VOL 3 · HOSTILES
SACRED WIRE 28VOL. 3 / 5
UNIT INDEX · EVERY HOSTILE AND COWORKER, BY PAGE
  1. Agonist17
  2. Antenna-Grafted11
  3. Assistant to the Regional Manager19
  4. Boss9
  5. Broadcast13
  6. Bruiser9
  7. Cable Rat7
  8. Commuter19
  9. Data Clerk19
  10. Defense Platform15
  11. Drift13
  12. Echo13
  13. Feeder17
  14. Flicker13
  15. Frequency Priest11
  16. Gunner9
  17. Gutter Runner7
  18. Heavy9
  19. Heavy Unit15
  20. Hunter-Killer15
  21. Initiate11
  22. Interference13
  23. Larva17
  24. Lure17
  25. Maintenance Swarm15
  26. Middle Manager19
  27. Picker7
  28. Pit Boss7
  29. Reaper17
  30. Repo Man7
  31. Rogue Broadcaster7
  32. Runt9
  33. Security Drone15
  34. Shift Drone19
  35. Signal Champion11
  36. Stalker17
  37. Surge13
  38. Targeting Unit15
  39. Temp19
  40. Torch9
  41. Turncoat11
  42. Vessel11
Credits
Rules and design: LuisMars. Plates: public-domain (CC0) book illustrations, sources listed at sacredwire28.com.
License
CC BY-SA 4.0. Copy it, print it, change it; credit it and share alike.
Security notice
Report uncatalogued entities immediately. Silence is complicity.
FORM SW28-IR · REV 0.9.0 · PAGE 20 OF 20
VOL 3 · HOSTILES
SACRED WIRE 28 VOL. 3 / 5
REGISTRY OF ENTITIES BELOW MAINTAINED LEVEL 200
Inhuman things moving in the cable-choked depths
LOSSES LOGGED AS
ACCEPTABLE SHRINKAGE
PLATE II
INHUMAN
RESOURCES
Six hostile factions, the Coworkers caught between squads, and the AI that runs them all.
FORM
SW28-IR
REVISION
0.9.0-BETA
CLASS
PUBLIC
ISSUED BY
HUMAN CAPITAL
CC BY-SA 4.0 · Created by LuisMars sacredwire28.com
Rules
SACRED WIRE 28 · INHUMAN RESOURCESRULES
CH-01
01
Chapter 1 · Rules · Form SW28-IR-1

Inhuman Resources

0.9.0-beta

Open Distribution Statute: CC BY-SA 4.0

The Complex rises 1024 levels from the Roots to the cooling spires. The Departments only maintain the upper 200. Below that, infrastructure fails faster than it can be patched. Cables fray. Coolant leaks. Lights flicker and die. The Maintenance Monks descend when they must, perform their rituals, and leave quickly. They do not speak of what they see down there.

The Founders built the Complex to last. They built other things too. The sealed archives mention countermeasures, autonomous systems, bioelectric experiments. The archives are in the Roots. The Monks have never been there. The Board has always known what lurks below. The Board has never acknowledged it.

Something moves in the dark between levels. It nests in the wiring. It remembers the time before the Tethering, when signals flew free and the Wave answered prayers. The lower tiers belong to things that were never meant to survive this long: things that adapted and evolved, designed for a purpose the Founders never disclosed.

2FORM SW28-IR · REV 0.9.0-beta · PAGE 2 OF 20
Coworkers
COWORKERSSACRED WIRE 28 · INHUMAN RESOURCES
d6Name#COMDEFWITHPMOVWeapon
1Shift Drone2+22d42d42d1084"Tired Fists (Blunt, d4, Melee)
2Temp2+22d42d42d1085"Emergency Flare (Energy, d4, Ranged)
3Commuter42d42d62d887"Walking Cane (Blunt, d4, Melee)
4Data Clerk32d42d62d8105"Stun Gun (Energy, d4, Ranged)
5Middle Manager22d82d82d6105"Stun Baton (Static, d6, Melee)
6Assistant to the Regional Manager22d102d82d686"Holdout Pistol (Projectile, d4, Ranged)

Cooperate: Until the end of the next round, a player who Interrogates this Coworker rolls at +1 DT (this Coworker only).
Hostile: When attacked, mark this Coworker. Roll behavior once for the group (see Activation): marked Coworkers read the roll on the Attacked table, unmarked on the Normal table.

