// Section 01

Override v0.1 — What We Know 📚

Spartan's single-source-of-truth reference for Override 2026-27 rule interpretation. Built from the v0.1 game manual (released April 27, 2026, 163 pages) and reconciled against the team's pre-manual speculation.
📚 Reference page ⚙ v0.1 manual — updates expected 🔗 Cross-linked to mechanism / strategy guides
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How to use this page: Each section has a narrative summary, a reference table marked with status pills (CONFIRMED NEW DETAIL CORRECTED WRONG PENDING), and rule citations like R11a that map back to the manual. Cross-refs at the bottom link to every site page that cites each rule.

Verifying Community Claims About Override

In the first month after a manual drops, the V5RC community generates a lot of strategy content — YouTube videos, Reddit threads, Discord messages, and other teams' notebooks. Some of it is excellent. Some of it cites rules that don't exist or paraphrases incorrectly under deadline pressure. The pattern that protects you is to verify rule numbers against the manual PDF before building around them.

If a source says "Rule R-something says X," open the manual and search for that rule number. If it isn't in the manual, the citation is wrong regardless of how confident the source sounded. If the rule exists, read what it actually says — the source may have paraphrased correctly, or may have overreached.

Spartan's Running List of Unverified Claims

Things we've heard from community sources that don't match v0.1, or that we haven't confirmed yet. This list grows during the season — when a student or coach encounters a claim that doesn't match the manual, add it here.

Claim We've HeardSource TypeStatus vs v0.1 (verified against manual)
"R23 bans anodizing and dyeing" YouTube influencer Substantively correct — R23 exists. Headline is "Visual decorations are allowed," but R23a explicitly prohibits anodizing/painting/dyeing/changing the color of any legal VEX part. We initially missed this; verified against the manual after re-reading.
"AWP requires scoring 7 pins" YouTube influencer Correct (with caveats)SC8 requires 7 Pins Placed and 3 Goals with 2+ Pins each and neither Robot touching the Field Perimeter and no Auton Violations. The 7-pin number is right; the rule has three other concurrent conditions worth knowing. Important nuance: Pins/Goals on the opposing side of the Autonomous Line don't count toward AWP — design your auton routes to keep scoring on your own side.
"PTO between intake and lift bypasses R11" YouTube influencer Wrong framing — the mechanism is legal (R11 only governs Subsystem 1; non-drive PTOs aren't restricted), but "bypassing" isn't the right word because R11 doesn't apply to Subsystem 3. Practical question for our team: complexity vs. payoff under the 1+1 possession limit.
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For the full pattern on how to read community claims, see Override Habit-Breaks → Verify, Don't Trust. The reliable sources are: (1) the manual PDF itself, (2) the official VEX Q&A (opens May 14, 2026), and (3) anything else — verify before believing.

The Five Things That Matter Most

If you only read one paragraph: most of what we speculated before the manual was right. Five things shifted enough to change site framing and team strategy.

  1. PTOs from drivetrain are explicitly prohibited (R11b). You cannot recover drivetrain motors mid-match for the lift via power-takeoff or differentials. The PTO trick that some teams have used in past seasons is dead in Override.
  2. Two power caps, not one. The drivetrain (Subsystem 1) caps at 55W (R11a). Total robot motor power caps at 88W (R10a). With a 4×11W blue drive (44W), you have 44W of headroom for arm + manipulator + accessories.
  3. Pins score per half, not per pin (SC3). Each pin has two halves. A half scores if it's either uncovered, or covered by the transparent half of a cup. A single pin can score both halves (10 pts) or just one (5 pts) depending on cup orientation.
  4. AprilTags are NOT in the v0.1 manual. The reveal video on April 24 said all 9 goals have AprilTags. The 163-page manual never uses the string "AprilTag." Treat AprilTag deployment as tentative until confirmed by VEX Q&A.
  5. Defensive descoring is heavily restricted (SG9, SG10). Opposing-alliance goals can't be touched at all. Neutral and opposing goals can't have objects removed from them. Defensive denial via descoring is much weaker than expected.

