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Edge of the Empire/Age

of Rebellion
To
X-wing Miniatures
Conversion Rulebook
By Mikayla Donaldson
PART ONE: WHEN TO SWITCH
The debate about whether or not to com-
bine the tactical X-Wing Miniatures game with
the narrative Edge of the Empire game has
been disputed ever since Edge of the Empire
was released. While the merits of the built-in
system shouldnt be in doubt, the abstract na-
ture of narrative storytelling tended to frustrate
some, after all, who could resist the image of
starfighters hurtling through space at break-
neck speeds, spitting laser fire as they hurtle
at their targets on your tabletop?
When I decided that I produce a conversion
rule set, the first and foremost thing I wanted
to incorporate was as little adjustment to ei-
ther game as possible. I admired the fact that
the narrative storytelling of Edge of the Em-
pire allowed for fast and loose playing that
focused on the action and story and not on
the dice rolling and rules, but I also felt that
the X-Wing Miniatures game captured the
feeling of hurtling through space in a life or
death battle for superiority that sits unrivaled
in its smooth rules and cinematic feel. I saw
the two as natural compliments to full immer-
sion at the table.
After all, when watching the Star Wars mov-
ies, I was always subtly aware that the flavor
of the movie was different when you moved
from Space to Ground. You may notice that
theres a change in everything: music, tempo,
camera angles, color choices. When thinking
about the movies, you can cleanly split them
between great space battle movies and
great action movies. A New Hope, Return of
the Jedi, Phantom Menace, Revenge of the
Sith, all these movies have epic space battles
that are fundamentally different in tone than
the others, both in scale and in severity.
While the Millenium Falcon flees Hoth in The
Empire Strikes Back, it serves as an accent to
the story, not the pivotal moment.
It is with this in mind, that deciding
when to switch is as important as what hap-
pens when you do. The rules for X-Wing Min-
iature Battles complement the story greatly
when youre fleeing from T.I.E. fighters intent
on your destruction, but it doesnt benefit the
mood when youre avoiding gravity wells and
collisions in an asteroid field. In these situa-
tions, the cool and skill of the pilot is far more
important than the steely nerves of a gunner,
or the jury-rigging of a mechanic while the pi-
lot performs insane maneuvers to keep the
enemy at bay.
For this reason, these rules should
only be used if the Players find themselves in
ship to ship combat. Drawing parallels from
the movies, we can say that the following
would be times when the conversion rules are
appropriate:
- Assaulting the Trade Federation Star-
ships
- Tailing Slave 1 to Geonosis
- Assaulting Grievous Flagship
- Fleeing from the T.I.E. Fighters after
escaping the first Death Star
- Assaulting the Thermal Exhaust Port
to destroy the first Death Star
- Assaulting the Second Death Star

Situations where you are flat out flee-
ing, however, and not engaging in combat,
maybe better completed by using the narrative
rules. These examples are better resolved
this way:
- Escaping Naboo
- Fleeing Hoth into the asteroid field
- Fleeing Cloud City
CHAPTER I: WHEN IS X-WING
THE RIGHT MOVE?
In these examples, combat wasnt the
point of the encounter. The deadliness of sit-
uation was in not running. Usually, in situa-
tions where you cant shoot back, the best
thing to do is to handle it narratively, building
on the drama and intensity.
Should some of the PCs be in escort
craft, capable of fighting, and others in un-
armed vehicles, then combat can be engaged
and tactical rules used. As a general rule, if
no PC is going to shoot at an enemy, theres
no need to handle the battle tactically.
Its important to remember that just
because you have ships in space, doesnt
mean that you need to pull out a space map
and go for tactical battle. Consider X-Wing to
be another tool in your storytelling tool-box,
use it when it accentuates the mood, but nev-
er force a situation into something that doesnt
fit the story.
In most games, the timescales switch
from narrative scale to combat scale when
the Initiative order is established. Theres that
distinct moment when the scales have been
tipped, and negotiation is no longer an easy
solution. This same idea can lead to the tran-
sition betwixt narrative and tactical combat.
When the weapons power up, the sen-
sors get jammed, and the throttles get opened
to fullthats when the systems switch. The
fist sneak attack might be handled narratively,
but when everyone gets involved, thats when
you should switch over.
Likewise, once the firing stops, go
back to narrative. Even if still in the star field
of play, Let the narrative system cover weav-
ing through the broken wrecks of starships,
and hurtling around the asteroids. If no one is
shooting, you dont need to be tactical.
Likewise, if you have many things go-
ing on at once, such as the PCs in the cargo
hold wrangling a Wompa that broke free of its
cage while the Bounty Hunters working for the
Black Sun Vigo you stole it from are trying to
vaporize your starship, you can easily switch
back and forth between narrative and tactical
by remembering that 1 turn (all phases of a
turn) in the X-Wing tactical game is the same
as 1 round in the narrative game.
Transitioning from one to the other is
of vital importance to maintain something for
the whole party to do, but more than that, it
serves as a means to blur the lines between
the two different systems and bring a more
natural feel to the whole thing.

