to Battloids, is because in a dogfight, a battloid can actually maneuver/hover in mid air instead of simply falling out of the sky. Remember that there are going to be scenarios that happen completely in the sky/in open space and models without flight will not be able to participate.
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Post by merknight79 on Dec 25, 2014 19:31:32 GMT
Also, I am feeling a bit of a troll/rules lawyer vibe here...spidey sense and all
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Flight
Dec 25, 2014 19:34:11 GMT
Post by merknight79 on Dec 25, 2014 19:34:11 GMT
what will flight gain at spd 5? I read that it's restricted from flying in that mode. Again, my reading comprehension sucks. Soul, By your interpretation here...By reading that flight is a restriction....It also means that Leadership is a restriction as well as variable modes...Are you saying that in Battloid mode, the Valkyrie also does not get its leadership or variable modes abilities?
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Flight
Dec 26, 2014 2:07:48 GMT
Post by Galahad on Dec 26, 2014 2:07:48 GMT
Merknight, soul's already come around on the point, it's the other guy who's having issues grasping the rules.
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kryptt
New Member
Flying faster than sound!
Posts: 39
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Flight
Dec 29, 2014 7:44:37 GMT
Post by kryptt on Dec 29, 2014 7:44:37 GMT
Yes, Max spends a total of less than a half of a minute hovering high in the atmosphere before changing modes to actually fly. No examples of a battloid actually flying rather than just briefly hovering? While looking, perhaps you could also find examples of a battlepod leaping over a skyscraper, a battloid jumping over large objects, or a battloid that takes off from the ground and flies without changing modes, as these are all things you are claiming can be done by them. There is nothing difficult about measuring distance moved vertically, it isn't rocket science. I find it hard to believe that any experienced gamer claims that using common sense to approach problems in rules has proven difficult. Not every situation can be addressed by rules and players must come up with solutions. Yes, battloids have hands physically, but that does not explain why they were given the hands rules if their other abilities make hands useless. From a game design point, how often do game designers load models with capabilities that are useless? The game designers have no previous experience designing three dimensional miniatures games, it doesn't mean that we should accept ridiculous activity on the part of our models or even that they considered at all the variety possible on players' tables. As they are, the flight rules seem poorly worded or poorly considered and should be reviewed. Mike, aren't you one of the people who think that super valks should not be used in an atmosphere because they are never shown being used in an atmosphere and they are not aerodynamic? Everyone here is correct in their interpretation of the rules your talking about. Flight and Leap do ignore elevation. The battloid and gerwalk have hands for climbing when needed and for close combat giving you more options compared to say a Regult.
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Flight
Dec 29, 2014 20:23:20 GMT
Post by n815e on Dec 29, 2014 20:23:20 GMT
"Go to 4:50 in the video I posted. Max takes off in Battloid form inside the SDF-1 and flies past 4 levels of buildings before transforming into a jet."
Straight up, about 15 stories (150 feet). The Apollo rocket went straight up as well. I wouldn't equate that with being able to do complex flight maneuvering.
"You asked for examples, you were given examples. "
Nobody has shown me an example of battloid flying, just hovering or rocketing up. Nobody has shown me a battlepod jumping over a skyscraper. Nobody has shown me anything other than what I had previously stated.
" A rule doesn't have to be meaningful for it to apply to a model. "
From a game design standpoint, that is nonsense. Why assign any useless rule to anything?
Pointing out bad rules (Battletech flying) is only pointing out bad rules. You cannot extrapolate that all rules sets cannot include flying in a good way based on Battletech. Starship Troopers/Evolution did a simple and good set of flying rules. 40K has simple flying rules.
"Again, do you measure up then over, or diagonally across your flight path?"
If a model moves from point A to point B, measuring the distance moved is pretty simple and intuitive.
" but when you start claiming that's how the rules work, or that it doesn't match the fluff despite piles of evidence to the contrary you're just making shit up"
Feel free to show me where I claimed that is how the rules work. Piles of evidence? One clip is not "Piles" of evidence and it doesn't show a battloid flying. It shows exactly as I've written, in order to actually fly they change modes. "Making shit up" and "bluster" seems to be your schtick, since you cannot actually address what I've written and have decided to make untrue claims about my posts.
