The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
Eh?

@Durin
1. Do you mean they can only move a piece of land 24 inches :p
2. Vote closed?
Merry Christmas one and all
24 inches is the maximum distance for psychic powers in the tabletop.

What is Geomancy? Is it landshaping? Do they alter the geology?
Geokinesis/geomortis is ground-themed psychic powers. Actual movement of the ground is a big part of it, but not all of it. It also has powers like Phase Form/Earthly Anathema which lets you move through cover, and Earth Blood/Ley Leech which heals wounds.
 
24 inches is the maximum distance for psychic powers in the tabletop.
Nah I know that.

It maybe my slight tipsyness, but from his quote I can't tell if he's saying they can only move the earth 24 cm.

Probably the tipsyness.

Geokinesis/geomortis is ground-themed psychic powers. Actual movement of the ground is a big part of it, but not all of it. It also has powers like Phase Form/Earthly Anathema which lets you move through cover, and Earth Blood/Ley Leech which heals wounds.

To expound on this a little thanks to omakes we know the trolls have some kind of power that makes the earth eat things Demons at least get nommed by it, though whether that results in true death I dunno.

Either way due to their biology the Trolls can stand in the power and be fine IIRC.
 
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@Durin, which of these things can we do with the Trolls' Shifting Worldscape?

1. Removing large sections of enemy fortifications, thus quickly creating large holes to be exploited.
2. Making the terrain go in an upwards direction, then stopping the power and letting it all fall to the ground.
3. Moving slow but powerful units like Titans around the battlefield quickly.
4. Placing nests of very dangerous predators/piles of high explosives in the middle of enemy formations.
5. Blocking passage by transplanting impassable terrain into the path of enemies.
6. Taking chunks out of the enemy and placing them in carefully prepared kill-fields.
 
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@Durin, which of these things can we do with the Trolls' Shifting Worldscape?

1. Removing large sections of enemy fortifications, thus quickly creating large holes to be exploited.
2. Making the terrain go in an upwards direction, then stopping the power and letting it all fall to the ground.
3. Moving slow but powerful units like Titans around the battlefield quickly.
4. Placing nests of very dangerous predators/piles of high explosives in the middle of enemy formations.
5. Blocking passage by transplanting impassable terrain into the path of enemies.
6. Taking chunks out of the enemy and placing them in carefully prepared kill-fields.
you can do 5, the Trolls version is slow and requires contact with the earth. what it is mostly good for is altering the battlefield, such as putting a hill in front of their firebase blocking its lines of fire, or making pit traps that they ahve to charge over

also added the skillsets of the chaos sorcerer lords
 
Pheonix Fire
Pheonix Fire

Fire was a very interesting medium to express psychic powers in. To many versed in the psychic arts, it was looked down on as a crude tool, lacking in versatility or finesse. One of those lacking in control, untrained, or too inept to master other disciplines. With cause, too—nearly any human psyker was capable of manifesting enough warpfire instinctively to serve as an attack, while the signature forms of attack for nearly every other discipline universally required some significant training to reach a level where they were of even marginal utility for any that did not have a specific affinity for the field.


Few bothered to question why this was the case, most either seeing it as unremarkable or assuming that warpfire was the natural expression of raw warpstuff channeled into the Materium. Xavier disagreed. Raw warpstuff created the effect found in Vortex weaponry, and was itself far less damaging than warpfire at the same power concentration, and while humans were far from the only psychically active race capable of using warpfire they were far more capable with it than most.


Humanity and fire were deeply linked in Xavier's eyes. Evolutionarily, historically, culturally, and even conceptually. It was a complex relationship too, with destruction, war, industry, creation, and hope all described as flames. They could bring pain or relief, could incite fear or invite comfort. Humans were rare among sapient, let alone sentient, beings in the galaxy that they even had favorable instinctive reactions to fire—for while almost all had made use of it, few viewed it as anything more favorable than a useful, if dangerous, tool.


Relationships like that matter in the Warp. The raw weight of emotion and belief found in the collective response to fire shapes some of the very laws of the Warp themselves, and humanity's greater tie to fire than most has led to them both influencing and being influenced by it.


