Flames Simple 1
Flames Simple 1
already produced by other companies. The CAV models from Reaper, or the Battletech models
produced by Catalyst, are all great starting points to play the game and build up a collection.
Alternately, official Flames of Orion miniatures produced by @bigbossredskullz or
@gardensofhecate are available on the Under the Dice web store!
Isaac @weirdingsway crafted these Mechs completely from scratch using plastic parts from his
bits box & green stuff !
2
In the dark and distant future, the stars have smoldered
and burned. Everything that once stood in the Orion sec-
tor has descended into darkness. Those who have not
fled the sector or gone mad from the emptiness around
them now fight over what little remains. Blood is spilled
over the meaningless.
Players are encouraged to create their own narratives, exploring how they fit
into the bleak and war-torn universe of Orion.
Media:
Mech Warrior
Armored Core
Dark Souls
Pitch Black
4
CONTENT
PREPARATIONS STARTING A GAME
• Tools • Terrain
• Special Objectives
& Loot Tokens
COMBAT UNITS
• Mission Scenarios
• Bunker & Stats
• After Actions & Scars
• Mech Stats
• Discovery Table
• Ways to Play
• Random Rewards
• Call Sign Generator
EXTRA RULES
GAME STRUCTURE
• Pilot Eject
• Actions
• Modded Frames
• Game Mechanics • Scrappers
• Out of Action • Experience
• HEAT
• Exploding FAQ
UNIT SHEETS
BUILDING QUICK REFERENCE
A COMBAT UNIT
• Quick Play & Veteran Mode CREDITS
• Factions
• Black Market
- Weapons
- Ammo
- Upgrades
- Ground Forces
• Special Objectives & Loot
5
TOOLS
PREPARATIONS
MODELS D66
To play a game each player will need at If you are unfamiliar with a d66: roll a
minimum 4 models. Use any miniatures d6 for the tens digit, roll another for the
you like on 28mm-32mm bases in ones digit, producing a number from 11
roughly 6mm scale. A standard game is to 66.
played with 4 Mech models, but may
include additional non mech models such
as tanks or small scale infantry. MEASURING
These will make up your Combat Unit. Measurements are in inches. Measure
Here are some models we have been using from edge of the models base. Any
that fit the scale: player may measure anything at any
time without committing to any actions
Catalyst Battle Tech
Reaper CAV
Gardens of Hecate Mechs ACTIVATION TOKENS
Flames of Orion Mech Frame Kit When playing; after a model performs
actions, place an Activation token next to
them. This could be a bead, a piece of
BATTLEFIELD cotton, or any small object on hand. At
the end of the turn, when performing a
Flames of Orion takes place in desolate HEAT Check with the model, pick up the
and destroyed landscapes on ancient token to signify it is ready for the next
planets. Anything from desert wasteland, round.
to lunar rock, to destroyed and cluttered
city blocks will fit the theme. Battlefields
should be anywhere from 2’x2’ to 4’x4’
with a good spread of terrain scattered RULE OF COOL
around to fill the board and block lines
of sight. The complete rules for terrain
will be discussed later in Missions Probably the most important rule
section of the book. in this book. Sometimes the rules
don’t exactly fit the situation, or a
disagreement comes up over their
DICE application. Whenever this
The game uses mostly d6, but a set of happens, the best outcome is
standard RPG dice is needed for rolling typically found by rolling a die to
on random tables. They are also helpful decide, and simply moving on. If
for tracking HEAT and Hull Points. You something sounds or looks cool,
may occasionally be asked to roll things but the rules obstruct your vision,
such as: d2, d3, d66. bend the rules around it. If there
isn’t a rule for what you want to
do, it’s okay to make one up.
Your Bunker is where you stash all your loot, Mechs, extra Upgrades and Credits be-
tween battles. You may have up to 10 units in your bunker at any time. Keep track of
your territories, platforms, credits, and extra units here.
During a game you will field between 4-10 models, this is called your Combat Unit.
By default, a Combat Unit consists of 4 Mechs, but you may choose to swap a Mech
or two for multiple smaller ground units (see page 27).
STATS
7
MECH STATS
All Mechs start with the following stats, but may be improved with upgrades &
weapons from the Black Market.
