<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Imperial Generals"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/16.page</link>
		<description><![CDATA[Latest messages posted in the thread "Imperial Generals"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Imperial Generals</title>
				<description><![CDATA[ An idea I've been playing with...  I based it heavily on the Inquisitor henchmen rules with the idea of creating a crazy unit with lots of cool models.  I don't have the <span class="glossaryitem" onmouseover='gp(7);'>apoc</span> book but this is certainly meant for an <span class="glossaryitem" onmouseover='gp(7);'>apoc</span> battle.<br /> <br /> IMPERIAL GUARD GENERALS<br /> <br /> Bred for leadership, survivors of the violent infighting of the highest echelons of the Imperium, <span class="glossaryitem" onmouseover='gp(69);'>IG</span> Generals (Fieldmarshals?  Battlemasters?  Lords Militant?) are the peak of Imperial military leadership.  usable only in 2000 pt+ games.<br /> <br /> <b><br /> General - 100 pts</b><br /> WS5, BS5, S3, T3, W3, I3, A3, Ld10, Sv4+/4+ invulnerable<br /> <br /> Power weapon, bolt pistol<br /> <br /> Commander (2 orders, 24" range)<br /> Iron will (choose to pass or fail morale checks)<br /> Grand Strategy (may re-roll dice for first turn and to end the game)<br /> Tactical withdrawl (if assaulted the General and his bodyguards (ONLY!) may immediately run <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>", leave the rest of the Command Staff and form their own unit)<br /> <br /> <b>15-30 command staff</b><br /> <br /> <b>0-5 <span class="glossaryitem" onmouseover='gp(69);'>IG</span> vets - 10 pts</b><br /> BS4, 4+ save, hotshot lasgun<br /> Optional flamer (5), <span class="glossaryitem" onmouseover='gp(380);'>GL</span> (5), Sniper (5), melta (10), plasma (15)<br /> <br /> <b>0-1 Regimental Standard bearer - 25 points</b><br /> Vet with Reg standard and hotshot pistol <br /> <br /> <b>0-5 Gun Servitors - 10 pts</b><br /> As with the tech priest<br /> <br /> <b>0-5 Intelligence advisors - 20 pts</b><br /> As Platoon command officer<br /> Each one grants one unit scout or infiltrate<br /> <br /> <b>0-5 Sky masters - 20 pts</b><br /> As Platoon command officer<br /> Each one grants one infantry unit deep strike<br /> <br /> <b>0-5 Mentats - 10 pts</b><br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span> stats, armed with las pistol<br /> Each one allows this unit or a unit within 24" to re-roll one shooting attack<br /> <br /> <b>0-5 Logistics officers - 10 pts</b><br /> Platoon command squad options<br /> Each one allows you to reroll 1 reserve roll per turn (a success or failure)<br /> <br /> <b>0-5 Junior Officers - 10 pts</b><br /> Platoon command squad options<br /> Each <span class="glossaryitem" onmouseover='gp(78);'>JO</span> allows the general to bark one more order<br /> <br /> <b>0-5 Tech priests - 10 pts</b><br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span> stats, armed with las pistol.  may take 1 of the following bits of tech, may not have more than 1 in an army):<br /> Power field generator (5+ cover save to the unit or +1 to cover saves) - 50 pts<br /> Master vox - 10 pts<br /> Orbital Augury (re-roll 1 deep strike per turn) - 20 pts<br /> Shrine of the machine god (re-roll 1 friendly vehicle damage per turn) - 20 points<br /> Cognator (1 unit within 24" may measure before shooting) - 10 pts<br /> <br /> <b>(any number) Servants/Aides/Functionaries - 4 pts</b><br /> Food tasters, butlers, runners, flying skull things, naked flying babies, ladies of the night, armed with 1 <span class="glossaryitem" onmouseover='gp(19);'>cc</span> weapon<br /> There to soak up wounds<br /> <br /> <b>0-1 Commissar Lord - 70 pts</b><br /> As the normal unit<br /> <br /> <b>0-1 Priest</b><br /> As the normal unit<br /> <br /> <b>0-1 Engineseer</b><br /> As the normal unit<br /> <br /> <b>0-1 Officer of the fleet</b><br /> As advisor<br /> <br /> <b>0-1 Astropath</b><br /> As advisor<br /> <br /> <b>0-1 Artillery officer</b><br /> As advisor<br /> <br /> <b>0-5 Bodyguards</b><br /> As advisor]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/815589.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/815589.page</link>