So while the conceptual weight of fire and mankind's closer-than-usual tie to it certainly allowed fire to be used as a crude and brute-force tool, it was in no way limited to being such. Fire destroys, melts, purifies, ignites, consumes, heats up, spreads, and much, much more—simply tweaking the emphasis a bit on any of these factors can turn psychic flames into a precision tool, and Xavier had long since mastered such relatively simple tricks.


Many psykers, even among those who specialized in using warpfire, never moved beyond those tricks and their instinctive connection to fire. It was a mistake in Xavier's mind. Even the greatest instinctive connection to fire produced what was best described as a dirty flame. An incomplete combustion. At the lower levels this was actually a boon of sorts, the impurities acting like dirt in the wounds inflicted by the flames, but this tangential benefit were dwarfed by the potential gain in power offered by more complete combustion. Of course, unlike with mundane fuels, there was no such thing as even approaching 'perfect' combustion with the Warp, but he was proud to say he had walked far further down that path than most.


Right now Xavier was putting his hard-won expertise with fire to use leading (technically Conducting due in part to the influence of Tamia's Songweaving) a Pyromancy choir assigned to eliminate high-value targets, guided by Ridcully. Choirs were always an interesting experience in and of itself for Xavier. The connection was in some ways reminiscent of his bond with Mittens (currently off hunting for infiltrators while occasionally lending a mental hand with the targeted strikes), a fact that he believed helped him in using it, but was different in almost all of its peculiars. That said, both his personal experience with it and their current theoretical understanding of the phenomenon was that everyone experienced it differently.


Currently his was 'seeing' through Ridcully's Divination, looking for appropriate targets—the battle was too far away for mundane senses to be of particular use, and more technological ones lacked enough of a conceptual connection to target the powers through them. Except 'seeing' wasn't exactly the right word for the sense, and it wasn't exactly Ridcully's Vision that he was 'seeing', but more what Ridcully was divining interpreted through his own divinatory senses. Mostly. Psyker stuff was horribly complicated at the best of times, and normal language didn't even necessarily have the words or concepts to describe it.


Xavier himself couldn't really see 'through' all the wards, even connected to Ridcully's vision, or at least not easily. However, he in most cases he didn't need any more of Ridcully's help to target them appropriately—damn near anything that had significant enough warding against Pyromancy and/or Divination to register as difficult to see into to his vision was a high-value target. Not that said help wasn't useful anyway, with Ridcully also informing him in the not-words communication of the Choir-bond of the specifics of the target including relevant abilities, durability, and any weaknesses in the warding. Plus, the nature of Ridcully's vision made it far, far easier to effectively 'reach' over the distance to the target with his power, as Ridcully's power made the distant location far 'closer' in the Warp.


There was a bit of a lull of mentally 'marked' targets within effective range. Not because the enemy was wising up—the lack of fear and mindless obedience exemplified by the followers of the Abomination might aid them in maintaining coherence in the face of massive casualties, but its absence led to even greater issues with things like the sunk cost fallacy—but because they intentionally spaced them out temporally to ensure that a random swing in the air battle's favor at the wrong time wouldn't be able to eliminate a large portion of their most valuable assets. Rather than taking a breather, though, he quickly surveyed the grouping within his effective range, and spotted a large transit shuttle very heavily warded against Pyromancy.


Thinking that perhaps Ridcully had missed it (as he was the first to admit that merely being a Seer unparalleled by mortals in human history did NOT make him anything approaching infallible), he mentally nudged Ridcully with the transport in question and a questioning thought.


Ridcully's reply in the not-speech thought of the bond was informative. "Promethium tanker. Moderate tactical/strategic asset at best, escorting forces too far out to get caught in the explosion. Not worth the drain of overcoming the wards."


Initially Xavier accepted Ridcully's determination, as a Promethium tanker was well below the tier of assets they were targeting, but an idle thought made him pause, then grin and send a thought-response back to Ridcully. "Promethium, eh? It's a pity we don't have anything that would be able to greatly increase the destructive power of a massive fiery explosion while guiding it to some deserving targets..."


A few seconds passed while Ridcully engaged his short-term precognition to answer the implicit question. Satisfied, with a mental nod, he sent an affirmation of the tacit idea along with a packet of information he'd gathered to aid in forming a more concrete tactical plan than "blow a bunch of people up with fire".


