A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | AD | ||
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1 | Ranged Weapons (O = Obsolete, + = Auto, * = Area of Effect) | Period | Availability | Damage | Max Skill Bonus / Max Degrees of Success | Max Rate of Fire | Capacity | Cycle Time | Reload Time | Range Increment | Weight | Special | Cost: Weapon/Ammo | Original Manufacturer(s) | Design Notes | ||||||||||||||||
2 | (CX = Requires X crew to operate normally) | (Standard action / Full Round; X= fire rate can be augmented with feats and special abilities such as Rapid Shot) | |||||||||||||||||||||||||||||
3 | Gunpowder, Pistols | ||||||||||||||||||||||||||||||
4 | Single-Shot Pistol | Early Aeldman Interregnum | Common (usually home-made) | 1d12+ (larger pistols have been favored by pirates and othe renegades) | Max +10 ranks / +2 Degrees | ||||||||||||||||||||||||||
5 | Revolver | Late Aeldman Interregnum | Abundant | 1d12 | Max +10 ranks / +2 Degrees | 1/X | 5 | Free | Full Round | 40 ft | 3 lbs | 40 crecibles, 10 crecibles add'l magazine / 12 round case for 5 crecibles | Murray and Sons (Dublin) | Classic replaceable magazine design for easy reloading | |||||||||||||||||
6 | Pepperbox Revolver | Early Aeldman Interregnum | Abundant | 1d8 | Max +10 ranks / +2 Degrees | 1/X | 8 | Free | Four Rounds (one action per cylinder) | 30 ft | 4 lbs | 60 crecibles / 16 round case for 5 crecibles | Unknown (Dwarves) | No removable magazine | |||||||||||||||||
7 | Schulz-Auto Pistol (+) | 3rd Century After Unification | Common | 1d8 | Max +5 ranks / +2 Degrees | 3/6 | 6 | Free (requires two hands) | Full Round | 20 ft | 3 lbs | Can fire single shots as standard action (no penalty), 3 shots as standard action (-6 to attack) or 6 shots as a full round action (-6 to attack) | 100 crecibles, 10 crecibels add'l magazine / 16 round case for 5 crecibles | Schulz Arms Company | The famous bolt-action design of the Schulz rifle is poorly suited to a pistol (though some illicit operatives have employed sawed-down Schulz weapons), but a scaled down version of the mechanisms in the Schulz autorifle allows one-handed fire | ||||||||||||||||
8 | Double Barrel Pistol | Early Aeldman Interregnum | Common | 1d12, 2d12 | Max +5 ranks / +2 Degrees | 2 | 2 | None (multibarrel) | Full Round (one action per barrel) | 20 ft | 3 lbs | Attack -2 per additional simultaneous shot, enemy DR +50% per additional simultaneous shot | 30 crecibles / 12 round case for 5 crecibles | Unknown | |||||||||||||||||
9 | Quadruple-Barrel Pistol (O) | Mid Aeldman Interregnum | Uncommon (antique) | 1d8,2d8,3d8, 4d8 | Max +5 ranks / +2 Degrees | 4 | 4 | None (multibarrel) | Two Full Rounds (one action per barrel) | 30 ft, 20 ft for multishot | 5 lbs | Attack -2 per additional simultaneous shot, enemy DR +50% per additional simultaneous shot | 40 crecibles / 16 round case for 5 crecibles | Unknown | |||||||||||||||||
10 | Pocket Pistol | Late Aeldman Interregnum | Uncommon | 1d8 | Max +5 ranks / +2 Degrees | 1 | 1 | None (single-shot) | Standard Action | 30 ft | 1 lb | Concealable; +2 to sleight of hand checks | 20 crecibles / 16 round case for 5 crecibles | Unknown | |||||||||||||||||
