Sunday, December 27, 2009

To Zombie or not to Zombie?


I’m now regretting the removal of the Rage Zombies from the early Soul Reapers playtesting. It’s not like we removed them because they were broken, we mostly removed them because of my gaming bud Chet. You see Chet hates the idea of zombies in movies or gaming, with the only exception being D&D. He is also out resident Nid player and he was very vocal about the Soul Reapers getting a cheap source of bodies from the onset. So the group relented just as a way to shut him up.

Yesterday we had an Apocalypse game with the Soul Reapers paired up with the Iron Warriors against Guard and Imp Fists. All the guys urged me to bust out the Zombies, so I did. We had a blast even though the zombies munched on a few our sides Reapers and Warriors. Now we are really perplexed as how to continue, every one of the guys who played understands the significance of the zombies to the background of the Reapers. I think Chet is not going to be happy if we decide to revisit the zombies and add them into the January playtest list.

If we add them back in there will be a requirement to field Xusia of Delis to gain access to the Zombies.

Added to the Troops Selections if Xusia is part of the army.

Rage Zombie Hoards


A process perfected during the Karpathian Campaign, the infestation of the 28 nights is the pre-invasion tactic of the Soul Reapers. The Sorcerer Lord Xusia and his Apostles of Malevolence have crafted a potent bio-toxin that when released turns the citizens and defense forces into slavering rage infected zombies with only one need, the need to feed on the flesh of the living. The bio-toxin is released in remote locations so it has time to create an unstoppable outbreak. By the time the infestation reaches the large population centers the planet is in utter confusion. On the 28th night the skies light up as if the planet was witnessing a magnificent meteor storm, but this is a Storm of Chaos as the Soul Reapers bombard and descend upon the planet.

0-2 Rage Zombie Hoards

WS-2 BS-0 S-3 T-2 W-1 I-1/3 A-1 LD-10 Points-8

Unit type:
Infantry

Number/squad:
10-30 Rage Zombies and 1 Apostle of Malevolence

Weapons: Grasping hands and slavering jaws. These count as two close combat weapons.

Special Rules:
Fearless
Infected (Poisoned weapons 4+)
Feel no Pain
Rage Zombies never count as either of the mandatory troops selections and may never claim an objective.

Rage Against the Living:
Due to insatiable rage and hate fed into them by the Apostles, Rage Zombies must move every turn. While the Apostle of Malevolence is alive or have a model within 18” of Xusia, they must move toward the closest enemy non-vehicle unit, in addition they become Initiative 3. If the Apostle of Malevolence is killed and they do not have a model within 18” of Xusia, the rage zombies revert to their base Initiative 1 and become uncontrollable; moving and attacking the closest unit friend or foe. If they become uncontrollable and Xusia moves within 18” he may automatically take control of them. However if they are “Locked in Combat” with a friendly unit, Xusia must roll a D6 to attempt to regain control of the zombies, on the roll of a 4+ he succeeds they will cease combat and act normally.

Lord of the Zombies: Rage Zombie units are Slow and Purposeful, unless they are lead by an Apostle of Malevolence or have a model within 18” of Xusia.

Join Us!: At the end of every Assault phase during which the Rage Zombies have fought in close combat, before ‘pile in’ moves, roll a D6 for every casualty caused in the combat (friendly and enemy). On a roll of a 6, they are resurrected as a Rage Zombie – add a model to the Rage Zombie unit. If the Rage Zombies unit was wiped out that turn this rule has no effect. If multiple Rage Zombie units are involved in the same combat, evenly divide the new models between the units (Chaos player’s choice for any odd models).

Apostle of Malevolence

WS-4 BS-4 S-4 T-4 W-2 I-4 A-2 LD-10 Points-100

Unit type:
Infantry

Wargear:
Power armor, Bolt pistol, Force Weapon, Frag and Krak grenades

Special Rules:
Fear is for the Weak
5+ Invulnerable save

Psychic Power:


Chains of Torment:

The Apostle creates small warp rifts under his foes, launching ethereal chains that rend flesh to the bone in an attempt to drag the targets into the warp.

Chains of torment is a shooting attack that may target any non-vehicle unit within 18 inches. The target unit will suffer D6 +1 attacks at Str5 AP-. Any unit that is hit must take a leadership test or become pinned in place by the chains.