It took a few more seconds seconds to sketch out an appropriate plan of action, pass it along to High Command through some telepath intermediaries not actually part of the choir to give them some warning of the (minor) danger and (significant) opportunities it would generate in the short term, but hardly any time had passed before he had the green light for what would hopefully be a very significant strike, although just short of trivial for the scale of combat this campaign promised to bring. A quick message through his familiar bond also confirmed that Mittens would be free to lend a hand/paw with shaping the working (a deep familiar bond with a fully sapient, psychically active, and highly skilled individual like Mittens allowed a great deal of leeway in what should be possible in guiding a choir's power). Finally, though, it was time to act.


Setting the tanker on fire was relatively simple, but far from easy. True, it was really, really easy to set Promethium on fire, but on the flip side the tanker was designed with the intention of making that as hard to do as possible using both technological and ward-based means. Still, between the raw power of him and the choir behind him, his own skills, and Ridcully's skill and insight, it was the work of moments to work over, around, and through the countermeasures in place, both mundane and psychic.


The resulting explosion was spectacular in and of itself, but Xavier was far too busy to really appreciate it between the difficulty of establishing his influence over it as well as feeding it power. Simultaneously channeling their combined power through the recently-gained Siren Rune of Fire and, with Mitten's help, the Banishment runes (as the most valuable targets frequently resided in daemon-engines) the form morphed from a mundane and undirected explosion of fire into a carefully-directed extension of his will, taking the shape of the legendary Phoenix.


This choice of form was far from arbitrary. The Warp worked on legends, symbols, and emotions, after all, and the legend of the Phoenix itself had spread, died out, and reappeared again throughout human history much like the bird in question itself. The weight of the symbol itself added no small amount of potency to the working, as did the concepts it carried—hope and rebirth for the Trust, purity to combat the corruption of the Abomination, and fire for, well, all the fire involved (there was a LOT of fire). The fact that it was a form that was at home in the air merely added to the synergy there, and it was nothing but a total coincidence that it was a form that the Abomination followers would find sacrilegious.


Xavier was beginning to sweat from exertion as he guided the Phoenix of raw flame up, feeding power into it and compacting it as it flew. Faster and faster it sped in its assent, dwarfing the speed of the fighters as it closed in on its target, the next wave of the invasion force. Formation after formation disappeared, obliterated by the searing heat, but they were not its true target. Practically solid by the time that it did and shrunk down in size until it was hardly larger than one of the bombers themselves, all without losing one iota of its power, it barreled towards the two heavily-warded daemon-engine assault shuttles that were its goal.


The shuttles were designed to be tough enough to shrug off the withering fire specifically directed towards targets of its importance while delivering its payload, and that was before its durability was further advanced through the binding of a daemon to it and its extensive sorcery-based warding scheme. The contents of it were similarly tough, traitor Astares whose physical toughness was then enhanced through Chaos-based mutation and clad in wargear made more durable through foul ritual. To the fires of the Phoenix, though, it offered no more resistance than if it had been made of balsa wood. Utterly gutted, the two shuttles fell lifelessly, even their foul animating spirits banished without a trace.


The Phoenix was not done with this, though. Curving around it continued to shrink down without dropping in power, growing ever-brighter as it carved its way through the reeling Abomination forces. Finally, out of nearby foes, it played its final trick, shrinking down and seeming to vanish before its bindings were undone. Through the explosion occurred far faster than the human eye could see, many swore they saw the Pheonix itself in a triumphant pose as the flames dispersed leaving nothing behind but a lingering feeling of hope and purity, as well as a wave of Banishment-attuned psychic energy that temporarily disrupted every daemon-engine it washed over.


Xavier was quite happy to take a bit of a break after that little display. There was very little left in the coming wave that warranted his choir's attention, and that last display was exhausting. Still, though it was certainly a trick worth remembering, even if he wouldn't be able to use it often. Frankly, even if he could, it felt a bit wrong to use it trivially, and as a psyker you learned to listen to those feelings. Well, at least unless it was the daemon-y kind.
 
