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The first title announced for Valiant's new release was X-O Manowar. It's safe to say that this announcement caused quite a stir of excitement amongst hardcore Valiant fans across the comic spectrum, but when Valiant announced the second release, I think I could almost hear the cheers that Harbinger was coming back. Everything starts somewhere though, and I just had to get my hands on a copy of the very first Harbinger issue that I had so long ago. We need to see where it all started and maybe we can even figure out why copies of this particular issue go for $20 or more, before being CGC graded. Let's go back to Valiant's beginnings as we take a look at Harbinger #1!
Pete and Kris, two teenagers, are flying high above Interstate 95, just outside of Washington D.C. in a red sports car with a helicopter chasing after them. Though Kris may be normal, Pete is obviously very different. Pete is a Harbinger, a person with exceptional abilities that no normal person can have. Pete doesn't even know what he's capable of, but with what he can do, he's able to lift and fly a car and enter people's minds. Pete is obviously important and he knows this. Forcing the helicopter to land, Pete tries to find out why these men are following him. Before any real information comes out, Pete and Kris are in trouble again. Three other Harbinger's have found them, and the battle is on.
I had high hopes for Harbinger, I really did. Reading it when I was younger must have had a much different appeal to me than reading it now. Jim Shooter's work here is not his best. It's very clunky, dull, and not engaging at all. With the exception of Pete, none of the characters feel like they have any real personalities at all. Maybe I'm being to hard here, but when I read a comic, I'd like to be entertained, and with this, I was glad when it was over. We come in right in the middle of something, and given very very little information to anything having to do with events prior to this issue. We're kind of left in the dark and as the comic moves, it doesn't really answer any questions, or give a lingering hint that they could be answered in the future. If this is played right, it can really do good for a comic series, but here, it's tossed aside in favor of convenient fixes and stiff dialogue. I really wanted this to be good for me, but I just can't bring myself to make that claim.
David Lapham's art is like most of Valiant's at the time: Classic and stiff. That's not what this needed. With a teenage title, artwork that was vibrant, exciting, and edgy would have worked wonders here, but instead we are left with characters that look nothing like teenagers, have a 50's feel, and are very, very dull. Don't get me wrong, if I were reading a Batman issue from the 60's, the art would have been great, but with a title in the 90's? It needed something much more that what it was given.
This was one of Valiant's most popular titles, but for the life of me I can't figure out why. CGC graded issues of this will go for almost $100 on eBay or some comic shop websites. Regular copies will go for as little as $20, but again, I can't figure out why. It was definitely different when it came out. Marvel was knee deep in it's own over produced mess and DC was busy killing it's most popular character or putting out dull stories, so I can at least see that aspect. We wanted something different and new, but did Harbinger deliver that for me? No, it did not.
With Harbinger being announced as the second title in the new Valiant Universe, just from first glance I can see that it's going to be a sight better than the original. The artwork already looks ten times greater, and with the story, we'll just have to wait and see on that. It's got to be better than this though…it has to be. If it's not, then Harbinger could sink before it even gets a chance to float.
Art: 3/10
Script: 3/10
Parental concern: Mild. Some violence and partial nudity.
Thanks for cooling my curiosity Tim! I've always thought this book had something special with it's high price tag, but I think I can put my impulsive buyer instincts behind me on this one. I wouldn't want to taint the relaunch at this point!
If you got this issue, it should be purely for collecting purposes. I've got a few issues further up in the series, so I might read those and determine if I want to read the rest of the series or not. I really wanted this to be good again, lol, but couldn't bring myself to like it.
You may be missing the point of the book. Harbinger in its entirety was a modern-day update of the X-Men, which had skewed too heavily toward the older X-Men – successfully. The teenager ideal that was so successfully done in Spider-Man failed in the initial X-Men issues. Read the initial Spider-Man? Shudder-inducing terrible. This book targeted young people. I will grant that it has not aged well. It has way too many references to the current time, but that is for teens of the time. We WERE the audience when we were teens. Now, though, we're MUCH too old. Instead, read through the first seven issues. Judging this issue on its own is like judging the strength of a car based on its hood.
Well put Kevin. It would be awesome to see Valiant make these older issues available digitally, so they could be found and read more easily as a whole!
Very good point indeed Kevin. A series shouldn't be judged on first issue alone, so I may have been a little harsh there, and I also agree that the book has not aged very well at all, lol. With all that aside though, the issue itself appealed to me then, but doesn't now. Maybe I'm so spoiled that when I read a back issue from a certain time, I have a mindframe of what it should be (Marvel, DC, Image from the 90's) that I overlook what had a really great concept of it's own from that time. In that aspect, the book succeeds expertly, but for me now? It fails. With the other titles that Jim Shooter helped start for Valiant, Harbinger, in my opinion, just wasn't near as good as X-O, Rai, or any of the others. Could it be the Sci-Fi element? Maybe, but with Harbinger, what I remember from when I was a teenager versus what I read when I wrote the reveiw are two totally different things. I have high hopes for the new Harbinger, I really do. It'll get the chance to be told in a way that Valiant could never have done 20 years ago.
[…] not very often that I'm disappointed in a book. Two come to mind off hand: Harbinger #1 (from old Valiant stuff), and Youngblood #1. Both of those issues where set to a certain standard […]


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seanpp reacted to a post in a topic: 3 little questions (force actions, career skills, cross system careers)
The NPC running past the door was an assumption of the example, or else the situation under discussion doesn't occur and there's nothing to discuss. No, not sure what I wrote that gave that impression, but I haven't addressed "stopping" the NPC at the door - only the ambushing PC attacking them. In effect, however, as long as we're talking about the PC personally physically stopping them as the target uses a Maneuver to move through the doorway - it'd be a similar situation. Whether the ambushing PC wants to make a skill check to stop the target, or to attack the target - until the target's Turn concludes, RAW doesn't let the PC act to interfere. Sure, the PC could simply close the door before the target got there - but that has nothing to do with our subject matter, which is very specific. Anyway, my example was never stopping the target, it was to ambush them as they came through the door. Yes indeed, the Star Wars system allows for a good deal of flexibility, but it's not unlimited, of course. One small example, is there's a hard cap of two Maneuvers per Turn - if a GM allows more than that, that's not RAW, there's no flexibility allowed there. However, in the area of using Advantages/Threats there's all sorts of flexibility - and creativity is heartily encouraged. So it just depends. So if a PC indicates they want to attack a target as they're in the middle of using Maneuver on their Turn walking through a door - there isn't any area of flexibility in the FFG Star Wars system that allows doing exactly that. Hence why I posted this question - and notably, hence why no one put a succinct end to this thread by simply pointing out my oversight by quoting RAW with a page number. No one in this thread has quoted from RAW on interfering with a character's Maneuver, I think, because there isn't anything to quote. Oh I wish! ;-) I was actually hoping that was the case. I like the idea for players to possibly use a closed door (of course, that assumes there's a door to close) to get around this limitation of the FFG system. Due to the target having to use a Maneuver resource to open the door, depending on the sequence of things, it could interfere with the target being able to move past the ambushing PC in a single Turn. However, that doesn't really get us past the issue of this post - that a PC shouldn't have to go through mechanical machinations to simply stand beside a door and skewer the unaware guy coming through it. There's certainly nothing wrong with your "Shadow" idea of offering characters a free Maneuver when they make a successful Stealth check; my intention wasn't to criticize it - I was simply pointing out its Pros & Cons. My first hope, was to possibly learn a way of allowing a PC to attack that target as they're coming through the door within RAW. This thread has well-confirmed that this isn't possible - all good, it's good to know I wasn't missing something. To boot, there's been good suggestions of other options - whether they be player strategies to avoid the mechanical limitation (by closing the door prior to ambush) or by various house-rule suggestions.