CHAPTER II: HOW DO I TRAN-
SITION TO THE FIGHT?
PART TWO: STARSHIP ROLES
In some situations, a group of PCs will
be operating as a squadron or flight, and
therefore each have their own starfighter to
operate. In other situations, they will all be on
a single transport operating different aspects
of the ship, and in still others, theyll fulfill dif-
ferent roles on different ships, some single
seat fighters, others crew-able.
In cases where you are in a starfight-
er, you are assisted by HUDs (heads-up dis-
plays) and fly-by-wire controls that allow you
operate many functions of the ship at once.
Some fighters even have astromechs
equipped to serve as mechanics, assisting in
the jury-rig and repair of minor systems. In
these cases, you are both pilot and gunner.
You will take all the actions for your starship
through all the phases. The inherent down-
side to this, is that you are very restricted in
the actions that you can take. You cannot do
anything not included in your ship profile.
When you are part of a crew on a larg-
er ship, a space transport or even small capi-
tal ship like a corvette, you fulfill one or more
starship roles. You might be the pilot, the
gunner, or even operate the ships computer
systems. As part of the crew, you have the
advantage of being able to perform many ac-
tions each round, prolonging the lifespan of
your ship and maintaining a fighting trim long
after a snub fighter would be overwhelmed.
Below are the roles that need to be
filled on a crewed starship:
- Pilot: This is the person responsible
for maneuvering the vessel through
combat. She controls the dial and de-
termines the initial order of action.
- Co-Pilot: Designed to assist the Pilot,
the Co-Pilot watches for complications
that arise and acts as a back-up
should the Pilot be injured. The Co-
Pilot also monitors the ships shield
settings.
- Gunner: The gunner (or gunners if the
vehicle has multiple weapon banks)
operate the on-board weapon systems
of the starship. The gunner fires
weapons during the combat phase.
- Navigation Officer: The Navs officer is
responsible for charting Astrogation
calculations.
- Communications Officer: The Comm
officer is responsible for both external
communications and also for manning
the sensor suites on the starship.
- Engineering: The engineering crew
consist of one or more crewmembers
who monitor damage and repairs of
the ship during spaceflight.
Depending on the exact nature of the
craft, some of the above positions may not
exist. Any positions which are not supported
by the starship default to the pilot. This often
is assisted by electronic systems that simply
the data and extrapolate the pilots requests
into automated responses. This often will re-
duce the flexibility of the actions available,
and, more significantly, reduce the amount of
actions that the pilot can perform.
This is the reason why freighters and
corvettes are still utilized in small engage-
ments alongside starfighterstheir versatility
and dogged endurance are a credit and serve
as irreplaceable command and control ships,
as each crew member gets an action during
each turn, the number of coordinated actions
a fully crewed starship can perform is daunt-
ing to the enemy.
CHAPTER I: ORGANIZING
YOUR CREW
1. Planning Phase: Each Pilot involved in
combat secretly chooses one maneuver
for his ship using its maneuver dial
2. Activation Phase: Each ship moves and
each crew member performs an action.
3. Combat Phase: Each gunner performs
one attack.
4. End Phase: Pilots remove unused actions
tokens from their ships (except target
locks) and resolve any End Phase abili-
ties.

