Game Notes

Clan Item Game Notes
Energy Weapons
Flamer This weapon can be set from 'Damage mode' to 'Heat mode' where instead of delivering 2 points of damage to the target, the Flamer can deliver 2 points of heat to the target.
ER Large Laser -
ER Medium Laser -
ER Small Laser -
ER Micro Laser Derived from Clan Smoke Jaguar's ProtoMech program, these lasers have found use on BattleMechs, delivering a small but surprising punch to the unsuspecting warrior.
Heavy Laser (Large) After almost a century of technological stagnation, Clan scientists have finally achieved a breakthrough in laser weapon development, pioneered by Clan Star Adder. They dramatically increased the barrel and crystal size of standard lasers while improving heat efficiency and intensity. The result, the so-called heavy laser, has effective range equivalent to Inner Sphere laser, but inflicts twice the damage of those antiquated weapons. All that firepower comes at a price, however. The Star Adders achieved the increased beam intensity at the expense of all other considerations. Warriors who use the new lasers report that their cockpit monitors are plagued with static every time the weapons are fired. Apparently, poor shielding of the laser emitters - one of the many sacrifices made by the designer - allows interference with nearby electromagnetic fields. Heavy Lasers are used in the same way as standard lasers, except add a +1 to-hit modifier for attacks made with these weapons to reflect the interference they cause in cockpit systems. This intereference has no other game effect.
Heavy Laser (Medium) After almost a century of technological stagnation, Clan scientists have finally achieved a breakthrough in laser weapon development, pioneered by Clan Star Adder. They dramatically increased the barrel and crystal size of standard lasers while improving heat efficiency and intensity. The result, the so-called heavy laser, has effective range equivalent to Inner Sphere laser, but inflicts twice the damage of those antiquated weapons. All that firepower comes at a price, however. The Star Adders achieved the increased beam intensity at the expense of all other considerations. Warriors who use the new lasers report that their cockpit monitors are plagued with static every time the weapons are fired. Apparently, poor shielding of the laser emitters - one of the many sacrifices made by the designer - allows interference with nearby electromagnetic fields. Heavy Lasers are used in the same way as standard lasers, except add a +1 to-hit modifier for attacks made with these weapons to reflect the interference they cause in cockpit systems. This intereference has no other game effect.
Heavy Laser (Small) After almost a century of technological stagnation, Clan scientists have finally achieved a breakthrough in laser weapon development, pioneered by Clan Star Adder. They dramatically increased the barrel and crystal size of standard lasers while improving heat efficiency and intensity. The result, the so-called heavy laser, has effective range equivalent to Inner Sphere laser, but inflicts twice the damage of those antiquated weapons. All that firepower comes at a price, however. The Star Adders achieved the increased beam intensity at the expense of all other considerations. Warriors who use the new lasers report that their cockpit monitors are plagued with static every time the weapons are fired. Apparently, poor shielding of the laser emitters - one of the many sacrifices made by the designer - allows interference with nearby electromagnetic fields. Heavy Lasers are used in the same way as standard lasers, except add a +1 to-hit modifier for attacks made with these weapons to reflect the interference they cause in cockpit systems. This intereference has no other game effect.
ER PPC -
Pulse Laser (Large) -2 applied to all To-Hit rolls.
Pulse Laser (Medium) -2 applied to all To-Hit rolls.
Pulse Laser (Small) -2 applied to all To-Hit rolls.
Pulse Laser (Micro) Derived from Clan Smoke Jaguar's ProtoMech program, these lasers have found use on BattleMechs, delivering a small but surprising punch to the unsuspecting warrior. -2 applied to all To-Hit rolls.
Laser AMS You will notice that it read 2D6 for heat generated per usage. This number is for both Heat and the total number of missiles the system strikes down. This version of the Anti-Missile System requires no ammunition, and therefore has a greater defensive potential, with the only drawback being the total heat that the system can generate, that being 12 heat points in a single turn. Unlike the ballistic version, the Laser AMS can be used as a weapon. The player must declare that they are using the system as a weapon in the round they intend to do so, however, once the switch is made, it cannot be used to strike down incoming missiles. As a weapon, the Laser AMS has a range of 1 hex, and generates 1 point of heat and 3 points of damage like a Small Laser.