However, even if battloids could "fly", a model with a 5" move should not be able to move many multiples of that distance just because the distance is in the vertical direction. I guarantee that when you move models up a hill, you measure the distance along the ground rather than merely the horizontal distance. Yet you want to argue against that very behavior.
"We're talking about the actual rules, the ones in the book though."
So am I, which is why I stated that I think they need to be clarified, because RAW don't coincide with the demonstrated abilities in the show or any reality, nor do they take into account the three dimensional nature of miniature wargaming. The rules authors have no experience designing miniatures wargaming rules and seem to approach it as though it was a two dimensional environment. Even the most simplistic of miniatures wargames rules take into account vertical distance. You have been jumping through hoops trying to justify some poorly written or ill-considered rules.
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Flight
Dec 29, 2014 20:25:52 GMT
Post by n815e on Dec 29, 2014 20:25:52 GMT
"The reason flight is important to Battloids, is because in a dogfight, a battloid can actually maneuver/hover in mid air instead of simply falling out of the sky. Remember that there are going to be scenarios that happen completely in the sky/in open space and models without flight will not be able to participate."
There isn't much in the way of terrain in open sky.
"Also, I am feeling a bit of a troll/rules lawyer vibe here...spidey sense and all "
Yes, must be a troll who wants the rules to reflect something of the reality presented or the constraints placed within the framework of the game. Can't possibly be someone questioning the ability of a model with a 5" move that can magically traverse an infinitely high obstacle in a single bound.
"The battloid and gerwalk have hands for climbing when needed"
They never need to climb: "Everyone here is correct in their interpretation of the rules your talking about. Flight and Leap do ignore elevation."
"and for close combat giving you more options compared to say a Regult."
Where in the close combat rules does it state that the hands ability is required for certain attacks?
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brian
New Member
Posts: 91
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Post by brian on Dec 29, 2014 22:14:02 GMT
Dude, you're free to play how you want, but the rules are crystal clear.
Battloids look like they can fly to me. Why don't you go watch the show, and find an instance where a Battloid doesn't fly when it would be extremely beneficial for it to do so.
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Flight
Dec 30, 2014 0:18:42 GMT
Post by Harlock on Dec 30, 2014 0:18:42 GMT
The rules are crystal clear. Yes, they really are.
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Post by Galahad on Dec 30, 2014 2:05:09 GMT
Guy-woth-no-name, I'm not even going to keep engaging you on this, you've made your mind up and ignored everything everyone who's read the rules has said. Hell, the Battloid minis even come with FLIGHT STANDS. batts fly, models with fly ignore terrain elevation, period, done, look it up in the book. Feel free to go to the homebrew forum and write up some new rules for flight and leap and battloids, whatever you want bro, but as far as the actual rules go I'd say we've pretty much established how they work within the rules as written.
The rules forum is for discussing how the rules actually work, the homebrew forum is for discussing how you feel they should work instead.
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Flight
Dec 30, 2014 4:12:28 GMT
Post by n815e on Dec 30, 2014 4:12:28 GMT
"Battloids look like they can fly to me. Why don't you go watch the show, and find an instance where a Battloid doesn't fly when it would be extremely beneficial for it to do so."
I am still waiting for an instance where a battloid flies. All I've been shown are hovering or taking off and transforming from a single brief clip. I've actually watched the show many times. If you've watched it, then you should be able to provide proof of atmospheric battloid flight.
When Rick is about to enter the atmosphere, he changes modes to fighter. If battloids were able to fly, he would have done otherwise. Planes have wings for a reason.
I find it fascinating that the few of you are so defensive over a flaw in the rules. You cannot come up with a reason why a model that can only move 5" should be allowed to move many multiples of that as though it had no limit on its movement distance at all. What makes a set of rules work on a fundamental level is what it is trying to model and remaining consistent within that model. It makes no sense at all to limit movement in a three dimensional environment to only two of those dimensions and allow unlimited movement in that third dimension. It not only flies in the face of physical reality but also creates wild results within its own system. The rules include a provision for damage from falling. But it has already established that vertical distance is not to be considered. The rules literally determine on page ten that "all the measurement done in the game is performed only on horizontal surfaces, ignoring elevation", therefore there is no distance that can be fallen. Yet on page 23 we have rules for falling from terrain that is taller than the mecha itself. Page 22 has rules about sheer walls and slopes. Since all distance, by following the letter of the rules, is only horizontal then there can be no terrain that is taller (an expression of vertical distance) than any mecha. The special rules section has climbing rules for models with hands, but again no distance is measured vertically. By ignoring height completely, LOS rules become wonky as well as movement rules. Either you want to follow the RAW in which case you are going to find much that is confusing or contradictory, or you need to approach them using common sense until such time as they are clarified, as I originally advocated and was subsequently told to be wrong. But you cannot have it both ways, selectively choosing when it is most convenient for you to say "rules state no vertical distance" yet I am sure there will be many situations in the game where you will claim that height matters, particularly if it is to your advantage.
