Difference between revisions of "Equipment (LWR)"
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|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]<br />'''[[Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]'''||All Units<br>Ballistic/gauss primary weapons only|| ||+1|| || ||+1 Penetration||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]||15||title="Cost in Credits (Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys (Cost when building quickly)"|50<br />(70)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||8 | |[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]<br />'''[[Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]'''||All Units<br>Ballistic/gauss primary weapons only|| ||+1|| || ||+1 Penetration||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]||15||title="Cost in Credits (Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys (Cost when building quickly)"|50<br />(70)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||8 | ||
|-align="center" | |-align="center" | ||
− | |[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]<br />'''[[Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]'''||All Units<br>Laser/pulse primary weapons only|| ||+1|| || ||+1 | + | |[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]<br />'''[[Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]'''||All Units<br>Laser/pulse primary weapons only|| ||+1|| || ||+1 base damage during critical hits||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Lasers]]||30||title="Cost in Credits (Cost when building quickly)"|20<br />(28)|| ||title="Cost in Elerium (Cost when building quickly)"|40<br />(56)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||14 |
|-align="center" | |-align="center" | ||
|[[File:Reaper Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Reaper Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Reaper Ammo]]'''||All Units<br>Laser/pulse primary weapons only|| || ||+20|| ||+2 damage during critical hits<br>Primary weapon range penalties are doubled||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]]||70||title="Cost in Credits (Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys (Cost when building quickly)"|60<br />(84)||title="Cost in Elerium (Cost when building quickly)"|80<br />(112)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||20 | |[[File:Reaper Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Reaper Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Reaper Ammo]]'''||All Units<br>Laser/pulse primary weapons only|| || ||+20|| ||+2 damage during critical hits<br>Primary weapon range penalties are doubled||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]]||70||title="Cost in Credits (Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys (Cost when building quickly)"|60<br />(84)||title="Cost in Elerium (Cost when building quickly)"|80<br />(112)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||20 |
Revision as of 15:28, 1 September 2022
In General
In Long War Rebalance, all regular soldiers have 2 equipment slots from the start of the game. The Tactical Rigging Foundry project increases this to 3 slots.
All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the Alien Grenades Foundry project.
All other items need to be produced first, and can only be equipped once per time they are produced. Note that producing consumables represents a production line for these consumables. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and unless damaged, you can bring them again during the next mission.
Most items have a weight, which is represented as a movement penalty. The average item has a weight of 0.6, and thus provides a -0.6 tile movement penalty. Some items weigh 1.2 or more, and a few items weigh nothing or even provide a movement bonus. Extra charges from perks such as Packmaster, Grenadier and Smoke and Mirrors do not increase the weight and do not provide additional movement penalties.
You can choose to equip less than the maximum number of items by clicking on the empty hand icon. Since most items provide a movement penalty, this effectively gives you a small movement bonus.
Passive Equipment
This equipment will grant soldiers benefits passively, without them having to perform any actions.
Platings
In Long War Rebalance, the aliens hits hard. Fortunately, you have access to platings that can be worn in addition to regular armor, providing more survivability. A unit can only equip one plating at a time.
Name | Usable by |
Mob |
HP |
% DR |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||
Ceramic Plating |
Biosoldiers | -0.6 | +2 | +25 | +20 Crit Resistance | XCOM starts with an unlimited supply | |||||||||
Alloy Plating |
Biosoldiers | -0.6 | +4 | +25 | +20 Crit Resistance | Alien Materials | 15 | 70 (98) |
40 (56) |
0 (5) |
7 days (3.5 days) |
14 | |||
Reinforced Plating |
Biosoldiers | -1.3 | +4 | +35 | +20 Crit Resistance | Improved Body Armor | 18 | 70 (98) |
20 (28) |
0 (5) |
7 days (3.5 days) |
28 | |||
Chitin Plating |
Biosoldiers | +2 | +30 | +20 Crit Resistance Incoming melee attacks graze Prevents strangulation Reduces corrosion duration to 1 turn |
Chryssalid Autopsy | 35 | 80 (112) |
15 (21) |
0 (5) |
10 Chryssalid Carcasses | 10 days (5.0 days) |
32 | |||
Regenerative Plating |
Biosoldiers | -0.6 | +25 | +20 Crit Resistance | New Combat Systems | 50 | 90 (126) |
28 (39) |
20 (28) |
10 (15) |
10 days (5.0 days) |
36 | |||
Alloy Carbide Plating |
MECs SHIVs |
-0.6 | +5 | +20 | +20 Crit Resistance | Mechanized Unit Defenses | 35 | 70 (105) |
30 (45) |
20 (23) |
10 days (5.0 days) |
28 | |||
Core Plating |
MECs SHIVs |
-0.6 | +4 | +40 | +20 Crit Resistance | Advanced Power Armor Mechanized Unit Defenses |
95 | 50 (68) |
550 (825) |
0 (5) |
28 days (14.0 days) |
20 |
Scopes
In Long War Rebalance, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of accessories that make this job easier.