				<pubDate><![CDATA[Sun, 5 Jul 2009 16:31:42]]> GMT</pubDate>
				<author><![CDATA[ Kid_Kyoto]]></author>
			</item>
			<item>
				<title>Imperial Generals</title>
				<description><![CDATA[ I was under the impression that Senior Officers <i>are</i> generals.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/816455.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/816455.page</link>
				<pubDate><![CDATA[Mon, 6 Jul 2009 00:16:21]]> GMT</pubDate>
				<author><![CDATA[ Cheese Elemental]]></author>
			</item>
			<item>
				<title>Imperial Generals</title>
				<description><![CDATA[ Company commanders are around Colonel rank, these are the guys 2 or 3 levels above them.<br /> <br /> Anyway thoughts?  Would you play against this unit?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/817019.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/817019.page</link>
				<pubDate><![CDATA[Mon, 6 Jul 2009 03:53:43]]> GMT</pubDate>
				<author><![CDATA[ Kid_Kyoto]]></author>
			</item>
			<item>
				<title>Imperial Generals</title>
				<description><![CDATA[ what's the cost of the command squad if there is one? otherwise, doesn't look bad for 100 pts. letting them choose to pass or fail morale tests could be crucial in some games, i've won a few on the sole principle of getting them to run screaming. i don't have the most recent <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codex, so i don't know what all the advisors are, explain?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> oh, and you might want to extend his command range, <span class="glossaryitem" onmouseover='gp(7);'>apoc</span> games are HUGE from what i've seen.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/817231.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/817231.page</link>
				<pubDate><![CDATA[Mon, 6 Jul 2009 06:15:49]]> GMT</pubDate>
				<author><![CDATA[ crazypsyko666]]></author>
			</item>
			<item>
				<title>Imperial Generals</title>
				<description><![CDATA[ The command squad cost depends on how many of the various crazy advisors you take, with a miniumum number of 15 it will run a minimum of 60 points for 15 useless guys or a few hundred depending on wargear and the units you choose.<br /> <br /> There are a few reviews of the advisors that will tell you more but basically, bodyguards take hits for him, astropaths +1 to reserve, Fleet officer -1 to enemy reserve, artillery calls in an off-board strike.<br /> <br /> I agree on expanding the command radius, so let me throw in:<br /> <br /> 0-5 Charismatics - 15 points<br /> Normal <span class="glossaryitem" onmouseover='gp(69);'>IG</span> profile, las pistol<br /> Powerful speakers, flag wavers, screaming bald sergents<br /> Each Charismatic adds 6" to the command radius.<br /> <br /> Also...<br /> <br /> 0-1 Personal Physician - 20 points<br /> Normal <span class="glossaryitem" onmouseover='gp(69);'>IG</span> profile, las pistol<br /> Give the General (and only the general) Feel no pain]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/817370.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/817370.page</link>
				<pubDate><![CDATA[Mon, 6 Jul 2009 07:48:26]]> GMT</pubDate>
				<author><![CDATA[ Kid_Kyoto]]></author>
			</item>
			<item>
				<title>Imperial Generals</title>
				<description><![CDATA[ i like it. especially the charismatics idea.<br /> <br /> for the bodyguard, let him take in any troops/elite footsoldiers for their normal point values? they should still get the added rules. that way you can have some decent firepower with your meat shield for added killing goodness. =D]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/817409.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/817409.page</link>
				<pubDate><![CDATA[Mon, 6 Jul 2009 08:14:08]]> GMT</pubDate>
				<author><![CDATA[ crazypsyko666]]></author>
			</item>
			<item>
				<title>Imperial Generals</title>
				<description><![CDATA[ How do the point costs look?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/817971.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/817971.page</link>
				<pubDate><![CDATA[Mon, 6 Jul 2009 16:14:56]]> GMT</pubDate>
				<author><![CDATA[ Kid_Kyoto]]></author>
			</item>
			<item>
				<title>Imperial Generals</title>