SPEED (S) 6
COMBAT SKILL (CS) 4+
ARMOR (AR) 6+
HULL POINTS (HP) 6
HEAT LIMIT (HL) 10
PLATFORMS (PF) 4
8
GAME STRUCTURE
A game of Flames of Orion is broken down into Phases and Rounds.
ROUNDS PHASES
A game lasts 5 Rounds, and every Rounds are split into 3 phases,
Round is split into three Phases. which must be performed in order:
the Initiative Phase, Activation
Once all three Phases have been Phase and HEAT Phase. After they
completed, the next Round begins. have been completed a new Round
The game ends at the comple- begins, starting again with the Ini-
tion of the 5th Round. tiative Phase.
9
ACTIONS
There are four basic Actions a unit may make in a turn: Move, Attack (Ranged or
Melee), Disengage, or Heat Purge.
• Each model may perform up to 2 • Apply HEAT after resolving all of that
Actions per turn. models Actions for that turn.
• You may perform actions in any Example: Your Mech Activates and makes
order, and you may perform the a Bolstered Move Action, it follows up with
same action twice. a second Move Action.
• Performing a second Action After resolving the movement, the model
generates 1 HEAT. gains 1 HEAT for performing a Bolstered
• You may perform a Bolstered Actions Action, and 1 HEAT for performing a
in place of a standard Action. second Action, for a total of 2 HEAT.
Bolstered Actions generate an
additional 1 HEAT. This is in
addition to 1 HEAT gained if you
performed a second Action.
MOVE
Move the model a number of inches
equal to its Speed (S). Models may
move through friendly units, but must go
around enemy units.
BOLSTERED MOVE
Move your Model up to its Speed value.
Then choose one:
• Make a free Melee Action, or RAM
within 1”.
• Move your model an additional 3”.
• Pause at any time during the move
to make a Ranged attack, at -1 to CS
roll. After resolving the attack, the
model completes its movement. This
attack does not count as a second
action.
10
RANGED ATTACK MELEE ATTACK
Target a model with a Ranged weapon not Target a model within 1” with a Melee
previously fired this turn. Roll equal to or weapon not previously used this turn. Roll
over your Combat Skill (CS).Apply weapon equal to or over your Combat Skill(CS).
damage on a hit. Apply weapon damage on a hit
11
GAME MECHANICS
14
WAYS TO PLAY
Here are two ways to pick up and play Flames of Orion.
15
MERCS MEGA CORPS
COMBAT UNIT
Weapons for hire. Soldiers of for- The Megacorps are what humanity out-
tune. Dogs of war. They wear many side Orion depends on. Having nearly re-
titles, but it’s all the same. Tactical, placed all governments, they control ma-
but no real regime to back them up. jor resources and provide nearly every
Their gear varies from pilot to pilot, service—including private military
and Mech to Mech. Former soldiers forces. Armed with the best gear and fac-
trying to carve a living out of this tory-fresh Mechs, they are pushing into
universe by the tip of their buck Orion to strip-mine its planets for profit.
knife. Times are hard and you gotta They “recruit” new employees during
be harder. A job is a job. Who do you their expansion and force them into ex-
work for? ploitative contracts. Despite their power,
the corporations lack of local knowledge
Listening: and oversight leaves them at a disadvan-
Marauder “Master Killer” tage in the struggle for control of the
Bolt Thrower “Zeroed” sector.
Listening:
Frank Klepacki “Hell March II”
Eyes of the Lord “Call It War”
16
RELIGIOUS SECTS & THE LOST &
NOBLE HOUSES THE DAMNED
Many groups exist in Orion. Nearly each Remnants of a sector that refused to
pocket of humanity that is scraping by abandon their home in a portion of
has a hierarchy, such as the Death Cult of space known as the Driftless. Their
Clandathu, the Nobles of House Jakar, or gear and Mechs are well-worn and
the Church of the Dying Sun. They wage tattered, standing on their last legs.
their political & moral wars against those Fueled by determination and re-
that oppose their laws. They don’t prom- sourcefulness, they have become
ise hope or salvation. What they offer is formidable opponents. Asymmetric
simple: survival. It may be brutal, ruth- warfare tactics abound in the Drift-
less, and devoid of mercy—but in a dying less, where they have made their
universe, it’s the closest thing to a stand. Orion is their home, and they
heaven most will see. have no intention of leaving. They
adapt to survive, embodying the sec-
Listening: tor’s essence as both nationalists
Vein “Rebirth Protocol” and eco-terrorists.
