Technology: Devices A-F
From Trinity Wiki
A list of technological devices for all technology-using classes.
The devices index includes a full index of all devices, as well as an explanation of some of the terms used in these descriptions.
Devices Index | A - F | G - L | M - R | S - Z
Devices (A - F)
The following is an alphabetical list of Devices, from A to F.
1MN AFTERBURNER
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Field: Energy [Module] | ||||||||||||||
Slot: Mid
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Capacitor Usage: 3
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Level: Grm 1st | ||||||||||||||
Activation Time: Swift | ||||||||||||||
Duration: 2 rounds (R) | ||||||||||||||
This device mounts onto the outer frame of the vehicle. When activated, it provides a significant increase in thrust, increasing the vehicle's movement speeds by +30 feet, minus 15 feet for each size category above Medium the vehicle is. If the speed increase would be reduced to 0 or less, this device has no effect. | ||||||||||||||
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10MN AFTERBURNER
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Field: Energy [Module] | ||||||||||||||
Slot: Mid
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Capacitor Usage: 9
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Level: Grm 3rd | ||||||||||||||
Activation Time: Swift | ||||||||||||||
Duration: 2 rounds (R) | ||||||||||||||
This device mounts onto the outer frame of the vehicle. When activated, it provides a significant increase in thrust, increasing the vehicle's movement speeds by +90 feet, minus 15 feet for each size category above Medium the vehicle is. If the speed increase would be reduced to 0 or less, this device has no effect. | ||||||||||||||
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100MN AFTERBURNER
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Field: Energy [Module] | ||||||||||||||
Slot: Mid
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Capacitor Usage: 16
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Level: Grm 5th | ||||||||||||||
Activation Time: Swift | ||||||||||||||
Duration: 2 rounds (R) | ||||||||||||||
This device mounts onto the outer frame of the vehicle. When activated, it provides a significant increase in thrust, increasing the vehicle's movement speeds by +150 feet, minus 15 feet for each size category above Medium the vehicle is. If the speed increase would be reduced to 0 or less, this device has no effect. | ||||||||||||||
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125mm RAILGUN
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Field: Armaments (Hybrid) [Module: Turret] | ||||||||||||||
Slot: High
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Capacitor Usage: 2
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Size: Medium
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Level: Grm 1st | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 30 ft. (Max Range Increments: 5) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
When you construct this device, choose an energy type. | ||||||||||||||
This weapon is a hybrid turret, meaning that it deals a combination of normal damage and energy damage; the physical portion of its damage is subject to DR, while the energy portion is subject to the appropriate ER. This weapon deals 1d6 physical damage and 1d6 energy damage of the chosen type. | ||||||||||||||
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150mm LIGHT AUTOCANNON
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Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
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Capacitor Usage: No
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Size: Medium
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Level: Grm 1st | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 30 ft. (Max Range Increments: 5) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 1d10 damage on a successful hit. | ||||||||||||||
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220mm VULCAN AUTOCANNON
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Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
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Capacitor Usage: No
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Size: Huge
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Level: Grm 2nd | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 40 ft. (Max Range Increments: 5) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 2d8 damage on a successful hit. | ||||||||||||||
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280mm ARTILLERY CANNON
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Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
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Capacitor Usage: No
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Size: Medium
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Level: Grm 1st | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 50 ft. (Max Range Increments: 8) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 1d8 damage on a successful hit. | ||||||||||||||
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425mm AUTOCANNON
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Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
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Capacitor Usage: No
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Size: Colossal
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Level: Grm 3rd | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 60 ft. (Max Range Increments: 6) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 4d6 damage on a successful hit. | ||||||||||||||
