View Full Version : What other SW D6 books I should get? What is your favorite supplement?
The Game Guy
10-06-2008, 08:04 PM
As I have mentioned I got Star Wars D6 Revised and Expanded. Are there any other books out there that you suggest I get to make Star Wars D6 more fun?
Kalzazz
10-06-2008, 08:42 PM
Tramp Freighters (explaining how ships care and feeding and upgrading and such works)
Cynabar's Fantastic Technology Droids (all about droid design and role in society)
I also rather like Gundark's and Galadinum's (are shopping books)
Rules of Engagement: The Rebel SpecForce handbook is also pretty interesting, gives some military Rebel ideas and has an interesting encumbrance and a 'nice idea but I cant fathom actually using this as written' martial arts system
cheshire
10-06-2008, 09:31 PM
That really depends on the type of campaign you're running. There are a few good books that help flesh out the setting no matter what kind of campaign you're running:
Platt's Starport Guide
Wretched Hives of Scum and Villany
Galaxy Guide 9: Fragments of the Rim
They're far from "must haves" but they usually run cheap, and they're well worth the few bucks you have to spend to get them.
One book that is almost always recomended regardless of campaign is Galaxy Guide 6: Tramp Freighters (make sure you pick up the second edition of the book). It has all the ins and outs of making it in a hostile galaxy with only your ship and friends to depend on. Another book on my indispensable list is Galaxy Guide 12: Allies and Enemies which is just a fascinating selection of alien races. I'm also rather fond of Pirates and Privateers, as pirates are almost always either your PCs or your enemies at some point in the campaign. Star Wars Trilogy Special Edition Sourcebook was also something that I always looked at as a reference. It gives a good selection of vehicles, ships, and NPC stats. I never ripped any NPCs directly, but it gave me a reference point for creating NPCs for my players.
Tales of the Jedi Companion is great for its near-complete list of Force Powers (there are two that they missed).
Of course if you're running something specific like a bounty hunters campaign then sourcebooks and galaxy guides pertaining to that sort of thing helps. Rules of Engagement is good, but far from a must-have. It's got a neat set of rules for doing martial arts (which almost every GM tweaks or house rules). But the book is great for doing Rebel Special Forces, but not otherwise useful, IMO.
But the good thing is, now that you've got the main book, everything else is just trimming.
mohdri
10-07-2008, 12:31 AM
If you are looking to start a new campaign, and if you can find it, I love (yes present tense) the "Lords of the Expanse" boxed set. It's not an adventure, a la the "Darkstryder" campaign, but a fleshed out setting in a new sector of space, the Tapani Sector. Maps, new bad guys, new good guys, and a lot of information (three books in the set detailing different areas of the secotor) to let you run your own game. I ran it for a while and my players loved it. It was somthing new, even for veteran Star Wars fans.
The Game Guy
10-07-2008, 03:02 PM
Thanks for the suggestions so far. I will look for some of these books.
BTW aren't there books that have various equipment that isnt found in the core book?
I am not sure. My memory may be fuzzy.
Cryonic
10-07-2008, 03:36 PM
There are a few Gear books and such. Also a lot of the sourcebooks add things like vehicles and items that show up in the source material (e.g. ysalamari in the thrawn trilogy sourcebook).
Kalzazz
10-07-2008, 08:30 PM
Gundark's and Galadinum's are the main two gear books I know of
The Game Guy
10-07-2008, 11:32 PM
There are a few Gear books and such. Also a lot of the sourcebooks add things like vehicles and items that show up in the source material (e.g. ysalamari in the thrawn trilogy sourcebook).
The one I am thinking of has the floorplan of the Falcon in it. I could have sworn it was a major sourcebook but I could be wrong.
*edit* found it on Ebay- The Star Wars Sourcebook is what I was thinking
Cryonic
10-08-2008, 12:07 AM
Also, if you have them, try checking places like Bookman's and Half Price Books. They both take in used RPG materials and I've slowly been building up my books.
The Game Guy
10-08-2008, 01:36 PM
Also, if you have them, try checking places like Bookman's and Half Price Books. They both take in used RPG materials and I've slowly been building up my books.
I hadn't thought of those places but I will check there. I appreciate the input.
I am not looking to get every book, but I want to have the important books.