The example of a PC dashing through a door and to one side of it in the middle of combat, to lay in wait to attack when a character comes through, is the simplest I could think of to describe this "glitch" that the system doesn't handle very well. A great many systems use Hold-Action/Overwatch to address what would otherwise be a nonsensical result of the ambushing character being frozen by the system while their target passes by and continues out-of-range. There are other examples that could be used, but this one seemed straightforward. The attacker cannot use a Maneuver or a Combat check Action, as you suggest, because it's not their Turn - as we know, this system does not permit using Maneuvers or Actions except on your own Turn (with the noted exception of the GM spending two Threats to give a foe an immediate free maneuver on the rolling character's Turn). So not able to act in any way on the foe's Turn, the attacking PC is frozen in place while the target continues past out-of-range of their melee attack. It's nonsensical because the PC is right by the door with weapon cocked and ready to go. They should be able to attack, but the mechanics of the system prevent them from doing so. Having the ambushing PC make a Stealth check to see if the target noticed their move to the side of the door, I believe, would certainly be called for - but that's not really the crux of the mechanical issue. Let's assume for the sake of our discussion that the PC succeeds on the Stealth check, because otherwise the target doesn't just come through the door, and therefore the mechanical "glitch" of the PC being frozen in place because it being another character's Turn doesn't occur. Your suggestion of a successful skill check causing the GM to permit a "shadow" move, as you describe it - it's a thought, but here's the issue with it. It should be stated that your suggestion would constitute a house-rule, not RAW. It sounds like the PC, by virtue of the successful skill check, would be receiving a free Maneuver to Engaged status with the target - which wouldn't be RAW. It's a house-rule workaround - which is fine, one of the reasons I posted is to see what hand-waving and house-ruling was undoubtedly going on out there to deal with this glitch - but it is a house-rule. If you don't grant the free Maneuver, your suggestion is actually what RAW would call for after it's frozen the ambushing PC in place. The target proceeds through the door, during which the PC is mechanically frozen and watches them go by. The target concludes their Maneuver at, say, Short range from the door and ambushing PC. The PC now simply uses his Maneuver to move to Engage and then attacks. That's fine, but there's multiple reasons that might very well be not nearly as advantageous for the ambushing attacker. For example what if the target concludes their Maneuver at Medium range from the door/PC - back among his four allies? Now your player is asking, why do I have to follow this guy back to his homies for my attack - I want to hack him right by this dang door that I was lying-in-wait next to. The other issue with this is one of resources - if the target concludes their move at Medium range to the PC, then the PC must now spend two Maneuvers to achieve Engaged status with the target (1 to move from Medium to Short, and 1 to move from Short to Engaged). And assuming the PC wants to attack as well right then, they're going to have to spend 2 strain for that second Maneuver - and no "aim" Maneuver is available now for their melee attack. In contrast, if they were allowed to attack by the door, at the worst, you necessitate them spending a Maneuver to Engage and they can burn 2 strain for an "Aim" Maneuver - and they use their Action for a Combat check. However, given the doorway guarantees where the target will be, the GM might decide that the target effectively moved to Engaged range for the PC, and thereby the PC doesn't have to spend the Maneuver to do so. All of that is moot though per RAW, because the ambushing PC is frozen in place while the target passes by. Again, this isn't a situation that's going to happen constantly - but it's also not in the "that'll never happen folder, either. There are Hold-Action/Overwatch rules throughout RPG systems for a few reasons - one of those reasons is the situation we're discussing here. Appreciate the input!
There's quite a bit to unpack with the responses - I appreciate the input! Let me first reframe the question. The downside of detailed tactical combat systems are the costs of complexity (perhaps slow pace, too many rules to track, necessitates a grid map, etc.). I would offer that the downside of, let's call it, less detailed combat systems (because FFG's Star Wars is assuredly not "rules light"), are infrequent (hopefully) situations that the system doesn't handle that well. So in starting this thread, I am pointing out one of those situations - an infrequently occurring "glitch", if you will. I was hoping for two things: 1) To see if perhaps I was missing something in the rules (I've played the game a decent amount so I didn't think so - but hey, who knows) and 2) to see how various groups were handling it in their games (hand-waving it, house-ruling it, just shrugging and dealing with it per RAW, etc.). Thanks for piling in on the subject everyone! Let me briefly restate the proposed "glitch": In the middle of a combat, a PC dashes through a door and to one side - waiting for their foe to follow so as to strike them with a melee weapon. The foe goes by on their own Turn, the PC is unable to act and the foe continues onward out of range. The PC should be able to attack there, but is frozen out by the system. Obviously, one can hand-wave or house-rule, but with RAW it's a glitch. Here are, I think, some key aspects to this discussion that either myself or others have made: This "glitch" situation only occurs in the middle of a combat. A number of you have offered examples (e.g. Jedi Ronin's GM setup, syrath's hidden sniper) that are likely from the beginning of a combat - and I think the system handles those at the beginning of a combat fine. At the beginning of a combat you're going to have Vigilance checks, Perception checks and fresh Initiative rolls that inform play/explain if and why that ambush did or didn't work - that don't help in the middle of a combat (see my briefly restated example of the "glitch" immediately above). The system's unassigned initiative slots certainly helps with this overall situation, but it doesn't solve it. For some examples mentioned by others, particularly I thought Jedi Ronin's hostage/negotiation example, I think the system's unassigned initiative slots basically addresses any issue there. If the PCs want to sequence their actions, they can order the initiative slots to do that - done deal. However, this doesn't solve the glitch example I've presented above. Let me take this chance to point out that, while my stated "glitch" example above isn't going to happen constantly, it's also not in the "that'll never happen" folder, either. It's going to happen, by PCs and foes alike. The Simultaneous Approach - this is a popular one that has been mentioned by most. I would offer that I don't think this works, because for just about all our games I think the whole "it's all simultaneous" thing is very theoretical, and used rarely. If you rule that the foe, lying in wait to the side of a door, is able to strike the PC moving through that door to effectively out-of-range, because you tell them "it's all simultaneous", then you're going to have a lot of adjustments to make in combat. To wit, when the PCs use their high initiative slots to rush to cover, that cover doesn't apply until the next round because, it being all simultaneous, all attacks this round on the PCs happen while they're on their way to cover. Are any of us actually playing that way? When a foe is incapacitated or even killed early in a Round, that foe still gets to attack later in the same Round because it's all simultaneous. Are any of us playing that way? When a PC successfully leaps across a small chasm away from their melee-foes, all those melee-foes in engaged range still get to attack that Round because it's all simultaneous. The PC gets successfully hit multiple times by them and one of the hits triggers Knockdown, essentially um...preventing the leap? Now what? Simultaneous Rounds is a fun conceit but, in reality, we use the discreteness of initiative order to an overwhelming extent to decide what happens. I would suggest, that to treat a Round as truly simultaneous would add considerably more complexity to the system than adding Hold-Action/Overwatch would. I would speculate that very few of us are treating our Rounds as actually simultaneous, and is a can-of-worms best left unopened. Donovan's suggestion, to be sure, is the