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| <div class="hf-relpage hf-auxiliary-page hf-directory-page"> | | <div class="hf-relpage hf-artillery-page hf-directory-page"> |
| {{Release_page_header|title=Auxiliary}} | | {{Release_page_header|title=Artillery}} |
| <div class="hf-relpage-body"> | | <div class="hf-relpage-body"> |
| {{Release_TOC|content= | | {{Release_TOC|content= |
| <div class="hf-toc-category">On this page</div> | | <div class="hf-toc-category">On this page</div> |
| <div>[[#overview|Overview]]</div> | | <div>[[#ammo-types|Ammunition Types]]</div> |
| <div>[[#roles|Support Roles]]</div> | | <div>[[#cannons|Cannons]]</div> |
| <div>[[#musicians|Musicians]]</div> | | <div>[[#rockets|Rocket Launchers]]</div> |
| <div>[[#medical|Medical Support]]</div> | | <div>[[#mortars|Mortars]]</div> |
| <div>[[#builders|Builders & Demolition]]</div> | | <div>[[#swivels|Swivel Guns]]</div> |
| <div>[[#release-notes|Release Notes Check]]</div> | | <div>[[#environment-damage|Environment Damage]]</div> |
| | <div>[[#controls|Operating Artillery]]</div> |
| }} | | }} |
| <div class="hf-relpage-content"> | | <div class="hf-relpage-content"> |
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| {{Release_section
| |
| |id=overview
| |
| |title=Overview
| |
| |content=
| |
| <div class="hf-directory-hero"> | | <div class="hf-directory-hero"> |
| <div class="hf-directory-kicker">Support guide</div> | | <div class="hf-directory-kicker">Crew-served weapons</div> |
| <div class="hf-directory-title">Auxiliary roles win fights by keeping everyone else useful.</div> | | <div class="hf-directory-title">Artillery rewards coordination, range control, and careful ammunition choice.</div> |
| <div class="hf-directory-text">Musicians, Surgeons, Sappers, Engineers, Carpenters, and other support roles do not always top the scoreboard. They keep formations moving, repair problems, build cover, heal survivors, and make team assets work.</div> | | <div class="hf-directory-text">Cannons, rockets, mortars, swivel guns, and naval weapons shape the battlefield by breaking lines, damaging ships, destroying defences, and forcing enemies out of position.</div> |
| </div> | | </div> |
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| <div class="hf-directory-facts"> | | <div class="hf-directory-facts"> |
| <div class="hf-directory-fact"><span>Best habit</span>Stay close enough to help without blocking the front.</div> | | <div class="hf-directory-fact"><span>Key skill</span>Choose the right ammunition and range for the target before firing.</div> |
| <div class="hf-directory-fact"><span>Current change</span>5.x changed musician buffs and redesigned several support classes.</div> | | <div class="hf-directory-fact"><span>Crew role</span>Cannoneers reload faster and keep artillery pressure consistent.</div> |
| <div class="hf-directory-fact"><span>Related pages</span>[[Support]], [[Musician Tunes]], [[Defences]], [[Traits and Abilities]].</div> | | <div class="hf-directory-fact"><span>Related pages</span>[[Cannoneer]], [[Crewmen]], [[Naval Combat]], [[Spawnable Props]].</div> |
| </div> | | </div> |
| | |
| | {{Release_section |
| | |id=ammo-types |
| | |title=Ammunition Types |
| | |content= |
| | Artillery ammunition changes depending on the weapon that fires it, so the same selected shot can behave differently across cannons, howitzers, mortars, and naval guns. |
| | |
| | '''Round Shot''' |
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| | Often called the cannonball, round shot is the most commonly used artillery ammunition, but its behaviour depends on the artillery piece it is loaded into. |
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| | In cannons, round shot is a solid iron ball used mostly for long-range to medium-range combat. It has the potential to wipe out entire lines due to the shot being able to '''pierce''' players and defences. It can also destroy sapper-built defences and enemy artillery. If it strikes a loaded artillery piece, the piece will blow up, which can often result in the death of the entire crew manning it. |
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| | In howitzers, round shot produces a shrapnel round with a timed fuse explosion. This is an anti-personnel shot only and does more damage when it explodes while still airborne. |
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| | In mortars, round shot produces a mortar shot which explodes on impact. |
| | |
| | '''Chain Shot''' |
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| | Chain shot is only available in naval combat. It has a more drastic drop than round shot, but deals double damage to ship masts. |
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| | '''Grape Shot''' |
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| | Sometimes called canister shot, this ammunition is used in cannons and swivel guns. It shoots a bag of small metal pellets which can shred through any close-range infantry or cavalry. |