Any thoughts or feedback would be greatly appreciated.

Sunday, December 20, 2009

Eris the Seeker modeling part one: the bike


Here is the beginnings of Eris the Seeker. The bike is pretty much completed, I'll be starting work on Eris himself tomorrow.

I'd like to thank Old School Terminator for introducing me to FU 2000's nifty conversion posted on DakkaDakka. Which is where the inspiration for the weapons mount comes from.

Soul Reapers Mini-dex Updated

The final shakedown of the initial Soul Reapers Mini-dex download is done. After discussing the initial feedback with the group; I've updated the Playtest file to fix a few errors, so version two is up for download.

The Soul Reapers Mini-dex

Download Here


Things fixed or added.

I've removed the Icon of Chaos Glory and replaced it with Personal Icons. Then I added the three icon ideas from the post below as an upgrade option to the personal Icon. With the instructions that an army my only use one of the upgrade types. Only one of the upgrade Icons will make it into the final product.

I fixed the range on Xusias staff ability.

I also lowered the Spiky Death attack from D6 to D3.

There were various typos that were fixed also.

So make sure that your copy of the PDF has the 'V2'at the end to make sure it is the current version.

I sat down with the guys this evening after a couple of hard fought games. They want to give this version of the playtest list roughly one month before any further revisions. Please make sure to get all feedback in for phase one of the playtest by Jan 16th, 2010 so we can discuss possible revisions for the phase two in Feb.

Thanks again
Jim

Friday, December 18, 2009

More Chaos Icon suggestions


Here are the Icon ideas that I have collected so far.

Icon of the Dark Gods: The Soul Reapers are fanatical in offering up souls to the Pantheon of Chaos.

Any unit that bears this Icon may re-roll any ones on the to hit dice in the assault phase.

25 points

My buddy Greg suggested this:
Icon of Perpetual War: The Soul Reapers are favored by the Dark Gods so much so that they shrug of wounds that would be mortal for a normal Astartes.

Any unit that bears this Icon may once per battle gain the Feel no Pain USR. The Chaos player announces that they are going to use the Icon and the effects last until the following Chaos turn.

20 points


Kevin emailed me this:
Icon of Chaos Might: Emboldened by the raw energy of Chaos the Soul Reapers use the strength of the Gods to fell their foes.

Any unit that bears this Icon may once per battle gain +1 to their strength for an assault phase. The Chaos player announces at the beginning of the assault phase that they are going to use the Icon and the effects last until the end of the phase.

10 points


The final suggestion was by Brent and it was to just keep them simple and maybe use them as personal Icons/Teleport Homers. Which like I said before isn’t a bad option either.

Unless someone comes up with something outstanding lets run with and refine one of these ideas.

So which idea do you guys like? What about the points values do they seem fair?

What about having two Icon Choices like the cheap Personal Icons and an option to upgrade it to one of the other three choices?

New Chaos Icon needed, Soul Reapers list feedback


Two days since the release of the Soul Reapers playtest list and I have had 6 emails echoing Paul’s comments about Fear is for the Weak combined with the Icon of Chaos Glory.

Quoted from Paul’s post
“Fear is for the weak is OK, but you might as well just give them fearless as they have nearly the same benefit if they take the icon of chaos glory. Give them a new icon option that is sexy and fun. Morale upgrades are boring.”

The last thing we wanted to do was make the Soul Reapers fearless, and we didn’t, but I do see the comparison when the FiftW is combined with the IoCG.

Now we did try a few things as replacements during the early playtests, but just couldn’t find anything we really liked. The only one close to make the cut and even made it in as a special rule for a while was this.

Icon of the Dark Gods: The Soul Reapers are fanatical in offering up souls to the Pantheon of Chaos.

Any unit that bears this Icon may re-roll any ones on the to hit dice in the assault phase.


We charged 10 points for it just like the IoCG. Looking back at it now, I do still like the idea. I think it totally fell off the radar after it became a special rule then was discarded.

Is the Icon of the Dark Gods a flavorful replacement for IoCG? Should I add it to the Playtest list? Do you have a better idea for a New Icon?

All feedback is greatly appreciated!

-Big Jim

PS: I’d like to the Paul, Jase, Mark, Kevin, Joe, Slummy_1, and Nate for bringing this to the foreground now rather than later.