tried-and-true Hold-Action/Overwatch rule of countless games. The player must dedicate their Action that Round to a declared discrete trigger - using my "glitch" example above, striking the next foe that comes through that door. If the trigger doesn't occur by the same PC-slot the next Round, then that PC's Action is essentially lost. If a foe comes through that door within the Action's window - then the foe is immediately attacked, with a Combat check ensuing. Given the system's unassigned initiative slots, to this house-rule you'd have to add either: 1) this PC on the subsequent Round cannot use any initiative slot that occurs before the initiative slot they used for the Hold-Action/Overwatch, because they're still waiting by that door! 2) Or that the duration for the Hold-Action/Overwatch action is the end of the Round in which it was taken, so it's trigger-window would be less than a Round. The unattractive aspect of the first option, is it introduces an action that goes from mid-round to mid-round, which is a bit wonky in an unassigned initiative slot system. The unattractive aspect of the second option is that it leaves the "glitch" in place if the mid-combat ambush of the "glitch" example occurs near the end of a Round. To wit, in their last initiative slot a PC sets up by the door sword cocked. Early the next Round the foe comes through - but the PC's Hold-Action/Overwatch has expired with the last Round, so the foe on their Turn moves (inexplicably) to out-of-range unmolested. In summation, the responses tell me that I'm not missing anything rules-wise - it's just a small, yet meaningful, glitch in a system due to a dedication not to be too tactical. I'm not willing to turn combat, as we all know it, essentially on its head by actually treating every Round as truly simultaneous, as I described above. So what am I going to do? I have no desire for house-rules but, frankly, it seems just a little too painful to leave RAW as-is for this glitch-situation, "I know you were right by the door sword-cocked - it's a nice idea - but he just runs past you yet again." What's the least intrusive house-rule to handle it (that doesn't necessitate other house-rules)? Probably the described classic Hold-Action/Overwatch...but not sure yet.
Yes, choosing your Turn Order slot might mitigate this flaw, depending on the specific situation, but it doesn't actually solve it. Your character is set up to shoot a guy after he comes into your room but before he exits it. However, the target makes its way completely through and out of the room on his turn - so no attack takes place despite the shooter ready to fire. I understand your point about all actions in a Round are "simultaneous", but I think for almost all games that's theoretical, not practical. Your target just took cover before your Turn and now you're shooting at him in the same Round. If it's simultaneous he shouldn't have cover because he didn't get there until the end of his turn, and you should be shooting at him while he's on his way - but nobody plays that way. If he's in cover when your Turn begins, then he has cover - no real simultaneous about it. So a hard application of the simultaneous actions in a Round would be a huge adjustment for most games. If your target is out of the room by the time your turn begins - he's gone and you can't shoot him. I think the main mitigating factor is that, most of the time, the kind of ambush attack I'm speaking of starts a combat, rather than happens in the middle of a combat. This problem doesn't arise if the ambush starts the conflict. However, if your player tells you during combat that he dashes out a door and waits for his foe to come through to hit him with his lightsaber - the player's not going to be happy when you tell them his foe just went right on by. Appreciate the response.
seanpp started following If you win Vigilance Initiative, did you attack first? and Hold Action
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seanpp posted a topic in Star Wars: Force and Destiny RPGHow is it handled mechanically when during combat (so Tactical time), a character wishes to, say, attack the next character through a door? They lie in wait for that next person to walk through. There's no "Hold Action" action or "Overwatch" action, and I can't find anything in the system to address this. Since there's no way to act in the middle of another character's turn (with the exception of 2 Threats being spent to provide a foe an immediate free maneuver), the target could come through that door and continue clean out of that room without the attack ever taking place.
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If you win Vigilance Initiative, did you attack first?
seanpp replied to Aetrion's topic in Star Wars: Force and Destiny RPGThis is certainly good input for the subject SEApoc...however, I don't think it's a smoking gun. If the designers intended for the GM to set the Difficulty for Initiative rolls, in the Combat section where establishing Initiative is explained, would you expect them to say "To determine the Initiative order, each Player Character and NPC makes a Simple (-) Cool or Vigilance check"? There's maybe a half dozen permutations of the ways the designers could have expressed that GMs will set Initiative Difficulty levels - but that's just not what they said...at all. They instructed that a Simple Difficulty is used. Back at you with Chapter 3 :-P --- on pg 124 under Perception Skill it says, "A character who is unprepared for a trap or an ambush may have an opportunity to make a Perception check to avoid being surprised." A full reading of Perception and Vigilance skills makes clear that Perception is used "...for an active attempt to study his surroundings. This is how a character notices concealed or inconspicuous signs of danger or other items of significance when actively seeking them out" (emphasis mine), while Vigilance says, "Sometimes a character may have a chance to notice small but important details in his surroundings while not specifically looking for them." (Again, emphasis mine.) So if the PCs state they're looking for an ambush, or even just state they're being wary of any nonsense while traversing that area, then that "active attempt" would use a Perception check to spot the ambush. If they're just going about their business none-the-wiser, then a Vigilance check is used. The smoking gun part, is that Perception is never used for Initiative rolls. With that being the case, how do all these pieces fit together? I would assert here's what RAW has given us: If characters who are unprepared for a trap or ambush are making an active attempt to study their surroundings, then a Perception check is used to "avoid being surprised". To determine if characters are prepared for an ambush when they are not actively looking for trouble, then a Vigilance check is used. There's every reason to think that Difficulty levels are used for these Perception and Vigilance checks, including that it specifically states so under the Vigilance skill in regards to spotting ambushes. Initiative rolls use Simple Difficulty. I think those pieces make at least some of this pretty clear. Characters make either a Perception or Vigilance check to see if they detect the ambush. Then the Initiative roll uses Simple Difficulty. What I do not believe is clear, is how the results of those Perception/Vigilance checks are manifested in the Simple Initiative rolls. I can think of three possibilities: Individual characters who failed their Perception/Vigilance check do not act in the first Round. Characters who made their checks do act in the first Round. If anyone in the attacked group makes their Perception/Vigilance check (or if the GM only allows them one group roll), then none are surprised and all Initiative dice pools are unmodified. If no one made their Perception/Vigilance check (or if the group check failed), then no one acts in the first Round. Characters who failed their Perception/Vigilance checks get Setback dice, while characters who succeeded at those checks roll Initiative unmodified. You can get as complex with this one as one likes. Characters with failed Perception/Vigilance checks gets one Setback die. Threat can be spent on additional Setback dice, or Threat can be spent to force an immediate Fear check. Maybe a Despair forces an immediate Fear check either with upgraded Difficulty or that gives the character Conflict. I don't believe RAW ever mentions anything about a Surprise Round or characters not acting in the first Round - so I don't think options #1 & 2 fit within RAW. However, option #3 fits within RAW just fine. You can have Simple Initiative Rolls but get as jiggy as you want with Boost/Setback dice. I reserve the right to keep thinking about this & perusing the book, but I think option #3 is where I am going.