				<description><![CDATA[ never played <span class="glossaryitem" onmouseover='gp(7);'>apoc</span>, so i don't know.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/817975.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/817975.page</link>
				<pubDate><![CDATA[Mon, 6 Jul 2009 16:17:21]]> GMT</pubDate>
				<author><![CDATA[ crazypsyko666]]></author>
			</item>
			<item>
				<title>Imperial Generals</title>
				<description><![CDATA[ <blockquote><div><cite>Kid_Kyoto wrote:</cite>naked flying babies</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(334);'>WTF</span>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/818278.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/818278.page</link>
				<pubDate><![CDATA[Mon, 6 Jul 2009 18:36:19]]> GMT</pubDate>
				<author><![CDATA[ Lord of battles]]></author>
			</item>
			<item>
				<title>Imperial Generals</title>
				<description><![CDATA[ <img src="http://littleleadmen.com/Figure%20Photos%20&%20Pages/Adeptus%20Mechanicus/Adeptus%20Mechanicus%20Midget%20&%20Cherub.jpg" border="0" />]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/819179.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/819179.page</link>
				<pubDate><![CDATA[Tue, 7 Jul 2009 00:17:10]]> GMT</pubDate>
				<author><![CDATA[ Kid_Kyoto]]></author>
			</item>
			<item>
				<title>Imperial Generals</title>
				<description><![CDATA[ I have seen you make some pretty weird units in the past, Kid-Kyoto, but this one is actually pretty interesting! The Command Squad is a bit big (starting at 15 models and up to 30?), something a bit smaller might be more prudent, like 10-20, especially with those "servants" to bulk up your numbers/wounds, and give them pistols along with their <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, but at BS2 or maybe even 1.<br /> <br /> All in all, this is actually a pretty good unit, in my opinion, and points-wise I think is fair. Now if only we could have access to an armory to deck this dude out with some good stuff....]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/819254.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/819254.page</link>
				<pubDate><![CDATA[Tue, 7 Jul 2009 00:52:24]]> GMT</pubDate>
				<author><![CDATA[ Skinnattittar]]></author>
			</item>
			<item>
				<title>Re:Imperial Generals</title>
				<description><![CDATA[ <b><u>GIVE <span class="glossaryitem" onmouseover='gp(484);'>IT</span> TERMINATOR ARMOR!!!!</b></u><br /> <br /> <span class="glossaryitem" onmouseover='gp(84);'>lol</span>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/819861.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/819861.page</link>
				<pubDate><![CDATA[Tue, 7 Jul 2009 05:17:33]]> GMT</pubDate>
				<author><![CDATA[ crazypsyko666]]></author>
			</item>
			<item>
				<title>Imperial Generals</title>
				<description><![CDATA[ I don't know, it seems way too many adviser slots with a too cheap points cost. If you lower the max slots and have a max of how many advisors you can bring so you have to actualy decide what to include rather than spending the tiny 300 points to get a 30 man super command squad it would go nice. But it is a cool idea to use!]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/822947.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/822947.page</link>
				<pubDate><![CDATA[Wed, 8 Jul 2009 05:14:36]]> GMT</pubDate>
				<author><![CDATA[ king-newmic]]></author>
			</item>
			<item>
				<title>Imperial Generals</title>
				<description><![CDATA[ Needs more wargear <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/826117.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/826117.page</link>
				<pubDate><![CDATA[Thu, 9 Jul 2009 12:09:22]]> GMT</pubDate>
				<author><![CDATA[ Werdes]]></author>
			</item>
			<item>
				<title>Imperial Generals</title>
				<description><![CDATA[ There was something like this in White Dwarf.<br /> <br /> It also had a butler or servant as a retinue choice, Nothing special, the butler was just supposed to be cheap and soak up squad wounds.<br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/826193.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/826193.page</link>
				<pubDate><![CDATA[Thu, 9 Jul 2009 12:57:49]]> GMT</pubDate>
