Apocalypse
Apocalypse rains doom on those who oppose him!
Select a single foe die; Reroll
both Apocalypse and his target. The character who inflicts the most damage wins
-- a tie ends in a stalemate. If Apocalypse wins his target is
removed from the game; if his foe wins there is no effect
| Targeted Weird
- The owner of the Apocalypse die chooses any
single die from one of the opposing teams involved
in the current battle. The chosen die may
be of any point value but must be another character die.
- Note the initial result rolled by the targeted die.
If the result is a Super Power it will still
be applied in the proper order
regardless of the outcome of the application on
Apocalypse's power. A normal result will also
still be applied if the targeted die survives.
- Both dice are rolled simultaneously by their respective owners.
Only results that normally cause
a specific amount of combat damage are valid during this roll.
Any icon rolled that has a dual use must be counted as an attack
during this roll.
- A face result is only valid if the corresponding Super Power
it generates causes a specific amount of attack damage. This
includes the Basic Game Super Powers so a red character
could always apply its face as attack damage. All other
Super Power effects are negated including those that
would normally allow a
character
to escape from Apocalypse's
attack.
If Apocalypse rolls his face again it is negated and
counts as 0 attack damage, except in the case of a red die which
can be counted as 4 points of attack damage*.
The die with the higher attack damage total wins the face-off.
There are several possible results:
- If Apocalypse fails to roll any attack
damage then both dice return to the correct teams
and the target die is restored to its original result.
- If the targeted die causes more attack damage than Apocalypse both
dice are returned to their correct teams and the target die
is restored to its original result.
- If Apocalypse and the target die generate
the same amount of damage then both
dice are returned to their correct teams and the target die
is restored to its original result.
- If Apocalypse generates more damage then
the target die is removed from play, exactly as if it
had been defeated in a
Danger Zone.
Apocalypse is returned to his original team.
Under no circumstances does the targeted die inflict any damage
on Apocalypse during this face-off roll.
Apocalypse does not need to generate enough damage
to defeat the target die, he simply needs to generate
more attack damage than the target die to win the
face off.
|
Beast
Beast ricochets about the zone like a
furry blue billiard ball, bashing many foes on each
rebound.
Inflicts up to four 1-point
attacks upon targets of his choice. He must hit as
many targets as possible before he strikes a target
a second time. (targeted)
| Targeted Attack
- The owner of the Beast die chooses the
dice that are targeted by this attack, subject to the
limitation that as many dice as possible must be
struck before striking any die twice.
- The targeted die may come from more than one opposing
team involved in the current combat and, in fact,
must come from multiple teams in the event that
multiple teams are present and no team has more than
3 dice remaining when this power is applied.
- This attack may be combined with other Targeted
Attack Super Powers for a single attack on a
given die (see Cyclops for an example).
Bishop
Bishop absorbs an attack and turns it upon his foes!
May reflect and target up to 3
points of attack from any die upon his opponents.
(targeted)
Targeted Weird/ Targeted Attack
- This effect acts in 2 steps:
- Reflecting 3 points of attack portion acts as a
Targeted Weird Super Power effect.
- The 3 points of attack act as an Targeted Attack
Super Power effect.
- The owner of the Bishop die chooses the 3 points
of attack to reflect. Reflecting the attack negates
the original attack. These points may be reflected
from any team involved in the current combat, and
may be from a single team or multiple teams as desired.
- This negates 3 points of effect, not the effect of
3 points of dice, so it is possible to partially
negate the effect of a single die.
- This effect may only reflect attacks, so it is limited
in size to the total number of attack points rolled
by all opposing teams involved in the current battle.
If all opposing teams generate less than a total
of 3 points of effect then Bishop may only
reflect that total.
- The reflecting effect may negate up to 3 points of
Super Power attack, either targeted or untargeted.
Since this is a Weird effect the reflected portion
of the affected Super Power is negated and cannot
be applied during the appropriate phase.
- The attack portion of this power acts effectively
as three 1-point Super Power attacks.
The dice targeted by the attack
do not have to be the same dice that had their
effects reflected.
Black Queen
The alluring
Black Queen bends the will of her foes,
forcing them to do her bidding!
| Select one opposing die of up to
4 points and turn it to the [side]
of the [Black Queen's] choice
(targeted)
Targeted Weird
- This must target a die on an opposing team. Members of
the Black Queen's team are not eligible to be targeted.