Whill
10-09-2008, 06:33 PM
Tramp Freighters
Rules of Engagement: The Rebel SpecForce handbook
Galaxy Guide 6: Tramp Freighters (make sure you pick up the second edition of the book)...
Pirates and Privateers...
Tales of the Jedi Companion is great for its near-complete list of Force Powers (there are two that they missed)...
Of course if you're running something specific like a bounty hunters campaign then sourcebooks and galaxy guides pertaining to that sort of thing helps.
chesire, what are the 2 missing Force powers and where are they located, please?
If you are looking to start a new campaign, and if you can find it, I love (yes present tense) the "Lords of the Expanse" boxed set.
There are so many ways to reply this thread.
Heroes & Rogues is a player handbook which has a mother-load of PC templates, which also serve as inspiration for GCs. It has guidelines for fleshing out character backgrounds. The templates are divided into 3 sections: Imperial, Independant and Rebel. A few of them are kinda wacky like "Rodian Pacifist" but there are enough good ones here to make this valuable, especially for newer players.
The Tramp Freighters Galaxy Guide is extremely useful for running tramp/smuggler campaigns. The only real flaw besides the bad artwork is that part of the black market system text got cut out in the 2nd edition (obviously not an intentional edit because what's left doesn't fully make sense on it's own). I think I found a website that had the missing stuff and saved it on my computer - I should be able to dig that up for anyone who wants that. This book has one template.
One thing I haven't seen mentioned yet is Platt's Smugglers Guide. I don't understand the critcs of this book. This is mainly a player handbook, and I think really livens up the character creation process of smugglers. It has a section similar to the beginining of Heroes & Rogues which helps flesh out the character backgrounds, but with a smuggler slant. And it even allows for players to create GC contacts for their PC. It has a lot of smuggler templates in the back, most of which I think are cool. This book has the spacer info: laws, regulations, captain license and ship registration that originally appeared in the Spaceport Guide and is also reprinted in the last GM screen (which is excellent). I think this book is very useful for smuggler campaigns, but may not be worth the price if only buying it for one smuggler PC joining the Rebellion.
The Bounty Hunters Galaxy Guide is perfect if running a bounty hunter guild campaign, and useful for creating a hunter PC, but again, not essential for one bounty hunter character joining the Rebellion. I think this book has 3 or 4 templates. They also released an Instant Adventures book for bounty hunter adventures. I wish these things had been out when I ran a hunters campaign back in the 1st edition days.
The Galaxy Guide for Scouts is similarly useful for scout campaigns, and I'd like to note that this guide is designed for the New Republic era, even though a lot of it can be adapted for play in other eras. I think this book has 4 templates.
I have to concur that I love the Tapani sector stuff. It is an original setting WEG created for the Star Wars RPG that is set in the classic time period (between eps 4 and 5). The Lords of the Expanse boxed set is way cool if you want to base a campaign in the Tapani sector, but may be kinda expensive. The Player's Guide to Tapani has a lot of the information from the box set, but all in the player format and of course filters out all of the GM-only stuff. This book also has tons of PC templates, many of which can be adapted for more general use. And if you want to go all out with a Tapani campaign, they also made an Instant Adventures book for the sector.
The Rebel SpecForces Handbook is very useful for Rebel or New Republic SpecForces campaigns.
There's much more I could reply to this thread, and maybe I'll post again.
The Game Guy
10-09-2008, 08:54 PM
chesire, what are the 2 missing Force powers and where are they located, please?
There are so many ways to reply this thread.
Heroes & Rogues is a player handbook which has a mother-load of PC templates, which also serve as inspiration for GCs. It has guidelines for fleshing out character backgrounds. The templates are divided into 3 sections: Imperial, Independant and Rebel. A few of them are kinda wacky like "Rodian Pacifist" but there are enough good ones here to make this valuable, especially for newer players.
The Tramp Freighters Galaxy Guide is extremely useful for running tramp/smuggler campaigns. The only real flaw besides the bad artwork is that part of the black market system text got cut out in the 2nd edition (obviously not an intentional edit because what's left doesn't fully make sense on it's own). I think I found a website that had the missing stuff and saved it on my computer - I should be able to dig that up for anyone who wants that. This book has one template.
