Starfleet Marine Corps and Coro's Marine Contingent
Starflet Marines The Starfleet Marine Corps is composed of thousands upon thousands of men and women, working together to protect the interests of the United Federation of Planets. These men and women spend their lives devoted to insuring the safety of Federation territory, infrastructure, and * most importantly, citizens.

Alone, a Starfleet Marine is an extremely deadly force. Trained in multiple forms of hand to hand combat, they can quickly and efficiently dispatch hostile forces with their hands alone. However, in this modern age of advanced technology, simply using your bare fists is not enough to fulfill the mandate of the Marine Corps (though it is an essential component).

Marine Force Recon As a result, modern day Marines have access to dozens of weapons, armors, and vehicles which have been designed to make their job easier, and to better insure the completion of objectives. This following section will attempt to familiarize yourself with just some of the technology available to the Starfleet Marine Corps. In particular, this is a partial reference, focusing primarily on those tools which can be found onboard the Katana class series of frigates such as U.S.S. Coronado.

Starfleet Marine Corps Personnel and Equipment
U.S.S.
Coronado Marine Personnel
Personal Small Arms and Armor
Heavy Weapons and Equipment
Land-based Vehicles and Equipment


U.S.S. Coronado Marine Personnel

Jeremy Ironside Overview:  U.S.S. Coronado, NCC-97901 carries 274 Starfleet Marines. These Marines are members of the SFMC 8REG, operating within the 1st Division, under the command of Brigadier General Jeremy Ironside. It is this officer's job to issue mission objectives for the various regiments of the M64 Defender ground forces, oversee the conduct and operational processes of the men under his command, and to insure that the mission objectives are effectively and efficiently carried out. In this capacity, Brigadier General Ironside has Starfleet Marines, Camelynian troops and Knights, Boratis militia, and other ground force organizations under his command. Marines onboard Coronado are 1BLT (Recon) within the SFMC 8th Regiment, under the command of Major Stephen Gregg, a twenty year veteran of the Starfleet Marine Corps. Like all Recon Battalions, Coro's Marines are light troops, rarely carrying heavy weapons or equipment into combat, but requiring less logistical support than a Rifle Battalion.

242 of the Marines onboard Coronado are further divided up into two companies of 121 Marines each. Within these companies are four platoons each. Three platoons in each company are made up of three Force Recon squads of about a dozen Marines each. These squads operate semi-autonomously of one another, each being assigned a specific mission objective to accomplish. Each squad is commanded by a high ranking non-com, or a low ranking officer, usually a Staff Sergeant or a 2nd Lieutenant. This Marine reports to their platoon leader, usually a First Lieutenant. The nine Force Recon squads in a platoon are typically supported by a single Heavy Weapons group. The platoon leaders are normally given full rein over their own men, letting them direct action as they see fit in order to accomplish the mission objectives.

Coronado's two Company Commanders (Alfa and Bravo), usually Captains, each direct their Recon and Heavy Weapons platoons from just behind the front lines in a ground engagement. They oversee their platoons and a wing of Spectre class fighters, and coordinate with each other to insure that all mission objectives are met. At any given time, one Company is available for active deployment, with the other holding at 60 minute standby. The first Company is considered "on call", the other off rotation, usually training or asleep. The two Company Commanders report to the Battalion Commander. Coronado also carries a single platoon of light armor troops, centered around two Double Trouble class medium battle tanks, and Buffalo and Skimmer class armored personnel carriers.

TFW-47 Thunderbirds Almost a separate entity to themselves are Coro's two fighter wings, part of the 47th and 119th Tactical Fighter Wings. Both the 47th (the "Thunderbirds") and the 119th (the "Thundercats") are the Marine contingent's air cover and are trained for both space-bourne and atmospheric combat operations. Their primary role is air support of ground assault operations, denying the airspace over the Marine landing area to enemy forces. Eight of these sixteen men are superbly trained fighter pilots, specifically optimized for the Spectre class light fighter. A further six Marines act as support to the pilots, trained to perform high-grade maintenance on the "birds." These "support Marines" are also qualified to fly the Havoc class recon platform. All fighters are also avaible for solo ground, airborne, or space assault missions independent of the remaining Marine forces.