The Acacia Strain “Angry Mob Justice”
Listening:
Foundation “Never Stops Raining“
Gods Hate “Be Harder”
17
CALL SIGN GENERATOR
Every Mech needs a call sign.
The galaxy is a big place and
there are thousands of Mechs,
but this one is yours. Roll on the
table to generate its call sign, or
come up with your own.
Adding conjunctions,
pluralization or numerals can
add a nice touch to a name.
A 1 2 3 4 5 6
1 A color Iron Fury Death Steel Rust
2 Heavy Divine Alpha Infernal Vengeful Eternal
3 Dark Hell Phantom Heavens An animal Gloom
4 Hard Wraith War Cold Havoc Dread
5 Sin Void Night Siege Relentless Acid
6 Pain Sacred Frenzied Chrono Wayward Grim
B 1 2 3 4 5 6
1 A number Blade Talon Demon Reaver Battery
2 Frame Armor Wraith Steel Sentinel Unit
3 Herald Tank Machine Angel Wyvern Walker
4 Titan Shadow Gear Core Engine Gun
5 Hound Scout Master Devil Stalker Ghost
6 Flame Saber Strider Dragon Spirit Javelin
18
BLACK MARKET
Small pockets of civilization still exist in the sector. They typically dot planet sides, but
are few and far between. A guild of merchants and looters known as The Graveyard have
made their mark in the sector by buying and selling salvaged weapons and equipment.
Sell your scraps to them, and maybe get yourself something to keep the dogs at bay.
CREDITS SCRAPYARD
Credits (c) are the universal currency. You Upgrades, Weapons, and even Mechs can
may spend Credits in the Blackmarket on be sold to the Scrapyard. All items can be
Upgrades & Weapon Platforms, Specialty sold at 1⁄2 the purchase price.
Ammunition, Ground Forces and Mechs.
KEYWORDS
POSITION
COMPROMISED
• Any model gains +1 CS on
it’s next activation if
targeting a model affected
by Position Compromised.
ARMOR
PENETRATION (AP)
• Reduce target’s AR save
value by 1 for that weapons
Attack Action. If a unit
gains AP from platforms
or ammo, the effects
stack.
19
WEAPONS
RANGED WEAPONS (D8) MELEE WEAPONS (D8)
1. FLAME THROWER – 10c 1. BASIC COMBAT ATTACHMENT – 5c
Max Range 10” 1 Damage
1 Damage
Special: On a successful Hit, increase target 2. CLOSE COMBAT WEAPON – 10c
units HEAT by 1d2. May not be equipped with 2 Damage
Specialty Ammunition.
BLACK MARKET
AMMO (D6)
1. FLECHETTE ROUNDS – 5c
Weapons with this Ammo gain AP (1).
3. EMF ROUNDS – 5c
The model damaged by a weapon with this
Ammo has its Speed reduced by 2 until the
end of the target’s next turn.
4. CONCUSSIVE ROUNDS – 5c
When a weapon equipped with this Ammo
hits an enemy model, the target is
immediately moved 2” directly away from
the firing Model. If this causes the Model to
make contact with another Model, or Terrain,
apply 1 Damage to each of them.
6. TRACER ROUNDS – 5c
Apply Position Compromised to the model
hit with this Ammo. The firing model also
gains Position Compromised.
21
UPGRADES
UPGRADES (D20)
22
GROUND FORCES
Combat Units on occasion call for the expertise of smaller forces like infantry, aircraft,
tanks, and other armored vehicles
• A Combat Unit must contain at minimum 2 Mechs.
• You may take 2 Ground Forces in place of 1 Mech in a Combat Unit. *
• Ground Forces may not be equipped with Melee Weapons.
“Bounty hunters, soldiers of fortune, and veterans of the Corporation war tread
through the worlds bound by conflict. Beyond the grasp of true authority, they roam
untethered, sculpting their destinies in defiance of the realms of law & man. Their
only law is made by who pays the most credits. In Orion, these men & women of
war find purpose amidst the debris of civilizations. The sector, strewn with ancient
technology, contains countless outlaws, exiles and defectors. It is a breeding
ground for the black market trade, and vocations where one’s survival is sculpted
by the edge of their blade. In a realm of shadows and steel, making a livelihood
means embracing the darkness.”
