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The following rules are based on the free Mini Six roleplaying game which can be [http://www.antipaladingames.com/p/mini-six.html downloaded as a PDF here].  These rules include variants and call-outs specifically for use with the D6 version of ''Star Wars the Roleplaying Game'', 1st Edition, originally by West End Games.
 
The following rules are based on the free Mini Six roleplaying game which can be [http://www.antipaladingames.com/p/mini-six.html downloaded as a PDF here].  These rules include variants and call-outs specifically for use with the D6 version of ''Star Wars the Roleplaying Game'', 1st Edition, originally by West End Games.
 
==Difficulty Numbers==
 
*Very Easy . . . 3-5
 
*Easy . . . 6-10
 
*Moderate . . . 11-15
 
*Difficult . . . 16-20
 
*Very Difficult . . . 21-30
 
*Heroic . . . 31+
 
  
 
==Attribute and Skill Rolls==
 
==Attribute and Skill Rolls==
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===General Rules for Knowledge Skills===
 
===General Rules for Knowledge Skills===
 
'''Information Difficulty'''
 
'''Information Difficulty'''
*Anyone knows that! - Very Easy
+
*Anyone knows that! - 5
*Common knowledge - Easy
+
*Common knowledge - 10
*Not widely known, but not secret - Moderate
+
*Not widely known, but not secret - 15
*Specialized knowledge - Difficult
+
*Specialized knowledge - 20
*Expert knowledge, top-secret - Very Difficult
+
*Expert knowledge, top-secret - 30
  
 
'''What do I know about (common subject matter)'''
 
'''What do I know about (common subject matter)'''
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===General Rules for Repairs===
 
===General Rules for Repairs===
 
The difficulty to repair an object depends on the damage done to it:
 
The difficulty to repair an object depends on the damage done to it:
*Light damage - Easy
+
*Light damage - 10
*Heavy damage - Moderate
+
*Heavy damage - 20
*Severe damage - Difficult
+
*Severe damage - 30
 
*Destroyed - cannot be repaired
 
*Destroyed - cannot be repaired
  
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===Astrogation===
 
===Astrogation===
The best -- though certainly not the most accurate! -- way to figure out relative positions and travel times are to use the following resources:
+
Astrogation rolls are normally against TN 15.  Without a nav computer or a way to calculate a jump, the base TN is 30.
*[http://images.wikia.com/starwars/images/1/10/MainGalaxy.png The Galaxy] - This is the Essential Atlas version of the map of the Star Wars Galaxy.
 
*[http://starwars.com/atlas/ Star Wars Essential Atlas Online Companion] contains an updated PDF index of all of the Star Wars planets and their position on the above map.
 
*[http://www.starwars-chronicles.com/Hyperspace_Travel_Time.htm Hyperspace Travel Times] gives you a general idea of the travel times involved with going from one section of the galaxy to another.  Unfortunately, it's a generalization; certain features of the galaxy make it such that any planets not along well-traveled Hyperspace routes could have travel times that vary widely from what is presented.
 
 
 
Combine all these with several listings in the various Star Wars sourcebooks, and then multiply all that by your ship's Hyperdrive Multiplier.  See why it requires an Astrogation roll?
 
 
 
Astrogation rolls are normally against Moderate difficulty, though this may vary slightly based on how well known the route is.  Without a nav computer or a way to calculate a jump, the base difficulty is Very Difficult.
 
  
 
====Time to Use:====
 
====Time to Use:====
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*9. . . Mynocks: mynocks or something similar attached themselves to the power cables, extending the trip's duration by 1D days.
 
*9. . . Mynocks: mynocks or something similar attached themselves to the power cables, extending the trip's duration by 1D days.
 
*10. . . Close Call: another system is damaged during transit, such as escape pods, nav computer, or weapons.  It requires repairs before it can be operated again.
 