Organization of U.S.S. Coronado's Marine Battalion is as follows:

U.S.S. Coronado, NCC-97901BLT 1/8274 Officers and Marines
Battalion COMajor Jacob Prescot
Battalion XOMCpt. Dieter Stampfer (NPC)
Battalion Sergeant-at-ArmsGunnery Sergenat Christopher Dole (NPC)
Battalion Staff SergeantStaff Sergenat Mmmrr'owrh (NPC)
Alfa CompanyRecon121, MCapt. Matthew Miller, CO (NPC)
Company CO, XO, Staff Sergeant, plus
1st Platoon35: 3 Recon Squads
2nd Platoon35: 3 Recon Squads
3rd Platoon35: 3 Recon Squads
4th Platoon13: Heavy Weapons Group
Bravo CompanyRecon121, MCpt. Peter Lightbody, CO (NPC)
Company CO, XO, Staff Sergeant, plus
1st Platoon35: 3 Recon Squads
2nd Platoon35: 3 Recon Squads
3rd Platoon35: 3 Recon Squads
4th Platoon13: Heavy Weapons Group
Charile Company(Heavy Weapons groups organic to Alfa/Bravo)
Light Armor GroupLight Armor12, 1st Lt. Paras Reyna, CO (NPC)
Armor Group CO, Staff Sergeant, plus
TAS-143, "Abrahams"4: 2 M-2 "Double Trouble" (Crew of 2)
2: AGHT-3 "Buffalo" (Crew of 2)
4: 4 AGFT-9 "Skimmer" (Crew of 1)
Air Combat GroupLight Air16, LCol. Thomas Wayne, CO
Air Group CO, Staff Sergeant, plus
TFW-47, "Thunderbirds"4: 4 LFA-17 "Spectre" (Crew of 1)
3: 3 YT-34 "Havoc" (Crew of 1)
TFW-119, "Thundercats"4: 4 LFA-17 "Spectre" (Crew of 1)
3: 3 YT-34 "Havoc" (Crew of 1)



Personal Small Arms and Armor

Overview:  Though a Marine's own hands can be considered deadly and effective weapons, it is most often preferred to use an actual technological weapon in combat in order to maximize your ability to complete mission objectives. This list is a small portion of some of the small arms (that is, hand held weaponry) available to Coronado's Marines.

Klingon meQ'leth It should be noted that while the smallest item on this list is a hand phaser, the combat knife is still a basic part of the Marine's arsenal, as it has been for hundreds of years. Knife selection is usually up to the Marine's personal preference, though there are several standard types available. In addition, many Marines supplement their technological arsenal with one or more small hand weapons such as garottes, throwing stars or knives, or bolos.

Type II Phaser: Virtually unchanged since the mid 2370s, the Type II phaser is issued as a last resort, backup sidearm for use in extreme situations. Extremely reliable and rugged, the only changes found in the modern Type II phaser over that found in 2375 is the emitter crystal, which has been modified for an increased firing life, and hence increases the length of time that the weapon can be used without worry of overheating, or critical meltdown.

Seven of Nine plus 3P Type III Phaser Pulse Pistol ("3P", "Triple P"): The second generation phaser pulse pistol is the standard close-combat sidearm issued to all Starfleet Marines. Pioneered in the mid 2370s, the PPP uses a similar firing method found in the Type IIIa compression phaser pulse rifle, but compacts it into a 'handgun' style configuration. Research has proven that the design not only is much easier to fire and aim than the Type II, but also has a much more profound psychological impact upon the target. This is partially due to the profound "theee-wump!" sound that the PPP gives off as it fires.

The refire rate on the PPP is staggering. The weapon is able to fire for extended periods, as fast as the user can pull the trigger. Depending on the setting, the sidearm's power pack can fire as many as one hundred rounds (setting one).

Triple P Close-up The drawbacks to the PPP are it's increased size over the Type II, and its limitation of settings. There are only six options for power levels on the PPP. Two stun settings (equivalent to 2 and 3), two medium settings (equivalent to 4 and 6), and two heavy settings (equivalent to 7 and 9). However, the ease of use and ergonomics of the PPP outweigh these few limitations. Given the other sidearms available for Marine use, and the close combat situation which the PPP was designed to operate under, the Marine Corps has deemed these drawbacks acceptable and the PPP is the one weapon that every Marine, no matter their specialty, carries.