				<author><![CDATA[ Emperors Faithful]]></author>
			</item>
			<item>
				<title>Imperial Generals</title>
				<description><![CDATA[ I remember the old <span class="glossaryitem" onmouseover='gp(143);'>WD</span>, but with my magazines on the slow boat from china I can't check it now.<br /> <br /> <b>Wargear</b> - This is where I have a problem.  Generals certainly should have some good stuff, hence the powersword & invulnerable save but he should never be a front line guy, so things like termi armor, lightning claws and such just don't seem in character.  Maybe I would open the armor to the body guards who are fighty types, but the general should be hunched over a big map, not fighting a bloodthirster.  Thoughts?  What wargear does he need?<br /> <br /> <b>Advisor costs and numbers</b> - I see the issue with there being too many of them, maybe I should lump most of them into one category of 0-5 Command Officers so people have to make hard choices.<br /> <br /> I'll try a take 2 on this soon.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/831155.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/831155.page</link>
				<pubDate><![CDATA[Sat, 11 Jul 2009 14:56:40]]> GMT</pubDate>
				<author><![CDATA[ Kid_Kyoto]]></author>
			</item>
			<item>
				<title>Imperial Generals</title>
				<description><![CDATA[ Lookin' forward to it <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"><br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/831472.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/831472.page</link>
				<pubDate><![CDATA[Sat, 11 Jul 2009 18:55:21]]> GMT</pubDate>
				<author><![CDATA[ Werdes]]></author>
			</item>
			<item>
				<title>Re:Imperial Generals</title>
				<description><![CDATA[ This was covered in White Dwarf 306. Imperial Guard High Command groups. The list of staffers actually isn't too different from what we have now in the company command squad. The bonuses they provide are very different though and more inline with an Inquisitor's retinue.<br /> <br /> Imperial Guard High Commander + 4 to 11 aides chosen from the list below.<br /> <br /> Grenadier Bodyguard<br /> Servitor Body guards<br /> Veteran<br /> Orderlies<br /> <br /> Grenadiers are stormtroopers<br /> <br /> Veterans get vox, medic and or company standard and the usual special weapons choices<br /> <br /> This is your basic command squad. You also get the options below which are more in line with the inquisition.<br /> <br /> Servitors get a power fist and a close combat weapon (Include a techpriest in your army and you get up to 5 of these guys.)<br /> <br /> Orderlies are armed with laspistol and <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon and include any from the list below. <br /> <br /> Staff officer - any squad with a vox also has a scanner, two or more let you reroll scatter on blast rolls. (This guy is replaced with the artillery officer, who is not as useful, or the fleet officer who is useful but doesn't let you reroll scatter.)<br /> <br /> Master Astropath - Acts as though it has a psychic hood.(This guy is replaced with the Primaris psyker or astropath, both of which are more useful in my opinion.)<br /> <br /> Scribe Historicus - gives the command squad the counterattack universal rule, two or more, any unit within 12" gets counterattack. (This guy can be replaced with a preacher or commissar.)<br /> <br /> Batman - if high commander takes a wound he may allocate to batman. (Essentially a bodyguard in the current codex.)<br /> <br /> Sage - +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> for <span class="glossaryitem" onmouseover='gp(444);'>HC</span>, if two or more reroll a failed to hit roll. (Not easily replaced by anything in the current codex. The new command orders makes up for the loss of a reroll for the commander though.) <br /> <br /> Pastor - <span class="glossaryitem" onmouseover='gp(444);'>HC</span> squad is stubborn (Replaced by preacher in the current codex.)<br /> <br /> High commander was 50 pts<br /> Grenadiers 10 pts<br /> Servitiors - 25 points<br /> Veterans - 8 pts<br /> Guardsmen - 6 pts<br /> Orderly - varies from 6 pts to 10 pts depending on what type of orderly.<br /> <br /> Overall I think the High Command was a great idea, and now it can nearly be duplicated with the current codex rules. The only downside I see is the options have become more expensive points wise. The up side is I think some of the new choices are more useful in the game. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/831699.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/831699.page</link>
