VQ-6 Vandal Veritech Alpha Drone
shadowfighter.gifI. Dimensions:jagd-armo-fighter.jpg
Fighter Guardian Battloid
Total Length : 10.25m 8.00m -
Total Depth : - - 5.25m
Total Height : 4.60m 5.72m 8.75m
Total Breadth : - 4.84m 4.84m
Total Wingspan : 8.20m - -
Total Dry Weight: 16.70 tons (metric) (VQ-6)
16.95 tons (metric) (VQ-6S)
jagd-tread.jpg
II. Type:
VQ-6A: Remote-controlled, all-weather, aerospace] combat mecha; three form Veritech.
VQ-6B: Remote-controlled, all-weather, aerospace combat command mecha; three form Veritech.
VQ-6C: Remote-controlled, all-weather, atmosphere-optimized aerospace combat mecha; three form Veritech.
VQ-6S: Unmanned all-weather aerospace combat drone, three form Veritech. Military Designation: Advanced Stealth Alpha Veritech AutoNom.
III. Service History:
VQ-6A, -6B: Served with the Expeditionary Force Fleet, Planetary Marines from 2024.
VQ-6C: Served with the Planetary Air Forces from 2024.
VQ-6S: Served with the Expeditionary Force Fleet from 2043, and with the Planetary Forces from 2045.
IV. Propulsion:
Engines:
(all):
2 x Pratt & Whitney FE-97B first-stage intake fans, providing pressurized airflow to main, reserve, and VTOL engines.
Assorted small reaction thrusters and gyroscopes for all-environment maneuvers, attitude adjustment, and stability.
(VQ-6A, -6B, -6C)
4 x Pratt & Whitney JG95A [Main] fusion plasma-air/reaction mass intermix turbines. Max thrust, 118 kN ea.
4 x Turbo-Union ATF 401 [Auxiliary] miniaturized fusion plasma-air/reaction mass intermix turbines. Two are mounted on the upper rear (jet mode), and two as VTOL thrusters on the lower fuselage. Each engine is rated to 46.9 kN standard thrust, max overboost to 91.1 kN each.
(VQ-6S)
4 x Pratt & Whitney JG97M [Main] Fusion plasma-air/reaction mass intermix turbines. Max thrust, 137 kN ea.
4 x Turbo-Union ATF 401 [Auxiliary] miniaturized fusion plasma-air/reaction mass intermix turbines. Two are mounted on the upper rear (jet mode), and two as VTOL thrusters on the lower fuselage in place of the traditional head-turret. Each engine is rated to 46.9 kN standard thrust, max overboost to 91.1 kN each.
Powerplant:
2 x RRL-2P Miniaturized Protoculture-cell energizer
Fuel Capacity:
16 standard canisters of Protoculture
1 dedicated canister for main weapon (if applicable)
9.8 lit. D2O reactant for fusion engines.
V. Performance (all):
A. Fighter Mode:
Max level speed : 2465 kph at 18000m (Mach 2.3)
MEC_23_1_6684.gif
1100 kph at sea level (Mach 1.0)
Stall speed : 182 kph (VQ-6S: VTOL rectification possible)
Initial climb rate : over 20000m per minute
Service ceiling : 26 km (unboosted).
B. Guardian Mode:
Max level speed : 1200 kph at 12000m
Stall speed : None (VTOL).
Service ceiling : 15000m
C. Battloid Mode:
Max running speed : 160 kph
Max flying speed : 482 kph
Service ceiling : 3050m
D. General:
Combat radius (space): total delta-v 1.8 kps, with internal reaction mass only. One extra tank for 4.1 kps delta-v can be attached externally.
Protoculture supply : 250 hours operational use.
Design G limits : +11.5/-5.0 (Computer overrides at 9.5g with VF-6 versions)
VI. Electronics:
Piloting Control System:
(VQ-6A, -6B, -6C only)
2 x Robotech Research Group mk21 reflex semi-autonomous control system, requiring external high level control.
(VQ-6S only)
2 x Robotech Research Group mk83 Reflex (AI) Learning Neural Net System.
Radar tracking:
(VQ-6A, -6B, -6C only)
Hughes APG-101 X-band spherical pulse-Doppler, providing medium-range detection and tracking of targets at all altitudes.
(VQ-6S only)
Hughes APG-115 UWB pulse-Doppler phased array, providing spherical long-range detection and tracking of targets at all altitudes. Equipped with special 'stealthy' and passive modes.
Optical tracking (all):
Phillips AllView multi-band digital camera system, for medium range spherical infra-red imaging, optical and ultra-violet band detection and tracking
(VQ-6A, -6B, -6C only)
Thomson LT-5 multi-frequency laser ranger and designator.
(VQ-6S only)
Thomson LT-6 multi-frequency laser ranger and designator.
Tactical Electronic Warfare System (TEWS) (all):
Elettronica Radar Warning Receiver (RWR)
OlDelft Infra-red Warning Receiver (IRWR)
(VQ-6A, -6B, -6C only)
Westinghouse ALQ-246(V) active sensor jammer
(VQ-6S only)
Westinghouse ALQ-250(V) active sensor jammer (VQ-6S Only)
Chaff and smoke dispensers
Flares.
Electronic Masking Systems (VQ-6S only):
RRG mk2 Shadow: four-dimensional distortion field generator (downshifts and dampens protoculture radiation)
RRG mk3 EM-absorbing skin cover, strongly absorbing EM radiation from radio through ultra-violet wavelengths, and emitting only weakly in these wavebands.
VII. Armament:
Cannons (VQ-6A, -6B, -6C):
jagd-chestrack.gif
1 (or 2) x GU-13 three-barreled 35mm gun pod, firing 2000 rounds per minute, 600 round capacity, stored in the pod itself, and in a non-detachable 'magazine'. This weapon is still fairly common, as the EU-13 is still expensive to manufacture. Ammunition is a mix of Tungsten-coated depleted Uranium Armor Piercing Spin-Stabilized Discarding Sabot (APSSDS), High Explosive Armor Piercing (HEAP) and tracer rounds. The weapon is stored under the wing root in fighter mode, and in the hand in Guardian and Battloid modes.
hammerhe.jpgdestablizer.jpg
Cannons (VQ-6S):
MEC_23_3_2363.gif
or 1 x EU-13 Destabilizer, sub-nuclear particle beam gun with output of 36 MJ, can fire up to 30 times/minute. Draws power from its own dedicated protoculture canister, but can by fired using the plane's own power. Particles have specific, disrupting effect on force fields, and will short out a low power field completely, while high power fields may temporarily and locally cease to function.