Phaser rifles Type IIIb Phaser Rifle: Although an older weapon, the Type IIIb phaser rifle still finds its way into certain Marine battalions who swear by its capability, as well as those Marine squads or platoons who are tasked with "low-risk" assignments where the use of the heavier Type IIIc compression rifle is not warranted. Still built using the basic configuration of the original Type III rifle, the modern day equivalent, like the Type II, is virtually unchanged. The emitter crystal, like the Type II's, has been fully upgraded for a greater firing life and thermal resistance, but in addition to that, a second, larger power cell has been included to compliment the original cell.

Limited to beam fire only, the Type IIIb suffers froms a few drawbacks not present in the Type IIIa, such as the revealing nature of beam fire, the need to dwell the beam on a heavily shielded target, and the greater wear on the emitter crystal. However, the Type IIIb still serves the Marine Corps with distinction, with its ability to mount virtually any scope or sensor systems on the almost universal attachment clamp.

Type IIIa Pulse Rifle Type IIIc Compression Pulse Rifle: Another weapon pioneered in the 2370s and perfected in the 2380s, this rifle serves as the Marine Corps' primary small arm. Like the PPP, it is issued to every Marine as they enter the service. First introduced in 2374, the IIIa revolutionized handheld phaser weaponry. Instead of firing a beam of energy, the IIIa used a high charge capacitance bank and a high-speed focusing coil which allowed the phaser discharge to be stored temporarily, and released as a layered pulse. The resulting pulse is much more difficult to disperse than a normal beam impact.

Over the years, the IIIa has gone through some radical modifications, eventually evolving into the type IIIc. In addition to upgrades made to the power cells, emitter crystals, and the capacitance bank, the focusing coils were upgraded and modified to allow the user to choose whether or not he/she wishes the standard pulse, or like the IIIb, a stream. Though the stream option produces a blast much less effective than the dedicated IIIb, it gives the compression phaser rifle the versatility of being able to fire in both modes. The Type IIIc Compression Pulse Rifle is accurate, durable, and versatile. In addition, the rifle can mount a variety of sensor/tracking sights in order to enhance accuracy.

M2-43 Plasma Pulse Rifle: The M2-43 is perhaps the current weapon most assosciated with the Starfleet Marine Corps. Developed exclusively for their use and based on the earlier TR-116 rifle, the PPR is a high-powered rifle which fires cased plasma rounds at a variable fire rate, but capable of over two thousand rounds per minute. The M2-43 is a hybrid weapon in that uses both kinetic and plasma energy in order to decimate the target. Using a high-powered subspace accelerator, the PPR feeds off a magazine (12x5x7cm) of 200 plasma rounds.

M2-43 Plasma Pulse Rifle with Exothermic Scope The plasma rounds themselves are small, but contain a massive amount of energy within them. Encased within a tritainum/duranium shell, the plasma energy is ignited by the subspace accelerator as it flung out of the rifle muzzle at near C. Upon impacting the target, the combination of the kinetic impact of shell and plasma mass, as well as the plasma's energy itself is devastating upon both unshielded and lightly-shielded human size targets.

Especially effective when used in volleys by a squad, the M2-43 is capable of penetrating even some armoured vehicles, opening up a second option if a dedicated anti-armour weapon is not available. The drawback of the M2-43 is its relatively short range. At 1km, the ignited plasma begins to dissolve the shell itself, and beyond 2km, the plasma has escaped the shell and dissipated over an area. The range limitation, however, can be compensated for through the use of a focused transporter emitter aligned with the rifle's subspace accelerator and mounted on the barrel of the rifle. With such an attachment and an exothermic imaginag scanner (as pictured at right), the M2-43 becomes an outstanding sniper's rifle.

Beyond that, the M2-43 is an exceptional weapon. Easy to maintain, powerful against both unshielded and shielded targets, and psychologically devestating (the image of a fellow being shredded and spewed across the landscape in the blink of an eye can be quite unnerving), the M2-43 will be in use by the Starfleet Marine Corps for years to come.