				<pubDate><![CDATA[Sat, 11 Jul 2009 21:26:38]]> GMT</pubDate>
				<author><![CDATA[ Heavygear]]></author>
			</item>
			<item>
				<title>Re:Imperial Generals</title>
				<description><![CDATA[ I like the idea, and would like to contribute to it (sorry if some of the ideas are redundant)<br /> <br /> -Stuff like Comissar Lord, Priest, Primaris Psyker, etc that are taken count as a squad upgrade and not Independent characters. This makes some of them a lot more useful (like the eviscerator priest).<br /> <br /> High Command Platoon (5-25 men)<br /> <br /> -<b>Staff Officers</b><br /> <br /> (0-6)Aide-<span class="glossaryitem" onmouseover='gp(27);'>de</span>-camp (5 points): Each aide increases the command radius by 2"<br /> <br /> (0-2)Command Liasons (10 points): General May issue +1 order for each Liason. If you have 2 liasons, on a roll of 12 only that order fails (you may still issue additional orders if they are available.<br /> <br /> (0-3)Neurosavant: Each neurosavant lets you designate a Jr Officer from a command platoon (before the game starts) and gives them the ability to use ONE of the Sr officer orders. Designate which Jr Officer can issue which order before the game starts.<br /> <br /> (0-4)Officer of the Fleet (30 points): The first does the same, but each additional officer does the following:<br /> 2: Forces opponent to re-roll the mishap table if you wish<br /> 3: Forces opponent to re-roll scatter dice when deep striking<br /> 4: Forces opponent to roll an additional <span class="glossaryitem" onmouseover='gp(24);'>D6</span> when deep striking<br /> <br /> (0-4)Master of Ordinance (30 points): The first does the same, but each additional does the following:<br /> 2: Bombardment only scatters <span class="glossaryitem" onmouseover='gp(1);'>2D6</span><br /> 3: Bombardment does <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> to vehicles covered under hole<br /> 4: Ignores cover saves and may re-roll scatter dice<br /> <br /> (0-4)Astropath (30 points): The first does the same, but each additional does the following:<br /> 2: May get a free shot at units that Deep Strike within 9" of a unit<br /> 3: May get a free shot at units that Deep Strike within 18" of a unit<br /> 4: May re-roll for determining who goes first/seizing initiative<br /> <br /> <b>Support Officers</b><br /> <br /> (0-2)Surgeon (25 points): First surgeon gives <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>, second allows you to re-roll one <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> roll in the squad per turn.<br /> <br /> (0-5)Quartermaster (5 points): Each quartermaster gives the High Command squad acess to the following:<br /> 1: Any member may take krak/meltabombs at 2/4 pts<br /> 2: Any member may take carapace armor at 3 pts or power armor at 10 pts<br /> 3: Any member may take hotshot laspistol/bolt pistol at 1 pt, or plasma pistol at 8 pts<br /> 4: Any member may take power weapons at 4 pts, 1 in 5 may take power fist at 8 pts<br /> 5: Any member may take a refractor field at 8 pts<br /> <br /> <b>Bodyguards</b><br /> <br /> (0-5)Ogryn Bodyguard (35 points): Standard Ogryn stats. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/832108.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/832108.page</link>
				<pubDate><![CDATA[Sun, 12 Jul 2009 00:57:14]]> GMT</pubDate>
				<author><![CDATA[ Jerjare]]></author>
			</item>
			<item>
				<title>Imperial Generals</title>
				<description><![CDATA[ Company commanders are at Captain or Major rank; it actually says in the codex. There was this great entry in Chapter Approved about 18 months ago for Imperial High Commanders]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/246845/847705.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/246845/847705.page</link>
				<pubDate><![CDATA[Sun, 19 Jul 2009 05:44:36]]> GMT</pubDate>
				<author><![CDATA[ colonel584]]></author>
			</item>
	</channel>
</rss>