Missiles:
(VQ-6A, -6B, -6C)
1 x Alpha Integral Multi-missile system. 60 inboard variable warhead, short range (8.2 km) Mach 3.0 combined infra-red imager and active radar homing 190mm x 540mm Hammerhead missiles.
Location Missiles Modes available
1/ shoulder(2) 8 ea. F,G,B
2/ arm(4) 5 ea. G,B
2/ outside of leg(4) 4 ea. G,B
1/ inside of leg(2) 4 ea. F,G,B
(F = Fighter, G = Guardian, B = Battloid mode)

1 Hardpoint located on the left shoulder capable of mounting:
an SRL-8 eight-tube Hammerhead launcher available in all modes. Use of this optional launcher prohibits mounting of the EU-13 Destabilizer.
or Cyclone storage pod (Not normally used for the Drones)
or Other mission-related pods could also be mounted on this hardpoint.
2 x conformal Hardpoints located under the intakes, each capable of mounting:
a triple MER launcher for 260mm x 1.2m Diamondback MRMs. The MER launchers prevent transformation to battloid and must be ejected before battloid can be achieved.
or a single 430mm x 2.05m/2.45m Derringer LRM. The Derringer mounting restricts the Alpha to fighter mode until launched.
or Bomb rack
or Misc. EW or sensor pods
(VQ-6S)
1 x Alpha Drone Integral Multi-Missile System. 68 inboard variable warhead, short range (8.2 km) Mach 3.0 combined infra-red imager and active radar homing 190mm x 540mm Hammerhead missiles.
Location Missiles Modes available
1/ collar(2) 12 ea. F,G,B
2/ arm(4) 5 ea. G,B
2/ outside of leg(4) 4 ea. G,B
1/ inside of leg(2) 4 ea. F,G,B
(F = Fighter, G = Guardian, B = Battloid mode)