Other Small Arms: The weapons mentioned here are, of course, a small example of those weapons you'll find within almost every typical Marine division. Each Marine, however, can come across a weapon which he or she gains a personal attachment to, and decides to use as his baseline or supporting weapon (with approval). Some of these weapons include the likes of Concussion Rifles (which fire a small shell based on a concussion grenade, but with a little antimatter thrown in), Disruptor Slug Cannons (using anti-protons and protons within a heavy shell to obliterate tanks or other armour), Tachyon Pulse Launchers, or plasma, disruptor or other phased energy rifles, based on either an assault rifle or a sniper rifle platform, with and without scopes. You can read about some of these weapons.

Light Combat Armor Light Combat Armour (The "Clapper"): In low-hazard situations, Marines usually don the light combat armour, which is composed of 18 separate, but interconnecting armour segments which are snapped in place over a thermal and energy resistant body glove. The so called "clapper" suit (named due to the clapping noises made by the armour segments slapping together under quick movement) provides complete protection from energy blasts below level three, moderate protection up to level five (the armour may experience burnthrough, but the body glove will absorb the majority of energy which penetrates (akin to bulletproof vests of the 20th century), and protection from the lethal effects up to level eight (but medical treatment will be immediately necessary).

The strap on helmet of the "clapper" includes a complex communication's suite, and an articulated visor with built in anti-viral, anti-chemical filters, macrobinoculars, and a basic sensor system.

Medium Combat Armour (The "Hard Suit"): This is the armour which the Marines wear most often into battle. It provides excellent protection from up to level six blasts with its reflective coating and built in shielding system, and can save a Marine from up to a level ten blast (again, immediate medical attention will be necessary). Instead of being interconnected over a body glove like the light combat armour, the "Hard Suit" is completely self contained, with flexible armoured joints and a life support system that allows Marines to work in hostile environments for up to six hours of heavy exertion before the oxygen supply runs out.

Medium Combat Armor The helmet of the "Hard Suit" clamps down upon the shoulder and neck portions of the armour, sealing the suit. The helmet, however, traverses with the wearer's neck movement, eliminating the need to turn in order to view what's to your sides. It contains a slightly more sophisticated sensor system then the "clapper", but the same communications gear. The medium combat armour is not comfortable, but this only assists the Marine in remaining alert. Mobility is almost as good as the "clapper," but is a little more restricted in a few methods of movement.

Because of its ease of disassembly, the light combat armour is stored in lockers in its separate clamshell pieces along with the underlying body glove. The medium combat armour, on the other hand, is a self-contained unit that is broken down into legs/waist, torso, and helmet sections available for a variety of body morphologies. These three components are stored in rotating tower sections that permit easy access and allow Coronado's marines to quickly don them while at alert status.



Heavy Weapons and Equipment

The master at work; note early version of MR-65, grenade case at left Grenades: There are three major grenade types which the Marines aboard Coronado utilize: concussion, photon, and plasma. Concussion grenades detonate and use a pressure wave to incapacitate or kill their target. They are very stable, and have a large detonation range. However, the "kill" setting has proved to only internally fracture the target's bone structure rather than cause enough internal injury to cause death on most occasions.

Photon grenades are little changed since the 2200s, and are in a sense miniature photon torpedoes. They use a small amount of antimatter (a fraction of a gram) to achieve their effect. They are relatively stable; however, extreme situations can sometimes lead to premature detonation as the magnetic fields holding the antimatter separate collapse. Plasma grenades are the most unstable of the three grenade types mentioned here, but are also the most powerful. They are filled with plasma generated by a matter-antimatter reaction modified by dilithium -- essentially, warp plasma. When detonated, the grenade ignites the plasma, which expands in a wide radius, destroying nearly anything it comes into contact with.

TP-4 Heavy Repeating Phaser (Squad Automatic Weapon, or SAW): Although all the weapons mentioned previously are excellent for squad combat, in the larger scale something bigger is needed to dispatch a superior enemy force. This is where the TP-4 heavy repeating phaser comes in. Larger than a Type IIIc or M2-43, but not exceptionally large either, the TP-4 delivers incredible firepower over a large area in a short period of time.

Squad Automatic Weapon Operating at up to five hundred and forty rounds per minute, the TP-4 cycles six emitter crystals on an ovoid track to avoid detrimental thermal effects. Spewing phaser blasts down upon a landscape at this rate is an incredible sight, and is often more than enough to turn back an enemy's advance. Operating mainly on the standard phaser stream principle, the drawback of the SAW is that the position of the firer is easily obtained. When nine beams of phaser energy per second ripple down from a position, it's hard not to pinpoint your target.