Ballistic Weapons
Anti-Missile System To determine both the number of missiles struck down and the amount of ammunition used by the system, a 1D6 is rolled. If the AMS runs out of ammunition during the combat round it was used, so long as there was 1 round of ammunition remaining at the start, then the number of missiles struck down stands, and the AMS is out of ammo and therefore cannot be used until it has been reloaded.
Light Machine Gun The light machine gun represents another advancement from the Clans. This weapon has twice the range of standard machine guns, but its lower-caliber shells inflict only half the damage. A machine gun may be modified to fire at a much higher rate than normal, chewing up huge amounts of ammunition but significantly increasing the weapon's damage potential. The controlling player must declare before combat that their machine gun is in rapid-fire mode, and it must remain in that mode until it has been changed back by a technician in a Mechbay. Each time the weapon is rapid-fired, a 1D6 roll is made, this determines both the heat generated by the weapon and how much damage is inflicted. It is possible to only inflict 1 point of damage. Each rapid-fire burst uses a number of rounds equal to the damage it inflicts x3. However, this mode does not work in this manner against unarmoured infantry. Use standard rules, including ammunition expenditure and heat.
Machine Gun A machine gun may be modified to fire at a much higher rate than normal, chewing up huge amounts of ammunition but significantly increasing the weapon's damage potential. The controlling player must declare before combat that their machine gun is in rapid-fire mode, and it must remain in that mode until it has been changed back by a technician in a Mechbay. Each time the weapon is rapid-fired, a 1D6 roll is made, this determines both the heat generated by the weapon and how much damage is inflicted. It is possible to only inflict 1 point of damage. Each rapid-fire burst uses a number of rounds equal to the damage it inflicts x3. However, this mode does not work in this manner against unarmoured infantry. Use standard rules, including ammunition expenditure and heat.
Heavy Machine Gun The Clans have developed a higher-caliber machine gun that inflicts increased damage, but at cost of range. A machine gun may be modified to fire at a much higher rate than normal, chewing up huge amounts of ammunition but significantly increasing the weapon's damage potential. The controlling player must declare before combat that their machine gun is in rapid-fire mode, and it must remain in that mode until it has been changed back by a technician in a Mechbay. Each time the weapon is rapid-fired, a 1D6 roll is made, this determines both the heat generated by the weapon and how much damage is inflicted. It is possible to only inflict 1 point of damage. Each rapid-fire burst uses a number of rounds equal to the damage it inflicts x3. However, this mode does not work in this manner against unarmoured infantry. Use standard rules, including ammunition expenditure and heat.
Gauss Rifle Standard Gauss Rifle ammunition is not exlosive. Should the weapon take a critical hit, the weapon explodes causing 20 points of damage internally, and emcompasses all standard rules for ammunition explosions. Heat will not cause the weapon to explode. However, the Gauss Rifle can be powered down to prevent the possibility of the weapon exploding should it take a critical hit. During the End Phase of any turn, the player may power down the Gauss Rifle. The weapon may not fire during this time, but will not explode when it receives a critical hit. The weapon may be powered back up, however, this process requires a total of 3 rounds, during which the weapon may not fire and a critical hit to the Gauss Rifle will explode, but only causes half damage until the weapon is at full power and can be fired.
LB 2-X AC When using Cluster ammunition only, apply a -1 to-hit modifier. If to-hit roll is successful, roll on appropriate Missile Hits Table to determine the number of shells striking the target, roll location for each shell separately.
LB 5-X AC When using Cluster ammunition only, apply a -1 to-hit modifier. If to-hit roll is successful, roll on appropriate Missile Hits Table to determine the number of shells striking the target, roll location for each shell separately.
LB 10-X AC When using Cluster ammunition only, apply a -1 to-hit modifier. If to-hit roll is successful, roll on appropriate Missile Hits Table to determine the number of shells striking the target, roll location for each shell separately.
LB 20-X AC When using Cluster ammunition only, apply a -1 to-hit modifier. If to-hit roll is successful, roll on appropriate Missile Hits Table to determine the number of shells striking the target, roll location for each shell separately.
Ultra AC / 2 When to-hit roll is successful, roll on Missile Hits Table to see if one or both bursts strike the target. If both hit, roll for separate locations for each burst. On a to-hit roll of 2, the Ultra Autocannon is jammed and cannot be used until a technician clears the jam.