One thing I haven't seen mentioned yet is Platt's Smugglers Guide. I don't understand the critcs of this book. This is mainly a player handbook, and I think really livens up the character creation process of smugglers. It has a section similar to the beginining of Heroes & Rogues which helps flesh out the character backgrounds, but with a smuggler slant. And it even allows for players to create GC contacts for their PC. It has a lot of smuggler templates in the back, most of which I think are cool. This book has the spacer info: laws, regulations, captain license and ship registration that originally appeared in the Spaceport Guide and is also reprinted in the last GM screen (which is excellent). I think this book is very useful for smuggler campaigns, but may not be worth the price if only buying it for one smuggler PC joining the Rebellion.
The Bounty Hunters Galaxy Guide is perfect if running a bounty hunter guild campaign, and useful for creating a hunter PC, but again, not essential for one bounty hunter character joining the Rebellion. I think this book has 3 or 4 templates. They also released an Instant Adventures book for bounty hunter adventures. I wish these things had been out when I ran a hunters campaign back in the 1st edition days.
The Galaxy Guide for Scouts is similarly useful for scout campaigns, and I'd like to note that this guide is designed for the New Republic era, even though a lot of it can be adapted for play in other eras. I think this book has 4 templates.
I have to concur that I love the Tapani sector stuff. It is an original setting WEG created for the Star Wars RPG that is set in the classic time period (between eps 4 and 5). The Lords of the Expanse boxed set is way cool if you want to base a campaign in the Tapani sector, but may be kinda expensive. The Player's Guide to Tapani has a lot of the information from the box set, but all in the player format and of course filters out all of the GM-only stuff. This book also has tons of PC templates, many of which can be adapted for more general use. And if you want to go all out with a Tapani campaign, they also made an Instant Adventures book for the sector.
The Rebel SpecForces Handbook is very useful for Rebel or New Republic SpecForces campaigns.
There's much more I could reply to this thread, and maybe I'll post again.
Thank you for the list. I will want the ones for smugglers since they are my favorite type of characters.
So many books, so little time.
Question. Are there multiple editions on these books? Is there an edition I should look for?
Grimace
10-09-2008, 09:25 PM
Which version of the rulebook did you get? 2nd R&E?
If so, you'll want a minimum of 2nd edition sourcebooks instead of 1st edition. That shouldn't be too hard, as you generally have to dig pretty hard to get 1st edition books. Some of them, however, only came out in 1st edition, such as the Death Star Companion. So if you get that, you'll have to get it in 1st edition.
Only the most recent stuff, about a year or so before WEG went under had the newest version of the rules in the sourcebooks. Things like the Star Wars Trilogy Sourcebook and the Thrawn Trilogy Sourcebook were done up to the R&E standards. But really, any of the 2nd edition stuff is super easy to use with the 2nd R&E edition. Even 1st isn't too hard to convert, but anything non-1st edition is a snap to get to work with R&E.
mohdri
10-09-2008, 11:43 PM
A lot of the Galaxy Guides came out in both editions, so be careful there.
Yea, after I posted about the "Lords of the Expanse" boxed set, I checked the price on Amazon. $60.00 used, and $240 new. Yikes! (FYI MSRP is $30.00). I'm glad I got it way back when.
Hideouts and Strongholds is great for locations, as well as Platt's Starport Guide.
Cracken's Threat Dossier is a sourcebook for several of the novels/series of novels (Black Fleet Crisis, Courtship of Princess Leia, and the Corellian Trilogy) if you are going to have a campaign after ROTJ.
And to top it all off, "Imperial Double-Cross". It's a solo "choose-your-own-adventure" style story. Truly, a must have! :D
Jamfke
10-10-2008, 12:08 AM
Some of them, however, only came out in 1st edition, such as the Death Star Companion. So if you get that, you'll have to get it in 1st edition.
Strange, my copy says "Revised for Star Wars: The Roleplaying Game, Second Edition"
pathfinderap
10-10-2008, 07:47 AM
I'd go,
Rules of Engagement
Star Wars Special Edition Trilogy Sourcebook
cheshire
10-10-2008, 09:17 AM
chesire, what are the 2 missing Force powers and where are they located, please?
Precognition - Left out by mistake, it's in the master list of difficulties, but the text is absent from the book. It can be found in the R&E.
Merge Senses - Developed after the book was released. You can find it in one of the adventure journals, I'm not sure which one.