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kryptt
New Member
Flying faster than sound!
Posts: 39
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Flight
Dec 30, 2014 5:45:21 GMT
Post by kryptt on Dec 30, 2014 5:45:21 GMT
Agreed the LOS rules are wonky. Just think of the battroid as rocketing up the building. IIRC in the first or second episode there's a scene in which a pod does leap onto the roof of a multi story building. In the video game battlecry the battroid can be flown onto rooftops. I wouldn't be surprised if the writers were inspired by it. I can see why you would see it as a contradiction. Just remember this isn't a miniatures game. It's an add on to the RPG. The rules are loosely based on Kevin's terrible RPG rules set. Which in of itself can cause contradictions, hence why Kevy says houserule it. It may be that Kevin wants you to houserule your games of RRT. It's not a solution or right but this is what it is. Hopefully before the turn of the century PB puts out an FAQ to clear up some of the vague rules in the book.
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brian
New Member
Posts: 91
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Post by brian on Dec 30, 2014 6:42:22 GMT
Okay it's time to ignore the troll.
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Flight
Dec 30, 2014 13:55:02 GMT
Post by barnhill on Dec 30, 2014 13:55:02 GMT
The ENTIRE Max vs Miriya fight in the series. They go back and forth several times and it shows the Battleoid CLEARLY flying on several occassions.
YouTube is your friend
Macross Plus, at the 2:30 mark clearly shows a whole sequence where they are in atmosphere and flying in Battleoid
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Min
New Member
Posts: 43
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Flight
Dec 30, 2014 17:00:35 GMT
Post by Min on Dec 30, 2014 17:00:35 GMT
It is explicitly stated that the combat rules for RRT are meant to be fast and to give the feel of the show. You are obviously wanting rules that emulate more detailed and realistic movement and combat. These two statements mean that you should houserule the crap out of what you don't like. I bought the game for the love of the show and so my 8 year old could play it with me, and he read the rules and understood most of it. Your system would bog down the quick nature of the game and pull it out of the realm of the casual(ish) gamer and into the realm of the more serious wargamer. Battloids have flight because they can fly in space and in atmosphere. It is clearly shown on screen multiple times. The game says they can do it. They have attitude thrusters that they use to maneouver in space that can be used in atmosphere as well. You argue that they should not be able to fly over an incredibly tall building. I think that any game where you have someone put the INFINITE MONOLITH OF HEIGHT terrain piece on the table is one where you tell that guy to not come back because he's an idiot. Movement is calculated on a flat plane for every model. Does it make sense that a battloid can go from street level right over the Empire State Building to the other street level? No. Weaknesses are bound to happen in a 1.0 revision rules set. Why not grab a 6 sided die, place it behind your flying battloid, and say that is it's current flight height in multiples of the figure's height. There you go, flat plane movement with a representation of height.
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Flight
Dec 30, 2014 18:49:54 GMT
Post by Harlock on Dec 30, 2014 18:49:54 GMT
Not only in the beginning of the Max vs. Miriya fight, but very clearly at the 3:03 mark that Battloid is fully flying and at high speed.
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brian
New Member
Posts: 91
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Flight
Dec 30, 2014 21:57:59 GMT
Post by brian on Dec 30, 2014 21:57:59 GMT
As probably the only person on this board who actually went and *bought* a Robotech scale Empire State Building (about 4 feet tall once I get around to assembling it), I will probably make up some house rules so that there's some sort of vertical measurement. That's if I ever put the thing together. It will absolutely dwarf every other building I have. But I'm going to readily admit that will be a house rule.