- This affects a single die up to 4 points, not a total of 4 points of dice.
- Dice that have already applied their results are not eligible to be targeted.
- The original result is negated and the new result is applied instead,
exactly as if the new result had been rolled.
- Personal Opinion: Machines have no "will" to bend and should be
immune to this effect.
Black Tom Cassidy
Black Tom Cassidy
strikes with energy blasts from
his shillelagh!
| Inflicts 4 points of attack. (targeted)
Targeted Attack
- This acts effectively as four 1-point Super Power attacks.
Blob
The Blob manipulates his mass to make himself
immovable and indestructible.
| The Blob becomes a 6-point die for this combat round
and may not be moved by any power.
Targeted Weird
- The Blob must be the target of his own power.
- A total of 6 points of damage are required to remove
the Blob from combat for the remainder of
this round.
- If any modifiers are applied to the Blob's point
total during the current combat round they are applied
to the 6 point total, not the Blob's
actual 3 point total.
- No other normal or Super Power effect may move the
Blob during the current round after this effect
is applied, including Teleportation.
- This effect wears off immediately following the
Whomp n' Stomp phase of the current combat
round in order to allow the Blob to retreat
if the owner of his team so chooses.
|
Cannonball
Cannonball blasts through a battle
protected by his invulnerable field!
Inflicts 3 points of effect and
[Cannonball] cannot be harmed or interfered
with by any opposing dice this combat round.
Targeted Weird/ Targeted Attack
- This effect acts in 2 steps:
- The immunity to harm and interference
acts as a Targeted Weird Super
Power effect. Cannonball must be
the target of this effect.
- The 3 points of attack act as an
Untargeted Attack
Super Power effect.
- The immunity to interference prevents any other Super
Power from affecting Cannonball in any way
after it has been applied.
The Cannonball die is immune to all damage
and interference rolls, regardless of the totals,
made by all opposing teams during this combat round.
Captain Britain
Captain Britain
swoops down and delivers
a mighty blow for England.
| Inflicts 5 points of attack upon his foes.
Untargeted Attack
- None
Colossus
Colossus lifts an ally and hurls him
toward his foe adding power to his ally's attack!
Doubles the attack value of an ally's
weapon, claw, punch or power punch, but does not
add to a super power attack.
Targeted Weird
- Choose a single character die on Colossus' team to target.
- The value of the attack is doubled, not the
total damage done. The numeral multiplier on the
face of the allied die is ignored for purposes of
damage determination.
Cyclops
[Cyclops'] glare batters his enemies with
the force of his unstoppable optic blast.
Inflicts 4 points of attack and
[Cyclops] may divide the damage among targets
of his choosing. (targeted)
Targeted Attack
- This power acts as four targeted 1-point Super Power attacks.
Dark Beast
Dark Beast views civilians as little more
than lab rats!
Deflects up to 4 points of the
opposing team's attacks and redirects it at
normal dice of his choice. (targeted)
Targeted Weird/ Targeted Attack
- This effect acts in 2 steps:
- Deflecting 4 points of attack portion acts as a
Targeted Weird Super Power effect.
- The 4 points of attack act as an Targeted Attack
Super Power effect.
- The owner of the Dark Beast die chooses the 4 points
of attack to reflect. Reflecting the attack negates
the original attack. These points may be reflected
from any team involved in the current combat, and
may be from a single team or multiple teams as desired.
- This negates 4 points of effect, not the effect of
4 points of dice, so it is possible to partially
negate the effect of a single die.
- This effect may only deflect attacks, so it is limited
in size to the total number of attack points rolled
by all opposing teams involved in the current battle.
If all opposing teams generate less than a total
of 4 points of effect then Dark Beast may only
reflect that total.
- The reflecting effect may negate up to 4 points of
Super Power attack, either targeted or untargeted.
Since this is a Weird effect the reflected portion
of the affected Super Power is negated and cannot
be applied during the appropriate phase.
- The attack portion of this power acts effectively
as four 1-point Super Power attacks.
The dice targeted by the attack must be normals and
do not have to be the same dice that had their
effects reflected.
- If fewer than 4 normals are member of opposing teams then the
excess damage is negated. The deflection may still be fully applied.