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650mm ARTILLERY CANNON
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Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
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Capacitor Usage: No
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Size: Huge
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Level: Grm 2nd | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 80 ft. (Max Range Increments: 10) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 2d6 damage on a successful hit. | ||||||||||||||
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720mm ARTILLERY CANNON
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Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
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Capacitor Usage: No
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Size: Colossal
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Level: Grm 3rd | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 100 ft. (Max Range Increments: 12) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 2d12 damage on a successful hit. | ||||||||||||||
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1200mm ARTILLERY CANNON
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Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
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Capacitor Usage: No
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Size: Enormous
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Level: Grm 4th | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 150 ft. (Max Range Increments: 15) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 4d8 damage on a successful hit. | ||||||||||||||
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1400mm ARTILLERY CANNON
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Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
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Capacitor Usage: No
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Size: Titanic
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Level: Grm 5th | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 200 ft. (Max Range Increments: 18) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 5d10 damage on a successful hit. | ||||||||||||||
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2500mm AUTOCANNON
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Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
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Capacitor Usage: No
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Size: Awesome
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Level: Grm 6th | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 100 ft. (Max Range Increments: 10) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 8d12 damage on a successful hit. | ||||||||||||||
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3500mm ARTILLERY CANNON
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Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
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Capacitor Usage: No
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Size: Awesome
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Level: Grm 6th | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 250 ft. (Max Range Increments: 20) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 6d12 damage on a successful hit. | ||||||||||||||
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ANCILLARY ARMOR REPAIR
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Field: Mechanics [Module] | ||||||||||||||
Slot: Low
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Capacitor Usage: 1
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Level: Grm 1st | ||||||||||||||
Activation Time: Swift | ||||||||||||||
Range: Vehicle | ||||||||||||||
Target: Fitted vehicle | ||||||||||||||
Duration: One round (R) | ||||||||||||||
Technology Resistance: No | ||||||||||||||
This device is integrated directly into the armor of a vehicle, allowing it to be restored when damaged. At the end of this device's duration, it heals the vehicle of 6 points of damage. | ||||||||||||||
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AUTOMATED CARAPACE RECONSTRUCTOR
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Field: Mechanics [Module] | ||||||||||||||
Slot: Low
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Capacitor Usage: 8
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Level: Grm 5th | ||||||||||||||
Activation Time: Swift | ||||||||||||||
Range: Vehicle | ||||||||||||||
Target: Fitted vehicle | ||||||||||||||
Duration: One round (R) | ||||||||||||||
Technology Resistance: No | ||||||||||||||
This device is integrated directly into the armor of a vehicle, allowing it to be restored when damaged. At the end of this device's duration, it heals the vehicle of 40 points of damage. | ||||||||||||||
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AZEOTROPIC SHIELD GENERATOR
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Field: Energy (Generator) [Module, Shield] | ||||||||||||||
Slot: High
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Capacitor Usage: No
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Level: Grm 3rd | ||||||||||||||
Activation Time: Passive | ||||||||||||||
This complex device generates a hydromagnetic field around the vehicle, giving it an SH rating of 6. A vehicle can have only one (Generator) module fitted at a time. | ||||||||||||||