11 | Sawn-Off Shot Gun* | Late Aeldman Interregnum | Uncommon (restricted) | 3d6 at point blank (i.e. melee or 5 feet), 2d6 up to 15 feet, 1d6 up to 30 feet (double damage if using both barrels) | Max +5 ranks / +1 Degrees | 1 | 2 | None (multibarrel) | Standard/Full Round (1 barrel/2 barrels) | 5/15/30 ft | Target DR is increased by 50% (rounded up); Affects targets in an arc of 10 ft at point blank range, 15 ft at greater ranges; DC 10+1/d6 reflex for half damage (if targeting a specific character, attacker may instead roll attack+1/d6 to set DC) | Aftermarket | |||||||||||||||||||
12 | Shot-Gun Revolver* | 3rd Century After Unification | Uncommon (restricted) | 3d6 at point blank (i.e. melee or 5 feet), 2d6 up to 15 feet, 1d6 up to 30 feet | Max +5 ranks / +1 Degrees | 1 | 5 | Free | Full Round | 5/15/30 ft | Target DR is increased by 50% (rounded up); Affects targets in an arc of 10 ft at point blank range, 15 ft at greater ranges; DC 10+1/d6 reflex for half damage (if targeting a specific character, attacker may instead roll attack+1/d6 to set DC) | Various Fialta arms-makers | |||||||||||||||||||
13 | |||||||||||||||||||||||||||||||
14 | Gunpowder, Rifles | ||||||||||||||||||||||||||||||
15 | Revolver Rifle (O) | Late Aeldman Interregnum | Abundant | 1d12+1 | Max +10 ranks / +2 Degrees | 5 | Free | Full Round | 120 ft | 12 lbs | 50 crecibles, 10 crecibels add'l magazine / 12 round case for 5 crecibles | Murray and Sons (Dublin) | |||||||||||||||||||
16 | Frame Gun (clockwork) (O) (C2) | 2nd Century After Unification | Uncommon (antique) | 1d10 | 2/4 | 8 | Free | Full Round | 80 ft | -4 attack; on nat 1, cycling mechanism derails and remaining attacks are lost (1 round, DC 12 mechanical engineering check to repair) | Unknown | ||||||||||||||||||||
17 | Double-Barreled Frame Gun (manual) (O) (C3) | 2nd Century After Unification | Very Rare (antique) | 2d10 | 2/4 | 8 | Free | Full Round | 80 ft | -6 attack; target DR +50% (round up); Hand-cranked firing mechanism (cannot dual-wield, cannot overwatch); the gun is typically mounted on an emplacement or a harness worn by the firer; Str. 12 to wield effectively | Unknown | ||||||||||||||||||||
18 | Heavy Frame Gun (clockwork) (O) (C3) | 2nd Century After Unification | Very Rare (antique) | 1d12+1 | 2/4 | 8 | Free | Full Round | 80 ft | -4 attack; on nat 1-2, cycling mechanism derails and remaining attacks are lost (1 round, DC 12 mechanical engineering check to repair), Str. 12 to fire effectively | Unknown | ||||||||||||||||||||
19 | Carousel Rifle | 2nd Century After Unification | Abundant | 1d12+1 | 1/1 | 18 | Swift (cannot rapid-fire) | Full Round and One Move Action to refit belt; Four full rounds to reload manually | 120 ft | Unknown | The favored weapon of the Aeldrum Trade Company; high capacity is a plus, but the main attraction is the cumbersome cycling action, which prevents wasteful fire by the company's trigger-happy soldiers | ||||||||||||||||||||
20 | Carousel Auto-Rifle | 3rd Century After Unification | Common (restricted) | 1d10 | 2/4 | 18 | Swift (cannot rapid-fire, unless using full auto) | Two Rounds to refit belt and rewind clockwork; Four full rounds to reload manually; | 120 ft / 60 ft automatic | Can fire single shots as standard action (no penalty), 2 shots as standard action (-4 to attack) or 4 shots as a full round action (-4 to attack) | Unknown | Incorporates a clockwork turning mechanism that makes the rifle self-loading | |||||||||||||||||||
21 | Schulz Rifle | 3rd Century After Unification | Abundant | 1d12+1 | 1/X | 10 | Free | Full Round | 120 ft | 40 crecibles, 10 crecibles add'l magazine / 12 round case for 5 crecibles | Schulz Arms Company by way of Moscow Ironworks | ||||||||||||||||||||