*10. . . Close Call: another system is damaged during transit, such as escape pods, nav computer, or weapons.  It requires repairs before it can be operated again.
*11-12. . . Collision, Heavy Damage: the ship drops out of hyperspace due to collision with a realspace object, causing heavy damage and rupturing the hull.  Anyone in the damaged section must make Moderate Knowledge/Survival checks to avoid passing out.  Failure means Strength/Stamina rolls each round to avoid passing out due to lack of air; the TN starts as Easy the first round, Moderate in the second, and so on.
+
*11-12. . . Collision, Heavy Damage: the ship drops out of hyperspace due to collision with a realspace object, causing heavy damage and rupturing the hull.  Anyone in the damaged section must make MODERATE Knowledge/Survival checks to avoid passing out.  Failure means Strength/Stamina rolls each round to avoid passing out due to lack of air; the TN starts as Easy the first round, Moderate in the second, and so on.
  
 
===Bargain===
 
===Bargain===
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====Bribes====
 
====Bribes====
 
The difficulty for a successful bribe is based on who you're bribing:
 
The difficulty for a successful bribe is based on who you're bribing:
*Corrupt hick-planet judge - Very Easy
+
*Corrupt hick-planet judge - 5
*Maitre-d'hotel at a swank restaurant - Easy
+
*Maitre-d'hotel at a swank restaurant - 10
*Planetary official - Moderate
+
*Planetary official - 15
*Imperial official - Difficult
+
*Imperial official - 20
*Imperial Naval officer - Very Difficult
+
*Imperial Naval officer - 30
  
 
The difficulty is modified by the size of the bribe:
 
The difficulty is modified by the size of the bribe:
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'''Difficulty of gaining access to information'''
 
'''Difficulty of gaining access to information'''
*Available to all - Very Easy
+
*Available to all - 5
*Available to almost anyone - Easy
+
*Available to almost anyone - 10
*Available to anyone who qualifies - Moderate
+
*Available to anyone who qualifies - 15
*Somewhat restricted - Difficult
+
*Somewhat restricted - 20
*Extremely restricted - Very Difficult
+
*Extremely restricted - 30
  
 
'''Modifiers'''
 
'''Modifiers'''
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===Command===
 
===Command===
 
Rolling to command a group of NPCs has a difficulty based on their relative loyalty to you:
 
Rolling to command a group of NPCs has a difficulty based on their relative loyalty to you:
*Every reason to obey you - Very Easy
+
*Every reason to obey you - 5
*Some reason to obey you (common interest) - Easy
+
*Some reason to obey you (common interest) - 10
*No reason to obey you - Moderate
+
*No reason to obey you - 15
*Skeptical or suspicious - Difficult
+
*Skeptical or suspicious - 20
*Every reason not to trust you - Very Difficult
+
*Every reason not to trust you - 30
  
 
===Computer Programming / Repair===
 
===Computer Programming / Repair===
 
The Difficulty to retrieve specific data is:
 
The Difficulty to retrieve specific data is:
*Public data - Very Easy
+
*Public data - 5
*Easy to access - Easy
+
*Easy to access - 10
*Private data - Moderate
+
*Private data - 15
*Secret data - Difficult
+
*Secret data - 20
*Top-secret data - Very Difficult
+
*Top-secret data - 30
  
 
If your roll is half or less than half of the Difficulty, the network intrusion is detected.
 
If your roll is half or less than half of the Difficulty, the network intrusion is detected.
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===Con===
 
===Con===
 
The difficulty of a con is based on who you are trying to con:
 
The difficulty of a con is based on who you are trying to con:
*Your own grandma - Very Easy
+
*Your own grandma - 5
*A naive teenager - Easy
+
*A naive teenager - 10
*A stormtrooper with no orders preventing the request - Moderate
+
*A stormtrooper with no orders preventing the request - 15
*A customs inspector - Difficult
+
*A customs inspector - 15
*Jabba the Hutt - Very Difficult
+
*Jabba the Hutt - 30
  
 
Modifiers include:
 
Modifiers include:
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===Demolitions===
 
===Demolitions===
 
The Difficulty is based on the size and/or structure you are trying to blow up:
 
The Difficulty is based on the size and/or structure you are trying to blow up:
*Very flimsy object (plywood door) - Very Easy
+
*Very flimsy object (plywood door) - 5
*Flimsy ojbect (hardwood door) - Easy
+
*Flimsy ojbect (hardwood door) - 10
*Average (transparisteel, durasteel door) - Moderate
+
*Average (transparisteel, durasteel door) - 15
*Lightly armored object (blast door) - Difficult
+
*Lightly armored object (blast door) - 20
*Heavily armored object (starship hull) - Very Difficult
+
*Heavily armored object (starship hull) - 30
  
 
Note that standard detonite comes in a fist-sized cube that deals 1D damage like a grenade.
 
