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		<summary type="html">&lt;p&gt;Imported from HTTrack HTML mirror&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;html&amp;gt;&lt;br /&gt;
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&amp;lt;th&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=Learning_to_Play_the_Game_(LPG)&amp;quot; title=&amp;quot;Learning to Play the Game (LPG)&amp;quot;&amp;gt;LPG Articles&amp;lt;/a&amp;gt;     &amp;lt;br/&amp;gt; (&amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;../indexc098.html?title=Template:LPG_article_list&amp;amp;amp;action=edit&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Edit&amp;lt;/a&amp;gt;)&lt;br /&gt;
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&amp;lt;td&amp;gt; &amp;lt;u&amp;gt;Gameplay&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Movement&amp;quot; title=&amp;quot;LPG - Movement&amp;quot;&amp;gt;Movement&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Add%2C_Return%2C_and_Remove_From_Play&amp;quot; title=&amp;quot;LPG - Add, Return, and Remove From Play&amp;quot;&amp;gt;Add, Return, and Remove From Play&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
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&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_LOS_Oddities&amp;quot; title=&amp;quot;LPG - LOS Oddities&amp;quot;&amp;gt;LOS Oddities&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;strong class=&amp;quot;selflink&amp;quot;&amp;gt;Vertical LOS&amp;lt;/strong&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Simultaneous_Abilities_%26_Attacks&amp;quot; title=&amp;quot;LPG - Simultaneous Abilities &amp;amp;amp; Attacks&amp;quot;&amp;gt;Simultaneous Abilities &amp;amp;amp; Attacks&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
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&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Shooting_in_melee&amp;quot; title=&amp;quot;LPG - Shooting in melee&amp;quot;&amp;gt;Shooting while in Melee&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;u&amp;gt;Power Attacks&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Power_Attack:_Head-Butt&amp;quot; title=&amp;quot;LPG - Power Attack: Head-Butt&amp;quot;&amp;gt;Head-Butt&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;u&amp;gt;Model Types&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Colossals_%26_Gargantuans&amp;quot; title=&amp;quot;LPG - Colossals &amp;amp;amp; Gargantuans&amp;quot;&amp;gt;Colossals &amp;amp;amp; Gargantuans&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;u&amp;gt;Unique Faction Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Cephalyx&amp;quot; title=&amp;quot;LPG - Cephalyx&amp;quot;&amp;gt;Cephalyx&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;u&amp;gt;Other&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Death_of_a_Controller&amp;quot; title=&amp;quot;LPG - Death of a Controller&amp;quot;&amp;gt;Death of a Controller&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
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&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=101&amp;quot; title=&amp;quot;101&amp;quot;&amp;gt;101 Articles (Basic)&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
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&amp;lt;th&amp;gt; &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=LOTS&amp;quot; title=&amp;quot;LOTS&amp;quot;&amp;gt;LOTS Articles (Advanced)&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; &amp;lt;i&amp;gt;This article is part of Warmachine University&amp;#039;s &amp;lt;b&amp;gt;&amp;lt;a href=&amp;quot;/index.php?title=Learning_to_Play_the_Game_(LPG)&amp;quot; title=&amp;quot;Learning to Play the Game (LPG)&amp;quot;&amp;gt;Learning to Play the Game (LPG)&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt; series, which is &amp;quot;Intermediate Training&amp;quot; aimed at new players who are still learning the core rules.&amp;lt;/i&amp;gt;&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; &amp;lt;i&amp;gt;(See also &amp;lt;a href=&amp;quot;/index.php?title=Crash_Course_(101)&amp;quot; title=&amp;quot;Crash Course (101)&amp;quot;&amp;gt;Basic Training&amp;lt;/a&amp;gt; and &amp;lt;a href=&amp;quot;/index.php?title=Learn_Objectives%2C_Tactics%2C_%26_Strategy_(LOTS)&amp;quot; title=&amp;quot;Learn Objectives, Tactics, &amp;amp;amp; Strategy (LOTS)&amp;quot;&amp;gt;Advanced Training&amp;lt;/a&amp;gt;.&amp;lt;/i&amp;gt;)&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;When it comes to seeing &amp;quot;over&amp;quot; things, Warmachine uses a hybrid of true-line-of-sight rules and abstract base-size-only rules. Most players simplify it down to only-abstract rules, and this practice is so common that many players don&amp;#039;t even realise they&amp;#039;re playing with house rules!