Planning Phase
During this phase, each Pilot uses the
maneuver dial to secretly choose one maneu-
ver for his starship. The selection on the dial
dictates how his ship moves during the next
Activation Phase. Pilots must assign a dial to
their ship. After choosing a maneuver and
assigning it, continue to the Activation Phase.
Choosing a Maneuver
After discussing the strategy for the
turn with the crew (provided the Pilot is in-
clined to do so) the Pilot rotates the faceplate
of the ships maneuver dial until the window
shows the desired maneuver. He then as-
signs the maneuver to his ship by placing it
face down beside his ships base.

Activation Phase
During this phase, each ship is activat-
ed one at a time. Starting with the ship whos
Pilot has the lowest Pilot Skill, resolve the Ac-
tivation Steps in order.
To determine the Pilot Skill of a PC or
NPC, take the number of skill ranks in Piloting
(Space). Then, for each rank in the Skilled
Jockey talent that the character has, add 2 to
the Pilot Skill. This final number represents
the Pilot Skill for the PC.

Reveal the first Maneuver Dial
Once the order or the Activation has
been established, the Pilot with the lowest Pi-
lot Skill reveals his dial and performs his ma-
neuver. Should two Pilots have the same ma-
neuver, Pilots with Co-Pilots are considered to
have the initiative over than those without and
move second. Should there still be a tie, then
an opposed Cool check will determine who
has the initiative. Should this also result in a
tie, then the Imperial player has the initiative.

Co-Pilot plots enemy Movement
Once the dial has been revealed, if
any ships have a dedicated Co-Pilot, they
may at this time choose to forfeit any further
actions to interrupt and allow their ship to
immediately move instead. This represents
the additional attention that a Co-Pilot can de-
vote to monitoring the battlefield. By plotting
the trajectory of the ships, he can identify if
his Pilot will be putting them into poor position
(causing them to possibly collide with an ene-
my or over shoot an objective due to their op-
ponents maneuvering).

Set Template
Once the ship that is moving is deter-
mined, the Pilot selects the template that re-
lates to their ships move and executes the
chosen maneuver.
PART THREE: THE TURN SEQUENCE
CHAPTER I: TURN OVERVIEW
CHAPTER II: TURN DETAIL
Check Pilot Stress & Overlap
If the Ship just executed a maneuver
that resulted in it physically overlapping anoth-
er ship, the Pilot must immediately make a
Piloting (Space) check. The difficulty is al-
ways set at Average, but for each ship or oth-
er hazard within Range 1, add an obstacle die
to the roll. Should the test be passed, then
resolve the maneuver as per the rules pre-
sented in Overlapping Other Ships on page
17 of the X-wing Miniatures rulebook, but do
not stress the ship.
If the overlap includes obstacles like
asteroids or other hazards, and the Piloting
(Space) check is failed, roll one attack die for
each obstacle die included in the Piloting
(Space) check and apply the appropriate dam-
age.
If the Pilot chose to execute a red ma-
neuver or failed to make the Piloting (Space)
check and overlapped a starship, then place
one stress token next to the ships base. If the
Pilot chose to execute a green maneuver,
then remove one stress token from the ship (if
any).

Clean up
Once the ending location of the ship
has been determined, remove the dial from
the table.

Perform Crew Actions
One the ship has completed moving,
its crew may perform any available actions to
them as defined below. Remember, these
actions are only available if the appropriate
crew spot is filled. Any crew member may
take an action to change his station on board.
This is considered to be their action so they
may not take one at either the former or new
stations (though some Talents may reduce the
time this takes and allow an action).
Each action includes a number of al-
ternate stations that can perform the action.
Should any of these stations be occupied, the
Crew at such station can perform the action
themselves. In cases of single-seat starfight-
ers, most actions can be performed by the
pilot, but not all (as outlined below).
- Repair Damage
- Who: Engineering Only
- What: Flip one face up Ship dam-
age card to face down, or remove
one face down damage card com-
pletely
- How: Successful Mechanics check
- Treat Injuries
- Who: Anyone onboard
- What: Flip one face up Pilot dam-
age card to face down
- How: Successful Medicine check
- Switch Deflector Shields
- Who: Co-Pilot, Pilot
- What: If any Shields remaining,
restore 1 Shield point.
- How: Successful Mechanics check
- Calculate the Jump to Hyperspace
- Who: Navigations, Co-Pilot, Pilot
- What: Complete 1 round of astro-
gation calculations
- How: Successful Astrogation
check. The total time needed is
covered later under Feeling the
Pressure of Lightspeed in the Per-
mutations chapter.
- Hail or Hack Nearby Systems
- Who: Communications, Navigation,
Co-Pilot, Pilot
- What: Make contact with local per-
sons, send Hyperspace messages,
disable or access enemy systems.
- How: Successful Computer check.
The check, even if successful, may
require additional rolls on future
rounds to complete the Hack or
convince the listener to assist or
accept surrender. These are han-
dled narratively on a 1 Round to
1Turn basis
- Escape
- Who: Anyone onboard
- What: Escape via Escape Pod or
Ejection Seat
- How: Successful Cool check
- Use Action Bar
- Who: Gunner, Co-Pilot, Pilot
- What: Designate one action from
the Action Bar to be performed
- How: Available action. The Pilot
and Co-Pilot (provided that they
have taken no other actions) can
each pick one action from the ac-
tion bar to activate for that turn
- Pass
- Who: Anyone onboard
- What: Forego their action and do
nothing
- How: Declare only