Note that standard detonite comes in a fist-sized cube that deals 1D damage like a grenade.
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===Languages===
 
===Languages===
 
Most people understand most galactic languages.  When someone says something and they aren't speaking in Basic, roll this skill to see if it's understood.
 
Most people understand most galactic languages.  When someone says something and they aren't speaking in Basic, roll this skill to see if it's understood.
*Simple phrase - Very Easy
+
*Simple phrase - 5
*Simple sentence or concept - Easy
+
*Simple sentence or concept - 10
*Moderatley complex paragraphs or concepts - Moderate
+
*Moderatley complex paragraphs or concepts - 15
*Complex concepts or long-winded explanation - Difficult
+
*Complex concepts or long-winded explanation - 20
*Complex, technical or culturally-specific concepts - Very Difficult
+
*Complex, technical or culturally-specific concepts - 30
  
 
===Stamina===
 
===Stamina===
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===Streetwise===
 
===Streetwise===
 
Difficulty is based on how common the goods / services are that you are looking for.
 
Difficulty is based on how common the goods / services are that you are looking for.
*Very common (lawyer, blaster) - Very Easy
+
*Very common (lawyer, blaster) - 5
*Common (petty thief, drugs) - Easy
+
*Common (petty thief, drugs) - 10
*Moderately common (skilled pickpocket, rare drugs) - Moderate
+
*Moderately common (skilled pickpocket, rare drugs) - 15
*Difficult to find (safecracker, heavy ordinance) - Difficult
+
*Difficult to find (safecracker, heavy ordinance) - 20
*Very difficult to find (renowned thief, unregistered starship) - Very Difficult
+
*Very difficult to find (renowned thief, unregistered starship) - 30
  
 
'''Modifiers'''
 
'''Modifiers'''
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A failed Swimming roll means you start drowning.  Roll 2D each round to determine whether you die, just like a Mortally Wounded character.
 
A failed Swimming roll means you start drowning.  Roll 2D each round to determine whether you die, just like a Mortally Wounded character.
  
Saving a drowning character requires two Swimming checks, with the multiple action penalty.  The second check is against Moderate difficulty in order to save the victim.
+
Saving a drowning character requires two Swimming checks, with the multiple action penalty.  The second check is against TN 15 in order to save the victim.
  
 
==Combat==
 
==Combat==
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====Range Difficulty====
 
====Range Difficulty====
*Point-blank - Very Easy
+
*Point-blank - 5
*Short - Easy
+
*Short - 10
*Medium - Moderate
+
*Medium - 15
*Long - Difficult
+
*Long - 20
  
 
====Other Difficulty Modifiers====
 
====Other Difficulty Modifiers====
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*''Incapacitated:'' You fall prone and are knocked unconscious.
 
*''Incapacitated:'' You fall prone and are knocked unconscious.
 
*''Mortally Wounded:'' You fall prone and are knocked unconscious.  Roll 2D every round; if you roll a number less than the number of rounds you've been mortally wounded, you die.  A First Aid roll of Moderate difficulty with a Medpac can stabilize a Mortally Wounded character, negating the need to roll 2D every round.
 
*''Mortally Wounded:'' You fall prone and are knocked unconscious.  Roll 2D every round; if you roll a number less than the number of rounds you've been mortally wounded, you die.  A First Aid roll of Moderate difficulty with a Medpac can stabilize a Mortally Wounded character, negating the need to roll 2D every round.
 