23
STARTING A GAME
placing and designating destructible and that model, the next player in the
non destructible terrain on the map that initiative order takes their turn by
suits your mission and game. We choosing a model to activate.
recommend lots of line of sight blocking
terrain evenly placed across the board.
TURN ORDER
After the first Initiative Phase, the game
DEPLOYMENT ZONE continues using standard turn order
If the Mission does not have a described on page 12.
Deployment requirement, players roll off
to determine who picks their Deployment
Zones. The winner chooses a board edge
or corner and deploys their first model.
Then players alternate placing models.
Models may be placed anywhere within 3” UNDERDOG
from their table edge or 8” from a corner.
Alternate placing your models until all If one player starts the game with
models have been placed. fewer models than their opponent,
the Underdog player gains 1 <Pass
Activation> for each extra model
3 OR MORE PLAYERS that their opponent has fielded.
If playing with multiple opponents, Instead of activating a model, a
players pick a board edge and deploy as player may instead <Pass
normal, but may not place a model within Activation>, and the turn goes to
8” of an enemy model. Roll off to the next player to activate a model.
determine who picks the first deployment
zone, then continue in initiative order or The Underdog player loses a <Pass
an order that makes sense. Activation> whenever their
opponent with more models loses a
model. The number of <Pass
Activations> is always equal to the
difference between army sizes.
24
TERRAIN
DESTRUCTIBLE
TERRAIN
Special: If terrain is dealt any damage
from an Action, place a counter on it.
When a piece of terrain receives a second
counter that turn, OR if it is dealt 3 or
more damage in one Action, it is
destroyed. Remove the terrain from the
table, and deal 1 damage to all models
within 2”.
At the end of the Round, remove all
counters from all destructible terrain.
INDESTRUCTIBLE
TERRAIN
Special: Indestructible Terrain cannot be
destroyed.
Rail Weapons may not fire through
Indestructible terrain.
SPECIAL OBJECTIVES
Before a game begins, but after missions are selected, choose in secret one Special
Objective and write it down. Completing a Special Objective rewards a roll on the
Random Rewards table.
LOOT TOKENS
Some missions instruct the players to place Loot
Tokens on the table. Loot Tokens represent useful
scrap or supplies for you to recover from the
battlefield.
26
MISSIONS
The foes emerge, a spectral procession in In the forsaken recesses, a trove of ancient
the looming horizon. The choice resonates technology lies untouched. Though, you are
within these halls of inevitability – a dance not alone.. Beware, for other twisted souls
of missile fire where one of you shall draw near, summoned by the allure of
become barely a whisper in this eternal scrap and salvage..
conflict.
OBJECTIVE
OBJECTIVE Move your Model within 1” of the Cargo
Turn the other Mechs into shrapnel. to pick it up. Picking up the Cargo is a
Free Action.
• Set Up - Take turns placing D3+2
Loot Tokens. • Set Up - Place a piece of Cargo in the
center of the map.
• Winner - The player who has the
most Models standing by the end of • The Cargo - If you pick the Cargo up,
the 5th round. the model may not use VTOL. If you
perform more than 1 Action, or
• Reward - 10 Credits per Loot Token
Bolster an Action in a turn, it
• Bonus Reward - Each player rolls 1 generates +1 HEAT for each, in
additional time on the Discovery addition to the normal HEAT
table for each enemy Mech taken Out increases. Once you pick up the
of Action. Cargo, it may not be dropped until
the model carrying it is destroyed.
SPECIAL RULES
• Winner - The player whose Model is
Flee Action – During a game Mechs may carrying the Cargo by the end of
flee from battle to avoid being destroyed the game.
or secure Loot. To do so, move within 1” of
a board edge and perform a Flee Action to • Reward - 25 Credits and
move off the board at the end of this 1 Random Reward.
models turn.
SPECIAL RULES
Flee Action – During a game any unit may
flee from battle to avoid being destroyed
or secure Loot. To do so, move within 1” of
a board edge and perform a Flee Action to
move off the board at the end of this
models turn.