Ultra AC / 5 When to-hit roll is successful, roll on Missile Hits Table to see if one or both bursts strike the target. If both hit, roll for separate locations for each burst. On a to-hit roll of 2, the Ultra Autocannon is jammed and cannot be used until a technician clears the jam.
Ultra AC / 10 When to-hit roll is successful, roll on Missile Hits Table to see if one or both bursts strike the target. If both hit, roll for separate locations for each burst. On a to-hit roll of 2, the Ultra Autocannon is jammed and cannot be used until a technician clears the jam.
Ultra AC / 20 When to-hit roll is successful, roll on Missile Hits Table to see if one or both bursts strike the target. If both hit, roll for separate locations for each burst. On a to-hit roll of 2, the Ultra Autocannon is jammed and cannot be used until a technician clears the jam.
Missile Weapons
LRM 5 LRMs may be fired indirectly where a spotter with Line Of Sight on the target will feed the unit carrying the LRMs a targeting solution, allowing that unit to strike a target within range of the LRMs, but does not require Line Of Sight. The base number is taken from the unit firing the LRMs, range modifier is taken from unit firing the LRMs, +1 for indirect fire, all standard modifiers for target movement, all standard modifiers for attackers movement, all standard modifiers for spotter, and terrian modifiers based on LOS from the spotter. The spotter cannot make any attacks in the turn that it spots for another unit.
LRM 10 LRMs may be fired indirectly where a spotter with Line Of Sight on the target will feed the unit carrying the LRMs a targeting solution, allowing that unit to strike a target within range of the LRMs, but does not require Line Of Sight. The base number is taken from the unit firing the LRMs, range modifier is taken from unit firing the LRMs, +1 for indirect fire, all standard modifiers for target movement, all standard modifiers for attackers movement, all standard modifiers for spotter, and terrian modifiers based on LOS from the spotter. The spotter cannot make any attacks in the turn that it spots for another unit.
LRM 15 LRMs may be fired indirectly where a spotter with Line Of Sight on the target will feed the unit carrying the LRMs a targeting solution, allowing that unit to strike a target within range of the LRMs, but does not require Line Of Sight. The base number is taken from the unit firing the LRMs, range modifier is taken from unit firing the LRMs, +1 for indirect fire, all standard modifiers for target movement, all standard modifiers for attackers movement, all standard modifiers for spotter, and terrian modifiers based on LOS from the spotter. The spotter cannot make any attacks in the turn that it spots for another unit.
LRM 20 LRMs may be fired indirectly where a spotter with Line Of Sight on the target will feed the unit carrying the LRMs a targeting solution, allowing that unit to strike a target within range of the LRMs, but does not require Line Of Sight. The base number is taken from the unit firing the LRMs, range modifier is taken from unit firing the LRMs, +1 for indirect fire, all standard modifiers for target movement, all standard modifiers for attackers movement, all standard modifiers for spotter, and terrian modifiers based on LOS from the spotter. The spotter cannot make any attacks in the turn that it spots for another unit.
SRM 2 -
SRM 4 -
SRM 6 -
Narc Missile Beacon When a standard Narc Pod is attached to the target, all friendly units carrying Narc equipped missiles receive a +2 to Missile Hits Table when determining the number of missiles that strike the target.
Streak LRM 5 When an attack is successful, all Streak missiles fired from the weapon strike the target, roll location for each missile. If the attack is unsuccessful, the weapon does not fire, resulting in no heat generated and no ammunition expenditure.
Streak LRM 10 When an attack is successful, all Streak missiles fired from the weapon strike the target, roll location for each missile. If the attack is unsuccessful, the weapon does not fire, resulting in no heat generated and no ammunition expenditure.
Streak LRM 15 When an attack is successful, all Streak missiles fired from the weapon strike the target, roll location for each missile. If the attack is unsuccessful, the weapon does not fire, resulting in no heat generated and no ammunition expenditure.
Streak LRM 20 When an attack is successful, all Streak missiles fired from the weapon strike the target, roll location for each missile. If the attack is unsuccessful, the weapon does not fire, resulting in no heat generated and no ammunition expenditure.
Streak SRM 2 When an attack is successful, all Streak missiles fired from the weapon strike the target, roll location for each missile. If the attack is unsuccessful, the weapon does not fire, resulting in no heat generated and no ammunition expenditure.