The Tramp Freighters Galaxy Guide is extremely useful for running tramp/smuggler campaigns. The only real flaw besides the bad artwork is that part of the black market system text got cut out in the 2nd edition (obviously not an intentional edit because what's left doesn't fully make sense on it's own). I think I found a website that had the missing stuff and saved it on my computer - I should be able to dig that up for anyone who wants that. This book has one template.
:eek: YES PLEASE!!!!!!
One thing I haven't seen mentioned yet is Platt's Smugglers Guide. I don't understand the critcs of this book.
I think I would have enjoyed the book a bit more if it gave me more adventure ideas and if it gave more descriptions of how smuggling operations were done. They did give us info on hidden compartments and concealment methods. But I would have wanted more on larger operations on pickups, drop offs, black market (albeit black market info is contained in two other books). I just felt like the book didn't give me a whole lot that I didn't already figure out or know. Also, equipment section containing work gloves and cargo netting struck me as odd. I didn't think I needed stats for those things.
cheshire
10-10-2008, 09:22 AM
If you're wanting to know what WEG published in the Star Wars line, it's all in this linked file. It's complete with publication dates and ISBNs.
http://www.4shared.com/file/66397833/5e21c56f/D6_Star_Wars_RPG_Booklist.html
The Game Guy
10-10-2008, 06:56 PM
Which version of the rulebook did you get? 2nd R&E?
Yes, I got Star Wars D6 R&E.
If so, you'll want a minimum of 2nd edition sourcebooks instead of 1st edition. That shouldn't be too hard, as you generally have to dig pretty hard to get 1st edition books. Some of them, however, only came out in 1st edition, such as the Death Star Companion. So if you get that, you'll have to get it in 1st edition.
Only the most recent stuff, about a year or so before WEG went under had the newest version of the rules in the sourcebooks. Things like the Star Wars Trilogy Sourcebook and the Thrawn Trilogy Sourcebook were done up to the R&E standards. But really, any of the 2nd edition stuff is super easy to use with the 2nd R&E edition. Even 1st isn't too hard to convert, but anything non-1st edition is a snap to get to work with R&E.
Is there a list of Star Wars D6 books and a list that tells which came out in second edition and which ones did not?
cheshire
10-11-2008, 01:33 AM
See the link in my post above.
Whill
10-12-2008, 02:12 AM
This may help. These items below did not get reproduced for 2nd edition. Some of the rules presented in Cracken's Rebel Field Guide got updated for 2nd edition in the first of the "technology" books mentioned. And also keep in mind that some of the first edition adventure modules got reproduced in compilations (namely the classic adventure series).
My point is, the rest of the items not mentioned here were published either only in 2nd edition, or were re-published in 2nd edition. Yes, I can confirm the Death Star Technical Manual was re-published in 2nd edition.
Star Wars First Edition
Battle for the Golden Sun 40-page paperback adventure w/ color Aquatic Imperial Garrison schematics poster
Scavenger Hunt 40-page paperback adventure w/ color Lambda-class Shuttle schematics poster
Crisis on Cloud City 40-page paperback adventure w/ Sabacc card game
Otherspace 40-page paperback adventure w/ color map
Otherspace II: Invasion 40-page paperback adventure including Assault On Hoth scenario w/ game cards
Black Ice 40-page paperback adventure
The Isis Coordinates 64-page paperback adventure
Cracken's Rebel Field Guide 80-page paperback supplement
Planet of the Mists 64-page paperback adventure
Mission to Lianna 64-page paperback adventure
I haven't ran all of these adventures, but out of the ones I have ran, Crisis on Cloud City and Black Ice were the most fun.
The Game Guy
10-12-2008, 11:22 AM
See the link in my post above.
I skimmed it over. Wow that is very complete. Thank You
The Game Guy
10-12-2008, 11:24 AM
This may help. These items below did not get reproduced for 2nd edition. Some of the rules presented in Cracken's Rebel Field Guide got updated for 2nd edition in the first of the "technology" books mentioned. And also keep in mind that some of the first edition adventure modules got reproduced in compilations (namely the classic adventure series).
My point is, the rest of the items not mentioned here were published either only in 2nd edition, or were re-published in 2nd edition. Yes, I can confirm the Death Star Technical Manual was re-published in 2nd edition.