Wednesday, December 16, 2009

Soul Reapers Mini-dex available for download and playtesting


Finally ready for public viewing!

Galaxy in Flames proudly presents:

The Soul Reapers Mini-dex

Download Here

This book is an unofficial supplement for use with the Codex Chaos Space Marines. You’ll need a copy of it to use the mini-dex.

Please keep in mind that this is a bare bones playtest version of the book with the content and layout being geared towards getting the points values and Special Rules out for trial. The final version will be polished with lots of background and flavor.

So here’s what I’d like from those that are willing. Play games using the list as many times as you can and send me feedback to: galaxynflamesblog@gmail.com

The Beta testing will last from now until the end of February 2010.

I’d like to thank Menzies again for his fantastic Artwork!

Thanks again for all the support during this process.

Clarification: Xusias staff is supposed to have a 12 inch range, damn cut and paste.

-Big Jim

Edit: I've updated the file with a better font for the text and Headers. 09:45 AM PST.

Sunday, December 6, 2009

The Characters are going into the play test list


Tomorrow night we are finalizing the Special Characters that have been presented here on the blog and adding them to the document for the play test mini-dex. So If you have any final input please feel free to throw it up, because once they go into the final document they stay until the end of the open play test phase.

SC 1 Titus the Butcher
SC 2 Krüg the Beheader
SC 3 Xusia Sorcerer if Chaos
SC 4 Eris the Seeker
SC 5 Vorenous the Raptor

Those are the links for the Characters, please post any additional feedback here.


Thanks
-Jim

Friday, December 4, 2009

Soul Reapers SC 5: DP Vorenous the Raptor


Vorenous the Raptor


Once a powerful Lord in the Raptors cult Vorenous ascended to Daemonhood on the planet Stalerak. They were fighting the Ultramarines for possession of the planets main Spaceport. Vorenous and his raptors were just finishing off the last of the defenders when he suddenly felt the electrical charge and heard the familiar crackle of a teleporter beam. The Raptors were trapped with no chance to evade their new foe, as they were inside the main building. The only thing the Raptors had in the favor was numbers as they outweighed the Terminators two to one.

The fighting was brutal and unforgiving with the upper hand going quickly to the heavily armored loyalists. Vorenous ordered his Raptors to evade and escape if they could and he would cover their escape. There were three Terminators left facing Vorenous, he leapt forward and skewered the exposed head of the Sergeant with his power sword. When all of a sudden he felt a large jerk and flew end over end as one of the terminators struck him with a Thunder hammer and smashed his jump pack hurling him to the ground. He sprang to his feet and charged the nearest terminator only to be knocked through a wall. As he lay there buried beneath the rubble dazed he heard the whispers of the Dark Gods. He offered up his soul as payment if they would grant him the power to slay his foes in their name.

Thinking that Vorenous was dead the Ultramarines turned to leave the room to complete their mission of retaking the Spaceport. Just then they heard a bone chilling unearthly shriek and crumbling masonry as Vorenous ascended to Daemonhood. It would be the last thing they would ever hear as the Daemon Price tore them asunder.

Vorenous was not gifted with wings when he ascended and being a great champion of the Raptors Cult this vexed him greatly. He was enraged, as he felt betrayed by the fickle Gods. During the rest of the campaign he was in an uncontrollable rage slaughtering more Ultramarines than anyone else in the Soul Reapers warhost.

After the campaign was over, the most loyal amongst his cult sought out to fulfill the desires of their leader. They turned on and slaughtered two of their own as a sacrifice of fealty, offering up the Raptors packs to Vorenous so he could fly once more upon Wings of Fire.

Vorenous the Raptor

WS 7
BS 5
S 6
T 5
W 4
I 6
A 4
LD 10
Points 155

War Gear:
Jump Pack
Personal Icon
Daemonic Handcannon: Vorenous still carries his bolt pistol, although it is hardly a pistol anymore as it was morphed with him upon his ascension to Daemonhood. Known as the Daemonic Handcannon, a very powerful weapon its ammunition is charged with pure warp energy. It has the following profile.