====No Death?====
 
Although damage works slightly differently in later editions, one of the things about 1st Edition Star Wars D6 is that there was no result on damage rolls that automatically killed a character (Player or Non-Player).  This is on purpose: death happens either (a) being Mortally Wounded for some time without medical aid, or (b) when dramatically appropriate.
 
 
That said, an unconscious character is at the mercy of the victor, and this could mean that NPCs are effectively "defeated" whether or not they are dead, and that Player Characters could be killed be especially vile enemies, but usually will find themselves captured, left for dead, or otherwise out of action until healed.
 
  
 
====Mooks====
 
====Mooks====
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====Crew Skills====
 
====Crew Skills====
 
*''Repulsorlift Operation:'' Influences Speed and Evasion rolls.
 
*''Repulsorlift Operation:'' Influences Speed and Evasion rolls.
**''NEW SKILL: Walker Operation:'' For wheeled or legged vehicles like non-repulsorlift tanks with treads, or AT-ST and AT-AT Walkers, this skill influences Speed and Evasion rolls.
 
 
*''Heavy Weapons:'' Attack rolls to hit opponents.
 
*''Heavy Weapons:'' Attack rolls to hit opponents.
*''Starship Shields:'' Deploying shields to add to Soak rolls. Yes, it isn't exclusive to starships, though very few non-starship vehicles feature shields.
+
*''Starship Shields:'' Deploying shields to add to Soak rolls.
 +
 
 +
===Chases===
 +
#Vehicles start at Short, Medium, or Long range.
 +
#Roll piloting skill + the vehicle's speed dice (Sublight Speed for spacecraft).
 +
#High roll gets to choose whether the range is increased or decreased by 1 position (or stays the same).
 +
#*A tied roll means they stay at the same range.
 +
#*If the pursuer wins while at Long range, he may choose to escape, and the chase ends.
 +
#*If they are at Short range, the winner (whether it is the pursuer or the person being chased) may choose to make the other vehicle crash (but this counts as multiple actions; see ''Crashes'' below).
 +
 
 +
===Crashes===
 +
#The "attacker" makes a piloting roll at -1D for multiple actions.
 +
#The "defender" makes an opposing roll with the same penalty.
 +
#If the defender fails, he crashes.  See the ''Falling and Collision'' table.
  
 
===Vehicle Damage===
 
===Vehicle Damage===
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'''Damage Level'''
 
'''Damage Level'''
*''Shields Blown:'' The vehicle loses -1D from its shield rating.  This lasts until repaired.  If the vehicle has no shields, or has lost all of its shield dice, the controls are ionized instead.
+
*''Shields Blown:'' The ship loses -1D from its shield rating.  This lasts until repaired.  If the ship has no shields, or has lost all of its shield dice, the controls are ionized instead.
*''Controls Ionized:'' The controls are overwhelmed by power surges, and the vehicle loses -1D from Maneuverability, Shields, Speed, and Fire Control for the rest of the round, as well as the next round.
+
*''Controls Ionized:'' The controls are overwhelmed by power surges, and the vehicles loses -1D from Maneuverability, Shields, Speed, and Fire Control for the rest of the round, as well as the next round.
*''Lightly Damage:'' Vehicles can be lightly damaged any number of times.  Roll 1D to see which system is damaged.  Each result lasts until the system is repaired.
+
*''Lightly Damage:'' Starships can be lightly damaged any number of times.  Roll 1D to see which system is damaged.  Each result lasts until the system is repaired.
 
**1-3. . . Maneuverability -1D.
 
**1-3. . . Maneuverability -1D.
 
**4. . . Random weapon system is hit, gunner takes damage (1D) or Fire Control -1D.
 
**4. . . Random weapon system is hit, gunner takes damage (1D) or Fire Control -1D.
 
**5-6. . . Speed -1D.
 
**5-6. . . Speed -1D.
*''Heavily Damaged:'' Vehicles that are Lightly or Heavily damaged again become Severely Damaged.  Roll 1D to see which system is damaged.  Each result lasts until the system is repaired.
+
*''Heavily Damaged:'' Starships that are Lightly or Heavily damaged again become Severely Damaged.  Roll 1D to see which system is damaged.  Each result lasts until the system is repaired.
 