Star Wars First Edition
Battle for the Golden Sun 40-page paperback adventure w/ color Aquatic Imperial Garrison schematics poster
Scavenger Hunt 40-page paperback adventure w/ color Lambda-class Shuttle schematics poster
Crisis on Cloud City 40-page paperback adventure w/ Sabacc card game
Otherspace 40-page paperback adventure w/ color map
Otherspace II: Invasion 40-page paperback adventure including Assault On Hoth scenario w/ game cards
Black Ice 40-page paperback adventure
The Isis Coordinates 64-page paperback adventure
Cracken's Rebel Field Guide 80-page paperback supplement
Planet of the Mists 64-page paperback adventure
Mission to Lianna 64-page paperback adventure
I haven't ran all of these adventures, but out of the ones I have ran, Crisis on Cloud City and Black Ice were the most fun.
I have heard people suggest Crisis on Cloud City saying its a must get. At any rate I appreciate the list, it will help me when I am looking for books to make sure I get the second edition copy of books I want when a second edition is available.
Whill
10-12-2008, 12:09 PM
Cool. I do always recommend getting the 2nd edition when available. And remember that all 2nd edition products are completely compatible with the R&E rule book.
The Game Guy
10-13-2008, 09:11 AM
Cool. I do always recommend getting the 2nd edition when available. And remember that all 2nd edition products are completely compatible with the R&E rule book.
That's great. My game time is limited as it is and I would rather spend the time actually gaming then doing conversions.
I can do the conversions but would rather get product that is ready-to-go.
The Game Guy
10-24-2008, 08:11 PM
Just as the title says: What is your favorite Star Wars D6 Supplement?
Cryonic
10-24-2008, 09:49 PM
The Adventure Journals
Samaritan
10-24-2008, 11:05 PM
Hmmm....
Pirates & Privateers, for the sheer number of ships (Galaxy Guide 6 is a close companion to this one, I think).
Also really enjoy Alien Encounters.
Kalzazz
10-25-2008, 12:57 AM
Hard to say
Uhmm. Rules of Engagement maybe?
cheshire
10-25-2008, 01:35 AM
Tough call.
Tales of the Jedi has the near complete Force Powers list as well as other good tidbits.
Tramp Freighters has a mass amount of good material that spans all sorts of campaigns.
I've used Pirates and Privateers material without ever running a pirate oriented game.
Thrawn Trilogy Sourcebook has a great deal of useful hardware.
Samaritan
10-25-2008, 09:51 AM
Hard to say
Uhmm. Rules of Engagement maybe?
Good one, but I really only use it for the martial arts rules. Though it does have some interesting insights into stuff we don't get to read about all that often. :)
Grimace
10-25-2008, 11:20 AM
People are probably gonna think I'm really weird, but my favorites are either:
The Imperial Sourcebook
or
The Star Wars Sourcebook
Both of them provide ample thought morsels for me and give me a wide range of ideas for what I can use in games.
Sure, there are other books that a chock full of information for various time periods or other neat things, but more often than not I find myself grabbing one of those two books and just browsing through them. :)
The Game Guy
10-26-2008, 11:42 AM
Hmmm....
Pirates & Privateers, for the sheer number of ships (Galaxy Guide 6 is a close companion to this one, I think).
Isn't this the one that is good for people playing Smuggler like characters or am I thinking of a different supplement?
Whill
10-26-2008, 12:32 PM
Tramp Freighters is great for smuggler campaigns and more. Mike, I think you are referring to Platt's Smugglers Guide, an excellent player resource.
As far as an answer to this thread topic besides those above, wow. There are just too many goods ones to pick just one (or even a few) favorites.
The Game Guy
10-27-2008, 09:29 AM
Tramp Freighters is great for smuggler campaigns and more. Mike, I think you are referring to Platt's Smugglers Guide, an excellent player resource.
Yep, that's what I was thinking of. But of course I did start off the sentence with "I could be wrong.." so it was clear I wasn't sure :)
Thanks for the correction
mohdri
10-28-2008, 11:07 AM
Sometimes one of the most difficult things for me in any game is getting interesting and well defined locations. Two books along those lines that I loved are Platt's Starport Guide and Hidouts and Strongholds. Both come with details of various locations, very genaric, and useable in a variaty of situations, as well as plots, plot hooks, NPC's and good layout/maps of the locations.