Range: 18
Strength: 6
AP: 3
Type: Assault 3
Special: Rending

Special Rules:
Fearless
Eternal Warrior
5+ invulnerable save
Outta Fuel: Vorenous was not gifted with wings when he ascended. Instead he has two Raptor packs linked and strapped to his armor. The problem is even with two packs he burns through fuel rapidly due to the Daemon Princes immense weight. Every turn that he makes a jump move roll a D6 after the move is completed on a roll of a 1 he is out of fuel and may no longer make jump moves.

Wings of Fire: Vorenuos is the leader of the Raptors cult within the Soul Reapers. Any force that contains Vorenous must contain at least one squad of Raptors, in addition one unit of Raptors may be selected as a troops choice.

Thursday, December 3, 2009

Soul Reapers SC 4: Eris the Seeker

Eris the Seeker
Harbinger of Chaos


Eris the Seeker has been tasked with scouting locations looking for signs of possible resting-places for the Artifacts of Salmora. In addition to this he will usually be the spearhead of any planetary assault that the Soul Reapers launch. He will seek out enemy formations and possible landing sites then transmit them to the fleet. Once his task is done he’ll lay in wait until the battle is enemy is fully committed to the encounter, only then does he rush in on some weak point in the enemy battle line.


Eris the Seeker
Points 175

Wargear:
Power Armor
Bolt Pistol
Frag grenades
Krak grenades
Chaos Bike
Combi-Melta
Personal Icon
Power Weapon

Special Rules
Fearless
5+ Invulnerable save
Outflank: Eris grants any unit of bikes that he joins the ability to Outflank.

Spiky death: When charging the bike generates +1D6 attacks at S4 in addition to the attacks of the rider. These additional attacks are due to the spikes and blades on the bike slamming into the target unit and do not benefit from any enhancements the rider may have.

Seeker: Eris is responsible for scouting out the possible resting places of the Artifacts of Salmora. To aid in this task he makes great use of Chaos bikers. One unit of Chaos bikers may be taken as a Troops choice if the Soul Reapers force includes Eris the Seeker

Soul Reapers SC feedback and changes


First off I'd like to thank everyone for their honest feedback on everything that I have posted for the Soul Reapers mini-dex. I even appreciate the harsh criticisms of the whole project that a few have expressed. Because I think it's great to see so many people passionate about Warhammer 40,000!

Ok, on to the changes.

We have lowered the point value of the DP Titus the Butcher to 165pts. He was over pointed by a fair bit in the original post.

This is how we determined the points for Titus:

110 base DP
25 for FNP (Was 45)
15 for Fleet (Was 20)
10 for the Butchers Blade (Was 35)
5 for the Personal Icon

We have also changed the way that the Runes of Chaos work, due to a great suggestion from Max. Here is the new text for the rule.

Runes of Chaos grant the bearer a 4+ invulnerable save in addition to his armor save. Furthermore if the bearer of Runes of Chaos or the unit he is with is affected by an enemy psychic power, the power is nullified on a 5+ dice roll.

The Usurper Bodyguard unit size has been changes to a max unit of 8 models and the heavy weapons upgrade is now listed as one in every four models may take one.

After a great suggestion by Magilla Gurilla and a lot of debate with the guys last night we are going to change the Chains of Torment psychic power to the following.

Chains of torment is a shooting attack that may target any non-vehicle unit within 18 inches. The target unit will suffer D6 +1 attacks at Str5 AP-. Any unit that is hit must take a leadership test or become pinned in place by the chains.

I will be going back and amending the original posts to reflect the changes.

Wednesday, December 2, 2009

Soul Reapers SC 3: Xusia Sorcerer of Chaos

Chaos Sorcerer art courtesy of Menzies!


Updated 12/03/09

Here is the third Special Character for the Soul Reapers. Don’t forget to check out and post feedback on the other two.
Titus the Butcher
Krüg the Beheader

Xusia of Delis
Sorcerer of Chaos
and
Master of Malevolence



Xusia of Delis is the leader of the Apostles if Malevolence cabal in the Soul Reapers. He is a very powerful Sorcerer and is Warlord Krügs right hand. His origins stretch back to the great crusade when he was part of the Word Bearers Space marine legion.

He was abandoned and left for dead on the Planet Delis at the end of the Great Crusade, so his corruption took a different path from his former brothers. A sorceress cabal of psychers known as the Deceivers inhabited the planet Delis. During the campaign on Delis the forces of the Emperor unknowingly caused a warp rift to form. Shortly after the planet was left by the Space Marines the repatriated population began to experience mass possessions of its citizens.