27
3. SCAVENGE 4. BURNED TO A CRISP
Navigate the twisted ruins and crumbling In the realm of fading light, the sun’s dying
cities in search of forgotten treasures. convulsions reap discord. Among a fierce skirmish
over ancient relics, eruptions of solar flares
Relics of a bygone era of plenty, before war unleash their wrath upon the planet’s surface. In
and conquest were the only currency of the midst of this turmoil, you strive to escape the
power. impending radiation, desperately seeking the
sanctuary of a bunker. The shadows lengthen, and
time dwindles – reach shelter before it’s too late.
OBJECTIVE
Each player is attempting to scavenge the OBJECTIVE
ruins of the old city. Each player is attempting to escape the
sun’s radiation by entering Bunkers while
• Set Up - Each player alternate also securing supplies to ride out the
placing 5 Ruins outside of storm. Mechs outside the bunkers at the
deployment zones. The Ruins count end of the 5th round are considered a
as Destructible Terrain. Casualty.
• Winner - The player who obtains the • Set Up - Place 5 Loot Tokens along the
most Loot tokens by the end of turn 5 center of the board. Place them
is the winner. horizontal from players’ deployments
in equal distance from each other,
MISSIONS
• Reward - At the end of the game, with one on the center point of the
each player may roll once on the board. The player who won Deployment
Random Rewards table for each Token roll places a Bunker token on the map,
followed by their opponent.
they captured.
• Winner - The first player to get all
SPECIAL RULES their surviving models inside the
bunker, with the most loot tokens
Scavenging – Once per a models wins.
Activation, if it is within 1” of a Ruin, it
• Reward - The bunker is equipped with
can use an Action to search the Ruins. Roll abandoned equipment and tools. Gain
a d6. 1 Random Reward, and +1 Discovery
1: The ancient building crumbles, dealing Dice for each Model in the Bunker.
This may surpass the normal
1 damage to all models within 3”. Remove maximum Discovery Dice.
the Ruin. Place a Loot token at the center
of where the Ruin stood. • Bonus Reward - Each player may
remove 1 Scar from each Model they
2-5: You obtain a Loot token. After the control inside the Bunker.
Ruin is searched, it cannot be searched
again. SPECIAL RULES
6: You obtain 2 Loot tokens. Bunkers – Move within 1” of a Bunker and
spend an Action to open the doors. The
Flee Action – During a game Mechs may Bunker remains open for the rest of the
flee from battle to avoid being destroyed game. Once the Bunker is opened, you
or secure Loot. To do so, move within 1” of may make a Move Action to enter the
a board edge and perform a Flee Action to Bunker. Remove the model from the
move off the board at the end of this board.
models turn. Solar Flare – At the end of each round,
the solar flares burn the HEAT systems of
all Mechs on the battlefield. Roll a d6 for
each Mech. On a roll of 1, they are hit with
a wave of radiation and gain +1 HEAT and
take 1 Damage.
28
Deployment - The Attacker deploys all of
5. HOLD THE LINE their models at once, followed by the
Defender.
Amidst the desolation of this forsaken world Reward - If the Attacker wins, they make
stands a lone outpost. Its walls, weathered a free Random Reward roll. If the
by time and battered by countless assaults, Defender wins, they gain +2 Discovery Roll
now serve as the final bastion against dice. This may surpass the normal
encroaching forces. As the air grows thick maximum Discovery Dice.
with despair, a distant hum heralds the
arrival of salvation. A drop ship descends
from the heavens, its silhouette cutting
through the smog-choked skies. Its arrival,
a beacon of hope.
6. NOBLE FIGHT
CASUALTIES SCARS
If a Mech is taken Out of Action, it is On a roll of 3 - 6: the Mech is able to
considered a Casualty. Roll a d6 and refer make it back to base unscathed. On a 1 or
to Scars. 2: roll again and consult the chart. The
Scars last until repaired.
MISSIONS
5 Fractured Core Reduce your HEAT Limit by 1 (to a minimum Heat Limit 3.)
TOTALED REPAIRS
Platforms attached to the Mech are Between missions, you may spend 25
potentially lost forever. Roll a d6 for each Credits to repair 1 Scar from a unit.
Platform equipped to the Totaled model.
1-2: Platform is destroyed with
the model.
3-6: Platform is recovered for
reuse or sale.
You may scrap a Mech for 2d6 Credits after rolling a Totaled roll.