Whill
10-28-2008, 01:41 PM
Along those same lines, Wretched Hives of Scum & Villainy is great too.
The Game Guy
10-28-2008, 08:15 PM
Along those same lines, Wretched Hives of Scum & Villainy is great too.
Sounds cool. I mean besides the obvious can you tel me something about the book?
Rerun941
10-28-2008, 09:23 PM
Sounds cool. I mean besides the obvious can you tel me something about the book?
The book has 6? destinations with fleshed out backstories and such. It focuses on cantinas/bars/restaurants/casinos and gives adventure and story ideas for each one. There's some neat locales and ideas for what's REALLY going on behind the bar. It also includes pull-out deckplans for 2 light freighters.
Whill
10-29-2008, 01:47 PM
Tramp Freighters is great for smuggler campaigns and more. Mike, I think you are referring to Platt's Smugglers Guide, an excellent player resource.
As far as an answer to this thread topic besides those above, wow. There are just too many goods ones to pick just one (or even a few) favorites.
Yep, that's what I was thinking of. But of course I did start off the sentence with "I could be wrong.." so it was clear I wasn't sure :)
Thanks for the correction
I believe there was a misunderstanding. There was no ?correction? intended, Mike. I was replying to other people and your post at the same time, and I?m sorry it wasn?t clear. I was just trying to answer your question. This is what my post should have looked like?
Whill
10-29-2008, 01:48 PM
(Galaxy Guide 6?)
Tramp Freighters has a mass amount of good material that spans all sorts of campaigns.
Galaxy Guide 6: Tramp Freighters is great for smuggler campaigns and more, but designed to be more for GM use.
Isn't this the one that is good for people playing Smuggler like characters or am I thinking of a different supplement?
Mike, I think you are referring to Platt's Smugglers Guide, an excellent player resource.
What is your favorite Star Wars D6 Supplement?
As far as an answer to this thread topic besides those above, wow. There are just too many goods ones to pick just one (or even a few) favorites.
cheshire
10-29-2008, 05:00 PM
Sounds cool. I mean besides the obvious can you tel me something about the book?
It sets up a variety of bars from around the galaxy. It focuses on eight different specific bars. It details what they specialize in (gladitorial fighting, high-end cocktails, etc.) and provides incredible detail on the people within the bar and possible adventure hooks. I've used it for creating a few cantinas to give them personality for use as a viable setting.
The Game Guy
10-31-2008, 10:03 AM
The book has 6? destinations with fleshed out backstories and such. It focuses on cantinas/bars/restaurants/casinos and gives adventure and story ideas for each one. There's some neat locales and ideas for what's REALLY going on behind the bar. It also includes pull-out deckplans for 2 light freighters.
Well I guess I am going to be looking for this book. This sounds like the SW supplement to have.
Thanks for the discription
jontheman
11-03-2008, 11:18 AM
Definitely the Tramp Freighters Galaxy Guide, especially the first edition one. My players were always playing traders, smugglers and scoundrels with their own ship so it was nigh on perfect for our games.
Kansas Jim
11-04-2008, 03:08 PM
I'm partial to The Black Sands of Socorro purely for the title, I always wanted to live in an RPG supplement. :D
The Game Guy
11-05-2008, 08:33 PM
I'm partial to The Black Sands of Socorro purely for the title, I always wanted to live in an RPG supplement. :D
What is this supplement about? This sounds really interesting and I have never heard of this one before.
Kansas Jim
11-07-2008, 04:26 PM
What is this supplement about? This sounds really interesting and I have never heard of this one before.
It was one of WEG's last supplements for the game I think. Socorro was a smuggers' haven on the Outer Rim, kind of another Tattooine with black sand and Corellian smuggers instead of Hutt gangsters. It's biggest claim to fame, assuming it's actually canon, is that Lando was born there.
The Game Guy
11-08-2008, 12:21 PM
It was one of WEG's last supplements for the game I think. Socorro was a smuggers' haven on the Outer Rim, kind of another Tattooine with black sand and Corellian smuggers instead of Hutt gangsters. It's biggest claim to fame, assuming it's actually canon, is that Lando was born there.
Thank You. I am going to look for this. Hopefully its not a hard book to find because it sounds very cool and it sounds like it has a lot of game releated possiabilities.
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