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Flight
Dec 30, 2014 22:01:21 GMT
Post by mike1975 on Dec 30, 2014 22:01:21 GMT
Many systems do not deal with Vertical just because not all have flying units. You might look and see how Alpha Strike handles aircraft and see if it can be adapted.
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Flight
Jan 1, 2015 5:22:50 GMT
Post by Galahad on Jan 1, 2015 5:22:50 GMT
Not engaging the man with no name anymore, but I had to commeont that in the first video at 3:07 you also see max firing missiles in batt mode. Frelling stupid batt mode restriction rule.
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Flight
Jan 1, 2015 5:41:53 GMT
Post by Harlock on Jan 1, 2015 5:41:53 GMT
Not engaging the man with no name anymore, but I had to commeont that in the first video at 3:07 you also see max firing missiles in batt mode. Frelling stupid batt mode restriction rule. You didn't see Max firing missiles in Battloid mode. These aren't the droids you're looking for. Move along.
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Flight
Jan 7, 2015 19:30:25 GMT
Post by Thorfinn on Jan 7, 2015 19:30:25 GMT
They have the hands attribute because they have hands.
Hands are used for climbing buildings, holding objects (like their gun), and for certain close combat attacks (like Club, where they hit you with their gun, or Grab, where they grab you to keep you from breaking off from the combat).
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Flight
Jan 12, 2015 6:16:25 GMT
Post by n815e on Jan 12, 2015 6:16:25 GMT
"It is explicitly stated that the combat rules for RRT are meant to be fast and to give the feel of the show. You are obviously wanting rules that emulate more detailed and realistic movement and combat. "
I think that the rules are actually pretty good with the exception of these movement rules and the various contradictory or omitted stuff. Measuring vertical distances isn't complicated; it wouldn't slow the game down, either.
"You argue that they should not be able to fly over an incredibly tall building."
The crux of my arguement is that a model should not be able to move further than its movement rate. If a model can move 5 inches and you want it to go over a ten inch building, then put it 5 inches up the side of the building or use the command points to give it 20 inches of movement.
" Many systems do not deal with Vertical just because not all have flying units. You might look and see how Alpha Strike handles aircraft and see if it can be adapted."
Every system I have played deals with vertical distance because miniature wargaming is a three dimensional environment where models will find themselves higher than others, even if there are no flying units.
I wish the playtest group included some actual miniature wargamers, or that they bothered to listen to the ones that were. Or perhaps having someone on the design team that knew miniature wargames.
Thorfinn: hands is an attribute that has a specific function in the game. None of the things you mention are a part of that game function. Models are not also listed with attributes such as feet or targeters or engines. It is needless to give a model an attribute that its other attributes make useless.
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brian
New Member
Posts: 91
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Flight
Jan 12, 2015 6:36:08 GMT
Post by brian on Jan 12, 2015 6:36:08 GMT
Hands isn't useless. In high gravity (pg 82) you lose Flight and gain Leap instead. It's possible you could make your Leap to go over one obstacle, and then use Hands to climb up or down a building. Is it unlikely to happen? Yes, but it's possible.
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Flight
Jan 12, 2015 6:58:03 GMT
Post by Thorfinn on Jan 12, 2015 6:58:03 GMT
And hands are necessary for the battloid to perform the club and grab attacks.
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Flight
Jan 13, 2015 1:35:53 GMT
Post by n815e on Jan 13, 2015 1:35:53 GMT
"In high gravity (pg 82) you lose Flight and gain Leap instead. "
Good catch. Although now we have the stupidity of Gnerls and VF fighters leaping instead of flying.
"And hands are necessary for the battloid to perform the club and grab attacks"
They aren't. Models can club or grab because they have the club and grab attacks, not because they have hands.
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Flight
Jan 13, 2015 2:48:44 GMT
Post by Thorfinn on Jan 13, 2015 2:48:44 GMT
It's the other way around, those models have the club and grab attacks because they have hands.
I suppose that you can argue the hands ability is superfluous, and that you can just give them those attacks and be done with it. For a veritech, that would be fine. They come with a rifle, so there's your club. But then you have the Spartan. The gun and club are secondary options for it, and it can only get up buildings and cliffs by climbing. Giving them 'hands' is a more concise way, particularly on the cards to say it can climb, etc.
For consistency across the range of mecha, it's better to give them 'hands' if the model has hands, with all the abilities dictated by the rule.