Streak SRM 4 When an attack is successful, all Streak missiles fired from the weapon strike the target, roll location for each missile. If the attack is unsuccessful, the weapon does not fire, resulting in no heat generated and no ammunition expenditure.
Streak SRM 6 When an attack is successful, all Streak missiles fired from the weapon strike the target, roll location for each missile. If the attack is unsuccessful, the weapon does not fire, resulting in no heat generated and no ammunition expenditure.
Artillery Weapons
Arrow IV This format of artillery is the only kind that can be equipped on a BattleMech and still be used for both on-board and off-board attacks.
Other Equipment
Heat Sink Cannot be combined with other types of heat sinks.
A-Pod Only effective against Unarmoured Infantry, all armoured units receive no damage effects of any kind when this system is activated during the weapons attack phase. The Unarmoured Infantry must occupy the same hex as the BattleMech, and once activated the A-Pod does 1D6 - 1 damage to the infantry unit, and this attack is resolved BEFORE the infantry can make their attack. Once triggered, the A-Pod critical slot can take a critical hit and follows the same rules as those for an empty ammo bin. Should an A-Pod take a critical hit before being used, the item does not explode, it simply becomes inoperative until it is fixed.
Artemis IV FCS This system improves the accuracy of standard missile launchers. The system provides constant course-correction data to the missiles in flight using a tight-beam microwave communication link, which increases the number of missiles that hit the target. When resolving the number of missiles that strike the target, add 2 to the dice roll. The system can be attached to any standard long or short range missile launcher and it must be mounted in the same location as the launcher it controls, though launchers mounted in the Center Torso may be controlled by an Artemis system mounted in the head. If any type of missile system aboard a the BattleMech is equipped with the Artemis IV, all Artemis-compatible delivery systems of that class must be equipped in the same way. Artemis IV FCS may not be combined with any other type of enhancement.
Active Probe An Active Probe will detect any hidden BattleMech, Battle Armour Unit or Vehicle if, at the end of the a Movement Phase, the concealed unit lies inside the probe's range and line of sight would exist between the unit carrying the probe and the concealed unit (if the unit was not concealed). The probe detects and identifies shut-down and camouflaged units, but cannot detect units hidden underwater.
Light Active Probe The Clans also employ this version of the Active Probe. This version is lighter and has a shorter range than the standard Active Probe, but otherwise follows all the same rules for Active Probes.
C.A.S.E. CASE is damage-control technology that mitigates the effects of internal ammunition explosions. When ammo explodes in a location protected by CASE, the force of the explosion blows out through specially designed panels and armour, directing the main force of the explosion away from the BattleMech's vital components, such as the cockpit or engine. If ammo (or any other explosive component, such as Gauss Rifles) in a CASE-equipped location explodes, it damages the internal structure in that location, then the excess damage simply dissipates, the damage does not transfer to an additional internal structure location. Remember that the loss of all internal structure in a side torso location also blows off the corresponding arm, though the arm is not damaged by the explosion. If an ammo explosion transfers into a location protected by CASE, the internal structure in that location take damage as normal, and CASE then acts as normal, directing the remaining force of the explosion through the specially designed panels and armour, and away from vital components of the BattleMech. Critical hits on slots occupied by CASE have no effect and should be rerolled. For Clan BattleMechs, during initial construction, Clan BattleMechs are made with CASE in all locations that the original design calls for CASE. However, modifications to the design after construction require new CASE to be added. Clan version of CASE is 100% unavailable, you must purchase and equip Inner Sphere CASE, or either version of CASE II.
ECM Suite ECM suites are a broad-spectrum jamming and electronic countermeasure devices designed to reduce the effectiveness of enemy long-range scanning and surveillance equipment. An ECM suite has an effect radius of 6 hexes that creates a "bubble" around the carrying unit. The ECM's disruptive abilities affect all enemy units inside this bubble, as well as any line of sight traced through the bubble. It has no effect on units friendly to the unit carrying the ECM. The ECM suite negates the effects of Active Probes (probe will notice that it is being jammed), Artemis IV & V FCS, NARC Missile Beacon and C3 Computers. The ECM suite does not affect T.A.G. and Targeting Computers. A unit can mount only one ECM suite. For the purpose of determining ECM to ECCM, the Guardian ECM Suite counts as 1 ECM.