&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; Note: For the purposes of this article, the reader should taken it as a given that all normal horizontal LOS lines are blocked. i.e. you can&amp;#039;t draw LOS &amp;quot;around the side&amp;quot; of the intervening model/terrain.&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Intervening_Model&amp;quot;&amp;gt;Intervening Model&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;If you have to draw LOS through a model, that model blocks LOS to everything behind it that is of equal-or-smaller base size. Essentially it casts a &amp;quot;horizontal shadow&amp;quot; behind it and anything in the shadow cannot be seen.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; Example 1: The huge base model cannot see the small base that is behind the large base.&amp;lt;/dd&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt; Example 2: The small base can see both the large base and the huge base.&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;a class=&amp;quot;image&amp;quot; href=&amp;quot;File_Vert_LOS_1.html&amp;quot;&amp;gt;&amp;lt;img alt=&amp;quot;Vert LOS 1.jpg&amp;quot; height=&amp;quot;531&amp;quot; src=&amp;quot;/images/1/13/Vert_LOS_1.jpg&amp;quot; width=&amp;quot;1194&amp;quot;/&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;a class=&amp;quot;image&amp;quot; href=&amp;quot;File_Vert_LOS_2.html&amp;quot;&amp;gt;&amp;lt;img alt=&amp;quot;Vert LOS 2.jpg&amp;quot; height=&amp;quot;546&amp;quot; src=&amp;quot;/images/9/9f/Vert_LOS_2.jpg&amp;quot; width=&amp;quot;1119&amp;quot;/&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;thumb tnone&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;width:302px;&amp;quot;&amp;gt;&amp;lt;a class=&amp;quot;image&amp;quot; href=&amp;quot;File_Vert_LOS_top.html&amp;quot;&amp;gt;&amp;lt;img alt=&amp;quot;&amp;quot; class=&amp;quot;thumbimage&amp;quot; height=&amp;quot;195&amp;quot; src=&amp;quot;/images/thumb/8/8f/Vert_LOS_top.jpg/300px-Vert_LOS_top.jpg&amp;quot; srcset=&amp;quot;/images/thumb/8/8f/Vert_LOS_top.jpg/450px-Vert_LOS_top.jpg 1.5x, /images/thumb/8/8f/Vert_LOS_top.jpg/600px-Vert_LOS_top.jpg 2x&amp;quot; width=&amp;quot;300&amp;quot;/&amp;gt;&amp;lt;/a&amp;gt; &amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;magnify&amp;quot;&amp;gt;&amp;lt;a class=&amp;quot;internal&amp;quot; href=&amp;quot;File_Vert_LOS_top.html&amp;quot; title=&amp;quot;Enlarge&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/div&amp;gt;Top down view illustrating how, for the purposes of this article, the reader should taken it as a given that all normal horizontal LOS lines are blocked.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Intervening_Obstruction_-_As_Per_the_Book&amp;quot;&amp;gt;Intervening Obstruction - As Per the Book&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Obstructions block LOS based on true line of sight ... but the attacker and target have an abstract model volume. So the obstruction cast a &amp;quot;triangular shadow&amp;quot; behind them and any model that pops out of that shadow even a little bit can be seen.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; Example 3 &amp;amp;amp; 4: The huge base model can see the small base behind the building, and vice versa.&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;In other words, if you can see a model over an obstruction, that model can see you.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;a class=&amp;quot;image&amp;quot; href=&amp;quot;File_Vert_LOS_3.html&amp;quot;&amp;gt;&amp;lt;img alt=&amp;quot;Vert LOS 3.jpg&amp;quot; height=&amp;quot;532&amp;quot; src=&amp;quot;/images/4/47/Vert_LOS_3.jpg&amp;quot; width=&amp;quot;1190&amp;quot;/&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;a class=&amp;quot;image&amp;quot; href=&amp;quot;File_Vert_LOS_4.html&amp;quot;&amp;gt;&amp;lt;img alt=&amp;quot;Vert LOS 4.jpg&amp;quot; height=&amp;quot;515&amp;quot; src=&amp;quot;/images/5/51/Vert_LOS_4.jpg&amp;quot; width=&amp;quot;1187&amp;quot;/&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Intervening_Obstruction_-_House_Rules&amp;quot;&amp;gt;Intervening Obstruction - House Rules&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Determining LOS over an obstruction as per the book is a pain in the ass. You need to put a ruler next to each model of the correct height to match their volume, then measure a line in mid-air between the two rulers, and try to see if the obstruction blocks that line.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;So instead, the commonly-played house rule is that obstructions block LOS in the same way models do, casting a &amp;quot;horizontal shadow&amp;quot;. This house rule is even more common in areas that use 2D terrain. &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Important for House Rules&amp;lt;/b&amp;gt; - Some players House Rule obstructions as tall enough to block LOS to everything, and others House Rule obstructions as blocking LOS to everything &amp;lt;i&amp;gt;except&amp;lt;/i&amp;gt; huge bases. So make sure you check with your opponent beforehand.