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Flight
Jan 13, 2015 4:36:41 GMT
Post by mike1975 on Jan 13, 2015 4:36:41 GMT
"In high gravity (pg 82) you lose Flight and gain Leap instead. " Good catch. Although now we have the stupidity of Gnerls and VF fighters leaping instead of flying. "And hands are necessary for the battloid to perform the club and grab attacks" They aren't. Models can club or grab because they have the club and grab attacks, not because they have hands. Hence why I rewrote the rules....or vehicles that can suddenly LEAP in low gravity... Gravity Scenario Rule Light Gravity Under the effects of light gravity, all mecha without either the Aircraft, Vehicle, or Flight abilities, except those with the Cumbersome Ability, gain the Leap special ability for the duration of that battle. Mecha that have Leap or Flight special ability may multiply their SPD attribute by 1.5 for the duration of that battle. (In essence Destroids and similar stuff gain Leap while Veritech in Battoild, Male Power Armor and Female Power Armor get 1.5 time their SPD while Battlepods multiply their SPD by 1.5 while retaining Leap) Heavy Gravity Under the effects of heavy gravity, like a gravity mine, all the mecha have their SPD reduced by half (to a minimum SPD of 1). Mecha that do not have the Aircraft or Vehicle special ability but have the Flight special ability lose it but gain the Leap ability, while those with the Hover or Leap ability lose it for the duration of the battle. Mecha with the Aircraft special ability reduce their SPD by half (to a minimum of 3, if the result is less than 3 cannot operate in Heavy Gravity). Light Gravity Vehicle = Unchanged Aircraft 1.5x Normal Veritech in Battloid SPD 7.5 and Flight Veritech in Guardian SPD 15 and Flight Veritech in Fighter SPD 18 plus Flight and Afterburner Tomahawk SPD 5 and Leap Battlepod SPD 7.5 and Leap Glaug SPD 10.5 and Leap Male Power Armor SPD 7.5 and Flight Female Power Armor SPD 18 Flight Heavy Gravity Vehicle = 1/2 Normal Aircraft 1/2 Normal Veritech in Battloid SPD 2.5 and Leap Veritech in Guardian SPD 5 and Leap Veritech in Fighter SPD 6 plus Afterburner Tomahawk SPD 2.5 Battlepod SPD 5 Glaug SPD 7 Male Power Armor SPD 2.5 and Leap Female Power Armor SPD 6 and LeapShock Attacks Vs Aircraft and Vehicles Aircraft that do not have the Afterburner trait struck by a shock baton will move forward in a straight line at half their SPD attribute. The effect lasts until their next activation on the subsequent turn. They are not allowed to make a turn at the start of their movement phase until the effects of the baton have abated. If they fly off the table they are considered destroyed as normal. Reason for Change: Present rules allows for leaping vehicles in low gravity and leaping fighters in high gravity. Rules were written as if every unit was a humanoid mecha but in the actual rules as written all units, fighters, and vehicles are referred to as mecha. Hence the present rules are badly written. I know this is a bit complex BUT it does work. Instead of "this is too complex" does anyone have a working alternate solution?
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Post by mike1975 on Jan 13, 2015 4:38:20 GMT
It's the other way around, those models have the club and grab attacks because they have hands. I suppose that you can argue the hands ability is superfluous, and that you can just give them those attacks and be done with it. For a veritech, that would be fine. They come with a rifle, so there's your club. But then you have the Spartan. The gun and club are secondary options for it, and it can only get up buildings and cliffs by climbing. Giving them 'hands' is a more concise way, particularly on the cards to say it can climb, etc. For consistency across the range of mecha, it's better to give them 'hands' if the model has hands, with all the abilities dictated by the rule. Regardless of Flight units have to have hands listed for scenario purposes as well as continuity. Imagine if people wanted to remove hands from every unit because it had flight and then other units also had hands. People would cry even harder.
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Flight
Jan 13, 2015 6:55:51 GMT
Post by ItsUncertainWho on Jan 13, 2015 6:55:51 GMT
I know this is a bit complex BUT it does work. Instead of "this is too complex" does anyone have a working alternate solution? I think a flat modifier might be better for both high and low gravity. A final number could be debatable, but something along a +3" for low grav and a -3" for high grav, minimum 1, might make things easier.
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