Double Heat Sink Cannot be combined with other types of heat sinks.
M.A.S.C. MASC allows a BattleMech to put on a short burst of speed, at some risk to its fragile leg actuators. It works by boosting the signals to the myomer leg musculature, causing those muscles to contract and relax at a quicker rate than is usually possible. This increases speed, but the stress to the actuators and myomer can cause a catastrophic failure, especially after prolonged MASC use. Note that MASC only affects leg musculature. Any BattleMech with MASC can activate the system as it declares which movement mode it will use. The player declares that he is using the MASC system and rolls 2D6. On a result of 3 or higher, the BattleMech can run that turn at a speed equal to double its Walking MP. On a result of 2, the leg actuators freeze up for the rest of combat and the 'Mech must be collected by a salvage vehicle and returned to the Mechbay for repairs by a technician. The effects of which are identical to the 'Mech taking a critical hit to both hip actuators, though the unit is not considered an immobile target. A roll must be made each turn the MASC system is used to determine whether or not the system freezes up. On the second consecutive turn of MASC use, a result of 4 or less immobilizes the BattleMech. A result of 6 or less freezes the actuators on the third consecutive turn, 10 or less on the fourth and the legs automatically fail on the fifth turn of MASC use. For each turn the system is not used, reduce the target number at which the muscles will freeze by one interval, but never below 3. For example, a player using MASC for three consecutive turns needs a result of 7 or higher on the third turn to stay mobile. After an intervening turn of not using the system, the player would need a 5 or higher to avoid freezing up. Two turns without using MASC then reduces the threshold to to the original 3. MASC is incompatible with triple-strength myomer. Inner Sphere MASC systems weight 1 ton for every 25 tons of BattleMech being equipped with the system, and occupies 1 critical slot for each ton of the system. The cost of the MASC system is 1,700 x MASC tonnage x Engine Rating. The cost in Power Points will depend on the size and cost (in c-bills) of the MASC system, GM will need to consult with the player on that issue on an individual basis.
T.A.G. This system is used in conjuction with the Arrow IV. A spotter uses target acquisition gear to designate a target for an attack by a homing missile fired from an Arrow IV Missile Artillery System. The system "paints" the target while the artillery round is still in the air, should the spotter not designate the target during the off board attack phase, of the turn in which the missile arrives on the board, the missile automatically misses and explodes harmlessly. To use TAG equipment for target designation, the spotting unit must be within TAG range of the target and have line of sight during the off-board attack phase of the turn of arrival. The spotting unit cannot make any attacks of its own during the arrival turn. Calculate the to-hit number as for a standard weapon attack. If the spotter fails to designate the target, the missile explodes harmlessly. If the spotter successfully designates the target, a roll is made to see if the missile homed in successfully. On a result of 4 or greater on 2D6, the artillery missile strikes the target and delivers 20 points of damage to the target and 5 points of damage to the adjecent hexes. On a result of 2 or 3, the missile detonates in the target's hex, but only causes 5 points of damage to the target and any other units in that hex, no damage transfers to the adjecent hexes.
Light T.A.G. The Clans also employ this version of TAG. This version is lighter and has a shorter range than the standard TAG, but otherwise follows all the same rules for TAG.
Angel ECM Suite Works similar to the ECM Suite, only with the following improvements. In addition to the systems that the ECM Suite blocks, the Angel ECM Suite blocks Streak Missiles. The missiles can still be fired at a unit carrying an Angel ECM Suite, but the volley is treated as a standard flight of missiles, requiring a roll to determine the number of missiles that strike the target. If an enemy unit is inside the field generated by an Angel ECM Suite, the Streak launcher now acts as a standard missile launcher in all respects. For the purpose of determining ECM to ECCM, the Angel ECM Suite counts as 2 ECMs.
C.A.S.E. II Works the same as CASE, but this version also protects the area holding the ammunition as well as preventing as explosion from spreading to other locations. The internal structure will only take 1 point of internal damage during an ammo explosion, the rest being applied to the rear armour as in regular CASE. CASE II also may safeguard critical slots in the protected location from damage. A separate 2D6 roll is made for each occupied critical slot in the location. On a result of 8+, the slot is undamaged, otherwise, the slot is destroyed.