Scopes apply their bonus to primary weapons only and each unit can only equip one at a time.
Name | Usable by |
Mob |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value |
Required for | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||
SCOPE |
All Units | +5 | +10 | Alien Weaponry | 15 | 25 (35) |
0 (5) |
7 days (3.5 days) |
28 | Neural Scope (1) | ||||||
Marksman Scope |
Scouts | +5 | +15 | Can only be equipped with strike rifles | Alien Weaponry | 20 | 30 (42) |
0 (2) |
7 days (3.5 days) |
12 | ||||||
Illuminator Scope |
Soldiers | +15 | +10 | Looted from the Exalt headquarters Provided by a Mexican starting bonus |
200 | |||||||||||
Neural Scope |
Psionic soldiers | +10 | +15 | Alien Biocybernetics Psi Warfare Systems |
40 | 110 (154) |
25 (35) |
20 (28) |
45 (50) |
1 SCOPE | 7 days (3.5 days) |
28 |
Weapon Attachments
Like scopes, these attachments can improve a weapons ability to hit and crit enemy targets. Except for perk bonuses, they only affect primary weapons.
Name | Usable by |
Mob |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||
Laser Sight |
All Units | +10 | XCOM starts with an unlimited supply | ||||||||||||
AR Targeter |
All Units | +10 | +1 base damage during critical hits | Xenobiology | 15 | 110 (154) |
0 (5) |
7 days (3.5 days) |
33 | ||||||
Alloy Bipod |
Snipers Scouts Gunners Rocketeers |
Alien Materials New Combat Systems |
25 | 25 (37) |
30 (42) |
0 (5) |
5 days (2.5 days) |
10 |
Ammunition Modifiers
In addition to attaching unique items to your weapons, you can augment your ammo sources increasing damage, capacity, and offering other benefits. You can only equip one ammo capacity increasing item at a time.
Ammunition modifiers only affect primary weapons.
Name | Usable by |
Mob |
Damage |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
High Cap Mags |
Biosoldiers | Non-electric primary weapons gain +1 ammo Can't be equipped with Drum Mags |
XCOM starts with an unlimited supply | |||||||||||
Drum Mags |
Non-Private biosoldiers SMGs, Carbines, Assault Rifles, or Battle Rifles only |
-1.3 | Non-electric primary weapons gain +2 ammo Can't be equipped with High Cap Mags |
XCOM starts with an unlimited supply | ||||||||||
Heavy Mags |
MECs SHIVs |
-0.6 | Grants +1 ammo | Alien Materials | 35 | 80 (112) |
60 (84) |
0 (5) |
5 days (2.5 days) |
12 | ||||
Alloy Jacketed Rounds |
All Units Ballistic/gauss primary weapons only |
+1 | +1 Penetration | Enhanced Ballistics | 15 | 20 (28) |
50 (70) |
0 (5) |
5 days (2.5 days) |
8 | ||||
Enhanced Beam Optics |
All Units Laser/pulse primary weapons only |
+1 | +1 base damage during critical hits | Enhanced Lasers | 30 | 20 (28) |
40 (56) |
0 (5) |
10 days (5.0 days) |
14 | ||||
Reaper Ammo |
All Units Laser/pulse primary weapons only |
+20 | +2 damage during critical hits Primary weapon range penalties are doubled |
Supercapacitors | 70 | 100 (140) |
60 (84) |
80 (112) |
0 (5) |
7 days (3.5 days) |
20 | |||
Plasma Stellerator |
All Units Plasma primary weapons only |
Enhanced Plasma | 75 | 100 (140) |
230 (322) |
80 (85) |
28 days (14.0 days) |
50 |
Special Ammunition
In addition to augmenting your ammo sources, you can also change them with one of the following ammo types. Only one ammo type can be equipped at a time.