Combat Phase
During this phase, each Gunner may
perform one attack against one enemy ship
that is inside its firing arc and within range.
Starting with the ship that has the Pilot with
the highest Pilot Skill (resolving ties in the
same order as above, with Initiative now going
first instead of second) each gunner on board
the ship (or pilots on ships with no gunners)
resolves the following steps in order.

Declare Target
The attacker chooses which enemy
ship he wishes to attack. Gunners on board
the same ship are considered to be in con-
stant communication, and as such, may coor-
dinate their attacks however they wish, firing
in whatever sequence they would like.

Roll Attack Dice
The attacker rolls a number of attack
dice equal to his ships Primary Weapon Val-
ue (red number), unless using a secondary
weapon, in which case he uses the profile in-
cluded for that weapon instead.

Modify Attack Roll
Players now spend action tokens and
resolve abilities that re-roll or otherwise modify
attack dice results.

Roll Defense Dice
The defender rolls a number of de-
fense dice equal to his ships Agility Value
(green number).

Modify Defense Roll
Players can spend action tokens and
resolve abilities that re-roll or otherwise modify
defense dice results.

Compare Results
Players compare the final attack and
defense dice results to determine if the de-
fender was hit, and how much damage it suf-
fers.

Deal Damage
If the defender was hit, it loses shield
tokens & gains Damage cards as appropriate.
End Phase
During this phase, pilots remove all
evade and focus tokens assigned to their
ships and return them to the action token sup-
ply. Target Locks and Stress tokens remain
until certain conditions are met.
Certain card abilities or missions may
require players to resolve certain effects dur-
ing the End Phase. If this is the case, then do
so at this time.
At this point, the turn is over. If nei-
ther side has destroyed all of his opponents
starships, a new turn will now begin, starting
over with a new Planning Phase.
PART FOUR: CHANGING THE GAME
The X-Wing Miniatures game and the
Edge of the Empire (Age of Rebellion) Role-
Playing Game are very different in their focus,
mechanics and play style. This naturally
leads to some rules not making sense in the
context of the others. We have (up to this
point) discussed how the X-Wing rules are
interpreted based on Edge of the Empire ac-
tions, so now we must talk about the Edge of
the Empire rules and how they are interpreted
into the X-Wing Miniatures game.

Feeling the Pressure of Lightspeed
In the Edge of the Empire RPG, the
time needed to make a calculation to hyper-
space is included primarily in the difficulty of
making the roll. This is done to reduce the
down-time and keep the action and narrative
moving along.
Normally, the difficulty is determined to
be Easy with an additional challenge dice
based quick calculations. Any additional
scores would then reduce the time taken for
the calculation and increase the accuracy of
the jump. The end function of this is to make
a single roll encompass many minute calcula-
tions and re-calculations in order to keep the
action moving.
In X-Wing Miniatures, time matters. It
matters a lot. As each round goes on, dam-
age piles up, and so the difficulty according to
the Edge of the Empire RPG would keep get-
ting more extreme. The easiest way to bal-
ance these competing factors is to use the
following rule;
Calculating a basic route requires 5
turns of work. Each turn shaved from this
basic time adds 1 but only 1 is required
per turn taken to launch into hyperspace.
In this way, the Astrogator is banking
on having more of his successes reduced by
the increase in challenge, effectively the same
as using those successes to reduce calcula-
tion time. Hasty calculations, while they can
be successful, are rarely as accurate as ones
taken carefully.
If, however, one wants to play it safe,
one will have to spend up to 5 turns calculat-
ing the route, but can accumulate many suc-
cesses while doing so. After using her 1 to
make the jump, others can be used to in-
crease accuracy or otherwise improve the
jump.