Richardbuxton reacted to a post in a topic: If you win Vigilance Initiative, did you attack first?
If you win Vigilance Initiative, did you attack first?
seanpp replied to Aetrion's topic in Star Wars: Force and Destiny RPGI agree that setting different Difficulties for rolling Initiative really helps with this, and it's a suggestion well made - but have to point out that RAW doesn't give this option, "To determine the Initiative order, each Player Character and NPC makes a Simple (-) Cool or Vigilance check." It doesn't state that's the "standard" check or that that's the "default" check or any mention of GM input for it. It gives an instruction to use Simple Difficulty. Certainly doesn't mean you can't do it anyway obviously, but since we're in the "Rules Hut", if you will - it's not what RAW says. Again, I like the suggestion, though! So I think that leaves two options. Either House Rule it and always have the GM set the Difficulty, or to adjust the Initiative rolls use Boost/Setback dice instead. From Core pg18, "Boost dice are most often used to reflect the character's possession of some sort of benefit or advantage...." Page 316 adds, "...Boost dice may be used to reward a PC for good planning..." - those sound like an ambush! Decent ambush perhaps warrants two Boost dice to the attackers? There might be a case to be made that using Difficulty level is possibly cleaner (because how many Setback dice would it take to equal the Hard Difficulty in your example) but, if you want to stick to RAW, Boost/Setback dice will do the trick.
Olifant reacted to a post in a topic: Influence for resource acquisition - debate
Triggering a Fear Test
seanpp posted a topic in Dark Heresy Rules QuestionsWhen the PCs are facing multiple sources of Fear at the same time, or shortly thereafter, how many Fear Tests should they make? The results of a failed Fear Test can be very serious indeed, considering they're probably about to enter combat, so this can be a very key question...and the devil tends to be in the details. 1) First question is, if they're confronted with multiple sources of Fear at the same time, how should it be handled? PCs enter a room with three different sources of Fear - and they're not all the same type (one sources is a creature and one's a dark ritual, for example). Just one roll or multiple? If just one roll, do you use only the Willpower modifier for the toughest Fear rating they're facing to cover all the Fear sources - or do you come up with a Willpower modifier that takes into account all of the multiple Fear sources they're facing? 2) To what extent, if any, do the PCs become inured to a source of Fear? Having made a Fear Test in Room#1, what would cause a Fear Test in Room #2 shortly thereafter? Ergo, if they made a Fear Test due to a creature with a Fear rating in the last room they were in three minutes ago, do they make another Fear Test in the next room because of an identical creature? Would a completely different kind of creature trigger another Fear Test in Room#2? Should a second Fear Test require a completely different kind of Fear source (creature in one room and a warp portal in the next)? What if the creatures are daemons (thinking this might prompt a different answer with some)? Does essentially the same daemon in Room#2 trigger another Fear Test? Does a different daemon in Room#2 trigger another Fear Test? If you think that an identical creature should not trigger a Fear Test in Room#2, - how much time needs to pass before that kind of creature necessitates a Fear Test? 5 minutes, an hour, a day...never? Thanks for everyone's thoughts.
No, on page 195 of the 2e Core under the Range and Line of Sight section it states, "The target must also be within the power's stated range, but there are no modifiers for range (Short, Point Blank, etc.)."
madMAEXX reacted to a post in a topic: Questions regarding cover
Indeed, a necessary question. Fortunately, I would offer it's been given a manifest answer in 2e by the clear classification of some powers being physical attacks and others not. In the Psychic Bolts Section on page 198 of the 2e Core it states, "A number of powers produce blasts or energy bolts that inflect harm in a manner not dissimilar to a weapon. These powers all follow the same basic rules...Psychic Bolts of all kinds can be dodged as if they were any other kind of ranged attack." The psychic powers are clearly categorized as to whether they fall into the Psychic Bolt (physical attack) category that may be evaded - so these would be the powers that are subject to cover. Cheers
Overwatch - better than the normal attacks?
seanpp replied to KommissarK's topic in Dark Heresy General DiscussionHere's where I'm looking at going with for Overwatch in my game. As a GM, what do I like about Overwatch? I like the flexibility it gives players to name most any condition & fire if the condition triggers. I find Overwatch interesting; I think the Overwatch Action adds to the tactics and complexity of combat. Associated with #1 above, it addresses some glaring holes that exist whenever any system uses a "Initiative" structure, whereby one has to wait until another character's turn is completely finished before you act. So even though he left cover and you were ready, he's now back behind cover because you can't fire until his action is complete. Also, without Overwatch, you can't effectively guard anyone in Structured Time - by the time they finish their Action running, they're probably out of sight by the time you get to fire...even though you were aiming at them. I think getting shot at should be a "gut-check experience", so I am happy to have this additional opportunity to have the Pinning rules brought into play. The benefits to the Shooter with Overwatch: The attack occurs on target's turn when conditions, set by the shooter, are met Precludes target from Dodging Triggers a Pinning Test for target Allows you to potentially attack multiple targets (I guess not everyone agrees with this, but it's at least strongly implied by, "Each any (sic) time the specified conditions are met before the start of the character's next turn, he can perform that attack....) I want to retain players' ability to fire on just about any condition they come up with. At the same time, I want to limit the Action's biggest benefits to it's primary purpose, which I would offer is given to us in Table 7-1 on page 219, "Shoot targets coming into a set kill zone." So Overwatch would always provide shooters benefit #1 above, name your condition and fire when the condition is triggered. For benefits #2-4, a target needs to make an Action with the Movement sub-type that takes them into the set kill zone. When this occurs, the target is precluded from Dodging, they must make a Pin Test & the shooter may similarly attack any other target that similarly make an Action with the Movement sub-type that takes them into the set kill zone. The one exception to the Movement requirement above, would be for guarding someone, or "having the drop on someone". Narratively I would argue, that if someone has the drop on someone, they should be in a very bad situation. I'd suggest that the shooter in that case should get some very strong advantages. If someone with a gun trained on them tries to either go for a weapon or try to bolt, they're simply too busy to Dodge. Regarding the Pinning Test, if the captive is trying to run then the effect of being potentially Pinned is fairly moot. Only if the captive is doing something other than escaping, such as attacking, does the Pinning become an issue. I feel like one could reasonably go in different directions on requiring a Pinning Test with an attacking captive, but here's where I'm looking at drawing the line. If the captive, who was going to attack, is hit by the shooter's Overwatch attack, then the captive must make a Pinning Test to continue their plan of attack rather than flee after being hit. If the captive is not hit by shooter's Overwatch attack, then I'm not going to have the captive make a Pinning Test. This breakdown for Overwatch I think will provide my game with what I want from the Action. YMMV
Questions regarding Scrier's Gaze
seanpp replied to seanpp's topic in Dark Heresy General DiscussionAppreciate the response Keffisch. You know, after more pondering and some brainstorming on the G+ 40k Community, as well...I think I realize the answer was right in front of me. Right in front of me, as in the sidebar on page 205 entitled "GM Guidance: Divination". It was the determinative language used in the description of Scrier's Gaze that threw me off - but I think the key is just to focus on the Divination guidance in the sidebar, which I will quote at length from, only because it offers the answer to my question: "It is helpful to first determine what the player is trying to accomplish through using the power. Depending on this it may not be necessary for the GM to describe the character's visions in detail." It goes on to make the very good point that "...the Warp and fate are fickle and mutable things. The GM can and should be vague in his descriptions of revealed visions; faces, environments, and other details can be hazy and indistinct. Bearing this in mind, the GM canprovide enough information to assist the player, without giving away any plot-breaking details. The GM should also remember that the psyker does not necessarily see visions pertaining to his goal. However, GMs should take care to ensure that a player gains something through successful use of Divination powers. Any use of psychic ability includes an element of risk, though; visions are often devoid of context, which poses the danger of acting on incomplete information." And, for the most part, there you have it.