2 x conformal Hardpoints located under the intakes, each capable of mounting:
a triple MER launcher for 260mm x 1.2m Diamondback MRMs. The MER launchers prevent transformation to battloid and must be ejected before battloid can be achieved.
or a single 430mm x 2.05m/2.45m Derringer LRM. The Derringer mounting restricts the Alpha to fighter mode until launched.
or Bomb rack
or Misc. EW or sensor pods
VIII. Armor:
The armor on the Alpha series fighters is a new development in low-mass composite-materials Chobham plating that became the standard for all Terran mecha after its application to the VQ-6A Vandal. Aside from the respectable protection provided against projectiles, missiles, and other kinetic weapons, this armor is also resistant to plasma globes (annihilation discs), lasers, and to a lesser extent, particle guns, owing to the fact that the armor can flake off and evaporate in layers under fire from such high-energy weapons, taking much of the weapon's energy and converting it into the latent heat of sublimation in the armor. The armor stops all small arms and heavy infantry weapons fire, provides good to excellent resistance to light mecha-mounted weaponry, such as the Zentraedi 22.3mm HE autocannon round, and poor to good resistance to medium mecha-mounted weaponry, such as the Valkyrie's 55mm APFSDS round.

The armor on the Vandal is marginally inferior to that mounted on the later VF-6 models, like the VQ-6S.

The Drones are unmanned and hence do not have a cockpit.

IX. Development:

The Vandal drone is a retro-fitted Alpha fighter with the cockpit, cyclone stowage and head pulled and replaced with a semi-autonomous control system that required a remote control station.

The VQ-6A Vandal was the drone that preceded the first Alphas in service. The piloting hardware is an improved variant of the Mark 3 Heuristic expert system used on the QF-3000E Ghost, but tactical management of multiple fighters is controlled by a ground-based C&C emplacement (usually the M-9 ACC) which communicates with the fighters via Low Probability of Intercept (LPI) radio transmission.

EF investigation of battle encounters with the Invid suggested that Invid bases had a unique sensor device that managed to pick up EF battle formations at strategically significant distances in situations that would inhibit normal sensors. In other words, Invid hives, troopships, and their relatively uncommon capital vessels could detect capital vessels or mecha attack groups at extreme ranges, and could locate and track the largest of them through small celestial bodies, or at significant distances below the horizon. The combination of this mixed long- and medium-range sensor capability made tactical misdirection and surprise completely impossible, and strategic approach extremely difficult.

The Robotech Research Groups on Tirol immediately went to work on sorting out this sensor's operating principles and devise, if possible, a counter to it. The tight link of the Invid with protoculture gave a probable pointer to the nature of the Invid's device, and quite soon after that the RRG groups discovered that active protoculture-powered devices gave off a detectable radiation. For nearly two decades, methods to counter or mask this radiation were explored, with much frustration and little success. The first notable approach involved the Wide Dispersal Bio-Emulator, often referred to merely as a 'protoculture flare', a mine-sized device that used a single protoculture cell at maximum yield to emulate the characteristic protoculture radition of a much larger mecha. In large numbers, the protoculture emulators could act as a decoy against the Invid hive sensors. Variants of this device were also occasionally issued to Special Forces units.

Eventually, at about the time plans were being made to dispatch a fleet to Earth to investigate its long silence, the RRG groups developed a so-called 'shadow' generator, which effectively red-shifted the spectral emissions of the protoculture radiation beyond the Invid's sensor acuity.

Unfortunately for the First and Second Earth Reclamation Fleets, the Invid on Earth had recently developed a vastly more sensitive version of this sensor and began to install smaller versions of this sensor even into their mecha. Now, the combined hive- and mecha-sensors could detect single mecha at long ranges, and localize them - or even detect single Cyclones - at medium ranges. Even protoculture-powered small arms could no longer escape detection. It was these new variants of the sensor that allowed the Invid to completely suppress all early actions of the resistance movements on Earth, as well as insuring the quick and total destruction of both the fleets sent to Earth, and the mop-up of survivors.

However, because of the sharpness of the peak in the protoculture's emission spectrum, the 'shadow' generator needed only slight modifications to be made to be effective against the more sensitive protoculture sensors of the Regess' armies. As soon as the working prototypes were developed in early 2043, the REF decided incorporate this stealth feature into their next generation of combat mecha; a newer fighter based on the Alpha, and an advanced Alpha drone.