Only 6 of the original cabal sorcerers survived the culling of Delis. It was they that found Xusia and healed his wounds. They taught him their dark arts and it was not long before his power was too great for them to control, as he was already a powerful psycher. The Cabal pledged their allegiance to Xusia, they presented him a powerful gift; the staff of Dulgur. Dulgur was the mystical warrior mage and advisor of the Daemon Prince Salmora. Upon the threshold of death Dulgur had bound his soul into his staff so that he could live on to serve his lord even in death. All in the presence of the staff can hear its daemonic whispers of the Dulgur.

For decades Xusia controlled Delis from the shadows, knowing that if he were found the planet would be eradicated. Over this time Xusia became bound to the staff, but he was a willing servant. The Dulgur spoke to him often of the great artifacts of the Salmora. It claimed that a powerful warrior would be drawn to Delis in search of the Salomra’s great warscythe the Golornagoth. This warrior will never claim the weapon without the aid of the staff of Dulgur. So it was Xusias task to determine if the warrior was worthy to possess the Golornagoth.

Xusia had visions of a great warrior on a quest to find the artifacts of Salmora. He was not surprised that the warrior was a fellow Astartes, as they posses the strength and will needed to master the artifacts.

Since joining the Soul Reapers he has created the Apostles if Malevolence a Cabal of Sorcerers responsible for the forced recruitment of Space Marines Loyal to the Imperium into the ranks of the Soul Reapers. He has taken great pleasure in torturing and tormenting captured loyalist brothers until they break and renounce their allegiance to the Corpse God.

Xusia of Delis
Points 200
same stats as a Sorcerer of Chaos


Wargear:
Power Armor
Bolt Pistol
Frag grenades
Krak grenades
Personal Icon
Staff of Dulgur: Xusia staff contains the soul of Dulgur a very powerful Sorcerer that fuels his malice and hate. The staff will nullify any psychic power cast within 12 inches of Xusia on a 4+. It also counts as a Force Weapon.

Runes of Chaos: The inside of Xusias armor is encrusted with many Chaos runes to protect him from the enemies of Chaos. During the inscription ritual 4 psychers are sacrificed and their souls bound to the armor one dedicated to each of the Dark Gods. Runes of Chaos grant the bearer a 4+ invulnerable save in addition to his armor save. Furthermore if the bearer of Runes of Chaos or the unit he is with is affected by an enemy psychic power, the power is nullified on a 5+ dice roll.

Special Rules:
Fearless
Independent Character
Master Sorcerer: Xusia may use two psychic powers every turn.

Options:
Xusia may ride a Chaos Bike for 30 points.


Psychic powers

Doombolt as listed in the Codex Chaos Space Marines on page 88.

Chains of Torment:

Xusia creates small warp rifts under his foes, launching ethereal chains that rend flesh to the bone in an attempt to drag the targets into the warp.

Chains of torment is a shooting attack that may target any non-vehicle unit within 18 inches. The target unit will suffer D6 +1 attacks at Str5 AP-. Any unit that is hit must take a leadership test or become pinned in place by the chains.

Aura of Malevolence:

The presence of the Xusia evokes feelings of dread and terror in his enemies as he floods all of his bitter feelings of hatred, spite and malice at his foes causing even the most strong willed to cower in fear.

The Aura of Malevolence is cast at the beginning of the Chaos turn, with the effects lasting until the beginning of the following Chaos turn. All enemy units within 12 inches of Xusia reduce their leadership by 2 and must pass a Leadership test or fall back.

Tuesday, December 1, 2009

Soul Reapers SC 2: Krüg the Beheader


I am furiously trying to finish up work on a play test version of the mini-dex that has been asked for. I'm really working hard to make sure all the Special Characters are in it and have been play tested at the very least.

Updated 12/03/09

Here is Krüg as he will appear in the play test mini-dex.

Krüg the Beheader
Warlord of Chaos


Midus Krüg, Captain of the World Eaters Seventeenth Great Company, took the failings of the Heresy bitterly. He was outraged over being forced to retreat from the Walls of Terra only to hide like dogs and cowards in the Eye of Terror. What struck deepest was the slow decent of his Legion. Though the World Eaters were never famed for their professionalism, their conduct or combat tactics, to those within the Legion, there was a core of pride and honor within combat. The Legion's embrace of the Chaos God Khorne had removed all such valor and turned the World Eaters into blood seekers and madmen.