Laser Heat Sink Standard heat sinks use radiators and heat conductive fuids to cool the 'Mech. Laser heat sinks use lasers to excite the hot exhaust gases into a higher engery state, effectively converting the infrared (IR) energy of the gases to the visual spectrum. The light is then shunted out of the 'Mech via highly polished surfaces rather than the usual collection of pipes and tubing. Laser heat sinks function as standard double heat sinks, but because they reduce the amount of hot gas and liquid streaming around the inside of the 'Mech, the chance of an ammunition explosion due to heat, add a +1 modifier to the dice roll. A laser heat sink's ability to dissipate heat is not affected by immersion in water or by weather conditions. A 'Mech equipped with laser heat sinks emits bright flashes of light, making it an easy target at night. If the 'Mech takes action in a turn that generates heat (movement, firing weapons and so on), the night combat or dusk/dawn modifier for shots against it is reduced by 1 whether or not the heat is dissipated by the heat sinks. If the 'Mech's heat level rises above 0, the night combat modifier no longer applies until the BattleMech is no longer overheating. Cannot be combined with other types of heat sinks, and are incompatible with Inner Sphere 'Mechs.
Coolant Pod Designed as an emergency "one-shot" cooling system, this device contains a reserve of compressed coolant that can be flushed into the heat sinks of an overheating BattleMech. It connects easily to a BattleMech's existing cooling system, but the pod explodes readily upon impact, which limits its usefulness in combat. The pod must be activated at the start of the heat phase and may only be used once, though the pod can be refilled after combat by a technician. When activated, the coolant pod dissipates 1 additional heat point from each of the 'Mech's heat sinks in that turn, regardless of type (single or double). A 'Mech may mount more than one pod, but only one pod can be used in a single turn. If the pod takes a critical hit before being used, the violent force of the pressurized coolant escaping causes 10 points of damage to the pod's location in exactly the same manner as an ammo explosion. Coolant pods are not compatible with Laser Heat Sinks (due the manner in which these heat sinks dissipate heat), and cannot be mounted on OmniMechs.
Supercharger A major limiting factor on engine performance is safety; an engine driven too hard can literally shake itself apart. In the case of fusion reators, extra stress can cause engine shielding to crack and fail, leading to emergency shutdown. In war, however, safety often falls by the wayside in favour of performance. A supercharger maximizes engine performance by overriding normal inhibitors. At the press of a button, it pushes a fusion reator's output as high as 125% of normal. The supercharger weights 10% of the unit's engine weight, rounded up to the nearest half ton, and takes up 1 critical slot in ANY location that also includes engine critical slots. OmniMechs can mount the supercharger as a pod. The supercharger works like MASC, except that its failure does not freeze up the 'Mech's legs. Instead, a failure requires a roll to determine any critical hits. If there are any, they are to be applied directly to the engine, starting in the upper most undamaged slot in the Center Torso. Regardless if there are any criticals or not, the supercharger is burnt out and is completely destroyed. Superchargers can be combined with MASC, but failure rolls are made separately for each system, however, a -1 is applied to the dice rolls if both systems are engaged at the same time. When both systems are active in the same turn, the unit carrying them has a Running MP equal to its Walking MP times 2.5 (round down). The cost for this system is 17,000 x the unit's Engine Rating.
Targeting Computer The system only works for direct fire weapons, and effects no other types. To make an attack using the targeting computer, use all standard rules for weapons fire of that type, but a -1 to-hit modifier is given to Lasers, PPCs, Guass Rifles and Autocannons. The targeting computer can be used to attempt to attack a specific hit location. Not all weapons linked to the targeting computer need make an aimed shot, but all weapons used for this type of attack must fire at the same lcoation, which must be visible to the firing unit. For example, an attack on the right side of the target cannot be directed against the left arm, left leg or left torso. Add a +3 modifier to the to-hit roll for all weapons used in the attack. Note: this replaces the -1 to-hit modifier normally associated with the targeting computer. The head may never be attacked in this manner. If a targeting computer aimed attack misses the desired hit location, it misses entirely. The targeting computer weighs 1 ton for every 5 tons, or fraction thereof, of weapons linked to it (not counting ammo), and all weapons capable of linking to the targeting computer must be included. The system takes up 1 critical slot for each ton of the targeting computer, and costs 17,000 x tonnage of the targeting computer.

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