As these mecha were designed, the opportunity was taken to equip them with an advanced version of an EM masking skin, which had a 'stealth' effect on more conventional sensors. These new additions to the tried-and-true Alpha design were not without their price; the Shadow device required the replacement of the flip-out sensor/ECM pod by a more compact internal model, and the removal of the original VTOL thrusters, which were located on the lower fuselage in fighter mode, and at the chest and groin in Battloid. In their place were stored the new electronics and coolant systems. The latter were needed because of the fact that a 'shadow' aircraft would, in many space environments, quickly heat up to well over the boiling temperature of water even with all systems powered down, due to the fact that the skin absorbed most incident radiation, and only inefficiently radiated away its heat. Inside an atmosphere, convection with the outside air eliminates this problem, but in space, the pilots would have simply baked. Thus a reservoir of coolant, usually liquid nitrogen, was used to cool the fighter, some of it being passed through a network of capillaries in the skin of the plane to absorb heat, before being dumped in the engine's intermix chamber. If the coolant ran out, the plane's reaction mass (usually water) could be rerouted into the capillaries for the same purpose, but this was less efficient.

Furthermore, the EF wanted to equip their new front-line mecha with more technological innovations, including the force-field disrupting Destabilizer particle beam and a virtual cockpit. The first designs for this cockpit called for a non-transparent canopy, but this led to protests from the pilots, who wanted to retain some visibility. However, it turned out to be possible to project the virtual world on the inside of a thinly gold-layered canopy, which also left some outward visibility, and prevented the cockpit from becoming a radar-reflecting cavity.

The culmination of these efforts was the 'Shadowfighter', or the VF-6S Shadow Alpha. In addition to the inclusion of the stealth features, and the associated loss of the fighter-mode VTOL capability, and the addition of the semi-virtual cockpit, the Shadowfighter saw minor redesigns on the intakes and shoulders, as well as the deletion of some of the secondary and redundant sensor suites on the legs. In addition, the hands were replaced with three-fingered claws.

Because of manpower shortages, the designers also conceived and built a new drone version of the Alpha fighter, this time equipped with a vastly improved control system compared to the one installed in the VQ-6A Vandal. This version of the Alpha was designated the VQ-6S ASAVAN (from Advanced Stealth Alpha Veritech AutoNom, but also from an Avestan word that translates roughly as "righteous one" or "upholder of moral order"), though it was more popularly known simply as the "Shadowdrone". The 'brain' of this mecha was the first practical application of the REF's AI research team in almost twenty-five years, and in that time, quantum leaps in learning systems technology had been made. The Mk83 Neural Net Learning System CPU was modeled on, and is roughly equivalent in capability to, the central nervous system of a Terran lupine, and like a real brain, the two hemispheres work in tandem. Beginning its existence in a simulator, the final prototype of the CPU was trained in a wide variety of tasks, including flight, movement, combat, and recognition of and obedience to authority. It was also taught rudimentary communication using a mission-specific vocabulary including via both visual and radio cues. After proficiency was achieved, the CPU was mass-produced with the 'trained' neural connections already built-in, and the pre-trained CPUs were installed in fighters, and were then subjected to further training in their new bodies. The CPUs continue to learn by experience during their entire lifetimes, eventually developing a simple animal-level personality. Periodically, squadrons of fighters are called back in for retraining, to insure that newly-learned experiences do not cause loss of discipline or of basic skills. This retraining involves more conventional exercises, like those human pilots might be subjected to, as well as reviews in simulators of selected excerpts from manned fighters' and other ASAVANs' flight recorders. In combat operations, several ASAVANs are attached as wingmen to a piloted craft, which serves an analogous role to a wolf pack's alpha male. In case of separation from the leading Alpha, the VQ-6S's neural net controller can operate the vehicle independently, with an efficiency dependent upon the unit's level of experience. Field experience shows that under these circumstances, the orphaned Shadowdrones will rally around the nearest piloted craft, or, if one can not be immediately found, the most experienced of the nearby drones, until a piloted craft can be sent to assume leadership.

The AI autopilot does not eliminate the need for an ACS (Automatic Control System), which handles almost all of the routine functions the corresponding system manages in the piloted Alphas, such as sensors, threat detection and identification, countermeasures, and so forth; making the pilot interface as simple to the CPU as it is to a human pilot - with the exception of motor control of the mecha, which in the case of the ASAVAN, is directly connected to the 'brain'.