All special ammunition is restricted to Ballistic and Gauss weapons only.
Name | Usable by |
Mob |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Breaching Ammo |
Biosoldiers with Shotguns | Primary weapons gain +2 penetration Primary weapons bypass the DR from hardened |
Alien Materials New Combat Systems |
35 | 35 (49) |
65 (91) |
0 (5) |
5 days (2.5 days) |
14 | |||
Shredder Ammo |
Infantry Medics Assaults Engineers Scouts |
Alien Materials | 30 | 50 (75) |
5 (7) |
0 (5) |
5 days (2.5 days) |
12 | ||||
Armor Piercing Ammo |
Biosoldiers with a SAW/LMG/AR/Carbine/SMG/BR MECs SHIVs |
Primary weapons gain +2 penetration | Improved Body Armor New Combat Systems |
25 | 20 (25) |
45 (63) |
0 (5) |
7 days (3.5 days) |
20 | |||
Flak Ammo |
All Units | Shots from the primary weapon ignore the 30 defense bonus flying targets receive | Floater Autopsy MEC Warfare Systems |
35 | 90 (126) |
20 (28) |
0 (5) |
7 days (3.5 days) |
24 |
Miscellaneous gear
Unlike strictly protective items, these items offer a range of other benefits.
Name | Usable by |
Mob |
Aim |
Will |
Def |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||
Alien Trophy |
Soldiers | Increases XP gained by 10% | XCOM starts with an unlimited supply | |||||||||||||
Proximity Sensor |
Biosoldiers | +5 | 35 | 15 (21) |
0 (5) |
4 days (2.0 days) |
7 | |||||||||
Respirator Implant |
Biosoldiers | +1.3 | Prevents strangulation Automatic bleed out on first drop Increases bleed out time by 2 turns Reveals the bleed out timer |
Seeker Autopsy | 25 | 20 (30) |
20 (25) |
5 days (2.5 days) |
16 | |||||||
Chameleon Vest |
Biosoldiers | -0.6 | +10 | Seeker Autopsy New Combat Systems |
35 | 35 (49) |
60 (84) |
40 (45) |
7 days (3.5 days) |
26 | ||||||
Walker Servos |
Biosoldiers | Set the mobility to 9.3 and ignore all mobility altering effects | Advanced Power Armor Advanced Servomotors |
45 | 80 (120) |
8 (12) |
4 (6) |
10 (14) |
10 days (5.0 days) |
32 | ||||||
Cognitive Enhancer |
Soldiers | +10 | Increases XP gained by 35% 10% chance for any idle-ending action to cost 0 AP |
Looted from the Exalt headquarters | 200 | |||||||||||
Neuroregulator |
Psionic soldiers | +1.3 | +10 | +10 | Increases Psi XP gained by 100% | Looted from the Exalt headquarters | 200 | |||||||||
Conduit |
Psionic Soldiers | +1 damage to all weapons and equipment 20% chance for any idle-ending action to cost 0 AP |
Psi Warfare Systems | 60 | 40 (60) |
8 (12) |
24 (36) |
0 (3) |
1 Outsider Shard | 7 days (3.5 days) |
16 | |||||
Psi Frayer |
Psionic soldiers | +20 | Resets the cooldown of Mind Fray after use Prevents strangulation |
Sectoid Commander Autopsy Psi Warfare Systems |
65 | 200 (280) |
20 (28) |
90 (126) |
10 (15) |
5 Sectoid Commander Corpses | 20 days (10.0 days) |
80 | ||||
Psi Defender |
Psionic soldiers | +35% DR when protected by cover +35 Crit Resistance when protected by cover |
Mechtoid Autopsy Psi Warfare Systems |
45 | 65 (97) |
8 (12) |
8 (12) |
15 (18) |
1 Mechtoid Core | 10 days (5.0 days) |
26 | |||||
Incinerator Amp |
MECs | -0.6 | Grants +4 charges to the Flamethrower Increases Flamethrower damage by +2 |
Alien Biocybernetics Jellied Elerium |
75 | 40 (56) |
20 (28) |
10 (15) |
7 days (3.5 days) |
36 | ||||||
The Thumper |
MECs | -0.6 | Increases Kinetic Strike Module damage by 6 and penetration by 3 | Antigrav Systems MEC Warfare Systems |
70 | 70 (105) |
20 (30) |