Gambit
Gambit nimbly deals exploding cards in
his foe's face!
Inflicts three 1-point attacks upon
targets of his choosing. (targeted)
Targeted Attack
- This power acts as three targeted 1-point Super Power attacks.
Holocaust
Holocaust absorbs energy and uses it to
make himself stronger!
Absorbs the force of all non-super-powered energy
attacks (lightning bolts and magic), negating their damage
and adding their value to his attack value for this combat
round. Using magic as a defense prevents it from being absorbed.
Targeted Weird/ Untargeted Normal Attack
- This effect acts in 2 steps:
- The absorption of energy attacks and the negation of their effects
acts as a Targeted Weird Super Power
effect.
- The attack damage acts as an
Untargeted Normal Attack effect,
not a Super Power attack.
- All players involved in the current battle must decide whether to use
their magic results as attacks or defense when Holocaust's
power is applied. No deviations from this decision can be made during the
Whomp n' Stomp phase of combat.
- All non-super-powered energy attacks are absorbed from
all teams involved in the current battle,
including Holocaust's team.
- Any die generating a non-super-powered energy attack has
its effect negated for the current combat round.
- This attack has no inherent attack value, hence the total
value of the attack inflicted is the sum the all the energy
attacks generated during the current battle roll. All
energy attacks are multiplied by the appropriate modifier(s)
before they are added to Holocaust's attack.
- Damage caused by this attack is applied during the Whomp n'
Stomp phase of combat and counts as normal attack damage.
Normal defenses stop this damage normally.
|
Iceman
Iceman freezes his foes by encasing them
in a sheath of ice.
Halves the point value of up to 5
points of his foes' dice for the combat round.
(targeted)
Targeted Weird
- The owner of the Iceman die chooses the 5 points of dice that are affected.
- The dice may be from the same team or from different teams but all targeted dice
must be in the same city zone as Iceman.
- The affected dice halve the number of icons rolled, rounding up, before
multiplying by the appropriate factor and totaling results.
- Targeted dice also have their point value halved for purposes of damage needed to remove
them from combat so Normals remain 1 point, Uncommon heroes and villains become 2 points
and Rare heroes and villains become 2 points for the duration of the combat round.
- If a hero or villain die with a Super Power result is targeted and the
target die has not yet applied its Super Power than the following rules
apply:
- If the target die has a Super Power that does not generate a
specific number of points of effect (Apocalypse, Colossus, etc...)
then that Super Power may not be used. The owner of the affected die
may still use the appropriate substitute based on die color.
- If the targeted die's Super Power does generate a specific number of
points of effect then that number is halved, rounding up, and the
effect is applied normally in the appropriate portion of the turn
sequence.
- All targeted dice that survive the combat round return to normal immediately at the start
the next combat round.
|
Juggernaut
Juggernaut is an unstoppable force that
can punch his foes clear into next Sunday!
Knocks up to 5 points of dice into
any adjacent zone and they become inactive for the rest
of the rest of the turn -- [normals]
return to the dice pool.
Untargeted Weird
- The owner of the Juggernaut die chooses a single
team involved in the current battle, and dictates the
single adjacent zone that becomes the destination of all
affected dice. The owner of the targeted team chooses
the individual dice affected by this power, subject to
the normal rules for applying attack damage.
- The affected dice remain inactive until the end of the
current turn. If they end up in a Clobberin' Zone
that has not started combat for the current round they
are not eligible to participate in that combat,
including being ineligible to be taken as casualties.
These inactive dice will be sufficient to prevent an
opponent from taking control of a City Zone during the
Take Control phase of the current turn.
- Any dice removed from the current combat are ineligible to
be chosen as casualties for the current combat.
Magneto
Magneto's mastery of magnetic power
causes devastating damage!
Inflicts 5 points of damage and rerolls.
Repeat this each time his face is rolled again.
| Untargeted Attack
- Magneto is rerolled to determine if additional
damage is caused. Each time Magneto's face is
rolled an additional 5 points of damage are inflicted
and another reroll is made. Any result other than
a face is negated and immediately terminates the reroll
cycle for the current combat round.
Magicene
Magicenne commands her arcane power to teleport friends
or foes away!
Move up to 3 points of dice; return [normal]
dice to the dice pool, and displace character dice by up to two zones away.
Teleported dice lose their actions for the combat round.