Nonetheless, the speed at which the SAW can devestate an unprepared enemy squadron is astounding, and it is for that reason that the TP-4 finds itself a mainstay of heavy weapons squads.

The U.S.S. Coronado carries eighteen TP-4 Heavy Repeating Phasers, one per squad. The TP-4 can be easily pintle-mounted to the side access hatches of the Targa class assault runabout and used in support of a Targa drop to a hot landing zone. Coronado's Captain's Gig, Kelaka, has this capability as well.

Worf-zooka TFL-16 Isomagnetic Disintegrator: Primarily an anti-armour weapon, the TFL-16 is a heavy energy weapon that uses a focused blast of zero point energy to obliterate its target. Mounted on the shoulder, and resembling the "bazooka" of early 20th century Earth, the ID is a devestating weapon. Upon gaining a target lock upon an enemy vehicle, the ID's mini-computer calculates the proper firing angle, taking into account speed, direction, and gravitational fields in order to maximize the chance of complete vehicle destruction.

When fired, the ID taps into the zero point domain and extracts a portion of energy, containing it within a magnetic shell. A subspace accelerator then rockets the ZPE bolt down the firing tube and upon the target.

Isomagnetic Disintegrator If the computer has calculated the proper firing angle, the ZPE bolt should impact the target and disintegrate it from the continuum, resulting in a white hot flash followed by a thunderclap as air pushed out by the massive energy release rushes back to fill the gap of where the target once was. The ID can, however, be used as an area effect weapon if such results are desired.

The user inputs the desired area of destruction (limited to 50 square metres for safety reasons), and fires. Enough ZPE energy is extracted to disintegrate anything within the given area, usually carving a metre down into the planet's surface at the same time. The U.S.S. Coronado carries six Isomagnetic Disintegrators on board. These weapons are under constant guard and only the Battalion Commander can authorize their use.

MR-65 Projectile Launcher: Direct weapons are all well and good, but sometimes a target needs to be hit with something a little more basic. For that reason, the MR-65a is in use by the Marine Corps to hit a target with a wide variety of indirect ordnance: concussion, photon, and plasma grenades. Smoke canisters, paralyzing agents, or targetting beacons are also some of the ordnance that might be found in the MR-65's six round magazine.

MR-65a Projectile Launcher A basic weapon, the MR-65 has a limited targetting computer which computes the proper firing angle and power for the proper trajectory upon a chosen target. The user then simply aligns the MR-65's crosshairs into the proper position on the readout, and pulls the trigger. A magnetic accelerator lobs or rockets the ordinance to the given location, depending on the user's field of view. The MR-65a has an approximate range of 2,000 meters, depending on the ordnance used and can be used free-standing on its own supports or mounted, depending on the terrain. The U.S.S. Coronado carries twelve MR-65as.

In addition, a smaller, lighter version of the MR-65 platform (the MR-65b) can be mounted underneath the M2-43 rifles used by fire team leaders. This version has a shorter range than the MR-65a and is aimed and fired manually. As a result, constructing and maintaining them is quite simple and at any given time, Coro might have as many as 60 or more MR-65bs aboard for ground use. Finally, a pintle-mount can be constructed to allow the MR-65a or MR-65b to be vehicle-mounted. The MR-65a is obviously preferred due to the integrated guidance system.

QT-7 Microtorpedo Sling: Based upon the TFL-16's configuration, the QT-7 instead substitues micro-torpedoes in place of the zero-point energy extractor. Microtorpedoes are only thirteen centimetres in length, allowing for a large number of them to be carried for area effect and anti-vehicle use.

The operations are simple. Choose a target, point at it, and fire. The computer does the rest. It feeds the information into the microtorpedo's miniature computer, which alters its trajectory just as soon as it exits the tube, almost assuring a hit. A small anti-grav motor allows the microtorp to perform enough basic manuevers to follow a target's movements before it impacts at about six thousand kilometres per hour.

Coro carries ten QT-7s. It should be noted, however, that many of the internal parts of the QT-7 are also integral parts of the Spectre class fighter's quantum microtorpedo gatling. In addition, vehicles must draw their pintle-mounted weapons from the same store used by ground troops. As such, QT-7s are sometimes used as replacement or repair parts for the Spectres or mounted on vehicles and as such, at any given time, fewer than ten QT-7s may be available for ground use.