**1-3. . . Maneuverability -2D.
 
**1-3. . . Maneuverability -2D.
 
**4-6. . . Speed -2D.
 
**4-6. . . Speed -2D.
*''Severely Damaged:'' Vehicles that are Lightly, Heavily, or Severely damaged again become Destroyed.  Roll 1D to see what happens.  Each result lasts until the system is repaired.
+
*''Severely Damaged:'' Starships that are Lightly, Heavily, or Severely damaged again become Destroyed.  Roll 1D to see what happens.  Each result lasts until the system is repaired.
 
*# The powerplant is destroyed, causing the vehicle to crash or come to a full stop.
 
*# The powerplant is destroyed, causing the vehicle to crash or come to a full stop.
 
*# Same as #1.
 
*# Same as #1.
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*# The vehicle begins to break apart and will crash in 1D rounds.
 
*# The vehicle begins to break apart and will crash in 1D rounds.
 
*# The vehicle crashes and explodes, and is Destroyed.
 
*# The vehicle crashes and explodes, and is Destroyed.
*''Destroyed:'' Make a Survival roll (Moderate difficulty) to get to eject or bail out; the vehicle is irreparably obliterated.
+
*''Destroyed:'' Make a Survival roll (TN 15) to get to eject or bail out; the vehicle is irreparably obliterated.
  
==Starships==
+
==Starships and Starship Combat==
  
 
===Starship Traits===
 
===Starship Traits===
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*''Starship Shields:'' Deploying shields to add to Soak rolls.
 
*''Starship Shields:'' Deploying shields to add to Soak rolls.
  
===Ship Damage===
+
===Starship Combat===
 +
 
 +
====Initiative====
 +
# '''Declaration Phase:''' The crew of each ship declares their actions, including closing or increasing range, attacks, and so on.
 +
# '''Speed Segment:''' Combat begins at Short, Medium, or Long range, and the pilots jockey for better positioning.
 +
# '''First Fire Segment:''' Gunners attack, pilots evade, shields deployed, and damage rolls made.
 +
# '''Second and subsequent Fire Segments:''' Rinse and repeat.
 +
 
 +
====Speed Segment====
 +
# Range is set at Long, Medium, or Short range.
 +
# Pilots declare if they wish to close the range or increase it (or nothing).
 +
#*If both choose to increase range, the range goes up one.  If they are already at Long range, combat is broken.
 +
#*If one pilot wants to flee and the other close, both pilots roll Speed Dice.
 +
#**Plus Piloting, if the pilot choose to use an action for fancy maneuvers.
 +
#**High roll chooses whether to increase or decrease range by one; ties mean no change.
 +
#*A ship that does nothing -- the pilot doesn't or can't act, the ship doesn't have a pilot, or the controls are ionized -- stays still; the opponent chooses whether to increase or decrease the range or hold the same distance.
 +
 
 +
====First Fire Segment====
 +
# The attacker rolls Gunnery + Fire Control dice vs. a TN based on the range.
 +
# The target can choose to evade as a reaction (normal multiple action penalties apply), rolling Piloting + Maneuverability and adding this roll to the TN of all attacks aimed at the ship in this segment.
 +
# Shields can be deployed as a reaction if the ship is hit (normal multiple action penalties).  Roll shield Operation skill vs. a TN based on the range.  If successful, add Shield dice to the Soak roll.
 +
#*Long Range - 10
 +
#*Medium Range - 15
 +
#*Short Range - 20
 +
# Damage dice are modified by the range: Medium -1D, Long -2D.
 +
# The Soak roll is the ship's Hull + Shields (if they were successfully deployed).
 +
 
 +
====Ship Damage====
 
Damage Roll > Soak Roll by:
 
Damage Roll > Soak Roll by:
 
*0-3. . . Shields blown / controls ionized
 
*0-3. . . Shields blown / controls ionized
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*# The hull tears apart and starts to disintegrate; the crew has 1D rounds to evacuate.
 
*# The hull tears apart and starts to disintegrate; the crew has 1D rounds to evacuate.
 