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War on Two Fronts Part Six: Skies of Blood
War on Two Fronts Part Six: Skies of Blood
T=12:01:00-13:01:00

As the landing forces began to enter the atmosphere your airforce rose to meet them, based primarily out of the massive hangers of Dis though other wings were based in Stom's End, Dorthonion, the Lonely Citadel and even more distant cities such as Arbor. A massive dogfight formed above the Abomination Fleets selected landing zone to the east of Dis, where tens of thousands of aircraft engaged in combat as your psykers clashed with those of the Abomination to assist your receptive sides. The superior numbers of your psykers and the assistance of the Siren's proved to be enough to outweigh the greater power that the Chaos psykers had and their support they gained from their Dark God, even without the assitane of Ridcully and Xaiver who led the First Pyromancy Choir in a set of target strikes that killed no less then a dozen Chaos Lords and their retinues. It seems that the combination of Ridcully's ability to locate the Lords and find any flaws within their psychic wards and Xavier's destructive talents is a devastating combination.

Chaos Telepaths d100=98+450(power)+120(Lords)+30(Abomination)-50(range)=668
Imperial Dispelling d100=19+371(power)+250(Lulana)=660
108% power
-2 to all Imperial rolls

Imperial Telepaths d100=29+510(power)+130(Tamia)-50(range)=709
Chaos Resistance d100=32+225(power)+75(Lords)+30(abomination)=362
1176% power
+21 to all Imperial rolls

Sirens d100=23+460(power)+50(skill)-50(range)=483
Chaos Resistance d100=14+225(power)+75(Lords)+30(abomination)=342
282% power
-22 to all Chaos Rolls

Imperial Teleknetics d100=50+341(power)-50(range)=341
Chaos Resistance d100=46+225(power)+75(Lords)+30(abomination)=376
80% power
-1 to all Chaos Rolls

Imperial Pyromancers d100=29+369(power)-50(range)=398
Chaos Resistance d100=84+225(power)+75(Lords)+30(abomination)=414
86% power
-1 to all Chaos Rolls

Scry and Fry d100=75+407(power)+100(Xavier)+110(Ridcully)-25(range)+5 (Omake)=672
Chaos Resistance d100=6+225(power)+75(Lords)+30(abomination)+400(Wards)=736
61% power
12 Chaos Lords killed

For an entire day your forces contested the landing zone, shooting down millions of landers and the majority of their fighter escorts at a very good exchange rate. However the increasing amount of AA the the ever more fortified landing zone is developing was eventually enough to force you with withdraw your fighters, which were starting to get a bad kill ratio. While you believe that if you continue to push the assault you will be able to fully wipe out the current airforce, probably before they have finished landing, it will come at the price of a large portion of your own aircraft, leaving you vulnerable to the next wave.

Initial Landing
Imperial Roll d100=26+72(martial)+19(Psykers)+50(airbases)=167
Chaos Roll d100=35+43(martial)-24(Psykers)-10(EW)=44
Imperial Trust Kills
6,791 Fighter Regiments
666 Lander Regiments
Abomination Kills
1,401 Milita Fighter Regiments
0.28 Helltrooper Fighter Regiments

Second Landing
Imperial Roll d100=5+72(martial)+19(Psykers)+50(airbases)=146
Chaos Roll d100=93+43(martial)-24(Psykers)+25(airbases)-10(EW)=127
Imperial Re-Roll d100=71+72(martial)+19(Psykers)+50(airbases)+15(Paragon Diviner)=227
Chaos Re-Roll d100=95+43(martial)-24(Psykers)+25(airbases)-10(EW)=129
Imperial Trust Kills
8,527 Fighter Regiments
968 Lander Regiments
Abomination Kills
1,474 Milita Fighter Regiments
0.34 Helltrooper Fighter Regiments

Third Landing
Imperial Roll d100=23+72(martial)+19(Psykers)+50(airbases)=164
Chaos Roll d100=13+43(martial)-24(Psykers)+50(airbases)-10(EW)=72

Imperial Trust Kills
7,261 Fighter Regiments
1,049 Lander Regiments
Abomination Kills
1,961 Milita Fighter Regiments
0.41 Helltrooper Fighter Regiments