20 (30) |
2 (5) |
7 days (3.5 days) |
28 | |||||
Battle Computer |
MECs SHIVs |
-0.6 | +10 | +10 Aim +10 Crit |
Sectopod Autopsy MEC Warfare Systems |
75 | 50 (70) |
90 (125) |
90 (125) |
30 (35) |
1 UFO Flight Computer | 18 days (9.0 days) |
100 | |||
Targeting Motor |
SHIVs | SHIV Suppression | 20 | 165 (231) |
0 (5) |
7 days (3.5 days) |
14 | |||||||||
Holo Charger |
SHIVs | -0.6 | +5 | Drone Autopsy | 15 | 90 (126) |
30 (42) |
10 (14) |
0 (5) |
7 days (3.5 days) |
16 | |||||
Adaptive Tracking Pod |
SHIVs | Experimental Warfare | 20 | 40 (60) |
2 (2) |
0 (5) |
7 days (3.5 days) |
16 | ||||||||
Smartshell Pod |
SHIVs | +10 | Experimental Warfare | 20 | 25 (35) |
0 (5) |
7 days (3.5 days) |
10 | ||||||||
Shielding Pod |
SHIVs | -0.6 | Reduces corrosion duration to 1 turn +20 crit resistance |
Muton Interrogation New Combat Systems |
55 | 12 (4) |
20 (28) |
20 (28) |
20 (25) |
10 days (5.0 days) |
20 | |||||
AutoSentry Turret |
SHIVs | -1.3 | Cyberdisc Autopsy | 35 | 60 (84) |
8 (11) |
0 (5) |
10 days (5.0 days) |
24 | |||||||
Weapon Supercooler |
SHIVs | -0.6 | Sectopod Autopsy | 55 | 120 (180) |
10 (15) |
35 (49) |
0 (5) |
10 days (5.0 days) |
48 | ||||||
Elerium Turbos |
SHIVs | +4 | Elerium Advanced Servomotors |
45 | 30 (45) |
12 (18) |
16 (24) |
0 (2) |
7 days (3.5 days) |
12 |
Active Equipment
This equipment has limited uses and often needs to be used (activated) to have an effect.
Explosives
Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job.
Explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take (down to 50% damage at the periphery).
Grenades gain an extra charge with the Packmaster perk and the Grenadier perk.
Throw range of all grenades is modified by base (non-armor) soldier HP, where each point above or below 6HP increases or decreases the range by 4%, respectively. A soldier with 10HP, for example, will gain a +16% throw range bonus. Throw distance is also increased by various perks and is decreased by Red Fog.
Rockets gain an extra charge with the Shock and Awe perk.
Name | Usable by |
Mob |
Dmg |
Weapon range |
Blast radius |
Special properties |
Source |
---|---|---|---|---|---|---|---|
Rocket |
Rocketeers | -0.6 | 18 | 4 | Provides a regular rocket | XCOM starts with an unlimited supply | |
Javelin Rocket |
Rocketeers | -0.6 | 18 | 2 | Provides a Javelin rocket Shreds any unit it hits Deals +50% weapon damage Reduces scatter by 70% No environmental damage |
XCOM starts with an unlimited supply | |
AP Grenade |
Biosoldiers | -0.6 | 4 (3-5) |
10 | 2 | Shreds any unit it hits Cover blocks the effect +2 penetration |
XCOM starts with an unlimited supply |
HE Grenade |
Biosoldiers | -0.6 | 6 (5-7) |
8 | 2.5 | XCOM starts with an unlimited supply | |
Alien Grenade |
Biosoldiers | -0.6 | 7 (6-8) |
12 | 2 | Can't be equipped with Plasma Grenades | The Alien Grenades Foundry project provides an unlimited supply. |
Plasma Grenade |
Biosoldiers | 12 (10-14) |
12 | 2 | Compact: Twice the number of this equipped item is brought into each mission Can't be equipped with Alien Grenades |
The Condensed Plasma Foundry project allows production. |
Support grenades
Support grenades deal no damage but can still be extremely effective. All of these items gain an extra charge with the Packmaster perk and the Smoke and Mirrors perk, and their throw range is modified by HP in the same manner as explosive grenades.