Status Legend

CONFIRMEDManual confirms the brief's pre-manual claim, often with new detail.
NEW DETAILManual gives specifics (dimensions, exact wording, mechanics) the brief speculated about loosely.
CORRECTEDBrief had it directionally right but the manual's framing or mechanics differ. Adjust strategy.
WRONGBrief speculation contradicted by manual. Plan changes.
PENDINGManual leaves ambiguous, contradicts itself, or is silent. Watch the VEX Q&A.
// Section 02

Field & Match Structure 🎯

12′×12′ field, 9 goals across 4 quadrants and the midfield, two 2-team alliances. Match runs 15s autonomous + 1:45 driver controlled, with the last 10 seconds defining the endgame.
Override field, overhead view showing the 4 quadrants and midfield.
Figure FO-1: Override field, overhead view showing the 4 quadrants and midfield. © 2026 VEX Robotics, Inc. Used for V5RC team training under fair use. Source: VEX V5RC Override Game Manual v0.1, page 19.
Field element placement, dimensioned. Note the symmetric 4-quadrant layout with toggles on perimeter walls.
Figure A10: Field element placement, dimensioned. Note the symmetric 4-quadrant layout with toggles on perimeter walls. © 2026 VEX Robotics, Inc. Used for V5RC team training under fair use. Source: VEX V5RC Override Game Manual v0.1, page 106.
ElementCount & LayoutManual CiteStatus
Field size 12′×12′ square Section 2 Primer CONFIRMED
Alliances 2 alliances (red, blue), 2 teams each Section 2 Primer CONFIRMED
Goals 9 total. 4 alliance (3.25″/82.5mm) + 4 short neutral in quadrants (5.8″/146.5mm) + 1 tall center neutral (8.7″/222.7mm). All octagonal. Glossary p B5 CORRECTED
Toggles 4 toggles, one per quadrant Field Overview p9 CONFIRMED
Match length 15s autonomous + 1:45 driver controlled = 2:00 total Section 2 Primer; Match table B7 CONFIRMED
Endgame window Last 10 seconds. Glossary defines "Endgame" this way; SG12 governs midfield rules. Glossary; SG12 PENDING
⚠️
Internal manual contradictions to know.
  • Endgame timing (10s vs 20s). The Glossary defines Endgame as "the last 10 seconds" and SG12 consistently uses 10s. But the GDC philosophy letter at the start of the manual writes "Final 20 Seconds." Glossary + SG12 are authoritative; the GDC letter appears to be an editorial holdover. Until VEX issues a clarification, plan for 10 seconds.
  • Toggle length (656.2mm vs 660.2mm). The Glossary toggle entry says 25.8″ / 656.2 mm long; Appendix A Figure A8 (engineering drawing) says 25.99″ / 660.2 mm. The Glossary appears to round 25.99 incorrectly. Use 660.2 mm — engineering drawings win for CAD work.
  • Goal heights (5.8/8.7 vs 5.77/8.77). The Glossary rounds short-neutral to 5.8″ and tall-center to 8.7″; Figure A7 shows 5.77″ / 8.77″ (146.5 mm / 222.7 mm). Use the Figure A7 numbers for CAD; the rounded forms are fine for prose.
Watch the Q&A and v0.2 release notes — we expect at least the endgame line to be fixed.
Goal specifications for all three sizes: alliance (3.25″), short neutral (5.77″), and tall center (8.77″).
Figure A7: Goal specifications for all three sizes: alliance (3.25″), short neutral (5.77″), and tall center (8.77″). © 2026 VEX Robotics, Inc. Used for V5RC team training under fair use. Source: VEX V5RC Override Game Manual v0.1, page 103.