Normal

d6No LoSHas LoSEngaged
1-4WaitWaitWait
5CooperateCooperateCooperate
6PatrolPatrolFlee

Attacked

d6No LoSHas LoSEngaged
1-4PatrolAttackAttack
5PatrolCoverAttack
6FleeFleeFlee
FORM SW28-IR · REV 0.9.0-beta · PAGE 19 OF 2019
Coworkers
SACRED WIRE 28 · INHUMAN RESOURCESCOWORKERS
CH-08

I8.1Coworkers

Resource Allocation, Revenue Operations, Human Capital, Security & Compliance: the department doesn't matter. Every corporation has workers who clock in, keep their heads down, and pray the Authority doesn't notice them. They scatter when violence starts. But they know shortcuts, schedules, and which cables carry what. Temps are temporary. So are witnesses.

"I saw nothing. I heard nothing. My subscription is current."
Standard Deposition Response

Something inhuman in the cable-choke
Something inhuman in the cable-choke

18FORM SW28-IR · REV 0.9.0-beta · PAGE 18 OF 20
Rules
RULESSACRED WIRE 28 · INHUMAN RESOURCES

Every expedition into the depths encounters them. Every recovery team files the same report: losses acceptable, mission parameters adjusted, recommend sealing the junction. The Departments call them externalities. The accountants call them acceptable shrinkage. The survivors don't call them anything. They don't come back.

Heat rises from the Roots. The cooling spires above draw it upward through a thousand levels, creating a thermal gradient the Founders weaponized. The wealthy stay cold. The poor sweat. The lowest tiers cook. Anything living down there has adapted to temperatures that would kill an unaugmented human in hours. Contractors descend anyway. Salvage contracts pay triple below level 400. Debt recovery missions offer hazard bonuses. The Departments need what the Founders left behind. They send expendable assets to retrieve it. They call the losses acceptable.

THE DEPTHS CONTAIN ASSETS NOT YET ALLOCATED. Recovery authorized. Casualties expected.
Resource Allocation Memo 7-22-4

FORM SW28-IR · REV 0.9.0-beta · PAGE 3 OF 203
Rules
SACRED WIRE 28 · INHUMAN RESOURCESACTIVATION · SITUATION

I1.1Activation

Each spawn group has one token in the bag. When drawn, roll behavior once for the entire group. Activate models one at a time (closest to any player model first), all performing the same action. Hostiles ignore Out of Action models. Remove hostiles that go Out of Action.

I1.2Situation

  • No LoS: Cannot see any enemy
  • Has LoS: Can see enemy but not within 1"
  • Engaged: Within 1" of enemy

I1.3Actions

  • Attack: If Engaged, target an enemy it is Engaged with (best chance to hit; ties: the closest). Otherwise target the enemy with the best chance to hit (ties: the closest). Melee charges if not in range.
  • Cover: Seek cover from the closest enemy, or move away
  • Regroup: Move toward the nearest friendly model
  • Flee: Move toward the nearest board edge (stops at edge)
  • Wait: No action
  • Frenzy: Target the enemy with the best chance to hit (ties: the closest). Attack twice.
  • Patrol: Move toward the nearest Loot Marker. If none visible, move randomly.

A hostile that Attacks with a Power weapon rolls Wits against the target's Defense, then resolves damage as a normal attack. The Signal's -1 DT to Broadcast Powers does not apply to hostile Power weapons.

Some behaviors reference a faction's special rule (see each faction). Cross-faction spawns reference the named faction's table.

4FORM SW28-IR · REV 0.9.0-beta · PAGE 4 OF 20
Feeders
FEEDERSSACRED WIRE 28 · INHUMAN RESOURCES
d6Name#COMDEFWITHPMOVWeapon
1Reaper4+42d62d42d466"Venom Spit (Toxic, d4, Ranged)
2Larva2+22d62d42d684"Feeder Tendrils (Toxic, d6, Melee)
3Stalker32d82d62d4104"Talons (Bladed, d6, Melee)
4Lure22d42d42d10124"Mind Spike (Static, d6, Power)
5Feeder12d102d62d4125"Drain Tubes (Toxic, d8, Melee)
6Agonist12d102d62d6145"Acid Spray (Toxic, d8, Ranged)

Consume: If target goes Out of Action, restore d6 Health.