Power Sockets and Datajacks
One of the actions the Comms Officer
can perform is slicing the systems of an ene-
my ship. This can be done to sabotage weap-
ons systems or defenses, jam communica-
tions, or even steal information from their sys-
tems (such as Astrogation Maps and coordi-
nates, or other sensitive information). Comms
officers can also scan for enemy ships hiding
using Stealth devices or determining the pres-
ence of planetary defenses like shields and
powered weapons batteries.
When doing this as part of an on-going
space battle, a few adjustments need to be
made to the basic Computer skill. Again, the
skill use states that may be used to reduce
the time required for the desired slicing action.
In the X-Wing Miniatures game, it is easiest to
institute a rule that;
A single action of espionage or sabo-
tage may be performed for each achieved.
The lists of espionage and sabotage
actions are detailed on the adjacent page.
Each of these would require 1 action to per-
form unless successes allowed multiple ac-
tions to be achieved.
CHAPTER I: PERMUTATIONS
- Espionage Actions
- Access ship Databanks
- Download 1 file accessed
- Scan single range bracket
- Scan single Ship System
- Upload single file in accessed Da-
tabase

- Sabotage Actions
- Access enemy systems
- Turn on/off 1 system
- Overload 1 system
- Defeat 1 security gate

The Ship Card
Determining the ship Card for the
group can be accomplished using the follow-
ing conversion rules;
1. Pilot Skill Value: Take the number of skill
ranks in Piloting (Space). Then, for each
rank in the Skilled Jockey talent that the
character has, add 2 to the Pilot Skill.
2. Pilot Name: The name of the character
Piloting the starship. It is often appropri-
ate to use the callsign or handle of the
character.
3. Ship Type: The classification of the ship
will determine the dial that the ship uses.
4. Faction Icon: This is determined based on
the allegiance of the group.
5. Primary Weapon Value: The Primary
Weapon Value is determined by dividing
the damage value of the weapon used in
half (rounding down). Each gunner will
have their own PMV based on the weapon
they are using.
6. Agility Value: This is determined by sub-
tracting the Silhouette from 4 and adding
the Handling (to a minimum of 1).
7. Hull Value: This is determined by taking
the Hull Trauma and dividing it by 3
(rounding down).
8. Shield Value: Shield Value is total De-
fense value among all arcs.
9. Ship Type Icon: Determined based on
Hull Type.
CHAPTER II: CONVERSIONS
10. Upgrade Bar: This lists the available up-
grades on the starship. For PC ships, this
can be ignored, as the upgrades will be
handled narratively, and will already be
included where in applicable.
11. Pilot Ability: This is where applicable abili-
ties from Talents can be listed.
12. Action Bar: This is where available Pilot
actions are listed.
13. Squad Point Cost: This is ignored.

Why Ignore Squad Points?
A large number of values are changed
in the conversion to make the systems
smoothly mesh. This means that the inherent
balancing mechanic of Squad Points isnt ac-
curate any longer. This is okay! The differ-
ences are more weighted towards a heroic
narrative than a gritty tactical game. The
PCs starship is more durable, while the Impe-
rial starfighters are slightly more crunchy.
The balance comes in that when rival and
nemesis starships appear, they too gain a
more durable edge.
Using squad points to create scenarios
is a hopeless gesture, as the PCs ship will
defy normal point calculations. As such, its
probably better to just ignore the points in fa-
vor of establishing a narrative and storytelling
balance to the encounter.
The PCs (through clever role-playing
and wit) will probably be able to handle any
encounter you through at them, but just as
you do when setting up encounters ground-
side, if they PCs look overwhelmed, tone
down the enemy forces until an exciting bal-
ance can be established.