Targeted Weird
- Targeted dice may come from any team in the City Zone occupied by Magicene, even her own team,
and may be chosen from several different teams if desired.
- Magicene may target herself with this power.
- If Magicene does not target herself she does not leave the combat zone and is subject to attack.
- Teleported dice become inactive until the start of the next combat round.
Mastermind
Mastermind weaves horrific visions spreading havoc wherever she goes!
Causes up to 3 points of dice to retreat and if they cannot,
the affected dice are interfered. Normal dice will flee, character dice
retreat to an adjacent friendly or neutral zone.
Targeted Weird
|
- Owner of the Mastermind die chooses the dice affected.
- Targeted dice may come from any team in the current combat, even Mastermind's team,
and may be chosen from different teams if desired.
- The owner of the targeted die chosen the destination zone for the targeted dice.
- Targeted dice may be move into their owner's HQ in this way provided the HQ is neutral or
under the control of the targeted dice's owner.
- Targeted dice may never be moved into an opponent's HQ by this power, even if the owner of
the die controls the opponent's HQ.
- If no adjacent friendly or neutral zone exists then this Super Power is applied to the target dice
during the Interference phase of combat.
- Dice retreating to a neutral zone lock that zone in combat for the current turn if combat has not been
fought there, or for the next turn if combat has not been fought there.
Nightcrawler
Nightcrawler seizes others and teleports them away from battle!
Teleports up to 4 points of dice up to two
[zones] away, then returns by himself to the original zone at the end of the
round -- [normals] retreat to the dice pool.
Targeted Weird
|
- Targeted dice may come from any team in the City Zone occupied by Nightcrawler, even his own team,
and may be chosen from several different teams if desired.
- Nightcrawler may not target himself with this power. He may choose to teleport 0 points in
order to leave the combat but he must return to the original zone at the end of combat.
- Teleported dice become inactive until the start of the next combat round.
- Nightcrawler leaves the original City Zone for the duration of the combat round. During the round he
may not take damage, attack, defend nor be affected by any super powers that go into effect after his.
Nightcrawler may not be taken as a casualty during the round.
- If this power is used during the first round of combat Nightcrawler returns prior to the decision to
to start a second round of combat.
- If the rest of Nightcrawler's team is defeated while he is out of the City Zone, and a single player
reamains then that player takes control of the City Zone and no second round of combat may be declared.
Upon his return Nightcrawler automatically locks the City Zone in combat for the next turn.
Phoenix
Phoenix uses her telekinetic powers to both shield her friends and strike at her foes.
Player's choice of up to 4 points of targeted attack
or defense, dividing the points as the player chooses. (targeted)
Targeted Attack/ Targeted Defense
|
- This acts effectively as 4 individual points of targeted attack or targeted defense to be applied
as the owner of the Phoenix die chooses.
- Targeted dice may come from the same team or different teams.
Professor X
Professor X uses his telepathic powers to improve the performance of his team
and confuse his foes.
Choose up to 4 points of dice in any team in the battle
and have them reroll before any effects take place. Professor X may not reroll his die.
(targeted)
Targeted Weird
|
- This power may target less than 4 points of dice.
- This acts effectively as 4 individual 1 point targeted effects.
- Targeted dice may come from any single team in play, including Professor X's team.
Dice targeted must all belong to the same team.
- Professor X may not target himself, but may target another Professor X die on an opposing team.
- Targeted dice have thier original effect negated. The result of the reroll is applied during
the appropriate step in combat.
- Any dice that have already applied their effects during the current combat round may not be targeted.
Psylocke
Psylocke's psychic knife stuns her foes, leaving them unable to act.
Negates the effect of up to 3 points of any dice.
(targeted)
Targeted Weird
|
- This acts effectively as 3 individual 1 point effects.
- Targeted dice may come from any team in play, even Psylocke's team,
and may be chosen from multiple teams if desired.
- Any dice that have not applied their effects prior to the
application of Psylocke's Super Power are
eligible to be targeted, including those that roll
Interference results since the Interference
phase occurs after the Super Powers! phase during
a combat sequence.
- Targeted dice remain in the current combat and may be chosen as casualties.
- The results of negation wear off immediately following
the current combat. All affected dice are eligible to
participate in following combat rounds.
Rogue
With the touch of her bare hand Rogue
steals the power of another.