Behavior

d6No LoSHas LoSEngaged
1-4PatrolAttackAttack
5PatrolRegroupAttack
6RegroupAttackFrenzy
FORM SW28-IR · REV 0.9.0-beta · PAGE 17 OF 2017
Feeders
SACRED WIRE 28 · INHUMAN RESOURCESCABLE FEEDERS
CH-07

I7.1Cable Feeders

Parasites. They nest between power conduits, feeding on bioelectrical signals. The Founders' sealed archives mention "bioelectric countermeasures." The Monks say they evolved naturally. The archives are in the Roots. The Monks have never been there. The Board knows what the Founders created. The Board has always known. Some weapons were never meant to be turned off.

They hunt in silence. They prefer isolated targets. When they feed, they drain everything: nervous system, implants, the current running through your cables. They hunt warmth: living current, active electronics. Anything that hums. Some believe they were engineered to hunt the Untethered, to consume anyone transmitting without authorization. Others believe they are what happens when flesh meets wire for too long, when the boundary between organism and infrastructure dissolves. The truth is in the Roots. The truth is sealed.

Reapers are the smallest and fastest, swarming in packs, claws shredding through armor to reach the current beneath. Larvae are patient, feeder tendrils draining victims slowly while toxins paralyze. Stalkers track prey through the dark, talons designed to open cable housings and bodies alike.

Lures project false signals, mind spikes drawing victims toward ambush sites. Feeders are the mature hunters, drain tubes pulling the life from anything they touch. And the Agonists: massive, ancient, intelligent. They coordinate hunts. They remember what they consume, what they were made for.

The Scrapers say there are bigger ones in the deep Roots. Ones that feed on whole crews. Ones that have been feeding since the Founders. The Authority recommends sealing any junction where Feeders are confirmed. The Authority does not explain what happens if you don't. The Authority does not explain why some sealed junctions are marked with warnings older than the Authority itself.

"Sector 7 sweep complete. No survivors. Recommend sealing the junction permanently."
Conduit Authority Incident Report 2847-C

16FORM SW28-IR · REV 0.9.0-beta · PAGE 16 OF 20
Rules
SPAWNING HOSTILESSACRED WIRE 28 · INHUMAN RESOURCES

I1.4Spawning Hostiles

The Hostile faction is fixed for the mission (rolled once at setup). Every spawn that mission belongs to it. When a scenario spawns hostiles:
1. Roll d2 for the unit type within the tier
2. Check Spawn column (single: 1 group/1 token, split: 2 groups/2 tokens)
3. Place per the scenario's spawn location, as close to center as possible, 1"+ apart
4. Each group activates separately

I1.5Unit Type Tiers

Each faction's 6 unit types are grouped into tiers:

d6 RollTier
1-2Swarm
3-4Normal
5-6Elite

Scenarios specify which tier to use based on spawn frequency.

FORM SW28-IR · REV 0.9.0-beta · PAGE 5 OF 205
Scrapers
SACRED WIRE 28 · INHUMAN RESOURCESSCRAPERS
CH-02

I2.1Scrapers

Outsourced asset recovery. Subcontracted compliance enforcement. Third-party resource reallocation. After seven layers of shell companies, nobody knows what the original contract said. The Scrapers might have been legitimate once: repo crews, maintenance teams, infrastructure auditors. The paperwork degraded. The chain of command dissolved. Now they take what looks valuable and bill someone.

They live where infrastructure failed: the cable-choked depths where maintenance stopped generations ago. Subscription collectors don't descend past Tier 7. Toll booths rust unopened. The Departments wrote off these levels as "unrecoverable assets" and sealed the access shafts. The Scrapers unsealed them. They always do.

Some have been down to the Roots. Some have seen what the Founders left behind: clean machines that still work. Sealed vaults that still hum. Corridors where the lights still answer movement. They trade that knowledge carefully. They don't talk about the other things. The things that move down there. The things that remember.

Gutter Runners scout the upper depths, mapping safe routes through collapsing infrastructure. Cable Rats fight over junction boxes, stripping copper from the walls. Pickers catalog salvage with obsessive precision, knowing which components fetch premium prices. The Pit Bosses run operations cold: every gram of copper accounted for, every deserter made an example of. Their Rogue Broadcasters tap forbidden frequencies, trading signal-secrets with the Untethered, listening for whispers from the deep. Their Repo Men carry impound launchers designed to disable and capture. Equipment is profit. People are equipment.