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| | It is used almost exclusively at short ranges due to its inaccuracy. Effective up to 50 meters, it can still be fired to 100 meters. Though not often used, it still has the potential to wipe entire lines in one shot and can be incredibly useful to a cornered cannoneer. |
| | |
| | '''Long Range Shell Rocket''' |
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| | This ammunition can only be used inside a rocket launcher and can shoot incredibly far. They have a range of about 100-250m and explode upon impact when hitting any surface (including trees, so watch out). |
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| | When fired, they usually don't fly straight. They will swirl left and right in the air, making them inaccurate and prone to hitting trees or buildings. They are referred to as "Shell Rocket(L)" in-game. |
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| | '''Short Range Shell Rocket''' |
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| | This is similar to the long-range rocket but only useful from about 35-55 meters. It can be useful to defend artillery or friendly lines. Short-range rockets are also rumoured to have a larger explosion radius than long-range rockets. |
| }} | | }} |
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| {{Release_section | | {{Release_section |
| |id=roles | | |id=cannons |
| |title=Support Roles | | |title=Cannons |
| |content= | | |content= |
| {{Card_grid|content=
| | Cannons are the backbone of the artillery, the most versatile and most used artillery pieces. They can be loaded with either grape shot or round shot from an ammo box. |
| {{Card|title=Support Classes|link=Support|image=Support-Classes.webp|description=Surgeons, Sappers, Musicians, Flag Bearers, Engineers, and related team utility roles.}}
| | |
| {{Card|title=Musician Tunes|link=Musician Tunes|image=Musician-Tunes.webp|description=Current instrument list, song groups, midi support, and musician etiquette.}}
| | '''Loading & Firing''' |
| {{Card|title=Defences|link=Defences|image=Defences.webp|description=Buildables, palisades, trenches, earthworks, artillery support, satchels, and repairs.}}
| | |
| {{Card|title=Traits & Abilities|link=Traits and Abilities|image=Traits-and-Abilities.webp|description=Class traits and ability behaviour across the current game.}}
| | * '''Load:''' Hold the desired ammunition type and hold E on the barrel. |
| | * '''Ram:''' When the ammunition is loaded, hold E again to ram the shot. Any class can ram, but equipping a ramrod as a cannoneer before ramming provides a +5% speed increase. |
| | * '''Aim:''' Press E when looking at the cannon from behind, then move the barrel using WASD. |
| | * '''Fire:''' Press Left Click or the fire button. Keep in mind that a cannoneer can override your aiming if you are firing as a different class. |
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| | '''Aiming a Cannon''' |
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| | You will only need to worry about bullet drop when firing at distances above 100+ meters. Though 100 meters isn't the maximum range (around 500 meters), it will prove difficult to find the best position to aim your cannon at extreme distances. |
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| | '''Moving a Cannon''' |
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| | If you need to reposition, press E on the wheels of an '''unloaded''' cannon. You can move up the cannon with 2 people for increased speed. Keep in mind you will probably have to move an ammo box as well. This can only be done by a cannoneer, but a sapper can build one for no material cost if available. |
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| | During the moving process, a cannoneer can override the person moving it. If 2 non-artillery classes or 2 artillery classes move the cannon at the same time, the first person who started moving it will always be favoured. |
| }} | | }} |
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| {{{!}} class="wikitable hf-guide-table" | | {{Release_section |
| ! Role !! Main Job
| | |id=rockets |
| {{!}}-
| | |title=Rocket Launchers |
| {{!}} '''Musician''' {{!}}{{!}} Provides nearby movement-speed support in current 5.x builds and adds battlefield atmosphere through instruments.
| | |content= |
| {{!}}-
| | Rockets are very unreliable as a beginner but with time can be learned and turned into a deadly long-range and short-range weapon. They can be loaded with 2 types of ammunition from a rocket stack and can hold 2 rockets at the same time (one on the left, one on the right). |
| {{!}} '''Surgeon / Medic''' {{!}}{{!}} Keeps wounded players alive and helps preserve reinforcements.