Questions regarding Scrier's Gaze
seanpp posted a topic in Dark Heresy General DiscussionThere's a good chance that the Divination psyker power Scrier's Gaze is going to come into play in the campaign I run. So it was time for a close reread of it with an eye towards the hard practicalities of implementing it. I came away with a lot of questions. I'll pose the questions I have for the various DoS results on Table 6-4 (p205). One DoS: How far can one cast this power? Say the psyker is one Hive on a planet and the psyker wants to get a peek at a heretic in another hive on the other side of the planet. They successfully invoke Scrier's Gaze with 1 DoS - is that too far? There's nothing in the basic power description or 1-DoS result that gives an idea. If you say the GM should make the range something "reasonable" - what would be reasonable? The next room over? The next hab block over? The next neighborhood over? One DoS: To what extent does the psyker have to know where to look? Say 1DoS is achieved trying view a particular heretic - does the psyker have to know what room the heretic's currently in to view him? Or is it enough to know which Manse on the block the heretic is in? Or is it enough just to know what neighborhood the heretic is in? Two DoS: With this result, the psyker is "able to see all activity within an entire battle field or hive level." I read this & immediately thought how the DH 1e Core told us that the diameter of a Hive Sibellus hive level was 8,000 kilometers! (A flight from San Francisco to New York is only about 4,100 kilometers.) Understood that the psyker cannot discern details on individuals, but was "see all activity" of an area with a diameter twice the width of the United States the intention? Three DoS: This result is where it really hits the fan. So the psyker is now able to "discern details as to individual activities and exact enemy numbers" over the previously discussed area with a diameter twice the width of the U.S.? So if the psyker was looking for a single heretic somewhere in the United States and achieved 3 DoS with this power, would he then know exactly where that heretic was? Or does the psyker have to have previously known pretty much exactly where that heretic was in the U.S., and now with 3 DoS can see what that heretic is doing in New York, even though the psyker is in San Francisco? It's worth noting that this power cannot be Sustained, so the psyker apparently gets essentially a snapshot - what exactly are they able to discern about, say, ten individual's activities in ten different locations over an area with an 8,000 kilometer diameter? What about 50 individual's activities spread out over 8,000 kilometers? What's the limit, if any? Four DoS: The phrase, "...knows details of the plots any enemy leaders are planning" is a sticky wicket, because it sounds like mind reading. So the psyker is on a general heretic hunt in the United States (which is only 1/2 the diameter of Hive Sibellus mind you), gets 4 DoS and now "knows details of the plots any enemy leaders are planning." (Emphasis mine.) This makes it sounds like the psyker didn't have to know about the existence of the enemy leaders beforehand. Does the psyker need to have known about the existence of the enemy leaders before invoking this power or would this power identify all the existing heretics in the country and reveal details of their various plots? I'm guessing that this power costing 200xp was not intended to grant omniscience, even if momentary, over 8,000 kilometers...but I find this power's wording very problematic. I feel like I almost have to rewrite this power's abilities. Thoughts?
Dark Heresy in Roll20's latest report - Emperor be praised
seanpp replied to seanpp's topic in Dark Heresy General DiscussionWarklaw, my group is most definitely using the awesome Roll20 DH 2e character sheet & roll result scripts - if that was your handywork - excellent job, sir!
Gurkhal reacted to a post in a topic: Dark Heresy in Roll20's latest report - Emperor be praised
alemander reacted to a post in a topic: Dark Heresy in Roll20's latest report - Emperor be praised
Trailblazer reacted to a post in a topic: Dark Heresy in Roll20's latest report - Emperor be praised
Tim Huckelbery reacted to a post in a topic: Dark Heresy in Roll20's latest report - Emperor be praised
Just released is the Q4-2014 Orr Report (Roll20), which details how many are playing what over the Roll20 gaming platform. Dark Heresy came in 8th on the list...but it's a little more impressive than even that. Essentially, there's all the D&D versions (including Pathfinder), all versions of Star Wars & then Dark Heresy! Considering they've previously reported that Roll20 now, I believe, have north of 700,000 users, and gaining approximately 1,000 new users per day, it's a very reasonable sample size. The report itself on Roll20's blog, which shows the entire list of games is here: http://blog.roll20.net/post/107957194710/the-orr-group-industry-report-q4-2014 Ave, Imperator


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Tag: bacterial flagellum
Michael Behe: A Man and His Critics
Behe is not in a defensive posture, despite his critics. He continues to advance.
With Kenneth Miller, Behe's Would-Be Nemesis, History Repeats Itself
The Brown University biologist is still out there, reassuring the world that unguided "evolutionary mechanisms" comfortably explain the wonders of biology.
Bullet Points for Jerry Coyne
Alas, Coyne's review of Darwin Devolves has too little intellectual content to sustain any real engagement.
A Dentist in the Sahara: Doug Axe on the Rarity of Proteins Is Decisively Confirmed
In a previous article I described the evidence that cooption faces insurmountable mathematical challenges in explaining the origins of such complex molecular machines as the bacterial flagellum.
Advances in Biology Discredit Argument that Cooption Can Explain Irreducible Complexity
One of most popular attempts at explaining the flagellum via cooption was developed by Nicholas Matzke.


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Also featured in this film is Karen Gillan, who voices the role of Eyes, Rachel Brosnahan who voices Wendy Beckett, Rashida Jones who voices Marcy Kappel, and music producer DJ Khaled who voices the role of Ears.
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- Forum >
- Topic: Russian >
- Will there be Immersion for R…
Will there be Immersion for Russian in the future?
It saddens me deeply that DuoLingo has announced that it is moving away from Immersion, because this feature has helped me so much in improving my German, Spanish, and French.
Still, is there a chance that we'll ever by learn by translating in the Russian course?
December 16, 2015
4 Comments
Just a spur-of-the-moment idea here: Maybe after finishing lesson 25 someone should start a graduate's group. It would be sort of a translation book club, with a chosen Russian classic perhaps, which we could work at translating and discussing problems we encounter along the way? I'm only at level 10, so it will be awhile before I get there.
- 2029
Here are some links for you:
Thanks. I searched for "immersion" in the Russian discussion stream, but got no results.


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Awesome...fire is gooooood...I like to burn things too but then again, who doesn't, eh?
1024x768 Wallpaper
Artist Comment
After listening again to the soundtrack (I keep on playing them ^_^) I decided to make a wallpaper of Roy.
So I found this scan (click here) and decided to try something with fire.