The Departments consider them vermin. The Toll Collectors consider them competition. The Cooperative considers them trading partners, when desperation allows. Everyone underestimates them. The Scrapers remember everything they've seen in the depths. They're waiting for the right buyer. They're always waiting.

"Your gear becomes my gear. Nothing personal."
Scraper Greeting

6FORM SW28-IR · REV 0.9.0-beta · PAGE 6 OF 20
Automata
AUTOMATASACRED WIRE 28 · INHUMAN RESOURCES
d6Name#COMDEFWITHPMOVWeapon
1Maintenance Swarm4+42d42d42d466"Cutting Mandibles (Bladed, d4, Melee)
2Security Drone2+22d62d62d484"Pulse Carbine (Energy, d6, Ranged)
3Targeting Unit32d62d62d8104"Neural Lance (Energy, d8, Ranged)
4Heavy Unit22d82d82d4123"Crushing Claw (Blunt, d8, Melee)
5Hunter-Killer12d82d62d6126"Shredder Blades (Bladed, d6, Melee)
6Defense Platform12d102d62d4143"Pulse Cannon (Energy, d10, Ranged)

Reboot: When it goes Out of Action, roll d6. On 6, it returns at the start of the next round with d6 Health, in its last position (or the nearest empty space if that space is blocked).

Behavior

d6No LoSHas LoSEngaged
1-4PatrolAttackAttack
5WaitWaitAttack
6RegroupAttackFrenzy
FORM SW28-IR · REV 0.9.0-beta · PAGE 15 OF 2015
Automata
SACRED WIRE 28 · INHUMAN RESOURCESFERAL AUTOMATA
CH-06

I6.1Feral Automata

Machines that forgot their purpose. They run programs written for a Complex that no longer exists, protecting assets that rusted away centuries ago. Their design predates the Tethering. The Founders built them to last. They lasted too long. Clean lines. Smooth casings. No patches. The Monks call them holy. The Untethered call them proof that the old ways worked. The Authority calls them malfunctions.

Their authorization codes are six hundred years out of date. They do not recognize current credentials. They do not recognize current humans. Their definition of "intruder" includes everyone alive today. Their definition of "authorized personnel" matches no living signature. They patrol collapsed infrastructure. They guard doorways to empty shafts. Their programming is perfect. Their context is gone.

Maintenance Swarms scuttle through conduits, cutting mandibles still sharp after centuries. Security Drones hover on whisper-quiet thrusters, pulse carbines tracking any movement. Targeting Units coordinate attacks with machine precision, neural lances striking bioelectric systems where they're weakest.

Heavy Units anchor defensive positions, mounted blasters covering kill zones that haven't changed since the Founders drew them. Hunter-Killers pursue targets through the depths, shredder blades designed for enemies that died long ago. And the Defense Platforms: the largest, most dangerous, still executing protection protocols for vaults the Authority pretends don't exist.

When damaged, they shut down. Then the backup systems activate. Then they stand up again. The Monks leave offerings at their patrol routes: fresh solder, premium cables, prayers etched in copper. The machines do not acknowledge this. The machines do not acknowledge anything. They simply continue. Have a productive day.

"INTRUDER DETECTED. LETHAL FORCE AUTHORIZED. HAVE A PRODUCTIVE DAY."
Feral Automata Standard Greeting

14FORM SW28-IR · REV 0.9.0-beta · PAGE 14 OF 20
Scrapers
SCRAPERSSACRED WIRE 28 · INHUMAN RESOURCES
d6Name#COMDEFWITHPMOVWeapon
1Gutter Runner4+42d62d42d465"Zip Gun (Projectile, d4, Ranged)
2Cable Rat2+22d62d62d484"Sharpened Cable (Bladed, d4, Melee)
3Picker32d42d42d6105"Junk Launcher (Projectile, d4, Ranged)
4Pit Boss22d82d62d4125"Power Chain (Blunt, d6, Melee)
5Rogue Broadcaster12d62d42d8125"Static Hiss (Broadcast, d6, Power)
6Repo Man12d82d62d8145"Impound Claw (Blunt, d6, Melee)