Fourth Landing
Imperial Roll d100=19+72(martial)+19(Psykers)+50(airbases)=160
Chaos Roll d100=89+43(martial)-24(Psykers)+50(airbases)-10(EW)=151
Imperial Re-Roll d100=81+72(martial)+19(Psykers)+50(airbases)+15(Paragon Diviner)=253
Chaos Re-Roll d100=92+43(martial)-24(Psykers)+50(airbases)-10(EW)=154
Imperial Trust Kills
6,334 Fighter Regiments
1,214 Lander Regiments
Abomination Kills
2,345 Milita Fighter Regiments
0.5 Helltrooper Fighter Regiments

Fifth Landing
Imperial Roll d100=80+72(martial)+19(Psykers)+50(airbases)=221
Chaos Roll d100=96+43(martial)-24(Psykers)+50(airbases)-10(EW)=158
Imperial Trust Kills
4,041 Fighter Regiments
1,116 Lander Regiments
Abomination Kills
3,436 Milita Fighter Regiments
0.6 Helltrooper Fighter Regiments

Sixth Landing
Imperial Roll d100=14+72(martial)+19(Psykers)+50(airbases)=155
Chaos Roll d100=84+43(martial)-24(Psykers)+50(airbases)-10(EW)=143
Imperial Trust Kills
2,094 Fighter Regiments
828 Lander Regiments
Abomination Kills
5,907 Milita Fighter Regiments
1 Helltrooper Fighter Regiments

While the landing was underway you forces prepared the route that they would take to Dis with a variety of traps, ranging from augmented wildlife to carefully dug Titan traps made by Trollish Geomancers and your security forces located and killed nine Abomination Assassins, though none made it near to Saint Lin so far.
Preparation Diviners d100=25+398(power)=423
+202 to first round of harrasment

Preparation Titan Traps d100=53+255=308 Titan Traps prepared

Infiltration defence roll d100=26+20(stanc)=46: Some agents detected
-5 Callidus
-4 Vindicare

Currently the forces of the Abomination have landed half of their total forces, almost three billion men and hundreds of thousands of tanks in a large staging area on the eastern side of the Spine of Avernus. They will soon begin to move this force towards Dis and the Lonely Citadel, even as the other half of the army is landed. You will have to decide both how heavily to use your light forces to harass these forces, how to concentrate this harassment and how much use to make of your air superiority in this period. The Abomination forces will be advancing carefully and in good order, reducing the impact that harassment can take but giving you an entire six days before they reach their target.

[] Air Option 1: Pull back- This will preserve your airforce to assist in the defence of your cities but sacrifice the opportunities that the Abomination landing provides. No casualties.
[] Air Option2: Light Attacks on landers- This will inflict a bit of damage on the Abomination landers at the best possible exchange rates.
[] Air Option 3: Medium Attacks on landers- This will inflict more damage on the Abomination landers at good exchange rates.
[] Air Option 4: Continue Heavy Attacks on landers- This will inflict major damage on the good at the worst exchange rates, and will probably result in your fighters clearing the skies at the cost of heavy losses.
[] Air Option 5: Support harassment- This will preserve the majority of your airforce while providing assistance to the forces that you have deployed in the field.
[] Air Option 6: Write in

First you will have to decide whether to deploy some or all of your harassment forces closer to the landing sites
[] Harassment Option 1: Remain back- This will preserve your harassment forces for later actions.
[] Harassment Option 2: Deploy a quarter of your harassment forces close to landing sites. - This will allow you to start harassing the Abomination armies shortly after they leave the landing zone, while preserving the majority of your light forces for later conflicts.
[] Harassment Option 3: Deploy half of your harassment forces close to landing sites. - This will allow you to start harassing the Abomination armies with significant numbers shortly after they leave the landing zone, while preserving much of your light forces for later conflicts.
[] Harassment Option 6: Write in

Then you will have to decide how much to push your harassment
[] Low- This will result less damage but better exchange rates and preserving more of your harrasment forces for the future.
[] Medium- The default option that balances damage for exchange rates and casualties.
[] High- This will result in inflicting major damage to their landers at the cost of a greater proportion of your harrasment forces.
[] Write in