Steal the super power of any character
die with a value of 4 or less in battle with her,
which did not roll its face; the affected die
becomes inactive for the combat round.
(targeted) Does not work on machines.
Targeted Weird/ As Power Stolen
- This effect acts in 2 steps:
- Stealing a power and rendering a character
inactive acts as a
Targeted Weird Super Power effect.
- The second portion acts identically to the stolen Super
Power. See appropriate character for details.
- Any character involved in the current combat
that has not rolled its face during the current
round is subject to targeting, including
members of Rogue's team.
- The targeted character may not stop this effect in any way
after the effect has been resolved.
- The targeted die becomes inactive until the end of the
current combat round. The effect it rolled is negated.
- The targeted die remains in the current City Zone and
may be taken as a casualty if its owner so chooses.
- The affected die becomes active again after the
Whomp n' Stomp phase of the current combat
round. If a second round of combat occurs in the
current City Zone this die may participate.
- Currently the Sentinels are the only machines in the
game. They are the only dice that are immune to this
effect.
|
Sabretooth
Sabretooth shreds his foes with his razor sharp claws
Claws the opposing team inflicting 4
points of attack and rerolls once; if super power is rolled again
inflicts another 4 points but does not reroll.
|
- This power allows only a single reroll, regardless of the second result.
- If Sabretooth's ID is rolled on the reroll then 4 additional points of
damage is generated. Any result other than the ID icon is handled normally.
- If a claw is rolled on the second roll then the normal claw sequence is
followed. If another ID icon ever results it is negated, the roll sequence
is terminated and all damage is applied.
- All damage generated by this power must be applied against a single team.
Sebastian Shaw
Sebastian Shaw absorbs his foes' blows and channels the power back into
his attacks!
Negates the attacks of all normal dice, then
redirects the total attack point value at a single foe. (targeted)
Targeted Weird
|
- Only normal dice with results that cause damage are affected.
- All normal dice involved in the current combat, even those from Sebastian Shaw's
team, are affected.
- If a normal produces a result that can be assigned multiple effects (ID icon) then
the owner of the normal die decides if that normal will generate an attack result
or another result and is bound by the decision for the current combat.
- Affected normal dice are rendered inactive for the current combat.
- Affected normal dice remain in combat and may still be taken as casualties.
- After all the damage from the normal dice is totaled the owner of the Sebastian Shaw die
chooses a die to take damage equal to the total rolled. Only this targeted die is
affected by this attack regardless of its value. The target die may not be a member
of Sebastian Shaw's team.
- If any member of the targeted die's team has generated Super Power defence results they may be
used to reduce the amount of damage taken by the target die.
- If the target die is defeated, any "extra" damage remaining from this attack is negated and cannot
be aplied to any other opponent's dice.
Sentinel, Mark I
The robotic Sentinel was created to destroy mutantkind; the Mark I packs a prodigious punch!
Inflicts 3 points of attack and rerolls once.
Untargeted Attack
|
- This power allows for only a single reroll. If the ID is rolled again then generate an
additional 3 points of damage and stop he reroll sequence.
- Any result other than an ID on the reroll is applied normally.
Sentinel, Mark II
The Mark II Sentinel grabs its mutant prey and rockets away to protect crowds from harm.
Moves up to 3 points of character dice up to two
[City Zones] away, then returns to this zone at the end of the round.
Normals return to the dice pool.
Targeted Weird
|
- Normal dice may never be affected by this power.
- Targeted dice may come from any team in the City Zone occupied by Mark II, even its own team,
and may be chosen from several different teams if desired.
- Mark II may not target itself with this power. It may choose to move 0 points in
order to leave the combat but it must return to the original zone at the end of combat.
- Moved dice become inactive until the start of the next combat round.
- Mark II leaves the original City Zone for the duration of the combat round. During the round it
may not take damage, attack, defend nor be affected by any super powers that go into effect after its power.
Mark II may not be taken as a casualty during the round.
- If this power is used during the first round of combat Mark II returns prior to the decision to
to start a second round of combat.
- If the rest of Mark II's team is defeated while it is out of the City Zone, and a single player
reamains then that player takes control of the City Zone and no second round of combat may be declared.
Upon its return Mark II automatically locks the City Zone in combat for the next turn.