Name | Usable by |
Mob |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||
Smoke Grenade |
Biosoldiers | -0.6 | 14 | 2.5 | Creates a 5x5 tile cloud of smoke (missing a tile from each corner) through 1 enemy turn Grants In Smoke to all units within the smoke |
XCOM starts with an unlimited supply | ||||||||
Acid Grenade |
Biosoldiers | -0.6 | 8 | 2.5 | Creates a 5x5 tile cloud of acid (missing a tile from each corner) until end of this unit's next turn Applies Corrosion to all units within the cloud or entering the cloud |
Thin Man Autopsy New Combat Systems |
40 | 120 (168) |
4 (5) |
30 (42) |
0 (5) |
15 Thin Man Corpses | 10 days (5.0 days) |
48 |
Concussion Grenade |
Biosoldiers | -0.6 | 12 | 2 | Cover blocks the effect Disorients enemies Does not affect robotic units Can't be equipped with Psi Grenades |
XCOM starts with an unlimited supply | ||||||||
Psi Grenade |
Psionic soldiers | 12 | 3 | Cover blocks the effect Disorients enemies Does not affect robotic units Can't be equipped with Concussion Grenades |
Psi Warfare Systems | 25 | 50 (70) |
10 (14) |
10 (14) |
10 (15) |
1 Sectoid Corpse | 7 days (3.5 days) |
20 |
Utility devices
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges.
Name | Usable by |
Mob |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||
Battle Scanner |
Scouts | -0.6 | 12 | 12 | Spawns a battle scanner at the target location until end of turn Grants +20 aim against any enemy within the area Reveals the area (including stealthed units) |
XCOM starts with an unlimited supply | ||||||||
Medikit |
Biosoldiers | 2 | Single Target | Removes acid and heals 1 + 50% of missing HP (max 4 HP) Works on any soldier Can stabilize a critically wounded soldier +1 charge with the Packmaster perk +1 charge with the Field Medic perk |
XCOM starts with an unlimited supply | |||||||||
Combat Stims |
Biosoldiers | Self | Self | Use on self (0 AP cost) to become Stimmed for 3 turns |
Berserker Autopsy | 45 | 120 (180) |
4 (9) |
1 Berserker Corpse | 10 days (5.0 days) |
48 | |||
Shadow Device |
Biosoldiers | 6 | 2 | 2 charges Shadows 1 friendly unit through 1 enemy turn or until the unit acts Does not affect enemies, this unit, or units with the Concealment perk |
Seeker Autopsy Psi Warfare Systems |
60 | 150 (225) |
10 (15) |
30 (45) |
40 (45) |
15 Seeker Wrecks | 14 days (7.0 days) |
60 | |
Mimic Beacon |
Biosoldiers | -0.6 | 10 | 8 | Spawns a beacon at the target location through 2 enemy turns Aliens must succeed a will check or move towards the beacon The will check's difficulty scales with the throwing soldier's will Does not affect allies or robotic units |
Alien Communications Psi Warfare Systems |
75 | 150 (210) |
2 (2) |
25 (35) |
25 (30) |
1 Sectoid Corpse | 14 days (7.0 days) |
60 |
Motion Tracker |
SHIVs | Grants Tracker 2 charges (3 with Elerium Batteries) When used, displays a 26.6 tile radius radar Blue: XCOM, White: Civilians, Red: Enemies, Yellow: Meld, Green: Bombs/Nodes Can display cloaked units |
10 | 25 (35) |
0 (5) |
5 days (2.5 days) |
8
|
See also
Long War Rebalance: Loadout | ||||
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