What good is Gunnery, anyway?
Its not an accident that the Gunnery
skill wasnt used as to determine the Primary
Weapon Value. The truth is, Gunnery is best
used to accomplish other things than it is to
determine damage to an enemy. Remember,
Primary and Secondary Weapon Values are
related to damage as well as not just accura-
cy. As such, Gunnery is better used passive-
ly, for such actions as Acquiring Target Lock
or warming up the weapons to begin with.
Unlike the Target Lock action in X-
Wing miniatures, any gunner can acquire a
target lock using his targeting computer by
activating the Target Lock action on the Action
bar. This will allow any other gunner (himself
included) to use a secondary weapon that re-
quires the target lock in the combat phase.
To acquire a target lock, the gunner
rolls his gunnery skill. The difficult, just as in
Chapter VI of the RPG rulebook, is deter-
mined by the range to the target as below.





Engaged models are those in base contact
with another starship. Youll note that silhou-
ette isn't included here. This is also intention-
al, as the effects of silhouette are included in
the Agility of a vessel, it is unnecessary to in-
clude it here. Also, a targeting computer is
less dependent on the size of a target to de-
termine a hit than it is the strength of the ships
sensors, which make distance a more applica-
ble difficulty. This is supported by the movies
in the fact that the X-Wings had to penetrate
the trench to a certain distance for the target-
ing computer before firing.
The targeting computer locked onto
the exhaust port regardless of its size, but the
size of the port (its silhouette) eventually re-
sisted the torpedo itself; an action represented
by the PMV of the Torpedo being beaten by
the Agility Value of the target (3 - Silhouette
0+ Handling of 0 gives it an Agility Value 3)
Talent Conversions
Many of the talents as written in the
Edge of the Empire and Age of Rebellion
books dont work quite as intended in the con-
fines of X-Wing Miniatures. As such, use the
following conversion rules for determining the
effects of these Talents.
- Barrage
- When attacking at range incre-
ments 2 or 3, you may re-roll any
blank results
- Brilliant Evasion
- As an action, make an opposed
Piloting (Space) check against a
target opponent; if successful you
may cause him to skip his Combat
Phase for a number of rounds = to
your Agility
- Dead to Rights
- As an action, you may add +1 to a
single Primary Weapon Value at
the cost of 1 Agility Value
- Dead to Rights (Improved)
- So long as your target has no fo-
cus or evade tokens, you may add
1 stress token for +1 to a single
Primary Weapon Value
- Defensive Driving
- As an action, you may increase
you Agility Value by 1/rank until
the end of the round
- Field Commander
- As an action, choose 1 friendly
ship at range 1 or 2 who has a low-
er Pilot Skill; this ship may immedi-
ately perform 1 action
- Field Commander (Improved)
- After using a focus token, you may
place it next to any friendly ship at
Range 1 or 2
- Fine Tuning
- As an action, make a Mechanics
check to remove 1 stress token
from your ship
- Fire Control
- You may change 1 result to a
and all remaining to results
- Form on Me
- All friendly ships at range 1 may
use your Pilot Skill for initiative
- Full Throttle
- Gives your ships Action Bar the
Boost Icon
- Full Throttle (Improved)
- As an action, execute a white 1
or 1 maneuver, then receive a
stress token
- Full Throttle (Supreme)
- Treat all 1 and 2 speed maneuvers
a green maneuvers
- Full Stop
- Instead of revealing a maneuver
when your dial is flipped over, you
may instead declare your ship to
have made a 0 movement and
place a stress token next to your
ship
- Hold Together
- As an action, choose one of your
Ship damage cards and flip it
face down
- Lets Ride
- A crew member with this talent
may switch between crew stations
as an incidental move, allowing her
to perform an action at either her
old station, or her new station
- Master Pilot
- Once per round, after performing
an action, may add 1 stress to per-
form a second action
- Natural Pilot
- You may perform actions even with
a stress token
- Overwhelm Defenses
- When attacking, may reduce the
defenders Agility Value by 1
- Solid Repairs
- Remove 1 additional face down
damage card per rank when using
Mechanics to repair damage
- Tricky Target
- Gives your ships Action Bar the
Evade Icon

Equipment Conversions
Certain pieces of equipment need to
also be updated to reflect their impact on the
X-Wing Rules.
- Advanced Targeting Array
- Gives your ships Action Bar the
Target Lock Icon
- Reinforced Shield Generator
- Each mod will increase the Shield
Value by 1
PART FIVE: EDGE OF THE EMPIRE SHIPS
PART SIX: AGE OF REBELLION SHIPS

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