Sentinel, Mark III
The Mark III Sentinel subdues its foes
with a potent stun gas!
Subtract 1 from each opposing
character [die] this round and reroll
[the Sentinel Mark III die] once. If this
super power is rolled again, inflict 3
points of attack.
Targeted Weird/ Possible Untargeted Attack
- This effect is applied in 2 steps:
- The initial face rolled acts as a
Targeted Weird Super Power effect.
- The second face rolled (if applicable) acts as an
Untargeted Attack Super Power effect.
- Every character die on every opposing team is targeted
by this effect and now effectively
acts as if it were 1 point lower in value than it
actually is for the remainder of the current combat
round, i.e., Rare character effectively have
3 points and Uncommon characters effectively have
2 points. This reduces the amount of damage needed to
defeat the characters and makes them more
susceptible
to
certain Super Powers
Normal dice are not affected by this power.
The Sentinel Mark III is rerolled once only. If
its face is rolled again then 3 points of
Untargeted Attack Super Power effect.
Any result on the reroll other than the face is negated
and there are no further rolls made during the current
combat round.
Sentinel, Mark IV
The Mark IV Sentinel is programmed to scan
and identify mutants; then it can negate their powers!
Negates the effects of up to 4
points of character dice. (targeted)
| Targeted Weird
- The owner of the Sentinel Mark IV die chooses
the individual dice that have their effects negated.
- Only character dice may be affected by this attack,
normal dice may not be targeted.
- All affected dice may come from multiple teams, including
the Sentinel Mark IV's team if the owner so chooses.
- The owner of the Sentinel Mark IV may apply
as many points of the negation as he sees fit, up to the
maximum of 4 points of effect, as few as 0 points may
be applied if desired.
- The targeted dice lose any effects they have rolled and may
not be rolled again during this round.
- Any dice that have applied their effects, specifically
other Weird Super Powers, prior to the
application of
the Sentinel
Mark IV's
effect may not have their effects negated.
The results of negation wear off immediately following
the current combat round. All affected dice are eligible to
participate in following combat rounds.
Shadowcat
Shadowcat's uncanny ability to phase
through solid objects adds to the defenses of her team!
Negates up to 4 points of attack or
other effects against her team. (targeted)
Targeted Defense
- This Super Power targets the effects of other
dice, not the dice themselves. It is possible to
partially negate the effects of a single die or
multiple dice with this power.
- The owner of the Shadowcat die chooses the
4 points of effect to negate, and may divide the
negation however he sees fit. The dice targeted
by the negation may belong to multiple teams,
including Shadowcat's team if desired.
- Only effects with a specific point value associated
with them can be targeted.
- The dice that have their effects targeted do not become
inactive for the current combat round. Any remaining effects
generated by these dice after the negation is applied is still
valid for the current round of combat.
Sinister
Sinister clones his allies, creating an inexhaustible army!
Recovers up to 4 points of allied character dice
that are knocked out of the game, returning them to Sinister's location at the
start of the next round.
Targeted Weird
|
- Normal dice can never be targeted by this power.
- Targeted dice must belong to Sinister's owner and have been knocked out in a combat round prior
to the round in which this power is rolled.
- Choose up to 4 points worth of dice and set them aside until the end of the current combat round.
- Sinister's owner is not obligated to use the full 4 points, an uncommon character may be chosen
even if a rare character is available.
- Targeted dice enter the combat zone where Sinster was when this power was rolled, even if Sinister
is no longer present.
- If a second round of combat can be fought targeted dice arrive prior to the decision to fight a
second round is made.
Storm
Storm summons the power of the gale to blow her foes away!
Flings up to 4 points of dice out of the
combat to an adjacent zone; affected dice become inactive for the combat
round. [Normal dice] return to the dice pool. (targeted)
Untargeted Weird
|
- The owner of the Storm die chooses a single team, even Storm's team, and the direction
of movement. The owner of the targeted team chooses the actual dice affected, and
is obligated choose as close to the maximum of 4 points as possible.
- Storm may be chosen as a die to be moved.
- Moved dice are inactive upon arrival in the destination City Zone. Their arrival does
not lock a Zone in combat if it was not previously locked.
- If the destination City Zone is locked in combat, and combat has not taken place the moved
dice may join that combat when it begins.
- This power may move dice into their own HQ. This power may not move dice into an
opponent's HQ.
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