*# The ship explodes and is Destroyed.
 
*# The ship explodes and is Destroyed.
*''Destroyed:'' Make a Survival roll (Moderate difficulty) to get to escape pods or eject; the ship is irreparably obliterated.
+
*''Destroyed:'' Make a Survival roll (TN 15) to get to escape pods or eject; the ship is irreparably obliterated.
 
 
==Vehicle & Starship Combat==
 
 
 
===Chases===
 
#Vehicles start at Short, Medium, or Long range.
 
#Roll piloting skill + the vehicle's speed dice (Sublight Speed for spacecraft).
 
#High roll gets to choose whether the range is increased or decreased by 1 position (or stays the same).
 
#*A tied roll means they stay at the same range.
 
#*If the pursuer wins while at Long range, he may choose to escape, and the chase ends.
 
#*If they are at Short range, the winner (whether it is the pursuer or the person being chased) may choose to make the other vehicle crash (but this counts as multiple actions; see ''Crashes'' below).
 
 
 
===Crashes===
 
#The "attacker" makes a piloting roll at -1D for multiple actions.
 
#The "defender" makes an opposing roll with the same penalty.
 
#If the defender fails, he crashes.  See the ''Falling and Collision'' table.
 
 
 
===Initiative===
 
# '''Declaration Phase:''' The crew of each ship declares their actions, including closing or increasing range, attacks, and so on.
 
# '''Speed Segment:''' Combat begins at Short, Medium, or Long range, and the pilots jockey for better positioning.
 
# '''First Fire Segment:''' Gunners attack, pilots evade, shields deployed, and damage rolls made.
 
# '''Second and subsequent Fire Segments:''' Rinse and repeat.
 
 
 
===Speed Segment===
 
# Range is set at Long, Medium, or Short range.
 
# Pilots declare if they wish to close the range or increase it (or nothing).
 
#*If both choose to increase range, the range goes up one.  If they are already at Long range, combat is broken.
 
#*If one pilot wants to flee and the other close, both pilots roll Speed Dice.
 
#**Plus Piloting, if the pilot choose to use an action for fancy maneuvers.
 
#**High roll chooses whether to increase or decrease range by one; ties mean no change.
 
#*A ship that does nothing -- the pilot doesn't or can't act, the ship doesn't have a pilot, or the controls are ionized -- stays still; the opponent chooses whether to increase or decrease the range or hold the same distance.
 
 
 
===First Fire Segment===
 
# The attacker rolls Gunnery + Fire Control dice vs. a TN based on the range.
 
# The target can choose to evade as a reaction (normal multiple action penalties apply), rolling Piloting + Maneuverability and adding this roll to the TN of all attacks aimed at the ship in this segment.
 
# Shields can be deployed as a reaction if the ship is hit (normal multiple action penalties).  Roll shield Operation skill vs. a TN based on the range.  If successful, add Shield dice to the Soak roll.
 
#*Long Range - Easy
 
#*Medium Range - Moderate
 
#*Short Range - Difficult
 
# Damage dice are modified by the range: Medium -1D, Long -2D.
 
# The Soak roll is the ship's Hull + Shields (if they were successfully deployed).
 
  
 
===Crew and Multiple Skill Use===
 
===Crew and Multiple Skill Use===
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====Dark Side Points====
 
====Dark Side Points====
 
*Whenever you gain a Dark Side Point, the GM rolls 1D.  If the result is less than the number of Dark Side Points, the character goes over to the Dark Side and is consumed by evil (i.e., no longer a Player Character).
 
*Whenever you gain a Dark Side Point, the GM rolls 1D.  If the result is less than the number of Dark Side Points, the character goes over to the Dark Side and is consumed by evil (i.e., no longer a Player Character).
*When a character with Dark Side Points rolls any Force Skill, they may take a +1D bonus per Dark Side Point they have.  Refusing to do so increases the difficulty of the roll by one level as the character attempts to resist the temptation of the Dark Side.
 
**Characters who have gone over to the Dark Side lose this bonus.
 
  
 
===Lightsabers===
 
===Lightsabers===

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