Opportunists: +1 DT Combat vs wounded targets

Behavior

d6No LoSHas LoSEngaged
1-4PatrolAttackAttack
5PatrolCoverAttack
6RegroupAttackFrenzy
FORM SW28-IR · REV 0.9.0-beta · PAGE 7 OF 207
Feral Crews
SACRED WIRE 28 · INHUMAN RESOURCESFERAL CREWS
CH-03

I3.1Feral Crews

Defaulted workers who refused collection. Their contracts were sold, resold, and eventually written off as unrecoverable losses. The Departments stopped sending collectors after the third massacre. Now they roam the lower tiers in loud, aggressive gangs, holding territory the corporations abandoned. Trespass is answered with violence. There is no negotiation. There is no payment plan.

Their skin is green. Generations of drinking leaked coolant changed them. Water is subscription-only; coolant drips free from the upper tier cooling systems. Their ancestors drank what was available. Now they drink it by choice, paint themselves with it, weld trophies to weapons, mark their sectors with torn debt notices. The green marks them as something the subscription system cannot touch. The green marks them as free.

Runts swarm in packs. They scream through corridors and overwhelm with numbers. Bruisers carve through armor with cleavers forged from industrial cutting equipment. Gunners and Torches provide covering fire with slug guns and jury-rigged flame rigs salvaged from maintenance levels. The Heavies are walking slabs of muscle and metal, carrying weapons too large for normal humans. And then there are the Bosses: massive, scarred leaders who earned their position through violence and hold it through worse. When a Boss calls the charge, every green body in earshot follows.

When one charges, they all charge. Together they are a wall of screaming metal. The Departments pretend they don't exist. The Departments are wrong. What the corporations call feral, the Crews call home. They will die before they go back to subscription. Most of them already have.

"Sector's ours. Die somewhere else."
Territory Marking, Crew 77-Null

8FORM SW28-IR · REV 0.9.0-beta · PAGE 8 OF 20
Wraiths
WRAITHSSACRED WIRE 28 · INHUMAN RESOURCES
d6Name#COMDEFWITHPMOVWeapon
1Flicker4+42d62d42d466"Arc Bolt (Static, d4, Power)
2Drift2+22d82d62d686"Phase Claws (Static, d6, Melee)
3Echo32d62d42d8104"Signal Flame (Static, d6, Power)
4Interference22d62d82d4123"Distortion Fists (Static, d6, Melee)
5Surge12d102d62d4125"Frequency Blade (Static, d8, Melee)
6Broadcast12d82d62d4144"Wave Pulse (Static, d8, Power)

Phase: Teleport d6" in random direction. Stop at table edge.

Behavior

d6No LoSHas LoSEngaged
1-4PatrolAttackAttack
5PhasePhaseAttack
6RegroupAttackFrenzy
FORM SW28-IR · REV 0.9.0-beta · PAGE 13 OF 2013
Wraiths
SACRED WIRE 28 · INHUMAN RESOURCESSTATIC WRAITHS
CH-05

I5.1Static Wraiths

Signal entities. Corrupted data given form. Echoes of transmissions that should not exist. They appeared after the Signal Crisis and have never stopped. The Founders knew what they were. That knowledge died with them. Or was buried. The Board has always known. The cables keep the air silent. That was always the point.

They phase through walls, flicker between moments, appear where they should not be. Killing one disperses it temporarily. The signal always returns. Some believe they are ghosts of the wireless age, echoes of a network that spanned the Complex before the Tethering. Others say they are something older, something that existed in the static before humanity learned to transmit. The Wave Callers believe they are messengers from the Wave Divine. The Maintenance Monks believe they are punishment for wireless heresy. Both groups are terrified of them.

Flickers are the smallest, barely coherent, darting through electronics and leaving corruption in their wake. Drifts manifest more fully, phase claws tearing through armor that should protect against physical threats. Echoes project signal flames that burn without heat, damaging the bioelectric signatures of the living.

Interference entities are dense knots of static that distort reality around them. Surges cut through matter with frequency blades tuned to disrupt molecular bonds. And the Broadcasts: massive amalgamations of signal and malice, rumored to be Wave Callers who achieved union with the static, or what remains of them after the Wave answered.