30
DISCOVERIES
31
MISSIONS
Roll 1 2 3 4 5 6
33
OPTIONAL RULES
34
THE AGE OF LIGHT
2407: Prosperity predicted in this
sector of space. One great sun, dubbed
Orion, for which the sector is named..
2420: Most of the planets are
terraformed and colonized. The
Megacorps establish supremacy over the
sector, its people & the resources
despite outlaws and rebel factions
having footholds scattered across the
planets. Mega cities begin to rise across
the planets..
36
RIGHTS & CREDITS Special Thanks:
Copyright © 2025 All rights reserved. All the people who have played, tested
This book, or parts thereof, may and given feedback on this project
not be reproduced in any form throughout its long development. All the
without permission. friends who created their own content and
ran games with their crews. Everyone who
Words & Rules: Stephen Hupfer believed in this project even when I would
Copy Editing: Eon Fontes-May lose steam. Terry, Gage, Paul, Tyler, Phil &
Cover: Jan Buragay the rest of the New England War Council.
Interior Art: Nico Lucido, Martin Mccoy, Everyone in the Flames of Orion Discord
Tyler Grecco, Derikersani, Tyler Russo, server. Bryan & the Arcane Sword
Eric Locke. Collective. Nico & his art that helped
Borders & Chapter Tabs: Bryan Larkin shaped the game from the beginning.
Character Sheets
& Star Logo: Dylan Melisko
Layout: Joshua Bowens
37
QUICK REFERENCE
SETUP ACTIVATING MODELS
1. Pick a scenario. Pick a model.
2. Set up the board. It may perform up to 2 Actions:
EXPLODE CHECK
Make an Explode Check when: • Explode distance = HEAT level, in
inches.
• You reach/exceed your HEAT
Threshold, AFTER performing the • Terrain blocks Explode Damage,
Action. unless the Terrain is also destroyed.
• A Mech is reduced to 0HP.
Explode Damage
Explode Check
Roll a d6. HEAT 1-3 4-7 8-9 10
1–2: Nothing 3–6: Explode! Damage 1 1d3 3 2d3
40
COMBAT BOLSTERED ACTIONS
• Models within 1” of each other BOLSTERED MOVE
are in Engaged. Move your Model up to its Speed.
• Engaged models cannot use
Ranged Attacks. Then choose one:
- Make a free Melee Action within 1”
• Ranged attacks have unlimited - Move your model an additional 3”.
range, unless otherwise stated - Shoot one ranged weapon at any point
in their profile. during the Move at -1 to CS.
• Long Range - Models firing
further than 10” suffer -1 to BOLSTERED RANGED ATTACK
their CS rolls. Choose One:
IF A RULE IS UNCLEAR
ROLL A D6 TO DECIDE. 41
Amidst the echoing howls of distant winds, The clash intensified, the thunderous
the Mech pilot’s behemoth emerged from footsteps of the titans echoing like a
the shadows, its massive frame casting an heartbeat in the stillness. The pilot, a lone
imposing silhouette against the dimming figure in the cockpit, operated the controls
twilight. The words “Dark Spirit” sprawled with unwavering determination, each
themselves across its scarred hull. movement a testament to the survival
instincts forged in the crucible of this
The air crackled with tension as the horrid place.
clashing giants faced off in a desolate
arena, the remnants of a once vibrant In the haunting quiet between salvos, the
world now reduced to ghosts. The unknown enemy retaliated, unleashing a torrent of
adversary, obscured by the eerie glow of energy beams that cut through the air like
failing engines, piloted a sleek and nimble spectral blades. The battlefield became
Mech. The two colossal machines locked on, engulfed in destruction, a macabre dance
their visages devoid of emotion, focused on where every step carried the weight
just one thought: survival. of oblivion.
Rocket pods erupted in a symphony of fiery The final pod emptied. Smoke exhaled from
chaos, streaking towards the opponent in a the vents. In the end, as the dying sun cast
relentless barrage. Gun barrels turned red its final light upon the bleeding landscape,
hot, emptying shell after shell, each one only Dark Spirit remained, standing among
wrapped in malice. The enemy responded the ruins as a silent testament to the
with swift strides, gracefully dodging the relentless struggle in this darkened
onslaught, a back and forth of shadows cosmos. The pilot, obscured within the
and steel in the faded light. mechanical monolith, gazed ahead into the
abyss, knowing that the battle for existence
in this forsaken realm had only just begun.
43