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| {{!}}-
| | '''What Makes Rockets Unreliable''' |
| {{!}} '''Sapper / Engineer''' {{!}}{{!}} Builds cover, obstacles, supplies, and battlefield positions.
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| {{!}}-
| | The thing that makes rockets unreliable is their tendency to swirl left and right in the air randomly. This makes precise aiming difficult as it is nearly impossible to hit a specific target. You just have to be lucky to land a precise shot. Fortunately, the rockets will usually go to the same spot if fired from the same side of the launcher. |
| {{!}} '''Carpenter''' {{!}}{{!}} Supports ships and structures, with 5.x satchel and axe changes giving the role more demolition value.
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| {{!}}-
| | '''Key Facts''' |
| {{!}} '''Flag Bearer''' {{!}}{{!}} Supports nearby troops and gained increased melee damage for bearing the flag in the 5.x redesign.
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| {{!}}}
| | * Rockets can destroy enemy artillery and cause the same explosion that cannonballs produce on a loaded artillery piece. |
| | * '''Moving:''' Hold E on the bucket in the front of the launcher (cannoneer only). You can move it with 2 people. Build it back up by holding E on the bucket again. |
| | * When rocket launchers spawn, they always spawn unpacked, allowing cannoneers to move them quickly. |
| | * Aiming rockets is best learned through practice. It will take a while to learn, but mastery can make you incredibly effective. |
| }} | | }} |
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| {{Release_section | | {{Release_section |
| |id=musicians | | |id=mortars |
| |title=Musicians | | |title=Mortars |
| |content= | | |content= |
| The old musician accuracy/reload stacking advice is outdated. The 5.x redesign changed Musicians so they increase nearby movement speed by 2.5%, stacking with multiple musicians up to 5%. Musicians can now buff every class, including ship crew.
| | Mortars are notoriously difficult to master but can shoot incredible distances (50-850 meters) and can be incredibly dangerous in the right hands. They can be loaded with round shot alone. |
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| Current instruments from the enum page include:
| | '''Advantages Over Cannons''' |
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| * '''Class instruments:''' Marching Drum, Fife, Violin, Bagpipes, Accordion, Banjo, Bugle. | | * Rain down cannonballs on enemy encampments without worrying about walls, trees, mountains, or houses. |
| * '''World or buildable instruments:''' Piano, Cello, Gramophone. | | * The explosion of a mortar is bigger than that of a cannon. |
| * '''Age of Sail:''' Accordion and sea shanties were added in 4.00, along with karaoke support. | | * Shoot anyone '''anywhere''' on the map with enough precision (if they don't have a roof above them). |
| * '''5.x music tools:''' Midi panel, drone key, instrument channel assignment, custom music slider, and new cello songs. | | * You don't have to ram the shot in the mortar. |
| | * You can destroy enemy artillery with it. |
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| See [[Musician Tunes]] for the song list and current music systems.
| | '''Drawbacks''' |
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| | * Cannot fire grape shot. |
| | * Cannot fire closer than ~50 meters, so you can't defend yourself from close-range troops or cavalry. |
| | * Shots take time to land. |
| | * You '''cannot''' move a mortar, so if the map has a bad mortar spot, you're stuck with it. |
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| | '''Tips''' |
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| | * After firing, a 15-second countdown begins before you can shoot again. Use this time to observe where your cannonball landed and adjust your aim. |
| | * Unlike rockets, mortar shots land exactly where you aim them. |
| | * If a mortar is shot or rebuilt by a sapper after being destroyed, it will still retain its aiming position. |
| | * Mortar effectiveness highly depends on the map. |
| }} | | }} |
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| {{Release_section | | {{Release_section |
| |id=medical | | |id=swivels |
| |title=Medical Support | | |title=Swivel Guns |
| |content= | | |content= |
| Surgeons and medics matter most after messy fights, long-range exchanges, and objective pushes where not every hit is instantly fatal.