22 | Schulz Double Barrel | 3rd Century After Unification | Uncommon | 2d12 | 1/X | 8 | Swift | Two Full Rounds (one for each magazine) | 80 ft | Attack -2, Enemy DR * 1.5 | 75 crecibles, 10 crecibles add'l magazine / 12 round case for 5 crecibles | Schulz Arms Company | |||||||||||||||||||
23 | Schulz Auto-Rifle (+) | 4th Century After Unification | Common (restricted) | 1d12 | 2/4 | 10 | Free | Full Round | 120 ft/ 60 ft automatic | Can fire single shots as standard action (no penalty), 2 shots as standard action (-4 to attack) or 4 shots as a full round action (-4 to attack) | 100 crecibles, 10 crecibles add'l magazine / 12 round case for 5 crecibles | Schulz Arms Company | Trades the higher rate of fire from a coil gun or automatic pistol for a heavier punch and better recoil control | ||||||||||||||||||
24 | Schulz Light Machine Gun (+) | 4th Century After Unification | Uncommon (restricted) | 1d12 | 3/6 | 18 | Free | Full Round | 35 lbs | Attack -10 (-6 with reinforced mounting or Str. 14+ (small characters need Str. 16+)); 3 shots as standard action,6 shots as full round; additional -2 to attack if the wielder moves and fires in the same round | Improved machining and a heavier frame allow this gun to fire at the same rate as a coil gun while retaining the caliber of a Schulz rifle, albeit with significant recoil | ||||||||||||||||||||
25 | Schulz Heavy Machine Gun (+) (C2) | 4th Century After Unification | Uncommon (restricted) | 2d12+2 | 3/6 | 48 | Free | Two Full Rounds (one for each barrel) | 60 ft | 60 lbs | Each attack expends two rounds, rolls 2d20 at -12 (-8 with reinforced mounting or Str. 16+ (Small characters need Str. 18+)), Enemy DR*1.5, can make three attacks as as a standard action and 6 attacks (or 12 shots) as a full round action; additional -2 to attack if the wielder moves and fires in the same round | 1000 crecibles, 10 crecibles add'l magazine / 12 round case for 5 crecibles | Schulz Arms Company | Elevates the Schulz double barrel to the power of a standard Schulz rifle and then applies the rate of fire of an auto-pistol or coil gun | |||||||||||||||||
26 | Flak Gun (+,*) (C3) | 4th Century After Unification | Rare (restricted) | 8d6 at 10 ft, -1d6 each additional 20 feet, DC 10+1/1d6 reflex save for half damage | 6/12 | 48 | Free | Two Full Rounds (one for each barrel pair) | 150ft | 15 ft cone of effect; Target DR*2 | |||||||||||||||||||||
27 | Coil Gun (+) | 3rd Century After Unification | Common (restricted) | 1d10 | 12 | Free | Full Round | 40 ft | Can fire single shots as standard action (no penalty), 3 shots as standard action (-6 to attack) or 6 shots as a full round action (-6 to attack) | 120 crecibles, 20 crecibles add'l magazine | Aeldrum Automatics | ||||||||||||||||||||
28 | Multibarrel Selectable (O) | Late Aeldman Interregnum to Early Aeldman Empire | Rare (antique) | 1d10, 2d10, 3d10, 4d10 | 4 | None (multibarrel) | Two Full Rounds (one action per barrel) | 60 ft | Attack -2 per additional simultaneous shot, enemy DR +50% per additional simultaneous shot | 200 crecibles / 16 round case for 5 crecibles | Dublin Foundry | Uses light caliber ammunition for recoil management | |||||||||||||||||||
29 | Blunderbuss (O) (*) | Early Aeldman Interregnum | Common (often homemade) | 2d6 | 1 | None | Full Round | 15 ft cone | Attack is vs. AC 10; targets may perform reflex save of DC = Attack Roll to take half damage | 120 crecibles / 2 crecibles ammo | Orcish Ironmongers (i.e. dwarven slave-engineers) | The blunderbuss is the original model for this weapon, employed by orcish shock troops during the Fialta-Orcish war. The Fialta adopted and updated the weapon, which has now become a staple of their arsenal (see trench gun). | |||||||||||||||||||