Land- and Space-bourne Vehicles/Equipment

Overview: Because Coronado's Marines are part of a Recon Battalion, they have limited access to vehicles as they will most likely not be participating in engagments where heavy support is necessary. However, Coronado does carry a compliment of several surface vehicles to assist the Marines in their duties. All vehicles and equipment are stored disassembled, and in some cases, in a transporter energy matrix. As such, all vehicles and equipment will require set-up time once they reach their stations before becoming effective.

YT-43 Anti-Gravity Sled YT-34 Anti-Gravity Sled (Havoc): The six YT-34s onboard Coronado are composed of three things; an anti-gravity device that can push the sled up to 12m in the air, an RCS thruster capable of propelling the sled up to 150km/h, and a navigation system that allows the single occupant to track his movements.

Used for scouting, the YT-34s are agile and quiet, able to sneak upon an enemy position without being audibly noticed. Many YT-34s are also retrofitted with crude weapons, since no Marine likes to travel in an unarmed vehicle. A Type IV phaser array, or gatling cannon firing depleted uranium slugs or caseless plasma rounds is most common.

AGFT-9 Surface Transport (Skimmer): The AGFT-9, or "Anti-Gravity Fast Transport Nine" is a simple vehicle. Operating in atmposheres up to 30m in the air using variable anti-gravity fields and RCS systems, the 300kph "Skimmer" can transport a platoon of Marines quickly from location to location in somewhat cramped conditions. The transport is open, with a series of guard-rails around the seating the only objects on the flat surface other than the pilot's seat. A small shield generator deflects the incoming air and serves as protection against small arms fire. Coro carries four "Skimmers".

AGHT-3 Surface Transport (Buffalo): Coronado's single Anti-Gravity Heavy Transport Three, or the "Buffalo," is a larger, closed version of the AGFT-9, with room for four platoons and their gear. It can reach 200kph, and has a heavier shield generator than the AGFT-9. Coro's Marines have affectionately nicknamed the ship's single Buffalo "Betty". Both Skimmers and Buffalos are routinely armed with a single large weapon, usally a pintle-mounted TP-4 or TFL-16, or a grenade launcher based on the MR-65 platform, depending on mission.

M-2 Medium Tank M-2 Medium Tank (Double Trouble): For use in limited offensive operations, Coronado carries two M-2 "Double Trouble" medium battle tanks. Mounting two medium particle cannons side-by-side in her traversing turret, the M-2 has enough punch to take down medium-duty shield generators and level small bunkers.

In addition to the main guns, the M-2 mounts three Type V phaser elements to the port, starboard and aft, and and two Type IV elements on the forward edge. The three man crew is protected by heavy-duty shields and ablative armour. The M-2 carries a crew of two and is propelled by variable anti-gravity generators and a pair of RCS thrusters capable of moving her at 120kph. They are crewed by members of the 143th Tactical Armor Squadron, the "Abrahams."

AGSG-5 Portable Shield Generator: Designed as a portable shield emitter for protecting staging areas, the AGSG-5 is generally nothing more than a large force field emplacement mounted on an anti-gravity sled. Usually deployed in a line following a natural geological formation, the AGSG-5 is an invaluable aid for providing security during the establishment of a Marine beach head or landing site. Coronado normally carries eight AGSG-5s, but additional units can be easily constructed from replicated parts.

AGC-2 Portable Defense Battery AGC-2 Portable Defense Battery: The heaviest ground weapon in the Marine arsenal is Coronado's single AGC-2 Portable Defense Battery. Stored disassembled, the AGC-2 requires 16 hours of work to establish on a planetary surface. However, once assembled (usually behind a line of AGSG-5 shield generators), the battery is capable of providing limited defense of a defended area from orbital bombardment.

The AGC-2 is nine meters high and 19 meters long. It is an energy weapon, firing phaser pulses or beams, depending on the operator's desire. Both beam and pulse strength will be attenuated by atmosphere, and for best effect, the AGC-2 should be used from a high-altitude position such as a hillside or mountaintop. From such a position, the battery can track both orbital and land-based targets, and be refocused to target either.

Once you're done here, tap Back to return to the Coronado Setting information index or the Return key at the bottom of your PADD, and you will be returned to the main index.


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