| | Swivel guns are small, versatile cannons that can be built by the '''Sapper''' class. They are placed on a swivel gun stand and are most effective at close-quarters defence. |
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| * '''Surgeon healing''' was improved in the 5.x class redesign. | | * '''Ammunition:''' Swivel guns exclusively use '''grape shot'''. |
| * '''Surgeon self-healing''' exists through the Bandage ability.
| | * '''Primary Use:''' They are excellent defensive tools for repelling infantry charges, such as at the top of ladders or in fortified positions. |
| * '''Old restrictions still matter:''' Earlier release notes mention no healing underwater or while carrying objects. | |
| * '''Frontlines medics''' play differently because rifles, smoke, grenades, and trenches change the risk of reviving or healing.
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| Do not stand in the firing line while trying to heal. Pull wounded players behind cover whenever the fight allows it.
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| }} | | }} |
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| {{Release_section | | {{Release_section |
| |id=builders | | |id=environment-damage |
| |title=Builders & Demolition | | |title=Environment Damage |
| |content= | | |content= |
| Sappers, Engineers, and Carpenters are the practical side of Auxiliary play.
| | Each artillery piece deals a fixed amount of damage per hit to destructible environment objects such as sapper-built defences, palisades, and other structures. Higher numbers destroy fortifications in fewer shots. |
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| | '''Nations at War & American Revolution''' |
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| | {{{!}} class="wikitable hf-guide-table" |
| | ! Artillery Piece !! Environment Damage |
| | {{!}}- |
| | {{!}} '''Swivel Gun''' {{!}}{{!}} 35 |
| | {{!}}- |
| | {{!}} '''4 Pdr Cannon''' {{!}}{{!}} 50 |
| | {{!}}- |
| | {{!}} '''9 Pdr Cannon''' {{!}}{{!}} 90 |
| | {{!}}- |
| | {{!}} '''24 Pdr Cannon''' {{!}}{{!}} 150 |
| | {{!}}- |
| | {{!}} '''Carronade''' {{!}}{{!}} 100 |
| | {{!}}- |
| | {{!}} '''Coastal Cannon''' {{!}}{{!}} 150 |
| | {{!}}- |
| | {{!}} '''Mortar''' {{!}}{{!}} 75 |
| | {{!}}- |
| | {{!}} '''Field Howitzer Shrapnel''' {{!}}{{!}} 0 (anti-personnel only) |
| | {{!}}- |
| | {{!}} '''Rocket''' {{!}}{{!}} 25 |
| | {{!}}} |
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| * '''Sappers''' received many new props in 5.x, including earthwork variants, palisade variants, gates, towers, snake rail fences, piano, light pole, and flag.
| | '''Naval Guns (Age of Sail)''' |
| * '''Sapper materials''' are now assigned per Sapper player instead of shared in one faction pool.
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| * '''Swivel guns''' can now attach to palisade wall props.
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| * '''Carpenters''' gained an explosive satchel for destroying structures.
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| * '''Carpenter two-handed axe''' now swings in three directions and can block.
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| * '''Palisades''' have updated damage rules, making the right demolition tool more important.