30 | Trench Gun (*) | 3rd Century After Unification | Uncommon (Restricted) | 4d6/3d6/2d6/16 | 4 | Swift | Two Full Rounds (one action per round) | 5 / 10 / 15 / 20 ft cone | Attack is vs. AC 10; targets may perform reflex save of DC = Attack Roll to take half damage | Various Fialta arms-makers | |||||||||||||||||||||
31 | Orcish Heavy Rifle | 3rd Century After Unification | Uncommon (Common in the Directorate) | 2d10 | 1 | N/A | Full Round | 200 ft | 30 lbs | Requires strength 14 to wield properly (otherwise, -2 (if STR mod +1), -4 if (if STR mod +0), -6 (if STR mod less than 0)) | Orcish Ironmongers (i.e. dwarven slave-engineers) | The "orcish" rifle is a mass-produced answer to the hydrogen rifle; though less powerful and more cumbersome to wield and reload, the gun costs a fraction of the expenses to manufacture and supply a hydrogen weapon | |||||||||||||||||||
32 | Chain Rifle | 3rd Century After Unification | Uncommon | 1d10 | 1 | 36 | Swift (cannot rapid-fire) | Move action for two cartridges, full round action for five (no detachable chain) | 20 lbs | This design fills a similar niche to the carousel rifle, but it allows a much larger capacity by placing ammunition inside the stock of the gun and an extended "magazine" chamber rather than turret-style over or under the barrel. Lower caliber means that damage is traded for capacity. | |||||||||||||||||||||
33 | Chain Cannon (+) (C2) | 4th Century After Unification | Very Rare (restricted) | 2d10 | 4/8 | 72 | Free | Three full rounds to detach and fit new chains | 60 lbs | Each attack expends two rounds and rolls 2d20 at -4 (-2 for double barrel, -2 for not being braced); Can fire single shots as standard action (no penalty), 2 shots as standard action (-4 to attack) or 4 shots as a full round action (-4 to attack) | Aeldrum Automatics | ||||||||||||||||||||
34 | |||||||||||||||||||||||||||||||
35 | Special, One-Handed | ||||||||||||||||||||||||||||||
36 | Hydrogen Pistol | 4th Century After Unification | Uncommon | 3d6 | Max +10 ranks / +2 Degrees | 1 | None (single-shot) | Standard Action | 80 ft | 200 crecibles | Whitman Arms Company | ||||||||||||||||||||
37 | Hydrogen Gear-Stack Pistol | 4th Century after Unification | Rare | 3d4 | Max +10 ranks / +2 Degrees | 4 | Swift | Full Round Action | 60 ft | ||||||||||||||||||||||
38 | Inferno Pistol (*) | 4th Century after Unification | Rare | 1d6 | Max +5 ranks / +1 Degree | 2 | 15 ft cone (two shots) or 30 ft stream | Cone attack is vs. AC 10 and targets perform reflex save vs. attack roll for half damage; on failure, catch fire (1d6 damage per round); ranged targets must pass a similar reflex save or catch fire as well | 100 crecibles | Schulz Arms Company by way of Mimir | |||||||||||||||||||||
39 | Dart Gun | Ancient Era to Present | Uncommon | 1d6 | Max +15 ranks / +1 Degrees | 1 | None (single-shot) | Silenced, can carry poison or other substance, concealable (+2 to sleight of hand) | 150 crecibles | Unknown | |||||||||||||||||||||
40 | Spring-Loaded Hydrogen Pistol | 4th Century after Unification | Very Rare | 3d6 | 2 | Free | Full Round Action (one action per round) | 80 ft | 350 crecibles | Whitman Arms Company | |||||||||||||||||||||