This was my first experiment with fire and I haveto say I just gave up in the end. I don't really like the result but I hope somebody will.
More Fullmetal Alchemist Wallpapers
Browse Fullmetal Alchemist Gallery: Recent | Popular.
DaemonPhyreWyrm Apr 29, 2005
Kwan May 01, 2005
Nice bg!!! ^^ Roy is an absolute match with flame !! Since he's a flame alchemist ^^ ..thankx for sharing!!!
firelycan May 10, 2005
i like it flames for the flame alchemist makes sense i think its a good job so, keep up the good work ^__________________ ^
only002 Aug 01, 2010
It's pretty good for a second attempt. And yes, I agree, there aren't enough wallpapers of Envy T-T. And he's my favourite character...
Ncis-4ever Mar 31, 2011
It grreat ! Keep up the gd work !
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business rescue
Business rescue refers to any proceedings which facilitate the rehabilitation of a company that is financially distressed. A company is financially distressed when it appears reasonably unlikely that the company will be able to pay all its debts as they fall due and payable within the next 6 months; or likely to become insolvent within the immediate future.
The procedure to be implemented during business rescue proceedings is set out in Chapter 6 of the Companies Bill. The procedure recognizes the rights and interests of shareholders, creditors and employees by providing a framework within which these interested parties can participate in the development and approval of an appropriate business rescue plan.
Employee protection during business rescue proceedings
In terms of section 136 of the Companies Bill, employees are specifically included when rights are afforded to affected persons during business rescue proceedings. Therefore, employees enjoy the same rights as those that are awarded to affected persons in this Chapter. It's important to note that, included in the definition of affected persons, is any registered trade union that represents employees of the company as well as employees that are not represented by a registered trade union.
Section 144 of the Companies Bill sets out the rights that are afforded to employees during business rescue proceedings and for purposes of this discussion, the most important include:
- An employee is a preferred secured creditor. This means that any amount relating to an employee's employment which becomes due and payable by the company to an employee during business rescue proceedings, but is not paid to the employee, will be regarded as "post-commencement financing" and will be paid to the employee after payment of remuneration and costs. Therefore, any amount due and payable during business rescue proceedings to any employee will get preference over all other secured and unsecured creditors of the company.
- During business rescue proceedings employees must continue to be employed on the same terms and conditions of employment, subject to certain exceptions.
- Employees are also entitled to:
- engage in consultations regarding the development of a business rescue plan, to view and prepare submissions and to vote with creditors on any motion to approve the plan;
- notice of each court proceeding, decision, meeting or other relevant event concerning the business rescue proceedings;
- participate in any court proceedings arising during business rescue proceedings; and
- propose an alternative plan or offer to buy any interest of any creditor whom voted against the proposed plan, in the event that the business rescue plan is rejected.
These rights are in addition to any other rights afforded in terms of any other law, contract or collective agreement.
Relationship between the Companies Bill and current labour legislation
The relationship that exists between the South African labour law and the law of insolvency in circumstances where a company becomes insolvent has not been harmonious. The tension that exists between these two areas of law is because the main purpose of labour law is to protect the employment relationship whereas the main purpose of the law of insolvency is to ensure the effective distribution of assets of the insolvent company amongst creditors.
The first attempt to remedy this situation came in the form of section 197A of the 1995 Labour Relations Act. Section 197A of the LRA regulates the employment relationship between the employer and employees of an insolvent company. This section states that, in the event that a company becomes insolvent, the transfer of employees' employment contracts to the new employer will not alter the continuity of the employment relationship.
Section 136 of the Companies Bill will now expand the protection afforded to employees in circumstances where a company becomes insolvent. Section 136 states that:
- During a company's business rescue proceedings employees of the company immediately before the beginning of those proceedings continue to be so employed on the same terms and conditions, subject to certain exceptions.
- Any retrenchment of any such employees as contemplated in the company's business rescue plan is subject to section 189 and section 189A of the LRA, and other applicable labour legislation.
Therefore, the Companies Bill now strengthens the protection already afforded to employees in terms of the LRA in circumstances where companies become insolvent. This sends out a clear message to employers to carefully consider the interests of their employees during insolvency proceedings, and not just the interests of creditors and other interested parties. A core principle of the South African labour legislation is the protection of employees and job security, which is once again reiterated by the provisions of the Companies Bill.


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head lights
Electrical and Electronic
Model: 911, Year:1986, Mileage:83000, Type of use:Street use only
I have a 1986 911 Carrera and have replaced the right side (passenger) sealed light twice in two years. Any reason why or what could be causing this problem.The lights are the brighter Hallogen 6024 by GE.The drivers side was installed three years ago and doing fine.bob
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Samuel inches closer to Eastern Visayas
Tropical Depression Samuel has maintained its strength as it moves closer to make a landfall in the areas of Dinagat-Samar-Leyte, the state weather bureau said on Tuesday.
According to the Philippine Atmospheric, Geophysical and Astronomical Services Administration (Pagasa), Samuel was last spotted 395 kilometers east of Surigao City, Surigao del Norte as of 4 a.m.
It has a maximum sustained winds of 55 kilometers per hour (kph) and gustiness of up to 65 kph.
Samuel will affect the regions the Caraga, Northern Mindanao, Eastern Visayas, Central and Western Visayas, and Bicol Regions.
Pagasa warned the residents in the affected areas of possible flashfloods and landslides.
The state weather bureau also hoisted typhoon Signal Number 1 in 28 areas in the country.
In Luzon, the following provinces have been placed under the said typhoon signal: Masbate incl. Ticao Island, Romblon, southern Oriental Mindoro, southern Occidental Mindoro, and Northern Palawan incl. Cuyo Island and Calamian Group of Islands
In Visayas, the Northern Samar, Eastern Samar, Samar, Biliran, Leyte, Southern Leyte, Bohol, Cebu, Siquijor, Negros Oriental, Negros Occidental, Guimaras, Iloilo, Capiz, Aklan, and Antique were placed under the typhoon watch.
Lastly, the provinces in Mindanao particularly Dinagat Islands, Surigao del Norte, Surigao del Sur, Agusan del Norte, Agusan del Sur, Misamis Oriental, and Camiguin, were placed under signal number 1.
Pagasa also raised a gale warning over the eastern seaboards of southern Luzon due to Samuel.
The agency said that the sea condition in Catanduanes, eastern coast of Albay, and eastern coast of Sorsogon would be rough to be very rough with a wave height of 2.6 to 4.5 meters.
It advised fishing boats and other small seacrafts to avoid sea travel, while larger sea vessels were alerted against big waves.
Click here for more weather related news.