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| Use [[Defences]] for buildable details. | | {{{!}} class="wikitable hf-guide-table" |
| | ! Ship Armament !! Environment Damage |
| | {{!}}- |
| | {{!}} '''8-Gun Schooner / Gunboat 4 Pdr''' {{!}}{{!}} 50 |
| | {{!}}- |
| | {{!}} '''Brigsloop / Frigate 9 Pdr''' {{!}}{{!}} 60 |
| | {{!}}- |
| | {{!}} '''Frigate 18 Pdr''' {{!}}{{!}} 150 |
| | {{!}}- |
| | {{!}} '''2-Gun Schooner 24 Pdr''' {{!}}{{!}} 200 |
| | {{!}}- |
| | {{!}} '''Corvette / Brigsloop Carronade''' {{!}}{{!}} 150 |
| | {{!}}} |
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| | '''Frontlines (WW1)''' |
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| | {{{!}} class="wikitable hf-guide-table" |
| | ! Artillery Piece !! Environment Damage |
| | {{!}}- |
| | {{!}} '''Howitzer''' {{!}}{{!}} 75 |
| | {{!}}- |
| | {{!}} '''Heavy Howitzer''' {{!}}{{!}} 150 |
| | {{!}}- |
| | {{!}} '''Heavy Mortar''' {{!}}{{!}} 75 |
| | {{!}}- |
| | {{!}} '''3-Inch Deck Gun''' {{!}}{{!}} 75 |
| | {{!}}- |
| | {{!}} '''Coast Gun''' {{!}}{{!}} 300 |
| | {{!}}- |
| | {{!}} '''Dreadnought''' {{!}}{{!}} 300 |
| | {{!}}} |
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| | Key takeaways: |
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| | * The Field Howitzer's shrapnel shell deals no structural damage at all; it is purely an anti-personnel weapon. |
| | * Rockets are poor siege weapons at 25 damage per hit. Use round shot from cannons or heavy naval guns to bring down structures. |
| | * The Frontlines Coast Gun and Dreadnought guns are the most destructive weapons in the game against structures. |
| | * Grenades and satchels can also damage artillery and structures (server-configurable since 5.10), and moveable artillery can be damaged with any melee weapon since 5.00. |
| }} | | }} |
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| {{Release_section | | {{Release_section |
| |id=release-notes | | |id=controls |
| |title=Release Notes Check | | |title=Operating Artillery Controls |
| |content= | | |content= |
| Important Auxiliary updates reflected here:
| | '''PC Controls''' |
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| | {{{!}} class="wikitable" |
| | ! Action !! PC Control |
| | {{!}}- |
| | {{!}} Interact (Mount, Load, Ram) {{!}}{{!}} E |
| | {{!}}- |
| | {{!}} Aim {{!}}{{!}} WASD (to move the barrel) |
| | {{!}}- |
| | {{!}} Zoom (Fine Aim) {{!}}{{!}} Right Mouse Button |
| | {{!}}- |
| | {{!}} Fire {{!}}{{!}} Left Mouse Button |
| | {{!}}- |
| | {{!}} Move Artillery Piece {{!}}{{!}} Hold E on the wheels |
| | {{!}}} |
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| * '''0.40:''' Musician accuracy bonus changed from 7% to 8%, stacking to 12% in older builds.
| | '''Console Controls (Xbox / PlayStation)''' |
| * '''1.x:''' Surgeon Bandage, support secondary weapons, musician/faction tunes, and early support restrictions were added.
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| * '''2.25:''' Field Orders, shillings, feats, and Barracks updates changed progression for support roles.
| | {{{!}} class="wikitable" |
| * '''4.00:''' Age of Sail added accordion, sea shanties, custom note and midi systems, and new naval support context.
| | ! Action !! Xbox Control !! PlayStation Control |
| * '''5.00:''' The support class redesign changed Musician, Surgeon, Carpenter, Sapper, Flag Bearer, and Artilleryman behaviour.
| | {{!}}- |
| * '''5.10-5.20:''' Musician assist scoring, musician buff restart, custom music notes, and several support-related class and spawn issues were fixed.
| | {{!}} Interact (Mount, Load, Ram) {{!}}{{!}} X {{!}}{{!}} Square |
| | {{!}}- |
| | {{!}} Aim {{!}}{{!}} Left Analog Stick {{!}}{{!}} Left Analog Stick |
| | {{!}}- |
| | {{!}} Zoom (Fine Aim) {{!}}{{!}} Left Trigger (LT) {{!}}{{!}} L2 |
| | {{!}}- |
| | {{!}} Fire {{!}}{{!}} Right Trigger (RT) {{!}}{{!}} R2 |
| | {{!}}- |
| | {{!}} Move Artillery Piece {{!}}{{!}} Hold X on the wheels {{!}}{{!}} Hold Square on the wheels |
| | {{!}}} |
| }} | | }} |
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