41 | Holdout Hydrogen Pistol | 4th Century after Unification | Very Rare | 3d4 | 1 | None | Standard Action | 30 ft | Sleight of Hand +4 | 400 crecibles | Unkown; unlicensed custom build | ||||||||||||||||||||
42 | |||||||||||||||||||||||||||||||
43 | Special, Two-Handed | Unknown | |||||||||||||||||||||||||||||
44 | Hydrogen Rifle | 3rd Century After Unification | Rare (highly restricted) | 4d6 | 1 | None (single-shot) | Standard Action | 300 ft | 400 crecibles | Whitman Arms Company | |||||||||||||||||||||
45 | Hydrogen Revolver Rifle | 4th Century After Unification | Uncommon (highly restricted) | 3d6 | 4 | Swift | Two Full Rounds (one action per cylinder) or One full round (detachable carousel) | 200 ft | 500 crecibles | Whitman Arms Company | |||||||||||||||||||||
46 | Heavy Hydrogen Rifle | 4th Century After Unification | Rare (highly restricted) | 6d6 | 1 | None (single-shot) | Full Round | 300 ft | Bracing: requires Str. 14 to fire effectively (using move action to brace) or Str 16+ to fire without bracing. Otherwise, -1 to hit per point of strength below target (e.g. -3 for Str 11 character firing with bracing, -5 for Str 11 firing without bracing) | 1000 crecibles | Whitman Arms Company | Heavily engineered for recoil and blastback management | |||||||||||||||||||
47 | Steam Crossbow (O) | Late Interregnum to Early Aeldman Empire (based on Mage Imperium artifacts) | Very Rare (antique) | 1d10 | 5 | Free | Full Round | 120 ft | Self-loading, suppressed (audible to about 40 ft); on natural 1, overheats (1d6 damage to wielder, DC 14 Reflex save negates; weapon is unusable for 1d3 rounds), 1/10 chance on overheat of explosion (2d10 damage to wielder, DC 14 Reflex Save for half damage; weapon is destroyed) | N/A (no mass market) | Whitman Arms Company | ||||||||||||||||||||
48 | Dart Rifle | 3rd Century After Unification | Uncommon | 1d8 | 6 | Swift | Full Round | 80 ft | Silenced, can carry poison or other substance | 200 crecibles | Unknown | ||||||||||||||||||||
49 | Automatic Dart Rifle | 4th Century After Unification | Uncommon | 1d8 | 4 | Free | Full Round | 80 ft / 40 ft automatic | Suppressed (audible to 20 ft), single shot | 300 crecibles | Unknown (Dwarves) | ||||||||||||||||||||
50 | Inferno Rifle (*) | 4th Century After Unification | Very Rare (restricted) | 1d6 | 6 | n/a | Two Full Rounds | 15 ft cone (two shots)or 30 ft stream | Cone attack is vs. AC 10 and targets perform reflex save vs. attack roll for half damage; on failure, catch fire (1d6 damage per round); ranged targets must pass a similar reflex save or catch fire as well | 200 crecibles | Schulz Arms Company by way of Mimir | ||||||||||||||||||||
51 | Flamethrower (*) | 3rd Century After Unification | Rare (restricted) | 1d8 | 10 | n/a | Four Full Rounds | 20 ft cone (two shots)or 40 ft stream | 40 lbs | Cone attack is vs. AC 10 and targets perform reflex save vs. attack roll for half damage; on failure, catch fire (1d6 damage per round); ranged targets must pass a similar reflex save or catch fire as well | 1000 crecibles / 20 crecibles per fuel tank | Unknown | |||||||||||||||||||
52 | Electric Caster | 3rd Century After Unification | Rare (often homemade) | 1d8 | 1 | 4 | n/a | Full round | 20 ft | varies | First attack ignores AC bonus from armor, rolls at user's BAB+Dex-2; for every target hit, randomly attacks another target within 10 feet (unmodified d20, ignoring AC bonus from armor); on hit, DC 14 fortitude or be stunned | ||||||||||||||||||||