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|- Knolik
angiospermae defined in 1951 yearangiospermae - angiospermae;
angiospermae - Flowering plants; sub-division of Spermatophyta. Distinguished from other sub-division, Gymnospermae, by having the ovules borne within a closed cavity, the ovary, formed by the megasporophyll; after fertilization the ovary becomes a fruit, enclosing one or more seeds. Micro- and mega-sporophylls (stamens and carpels) borne in flowers. Gametophyte generations very reduced. Female gametophyte develops entirely within wall of megaspore which at maturity is a large cell containing eight nuclei, the embryo sac. Male gametophyte. initiated by pollen grain (microspore), consists of two non-motile male gametes and a tube cell, within pollen tube. Xylem characteristically has vessels. Includes two classes, Monocotyledoneae and Dicotyledoneae, distinguished by the number of seed leaves (cotyledons) in the embryo, one in the former, two in the latter class.
near angiospermae in Knolik
definition of word "angiospermae" was readed 1009 times
|Legal info


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by Michael Wilson (Author)
The Impressionists need little introduction. The names of Pissarro, Manet, Degas, Sisley, Cezanne, Monet and Renoir are familiar to everyone and their paintings remain highly popular over a hundred years after they first scandalized the Parisian art world. This book recounts, in detail, the fascinating and moving story of the Impressionist fellowship - the interwoven histories of the seven leading painters of the group - and sets them in the context of the period in which they lived and worked. The superb colour plates mark the lasting achievement of this small band of friends in the face of prolonged social upheaval and personal hardship.
Temporarily out of stock
Format: Paperback
Pages: 192
Edition: 2nd Revised edition
Publisher: Phaidon Press Ltd
Published: 14 Jun 1990 ISBN 10: 0714826618


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The latest food trends often determine what's hot in the small appliance category. People seeking to add more fruits and vegetables into their diets are driving demand for personal blenders, while the latest international hits on Netflix are inspiring adventurous …Read More »
Tag Archives: trends
Pros and Cons of Solar Water Heaters
Once popular, solar water heaters are now often passed over for less expensive whole-house solar panel systems as the costs drop. According to a recent Department of Energy study conducted by Lawrence Berkeley Labs, the average-sized residential solar power system …Read More »
Find New Products Here
One of the more popular sections at the National Hardware Show is New Product World, a showcase of products that are just being released to market or being launched during the show. In New Product World, NHS visitors can interact …Read More »
Step into the Wild
While most homeowners strive for pristine, golf course-like yards, there is a push to create more natural and wildlife-friendly landscapes in order to conserve natural resources and to encourage endangered or threatened wildlife, such as bees, butterflies and other native …Read More »
Still Trending: Backyard Chickens
Are backyard chickens still on trend? The short answer is, yes. According to a 2013 U.S. Department of Agriculture survey, over 13 million U.S. households (spread evenly in urban, suburban and rural locations) planned to have backyard chickens by 2018. …Read More »
Put Your Best Game Face Forward
Tailgating is a multibillion dollar pastime, with pregame gatherings held at everything from high school rivalry games to blockbuster professional sports competitions. And, these gatherings aren't just about good times and good food; tailgating can be in itself a huge …Read More »
3 Home Hidey Holes for DIYers
Hidden storage for valuables or other items doesn't have to be limited to the wall safe behind Great Uncle Alfred's portrait. The array of hidden storage ideas ranges from slide-outs in furniture pieces and pop-out panels in cabinets or trim, …Read More »
Living Tiny Goes Mainstream
While tiny house living has been around for decades, the trend really took off during the Great Recession as consumers looked to control costs while still living in their "dream spaces." Now, the tiny house movement has become mainstream. Homes …Read More »


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Coakie Joe Cakes
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My Sweet SpotView detailsHwy 108, Oakdale, CA


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In this course, students are asked to prepare a Case Study Proposal, a Country Risk Profile, an Annotated Bibliography, and a final Term Paper on a selected natural disaster. Details for each of these assignments are provided in the Course Portal. This Library Resource Guide is designed to help you get the most out of the Library Resources available to you, so you can complete these assignments successfully.
Here are the types of sources you need to use:
Your instructor has provided you a list of starting suggestions for case studies available in Portal. The topic should be a natural or technological disaster.
You may also find ideas for case studies by searching through the following links:
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Published on August 15
Barite Beneficiation Process and Plant Flowsheet - 911 MetallurgistThe ore for treatment is of such a nature that conventional grinding to —65 mesh using a ball mill classifier circuit results in excessive overgrinding of the barite. To avoid this condition a rod mill is used instead of a ball mill for reducing the feed for flotation. This circuit.barite crushing processing plant,Barite Processing PlantDec 10, 2013 . Barite Processing Plant Overview : crusherinashibang/solution/mineral/barite_processing_plant Get Price: crusherinashibang/c.
Aug 11, 2015 . For barite further grinding, there are Ultrafine Mill,Ball Mill, Raymond Mill, Coarse Powder Grinding Mill, etc. To separate different sizes of barite final products, Vibrating Screen is usually playing its great role. Clirik Barite Processing Plant >> Jaw crusher: output fineness 10-105mm, capacity 90t/h; 2.
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For the gravity separation of barite, Xinhai barite mineral process is crush, screen and jig. Then the high grade (over 80%) concentrate will be produced.
The ore for treatment is of such a nature that conventional grinding to —65 mesh using a ball mill classifier circuit results in excessive overgrinding of the barite. To avoid this condition a rod mill is used instead of a ball mill for reducing the feed for flotation. This circuit.
schedule had to be adjusted; the production presently, the plant output consists of the following pro- ducts: (a) a high-grade, low silica gravity concen- trate for barium chemicals;. (b) a 4.20 S.G. jig concentrate suitable as weighing agent for drilling muds grinding) or heavy concrete;. (after. (c) a flotation filter cake for barium.
schedule had to be adjusted; the production presently, the plant output consists of the following pro- ducts: (a) a high-grade, low silica gravity concen- trate for barium chemicals;. (b) a 4.20 S.G. jig concentrate suitable as weighing agent for drilling muds grinding) or heavy concrete;. (after. (c) a flotation filter cake for barium.
Baryte, or barite, is a mineral consisting of barium sulfate. The baryte group consists of baryte, celestine, anglesite and anhydrite. Baryte itself is generally white or colorless, and is the main source of barium. Baryte and celestine form a solid solution (Ba, Sr)SO4. Shibang can supply you baryre crusher or barite crusher in.
receive imported and some domestic barite for processing. Of separation. Most primary barite requires grinding to a small, those operations, Circle A Construction Inc.'s grinding plant in uniform size before it is used as a weighting agent in petroleum. Elko County, NV, Old Soldier's grinding plant in Abbeville, well drilling.
a significant increase in the unit value. the bulk of mine production was from Nevada with a small amount reported from. Georgia. Domestic production and sales data for barite were derived from voluntary responses to the U.S. Geological Survey (USGS) canvass of 33 known mines and grinding plants. the USGS received.
Based on the success of the barite grinding facility designed and built by Mouat in Larose, Louisiana, Halliburton contracted Mouat for the turnkey design and construction of their most recent mineral processing plant located in Dunphy, Nevada. This plant was started up in the spring of 2014. Mouat provided all engineering,.
Therefore, the ore-bearing waste is mined and hauled to the processing plant for separation. A bedded barite that has thinly bedded shale, chert, or argillite also is mined and hauled directly to the processing plant with very little waste separation. If the bedded or vein barite zone is pure enough and of sufficient size, the ore.
Most crude baryte requires some upgrading to minimum purity or density. Baryte that is used as an aggregate in a "heavy" cement is crushed and screened to a uniform size. Most baryte is ground to a small, uniform size before it is used as a filler or extender, an addition to industrial products, in the production of barium.