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; Examples 5-7: Players have agreed to pretend the house is the size of a large-based model. &amp;lt;/dd&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt; Example 5: The huge base model cannot see the small base that is behind the building.&amp;lt;/dd&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt; Example 6: The small base can see the huge base over the building.&amp;lt;/dd&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt; Example 7: As before, but with 2-D terrain.&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;a class=&amp;quot;image&amp;quot; href=&amp;quot;File_Vert_LOS_5.html&amp;quot;&amp;gt;&amp;lt;img alt=&amp;quot;Vert LOS 5.jpg&amp;quot; height=&amp;quot;549&amp;quot; src=&amp;quot;/images/c/c6/Vert_LOS_5.jpg&amp;quot; width=&amp;quot;1206&amp;quot;/&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;a class=&amp;quot;image&amp;quot; href=&amp;quot;File_Vert_LOS_6.html&amp;quot;&amp;gt;&amp;lt;img alt=&amp;quot;Vert LOS 6.jpg&amp;quot; height=&amp;quot;520&amp;quot; src=&amp;quot;/images/e/ed/Vert_LOS_6.jpg&amp;quot; width=&amp;quot;1183&amp;quot;/&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;a class=&amp;quot;image&amp;quot; href=&amp;quot;File_Vert_LOS_7.html&amp;quot;&amp;gt;&amp;lt;img alt=&amp;quot;Vert LOS 7.jpg&amp;quot; height=&amp;quot;559&amp;quot; src=&amp;quot;/images/a/aa/Vert_LOS_7.jpg&amp;quot; width=&amp;quot;1199&amp;quot;/&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Intervening_Forest_or_Cloud&amp;quot;&amp;gt;Intervening Forest or Cloud&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;When it comes to seeing &amp;quot;over&amp;quot; forests and clouds, they are effectively infinite height. You use the regular forest/cloud LOS rules regardless of the volume of the attacker or the target ... unless the target is a huge-based model. Huge-based models can &amp;lt;i&amp;gt;always&amp;lt;/i&amp;gt; be seen over forests and clouds. &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;The regular forest/cloud LOS rules are covered in &amp;lt;a href=&amp;quot;/index.php?title=101_-_Terrain_Rules&amp;quot; title=&amp;quot;101 - Terrain Rules&amp;quot;&amp;gt;101 - Terrain Rules&amp;lt;/a&amp;gt;.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Official_Rules&amp;quot;&amp;gt;Official Rules&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Page 34 of the 2020.02 edition of the core rules&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Many game situations such as charging or making attacks require a model to target another model. A model must have line of sight (LOS) to another model to target it. Simply put, having line of sight means a model can see another model. When a model “selects” or “chooses” another model, it need not have line of sight. A model’s controller can check its line of sight at any time.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;There are several steps to determining whether one model has line of sight to another. These steps are listed on p. 34. If any step results in a model’s potential line of sight being blocked, return to the first step and try a different line. If no line can be found to pass all steps, the model does not have line of sight to the desired model and cannot target it.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;If you can draw any straight line between the bases of two models that crosses over any part of the base of a third model, the third model is an intervening model.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Line of sight can also be blocked by terrain. To determine whether a model’s line of sight to another model is blocked by terrain, consider each model’s volume. Every model occupies a volume of space above the bottom of its base determined by its base size. See the callout “Determining Model Volume” on p. 35 for details.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;In the following descriptions, Model A is determining line of sight to Model B:&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&amp;lt;li&amp;gt; Draw a straight line from any part of Model A’s volume to any part of Model B’s volume that is within Model A’s front arc.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; The line must not pass through a terrain feature that blocks line of sight.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; The line must not pass over an intervening model’s base that is equal to or larger than Model B’s.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; The line must not pass over an effect that blocks line of sight, such as a cloud effect.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
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		<author><name>imported&gt;Warmachine University contributors</name></author>
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