Next you will need to decide on whether or not you want to set up any minefields in the most likely routes to your cities, and how many of your mines to use for this.
[] Mine Option 1: None- This will save your mines for later use.
[] Mine Option 2: Use a Quarter of available mines- This will inflict some damage and provide some opportunities to your harassers while saving most of the mines for later use.
[] Mine Option 3: Use Half of available mines- This will inflict significant damage and provide many opportunities to your harassers while saving half of the mines for later use.
[] Mine Option 5: Write in

note all choirs used last round will have a minus this round due to tiredness
[] Write in actions
 
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[X] Plan Starting Weak Ending Dead

[] Air Option 3: Medium Attacks on landers- This will inflict more damage on the Abomination landers at good exchange rates.
[] Harassment Option 2: Deploy a quarter of your harassment forces close to landing sites. - This will allow you to start harassing the Abomination armies shortly after they leave the landing zone, while preserving the majority of your light forces for later conflicts.
[] Medium- The default option that balances damage for exchange rates and casualties.
[] Mine Option 2: Use a Quarter of available mines- This will inflict some damage and provide some opportunities to your harassers while saving most of the mines for later use.

This is Avernus and all we need to do is weaken the foundation of there assault as much as possible and letting the wild terrain strip away what's left of the invasion. If they can't put down major assets or strong enough numbers than this Crusade will find itself hurting for serious footing. Which means help is much more likely to come...not that we'll need it to stonewall these guys.

Besides I doubt they'll be able to crack through our walls or infiltrate our city in maximum alert.
 
so I'm noticing that buffing our guys did a lot more than directly attacking the enemy, or debuffing them. with the exception of good rolls letting us kill a good chunk of their chaos lords. Something to keep in mind for future uses of mass psykers against an equally psykery foe.

So given we have +202 to the first round of harassment, I'm thinking we might want to front-load a bit. Have our airforce work with our harassing army, and go if not all in, then at least fairly heavily in. We also may want to look into fucking the enemy re-rolls if we can.
 
Remember when we had awesome rolls?

Anyway, I'm thinking:
[] Air Option 3: Medium Attacks on landers- This will inflict more damage on the Abomination landers at good exchange rates.
[] Harassment Option 3: Deploy half of your harassment forces close to landing sites. - This will allow you to start harassing the Abomination armies with significant numbers shortly after they leave the landing zone, while preserving much of your light forces for later conflicts.
[] Medium- The default option that balances damage for exchange rates and casualties.
[] Mine Option 2: Use a Quarter of available mines- This will inflict some damage and provide some opportunities to your harassers while saving most of the mines for later use.
 
I'm thinking we should go all in on the harassment for the first round due to the very high bonus we have for that. We should save our pyromancy and telekinetic choirs for later. We don't need them right now and they could use the rest. Telepathy and daemonology choirs will have to stay in operation despite their fatigue. There is too much potential for damage if we let up on that.
 
I'm thinking we should go all in on the harassment for the first round due to the very high bonus we have for that. We should save our pyromancy and telekinetic choirs for later. We don't need them right now and they could use the rest. Telepathy and daemonology choirs will have to stay in operation despite their fatigue. There is too much potential for damage if we let up on that.
Half Harassment, Half Mines, Heavy Intensity?

I worry about the mines, if we have to face a second wave.
 
Seems pretty clear to me that there's dice shenanigans going on here, ICly that is.

A run of 80+ results against a run of sub 20? Once or twice can happen. It's happening often enough here to be noteworthy.
 
@Durin

1. How good would the Sirens be at killing enemy psykers with their offensive telepathy?
2. How many rounds will it take for Ridcully or a Diviner choir to identify the unknown bonuses and penalties?
3. What is Valinor's plan regarding their and our psykers?
4. I think you missed my omake.
5. How good is Biomancy in the harassment phase compared to future phases?
6. The latest update said they landed in the east but the update before that said they would land in the west.
7. Can we set up ambushes composing of some of our Battle Titans? If so, which if any of our psykers would we need to pull it off? (I say "if any" because we have 50+ Martial.)
8. Are the enemy Titans sufficiently daemonic that the Banishment power can be used on them?
9. Are there any important characters on the ground like the Sorcerer Lords or the Chapter Master?
 
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