SH functions like a combination of ER and DR: in essence, any damage that hits the vehicle is absorbed by SH. Unlike DR and ER, SH is ablative - damage is subtracted from it, and any leftover is applied immediately to the vehicle. Note that some effects can modify SH to give it ER or DR, decreasing the damage applied to the SH rating from certain damage sources. | ||||||||||||||
At the beginning of each turn, SH recharges as a function of a vehicle's shield recharge rate. By default, all (Generator) modules have a shield recharge rate of 1: thus, at the beginning of each turn, your SH increases by 1, to its maximum. Some modules and effects can modify shield recharge rate. | ||||||||||||||
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AZEOTROPIC WARD SALUBRITY
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Field: Energy [Module, Shield] | ||||||||||||||
Slot: Mid
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Capacitor Usage: No
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Level: Grm 4th | ||||||||||||||
Activation Time: Passive | ||||||||||||||
This device plugs into the framework of a shield generator. If a vehicle does not have a fitted module from the (Generator) subfield, this device has no function. | ||||||||||||||
This device increases the vehicle's SH by +16. However, because of the resonance effect this device has on the shield generator, it makes the vehicle stand out more, making it easier to hit, thus giving the vehicle an AC penalty of -4. | ||||||||||||||
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BARRIER EMITTER
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Field: Energy (Generator) [Module, Shield] | ||||||||||||||
Slot: High
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Capacitor Usage: No
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Level: Grm 2nd | ||||||||||||||
Activation Time: Passive | ||||||||||||||
This complex device generates a hydromagnetic field around the vehicle, giving it an SH rating of 4. A vehicle can have only one (Generator) module fitted at a time. | ||||||||||||||
SH functions like a combination of ER and DR: in essence, any damage that hits the vehicle is absorbed by SH. Unlike DR and ER, SH is ablative - damage is subtracted from it, and any leftover is applied immediately to the vehicle. Note that some effects can modify SH to give it ER or DR, decreasing the damage applied to the SH rating from certain damage sources. | ||||||||||||||
At the beginning of each turn, SH recharges as a function of a vehicle's shield recharge rate. By default, all (Generator) modules have a shield recharge rate of 1: thus, at the beginning of each turn, your SH increases by 1, to its maximum. Some modules and effects can modify shield recharge rate. | ||||||||||||||
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'BENEFACTOR' WARD RECONSTRUCTOR
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Field: Energy [Module, Shield] | ||||||||||||||
Slot: Mid
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Capacitor Usage: No
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Level: Grm 4th | ||||||||||||||
Activation Time: Passive | ||||||||||||||
This device plugs into the framework of a shield generator. If a vehicle does not have a fitted module from the (Generator) subfield, this device has no function. | ||||||||||||||
This device increases the vehicle's shield recharge rate by +7. | ||||||||||||||
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'CANYON' SHIELD EXTENDER
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Field: Energy [Module, Shield] | ||||||||||||||
Slot: Mid
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Capacitor Usage: No
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Level: Grm 5th | ||||||||||||||
Activation Time: Passive | ||||||||||||||
This device plugs into the framework of a shield generator. If a vehicle does not have a fitted module from the (Generator) subfield, this device has no function. | ||||||||||||||
This device increases the vehicle's SH by +32. However, because of the resonance effect this device has on the shield generator, it makes the vehicle stand out more, making it easier to hit, thus giving the vehicle an AC penalty of -8. | ||||||||||||||
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CAPACITOR RECHARGER
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Field: Energy [Module, Reactor] | ||||||||||||||
Slot: Mid
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Capacitor Usage: No
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Level: Grm 1st | ||||||||||||||
Activation Time: Passive (T) | ||||||||||||||
This device mounts into the vehicle's power plant, improving the vehicle's capacitor recharge rate by 2%. | ||||||||||||||
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COLD-GAS ARCJET THRUSTER
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Field: Energy [Module] | ||||||||||||||
Slot: Mid
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Capacitor Usage: 6
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Level: Grm 2nd | ||||||||||||||
Activation Time: Swift | ||||||||||||||
Duration: 2 rounds (R) | ||||||||||||||
This device mounts onto the outer frame of the vehicle. When activated, it provides a significant increase in thrust, increasing the vehicle's movement speeds by +60 feet, minus 15 feet for each size category above Medium the vehicle is. If the speed increase would be reduced to 0 or less, this device has no effect. | ||||||||||||||
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CROSS-LATER GYROSTABILIZER
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Field: Armaments [Module] | ||||||||||||||
Slot: Low
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Capacitor Usage: No
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Level: Grm 2nd | ||||||||||||||
Activation Time: Passive (T) | ||||||||||||||