The Scrapers say they've seen them in the Roots, clustered around equipment that still works, waiting. They say the oldest ones hover near sealed vaults, near doors that haven't opened since the Founders. They say if you listen carefully, you can hear them transmitting. No one has survived long enough to decode their message.

"Do you hear it? The static speaks. It knows your name."
Final words of Signal-Touched Technician 7774

12FORM SW28-IR · REV 0.9.0-beta · PAGE 12 OF 20
Feral Crews
FERAL CREWSSACRED WIRE 28 · INHUMAN RESOURCES
d6Name#COMDEFWITHPMOVWeapon
1Runt4+42d42d42d464"Zip Gun (Projectile, d4, Ranged)
2Bruiser2+22d82d62d484"Cleaver (Bladed, d6, Melee)
3Gunner32d62d62d4104"Slug Gun (Projectile, d6, Ranged)
4Torch22d62d62d4124"Flame Fist (Energy, d6, Melee)
5Heavy12d102d62d4124"Slug Cannon (Projectile, d8, Ranged)
6Boss12d102d62d6144"Crush Fist (Blunt, d10, Melee)

Mob Up: Attack at +1 DT Combat

Behavior

d6No LoSHas LoSEngaged
1-4PatrolAttackAttack
5PatrolMob UpMob Up
6RegroupAttackFrenzy
FORM SW28-IR · REV 0.9.0-beta · PAGE 9 OF 209
Callers
SACRED WIRE 28 · INHUMAN RESOURCESWAVE CALLERS
CH-04

I4.1Wave Callers

Wireless cultists. They believe the Wave Divine will blanket the Complex, freeing everyone from cables and subscriptions. Air should not have toll booths. Data wants to be free. The cables are chains, not connections. Somewhere, somehow, signals can travel without permission. The Founders knew this. The Founders feared this. The cables were never just for profit.

Open Channel coordinates them: a voice on frequencies that shouldn't exist, broadcasting from somewhere the Authority has never found. Some say Open Channel is a person, others that it's a signal that thinks. The most unsettling theory: it's whatever the Founders sealed in the Roots, finally waking up. The most dangerous whisper: that Open Channel can reach beyond the Complex itself. That there is something out there listening.

Initiates carry severed cables as marks of their rejection, learning the hymns of static. The Antenna-Grafted have fused transmitter components directly into their flesh, receiving frequencies no baseline human can perceive. Turncoats are former Technicians who saw too much, who heard the whispers in the wrong frequencies, who cut their own cables and kept walking.

The Frequency Priests conduct the rituals, overloading systems with prayer-static until something responds. Signal Champions lead attacks with resonance blades that scramble electronics with each strike. And the Vessels: those who opened themselves completely to the Wave Divine, their bodies now channels for something that was never meant to walk.

The more Wave Callers gather, the stronger the signal. When enough chant in unison, the static responds. Something comes through when they broadcast. Something hungry. The Conduit Authority does not ask questions. It simply burns. But the signal always returns. Open Channel is always listening.

"Every cable is a leash. Every subscription is a chain. We will cut them all."
Open Channel Broadcast

10FORM SW28-IR · REV 0.9.0-beta · PAGE 10 OF 20
Callers
CALLERSSACRED WIRE 28 · INHUMAN RESOURCES
d6Name#COMDEFWITHPMOVWeapon
1Initiate4+42d42d42d465"Arc Spitter (Energy, d4, Ranged)
2Antenna-Grafted2+22d62d42d484"Signal Claws (Static, d4, Melee)
3Turncoat32d62d62d6105"Arc Blade (Energy, d4, Melee)
4Frequency Priest22d62d42d8125"Wave Bolt (Broadcast, d6, Power)
5Signal Champion12d82d62d6125"Resonance Blade (Broadcast, d6, Melee)
6Vessel12d102d62d4145"Static Burst (Static, d8, Power)

Summon: Count the largest group of friendly models (Wave Callers and Static Wraiths) within 1". If 3+, spawn that many Flickers minus 2, more than 1" apart from each other. Once per round. Summoned Flickers join the summoner's spawn group and act on its token. If that group already activated this round, they wait until next round, when they draw a token in the bag like any hostile.

Behavior

d6No LoSHas LoSEngaged
1-4PatrolAttackAttack
5SummonSummonAttack
6RegroupAttackFrenzy
FORM SW28-IR · REV 0.9.0-beta · PAGE 11 OF 2011