At the beginning of each new production run, the most experienced, disciplined, and skilled ASAVANs are recalled. Their CPUs are scanned, and their neural connections - in a sense, their experiences - copied into the new basis for the next generation pre-trained CPUs. These new ASAVANs begin service as a mental 'clone' of the parent CPU they were copied from, but diversify as yet more experiences are acquired.

Because of the lack of a pilot, the ASAVAN's cockpit could be deleted. The canopy was removed in favor of a solid hull with similar contours, with a multi-optics package in the forward quarter of former canopy. The legs are more similar to the old Alpha's than the Shadowfighter's are, though the "toe" section was redesigned slightly. The central torso is virtually identical to the Shadowfighter, though the area analogous to the human collarbone now includes dual twelve-tube SRM launchers on flip-up racks above the intakes. The shoulders were redesigned again, with the placement of forward-facing sensors packages in place of the shoulder missile launchers. Below the shoulders, the arms were identical to those on the Shadowfighter, including the three-fingered claws and the capability to carry the Destabilizer. The head was completely removed from the Battloid, and in its place, a primary sensor array was situated between and above the intakes, above where the old Alpha's chest-mounted VTOL thruster had been located. Though the groin and chest thrusters of the old Alpha are still missing, the Shadowdrone was refit with VTOL capability. Because of the enormous volume freed up in the nose sections by the removal of the pilot and the dual fighter/Battloid mode cockpits, the two VTOL thrusters were placed in the nose section. In fighter mode, they occupy the approximate location of the old Alpha's head, but in Battloid, they are on the nape of its headless neck. Finally, the winglets on the Alpha and Shadowfighter that extend from just fore of the canopy to the intakes where they joined with the wings, were completely removed from the ASAVAN.

Both Alpha Shadow versions were used in the Jupiter and Saturn Group attacks on Reflex Point, with most VQ-6S drones remaining 'upstairs' with the fleet. The Shadow Fighters performed very well against the Invid, and only the Invid's immense numerical advantage caused the near defeat of the EF armada.

During the last stages of the Third Robotech War, and afterwards, the Shadow Fighters were the most important Terran mecha, and the later ASAVAN generations also played a distinguished role in Earth's militaries. Production of the VF-6S at Tirol already numbered more than fifteen hundred by the departure of Third Earth Reclamation fleets, and later the RNF and TRN produced thousands more in their planetside factories.

See additional design notes.

Return to EF Veritech Index. JAGD
Dark Legioss Armo-Fighter Drone After the almost complete failure of the Second Earth Recapture, Mars Base sciencists realised that somehow the Inbit could detect and track the energy and heat produced by active hydrogen fuel based engines used by every section of the Mars Base military. Unable to change to another fuel source, they tried to develop a system of shielding the energy emissions. They succeded, but the high cost of the Dark Stealth System ment that only a tiny 15% of the Third Earth Recapture Mission's mecha could be equiped with it and they organized these into crack first strike groups that would soften up the enemy defenders then force their way into Reflex Point it's self. After it was decided that this Recapture Mission would be the last, with the creation of the Neutron S Missiles to ensure the defeat of the Inbit, the planners realised that many of the pilots would have second thoughts about being a sucide assination squad with only being at the center of the biggest nuclear explosion humanity has ever known to look forward to if they failed at their mission.

Looking for a possible soultion while the Dark Legioss's underwent testing, using drone versions like the original Legioss program, they realized that the drones could undertake the mission and continue fighting with no fear from the Neutron S Missiles or overweling odds. Unlike the original Legioss drones the Jagd, what the shadow drone was now named, would feature vastly improved sensor systems more suited to heavy combat. However the addition of these systems on the shoulders, where the legioss normally mounts missiles launcher, ment that the launcher had to be moved onto another location. They were placed on both sides of the Jagd's chest, much like the GR-104 launchers on the VR-041 Blowserpior, and the increased room allowed an increase from 8 to 12 missiles on each side. The Jagd also carries the deadly new EU-13 Destablizer, able to punch through Inbit mecha and force fields with equal ease.