53 | Rocket | 3rd Century After Unification | Common (highly restricted) | 2d10 or 2d10+6 | 1 | 1 | n/a | n/a | 60ft, 15ft-radius | Armor piercing tips deal 2d10+6; explosive tips deal 2d10 in a 15 ft radius (no reflex save for target hit, ignores target AC bonus), DC 14 reflex save for half damage | |||||||||||||||||||||
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55 | Explosives | ||||||||||||||||||||||||||||||
56 | Shrapnel grenade | Common (highly restricted) | 1d12 | n/a | n/a | n/a | 20ft, 20 ft radius | Targets in cover get +3 per level of cover to their reflex save; DC 12 Reflex Save for Half Damage | Unknown | The classic black powder in a tin can | |||||||||||||||||||||
57 | High-Ex Grenade | Rare (highly restricted) | 2d12 | n/a | n/a | n/a | 20ft, 15 ft radius | Targets in cover get +3 per level of cover to their reflex save; DC 14 Reflex Save for Half Damage | Unknown | ||||||||||||||||||||||
58 | Dynamite | Common (restricted) | 1d12/ .25 pound | n/a | n/a | n/a | 20ft; radius of 5 ft * (lbs) ^.5 , rounded down, max 100 ft | -2 to attack per addition 1/4 lb; targets in cover get +3 per level of cover to their reflex save; DC 14 Reflex Save for Half Damage | Unknown | ||||||||||||||||||||||
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60 | Artifact Weapons | ||||||||||||||||||||||||||||||
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63 | Special Ammo | ||||||||||||||||||||||||||||||
64 | Adamantine Round | Cottage Industry Until Late 4th Century AU | Very Rare | Damage die increment increased (e.g. 3d6 pistol becomes 3d8); ignore 1/2 DR of non-adamantine armor | |||||||||||||||||||||||||||
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66 | Artillery | ||||||||||||||||||||||||||||||
67 | Electric Gun (C3) (O) | Very Rare (antique) | The gun that (almost) won the Taino basin | ||||||||||||||||||||||||||||
68 | Mountain Gun (C2) | Rare (highly restricted) | 4d12+4 | ||||||||||||||||||||||||||||
69 | Mortar (C2) | Uncommon (restricted, often homemade) | |||||||||||||||||||||||||||||
70 | Field Gun/Tank Gun (C3/C2) | Rare (highly restricted) | 8d12+8 | ||||||||||||||||||||||||||||
71 | Anti-Air Gun (C2) | Rare (highly restricted) | 2d12+2 | ||||||||||||||||||||||||||||
72 | Auto Cannon | Very Rare (highly restricted) | 4d12+4 | ||||||||||||||||||||||||||||
73 | Railway Gun (C5) | Very Rare (highly restricted) | 20d12 + 20 (direct hit) / 10d12 +10 (10 ft radius) / 5d12 +10 (30 ft radius) (DC 15 reflex half) | 1 mile | Indirect Fire: designate target, roll attack vs. AC 25 + 5 / mile. Each point by which attack fails is a random scatter of 1d10*5ft | ||||||||||||||||||||||||||
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75 | Experimental | ||||||||||||||||||||||||||||||
76 | Morovin MG51 (C4) | 2d10 | 6/12 | 36 | Free | 2 Full Round Actions | If Full round fires for two consecutive turns, must swap barrel (move action) | ||||||||||||||||||||||||
77 | Schulz Rapid LMG | 2d8 | 4/8 | May only fire full round with a loader | |||||||||||||||||||||||||||
78 | Auto-Hydrogen Rifle | Mid-4th Century After Unification | 3d6 | 2/4 | 12 | Free | Full Round Action | Extended Crit Fail 1-3, on crit fail 50% chance venting (1d6 damage to bearer), 1% chance exploding (4d6 damage to bearer) | |||||||||||||||||||||||
79 | Superheavy Hydrogen Rifle | 6d10 | 1 | 1 | n/a | Full Round Action | Str. 16 to fire with bracing, Str. 18 to fire without; Extended Crit Fail 1-3, On crit fail, 50% chance explosion (6d6) | ||||||||||||||||||||||||
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