Jun 21, 2017 . Photo of a crushed stone, sand and gravel plant EPA promulgated the Mineral Mining and Processing Effluent Guidelines and Standards (40 CFR Part 436) in 1975, and amended the regulation in 1976, 1977, 1978, and 1979. The regulation covers wastewater discharges from mine drainage, mineral.
Barite processing plant. Baryte, or barite, is a mineral consisting of . mining and processing plant. SCM Machinery is professional manufacturer of calcite Crusher and Calcite Grinder Mill. . Clay processing plant. As kind of important raw mineral materials, clay mine's crushing and grinding is extremely important in the wh…
indicate that this tailings product is suitable to be used as raw material for flotation recovery of barite if an . The beneficiation flowsheet in the Mineral Processing Plant by 1990 year included the following operations: . roasting, grinding, classification, magnetic separation and flotation (Apostolov 1994; Georgiev 1994).
Nov 1, 2011 . Baryte is supplied in a variety of forms and the price depends on the amount of processing; filler applications commanding higher prices following intense . For barite quarry or mining, it's important to design and choose suitable barite crushing plant including barite crusher and barite grinding machine.
Production capacity of 500TPH - 600 TPH stone crushing plant is widely used for hard rocks, stones. Aggregate Processing Plant in Saudi Arabia. Construction aggregates, also called crushed stone, sand, sand gravel have been played an important role. . Barite processing scale is continually expanding in Canada.
A dense mineral comprising barium sulfate [BaSO4]. Commonly used as a weighting agent for all types of drilling fluids, barites are mined in many areas worldwide and shipped as ore to grinding plants in strategic locations, where API specifies grinding to a particle size of 3 to74 microns. Pure barium sulfate has a specific.
Barite crushing & processing. Barite is a non-metal mineral barium sulfate (BaSO4) as main component, the hardness is small, Mohs hardness is 3 to 3.5 mesh. Barite can be used as a white pigment, but also for chemical, paper, textile filler, in glass production it can ac. MORE >.
Grinder Barite Used Crusher Made In USAHome/Products/Grinder Barite Used Crusher Made In USA. Grinder Barite Used Crusher Made In USA. Grinding Machines Zsm . lagganbegguesthouse made barite grinding machines11 Jun 2013 . Barite Grinding Plant F.
The barite district cf Scuth-West Sardinia is characterized by the presence of a number of small orebodies .. those employed in the processing plant and general services 40 of whom work underground plus supervisors and ... It con- sists of a multi-stage crushing section, the gravity separation plant and a flotation line. 116.
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Sheets vs GCTS + GCTS Catalogue?
Posted: Sat Sep 29, 2018 05:58 pm
So I am a bit new to this and I just got some full sheets that I ordered from the shop (so pretty!). I was wondering from a collection perspective if it is better to keep the full sheets or to take one sport and one common from the sheet and trade the rest into the GCTS? Is there a list of what is available to get through GCTS right now? I saw the list of the stamp trade-in ratios but I didn't see the catalogue of what you can purchase with your GCTS stamps.
Thank you in advance for the help!
Thank you in advance for the help!


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Epicardial sock mapping following monophasic and biphasic shocks of equal voltage with an endocardial lead system.
Journal Article
INTRODUCTION:The reason for the increased defibrillation efficacy of biphasic shocks over monophasic shock is not definitely known. METHODS AND RESULTS:In six anesthetized pigs, we mapped the epicardium after transvenous defibrillation shocks to compare the activation patterns following successful biphasic shocks with unsuccessful monophasic shocks of the same voltage. The heart was exposed and a 510-electrode sock with approximately 4-mm interelectrode spacing was pulled over the entire ventricular epicardium and sutured to the pericardium. Defibrillation catheters were placed in the right ventricular apex and in the superior vena cava. Paired monophasic 12 msec and biphasic 6/6 msec defibrillation shocks were given using an up-down protocol to keep shock strength between the defibrillation thresholds for the two waveforms so that the biphasic shock was successful while the monophasic shock was not. Activation fronts immediately following 60 paired shocks were recorded and analyzed by animated maps of the first derivative of the electrograms. The ventricles were divided into apical (I), middle (II), and basal (III) thirds, and early sites, i.e., the sites from which activation fronts first appeared on the epicardium following the shock, were grouped according to their location. Postshock intervals, i.e., the time from the shock until earliest epicardial activation occurred, were also determined. No ectopic activation fronts followed the shock in 20 biphasic episodes. In the other 40 paired episodes, the number of early sites was smaller after biphasic shocks than after monophasic shocks [monophasic: 198 (total), 3.3 +/- 0.9 (mean +/- SD) per shock episode; biphasic: 67, 1.1 +/- 1.0, P < 0.05]. For biphasic but not monophasic shocks, early sites were less likely to arise from the middle (II) and basal (III) thirds than from the apical third (I) [monophasic: I: 84 (42%), II: 68 (34%), III: 46 (23%); biphasic: I: 49 (73%), II: 10 (15%), III: 8 (12%), P < 0.05]. Postshock intervals were significantly shorter for monophasic shocks (54 +/- 14 msec) than for biphasic shocks (75 +/- 23 msec, P < 0.05). CONCLUSION:The decreased number of activation fronts and the longer delay following the shock for the earliest epicardial appearance of those activation fronts that do occur may be responsible for the increased defibrillation efficacy for biphasic shocks.
Full Text
Duke Authors
Cited Authors
- Usui, M; Callihan, RL; Walker, RG; Walcott, GP; Rollins, DL; Wolf, PD; Smith, WM; Ideker, RE
Published Date
- April 1996
Published In
Volume / Issue
- 7 / 4
Start / End Page
- 322 - 334
PubMed ID
- 8777480
Pubmed Central ID
- 8777480
Electronic International Standard Serial Number (EISSN)
- 1540-8167
International Standard Serial Number (ISSN)
- 1045-3873
Digital Object Identifier (DOI)
- 10.1111/j.1540-8167.1996.tb00533.x
- eng


text: We have two co-ed division, Over 30 and Open. Eligible individuals can be on one team in each division if you'd like to play two games. We play Sunday's at 1:30 & 3:30 starting the first or second weekend in March and ending before the last weekend in May during the Spring. In the Fall we typically start the first weekend after Labor Day and run to just before Thanksgiving. We play at the Meadows/Chris Quinn Soccer Complex at the corner of Major and Dishman in Beaumont, Texas.


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Hamden: Lisa O'Connor receives Nurse Leadership Award at Quinnipiac
EAST HADDAM >> The Connecticut League for Nursing (CLN) presented its Nurse Leadership Award to Lisa O'Connor, of East Haddam, associate professor and chair of undergraduate nursing programs in the School of Nursing at Quinnipiac University, at its annual meeting on June 12 at the Marriott Hartford.
The leadership award is presented to a nurse educator who: demonstrates outstanding leadership, service and commitment to CLN's mission; is recognized as a creative leader who has made a positive difference in the direction of the league; serves as a role model and mentor for future league leaders; and has inspired others to become effectively engaged in accomplishing the league's mission.
O'Connor, who joined Quinnipiac in 1999 as an adjunct clinical faculty member, holds a doctorate in educational leadership and bachelor's degree in nursing and a master's degree in nursing education from the University of Hartford.