The Jagd's main proccessor is the most highly advanced AI system yet produced. While called an AI, the proccessor is more akin to a computer that eumlates the more simple functions of the human mind and still requires some form of imput to function. While it lacks fear of death, it also lacks human drive and the ability to second guess the enemy and the Jagd's were usually teamed in groups of three to a Dark Legioss to give it a constant push in combat. The Jagds could continue with the destruction of their leader, but they became came sluggish as they had to proccess larger amounts of info on their own. It is not known how many Jagd's actually made it into Relfex Point, but one squad and their leader were encountered by Slozy, Yellow Belmont and Stick Bernard as they tried to escape the hive. While good against the lower stages of Inbit mecha, the Jagd had no chance against human style cunning and they were attacked from behind and destoryed in seconds. The sheer cost and complexity of the Jagds' main proccessor and the dark stealth system ment that no more Jagd's were produced after the end of the Third Earth Recapture Mission.

jagdincombat.jpg

Type:
AFC-01J Jagd:
Dark Legioss Armo-Fighter Drone
Dimensions:
Armo-Fighter Armo-Diver Armo-Soldier
Total Length : 10.25m 8.00m 5.25m
Total Height : 4.60m 5.72m 8.75m
Total Width : - 4.84m 4.84m
Total Wingspan : 8.20m - -
Total Weight: 16.9 tons (metric) full combat weight

Propulsion:
Powerplant: JG-97M liquid hydrogen-cell turbines with stealth shielding
Fuel Capacity:
16 standard HBT cells(Four 4-paks)
1 dedicated canister for gun pod

Performance:
Armo-Fighter Mode:
Max level speed : 2465 kph at 18000m (Mach 2.3)
1100 kph at sea level (Mach 1.0)
Stall speed : 182 kph (VTOL rectification possible)
Initial climb rate : over 20000m per minute
Unboosted service ceiling: 26 km
Armo-Diver Mode:
Max level speed : 1200 kph at 12000m
Stall speed : None (VTOL)
Service ceiling : 15000m
Armo-Soldier Mode:
Max running speed : 110 kph
Max flying speed : 482 kph
Service ceiling : 3050m
General:
Combat radius (space) : total delta-v 1.8 kps, with internal reaction mass only.
(Earth) : until exhaustion of fuel or atmosphere.
HBT supply : 250 hours(10 days) operational use.
WEAPON SYSTEMS:
MM-54 Multi-missile system
The primary weapon used in Armo-Fighter mode, 54 inboard variable warhead, short range homing missiles, provide the Jagd with a almost unrivaled punch. The Jagd differs from the Legioss in not having missiles on the shoulders.

Armo-Fighter Mode:
1 on inside of leg(2), 4 each

Armo-diver Mode:
2 on either side of forearm(2), 5 each
2 on outside of leg(2), 4 each
1 on inside of leg(2), 4 each

Armo-Soldier Mode:
2 on either side of forearm(2), 5 each
2 on outside of leg(2), 4 each
1 on inside of leg(2), 4 each

GR-12 Multi-missile system
A secondary strike weapon in Armo-Soldier mode. The GR-12 was added to make up for the loss of the missiles normally stored in the Legioss's shoulder pods. These launchers are mounted in chest area of the Jagd much like the GR-104 launchers on the Blowserpior and features 12 missiles per the launcher, 24 total.
1 in the chest(2), 12 each
EU-13 Destabilizer Gun Pod.

A high energy gun pod which apart from firing large bursts like the EP-13, can also fires single high energy bolts which are capble of taking out smaller Invid mecha with a single hit. The EU-13's main claim to fame is that by drawing increased energy from the Jagd, it can fire a mega blast which can totally short out the force fields around smaller Inbit hives and open holes in the large fields like the one around Reflex Point. The increased size of the EU-13 means that it can only be mounted between the Jagd's two arm/upper engines in Armo-Fighter mode, also stoping it from carring more than one of the Destabilizers.

Armor:
The Jagd features the same armor used by the Legioss, realocated due to the changed shape of the drone. The armor offers the best balance between protection and maneourablity that Mars Base can presently produce. This trade was later seen as a waste on the Jagd, as the controling AI could rarely dodge as well as a human pilot and greater armor would of kept it operational longer.kusoCartoon_13791996573189_.jpgkusoCartoon_13792001040639_.jpgkusoCartoon_13792005169174_.jpg
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