This device assists in stabilizing projectile weapons, increasing their damage. Fitted weapons of the (Projectile) subfield gain a +2 equipment bonus to damage. | ||||||||||||||
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CRYSTALLINE CARBIDE PLATES
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Field: Armaments [Module] | ||||||||||||||
Slot: Low
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Capacitor Usage: No
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Level: Grm 4th | ||||||||||||||
Activation Time: Passive | ||||||||||||||
These layers of steel provide additional protection to the vehicle. The vehicle gains a +8 armor bonus to AC. | ||||||||||||||
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DUAL 425mm AUTOCANNON
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Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
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Capacitor Usage: No
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Size: Enormous
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Level: Grm 4th | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 80 ft. (Max Range Increments: 8) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 5d8 damage on a successful hit. | ||||||||||||||
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DUAL 650mm AUTOCANNON
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Field: Armaments (Projectile) [Module: Turret] | ||||||||||||||
Slot: High
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Capacitor Usage: No
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Size: Titanic
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Level: Grm 5th | ||||||||||||||
Activation Time: Attack action | ||||||||||||||
Range: 100 ft. (Max Range Increments: 10) | ||||||||||||||
Target: One creature | ||||||||||||||
Duration: Instantaneous | ||||||||||||||
Technology Resistance: Yes | ||||||||||||||
This weapon is a projectile turret, meaning that it deals normal damage, and as such damage it deals is subject to DR. This weapon deals 6d10 damage on a successful hit. | ||||||||||||||
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'ECONOMIST' TRACKING ENGINE
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Field: Mechanics [Module] | ||||||||||||||
Slot: Mid
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Capacitor Usage: 5
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Level: Grm 5th | ||||||||||||||
Activation Time: Swift (T) | ||||||||||||||
Duration: 2 rounds (R) | ||||||||||||||
This small analytical engine is specifically designed to aid in vehicular targeting systems. When plugged into a vehicle and activated, it overrides the vehicle's standard targeting protocols, enabling it to lock onto targets easier and farther away. All [turret] modules fitted on the vehicle gain a +8 equipment bonus to attack rolls and a +40 feet equipment bonus to range. | ||||||||||||||
Special: This device, and all its variants, can by modified by a reckoner script. Such scripts can force this module to focus on either accuracy or range: in either case, the bonus to one area (attack rolls or range) is doubled, and the other negated. | ||||||||||||||
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F-12 NONLINEAR TRACKING GEAR
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Field: Mechanics [Module] | ||||||||||||||
Slot: Mid
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Capacitor Usage: 4
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Level: Grm 4th | ||||||||||||||
Activation Time: Swift (T) | ||||||||||||||
Duration: 2 rounds (R) | ||||||||||||||
This small analytical engine is specifically designed to aid in vehicular targeting systems. When plugged into a vehicle and activated, it overrides the vehicle's standard targeting protocols, enabling it to lock onto targets easier and farther away. All [turret] modules fitted on the vehicle gain a +6 equipment bonus to attack rolls and a +30 feet equipment bonus to range. | ||||||||||||||
Special: This device, and all its variants, can by modified by a reckoner script. Such scripts can force this module to focus on either accuracy or range: in either case, the bonus to one area (attack rolls or range) is doubled, and the other negated. | ||||||||||||||
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F-M3 MUNITION INERTIAL SUSPENSOR
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Field: Armaments [Module] | ||||||||||||||
Slot: Low
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Capacitor Usage: No
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Level: Grm 4th | ||||||||||||||
Activation Time: Passive (T) | ||||||||||||||
This device assists in stabilizing projectile weapons, increasing their damage. Fitted weapons of the (Projectile) subfield gain a +8 equipment bonus to damage. | ||||||||||||||
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F-S9 REGOLITH SHIELD INDUCTOR
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Field: Energy [Module, Shield] | ||||||||||||||
Slot: Mid
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Capacitor Usage: No
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Level: Grm 6th | ||||||||||||||
Activation Time: Passive | ||||||||||||||
This device plugs into the framework of a shield generator. If a vehicle does not have a fitted module from the (Generator) subfield, this device has no function. | ||||||||||||||
This device increases the vehicle's SH by +64. However, because of the resonance effect this device has on the shield generator, it makes the vehicle stand out more, making it easier to hit, thus giving the vehicle an AC penalty of -16. | ||||||||||||||
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