Watching the infection of Khorne enter the ranks of the Seventeenth, Krüg decided action was required. Removing his forces from the Legion's fleet, he risked the lives of his brothers to make sure they would not become the fools that his Legion were to become. His actions were gratified when news of the slaughter upon Skalathrax. As the rest of the Legion turned upon itself, the Seventeenth headed deeper into the Eye of Terror.

Coming upon the daemon world of Terkerak, the Soul Reapers faced their first battle as an independent force. Krüg took the planet by rights of conquest, slaying its former lord, Malekhi, in single combat. While exploring the temple Malekhi had formed for himself, Krüg found many passages scribed on the walls about 'reaping souls for the Lords of Chaos'. Believing a greater power than fate had brought him here, the Seventeenth would forever be known as the Soul Reapers.

The texts within the temple told how Malekhi had managed to come to power and he planned to further it through possession of the artifacts of Salmora. The Salmora was a very powerful ancient Daemon Prince; he found and created a total of 12 artifacts. He used the artifacts to wage war against the chosen champions of each of the Dark Gods, in an attempt to ascend to godhood. Seeking the authority to reunite his Legion and destroy the foul Imperium, Krüg left his new domain in search of the artifacts.

Using the cover of Abaddon's First Black Crusade to sneak past Imperial defenses, the Soul Reapers have been leaving burning worlds all over the Imperium for ten millennia

Krüg the Beheader
WS 7
BS 5
S 4
T 4
W 3
I 5
A 3
LD 10
Points 210

Wargear:
Terminator armor
Twin Linked Bolter
Personal Icon
Daemon Scythe Golornagoth
Soul Stone of Salmora
Runes of Chaos

Special Rules:
Fearless
Independent Character
Warlord


Daemon Scythe Golornagoth: One of the twelve powerful artifacts that were once carried by the Daemon Prince Salmora; he used the scythe to rip the souls out of his enemies.

The Golornagoth is a Daemon weapon that grants the bearer an additional D6+1 attacks and +1 strength in assault, any unsaved wound caused by the Golornagoth will kill multi wound models on a 4+, no matter how many wounds the model may have remaining.

The Soul Stone of Salmora: Krüg has bound himself with the Soul Stone in order to increase his power over life and death.

The Soul Stone grants Krüg the Eternal Warrior USR found on page 74 of the MRB.


Runes of Chaos: The inside of Krügs armor is incrusted with many Chaos runes to protect him from the enemies of Chaos. During the inscription ritual 4 psychers are sacrificed and their souls bound to the armor one dedicated to each of the Dark Gods.

Runes of Chaos grant the bearer a 4+ invulnerable save in addition to his armor save. Furthermore if the bearer of Runes of Chaos or the unit he is with is affected by an enemy psychic power, the power is nullified on a 5+ dice roll.

Warlord: Krüg never enters the field of battle with out his personal bodyguard the Usurpers. The Usurpers have been handpicked over ten millennia from the most powerful warriors that the Soul Reapers have to offer.

If Krüg is included in a Soul Reapers army it must include a squad of Usurper bodyguards. In addition to this one unit of Chaos Terminators may be taken as a Troops choice.

Usurper Bodyguard


Krüg believes the ancient expression that says, "keep your friends close and your enemies closer". His bodyguard is hand picked from the most powerful warriors that the Soul Reapers have. Each one has risen through the ranks attaining great skill and loyalty amongst their troops. Keeping them close at hand a grouped together Krüg has kept them from challenging his authority through their own rivalry and distrust of one another.


Usurper Bodyguard are all selected out of the Terminator listing on Page 94 of the codex CSM, all Usurpers must be upgraded to champions. They always count as an Eilte choice.


Unit type:
Infantry

Number/squad:
3-8

Wargear:
Terminator armor
Twin-linked bolter
Power weapon


Options: (all options are listed in the Terminator entry on page 94 of the Chaos Space Marine Codex.)
The only Change to the options listed in the codex CSM it that the Usurpers may take one heavy weapon for every 4 models in the unit.

Special Rules:
Fearless

Transport:
Chaos Landraider

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