Goal Layout in Detail

The brief earlier lumped goals as "5 neutral + 2 red + 2 blue." Manual's actual layout (Glossary "Quadrant" p B9):

Starting field configuration before match begins.
Figure FO-2: Starting field configuration before match begins. © 2026 VEX Robotics, Inc. Used for V5RC team training under fair use. Source: VEX V5RC Override Game Manual v0.1, page 20.
OVERRIDE MATCH TIMELINE 2:00 TOTAL · 15s AUTON · 1:35 DRIVER · 10s ENDGAME AUTON 15s SC8 / AWP DRIVER CONTROL 1:35 (95 SEC) SCORE PINS · STACK CUPS · CONTROL TOGGLES · DENY OPP END 10s SG12.1 0:00 0:15 1:50 2:00 +12pt BONUS if higher score +8pt AWP if all three conditions CYCLE TIME = SCORE 1+1 possession (SG6) means specialization, not accumulation ≤18″ HEIGHT +8 per robot in midfield · alliance w/ majority wins center yellow halves RULE CITATIONS SC1-SC8 scoring · SC8 AWP · SG12 endgame · SG12.1 height · SG6 possession CONSTRAINTS R10a 88W total · R11a 55W drivetrain · R11b NO PTO from drive SPARTAN DESIGN V5RC · OVERRIDE 2026-27 · v0.1
Match timeline: 15s autonomous + 1:45 driver + final 10s endgame window.

Match Loads (Per Alliance)

ItemPer AlliancePer Robot Preload
Cups10 (or 20 across both alliances)0 (introduced via loaders)
Pins11 total: 10 alliance-colored + 1 yellow/yellow1 alliance-colored pin (SG5)

Note: Match loads are per alliance, shared between the 2 robots, not per individual robot.

// Section 03

Game Elements 🤛

119 scoring objects: 56 cups + 63 pins. Cups are hollow hourglass-shaped with one transparent and one opaque half. Pins are color-coded with two halves each. Robots can hold 1 cup + 1 pin maximum.
Cup specifications. 6.48″ tall, 3.16″ wide hourglass. Transparent lower half, opaque upper half.
Figure A6: Cup specifications. 6.48″ tall, 3.16″ wide hourglass. Transparent lower half, opaque upper half. © 2026 VEX Robotics, Inc. Used for V5RC team training under fair use. Source: VEX V5RC Override Game Manual v0.1, page 102.

Cups (56 Total)

PropertyValueSource
ShapeHollow hourglassGlossary p B3 CONFIRMED
Diameter~3.15″ (80mm)Glossary p B3 NEW DETAIL
Height6.5″ (164.5mm)Glossary p B3 NEW DETAIL
Halves1 transparent + 1 opaqueGlossary p B3 CONFIRMED
Field starting setup36 on field (24 gray-side-up, 12 clear-side-up); 20 match loads (10 per alliance)Field Overview NEW DETAIL
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Terminology note: The manual's glossary uses "transparent / opaque," while the field starting setup uses "clear-side-up / gray-side-up." Both refer to the same two halves. The site standardizes on transparent / opaque per the glossary's formal definition.
Pin specifications. 6.50″ tall, 3.16″ hex base. Four color combinations.
Figure A5: Pin specifications. 6.50″ tall, 3.16″ hex base. Four color combinations. © 2026 VEX Robotics, Inc. Used for V5RC team training under fair use. Source: VEX V5RC Override Game Manual v0.1, page 101.

Pins (63 Total)

PropertyValueSource
Diameter~1.6″ (40mm)Glossary p B7 NEW DETAIL
Height6.5″ (165mm) — same as cupGlossary p B7 NEW DETAIL
Halves2 halves per pin (each scores independently)Glossary p B7 NEW DETAIL
Color combos20 red/yellow + 20 blue/yellow + 19 yellow/yellow + 4 red/blueField Overview p9 CONFIRMED
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Geometry insight: Pin and cup are the same 6.5″ height. When a cup nests over a pin in a stack, the cup covers the upper half of the pin completely. The pin's lower half is uncovered. The cup's orientation (transparent or opaque facing down toward the pin) determines whether the upper pin half scores. See mechanism-claw § Cup Orientation for the strategic implications.

Possession Limit (SG6)

Each robot can hold a maximum of one cup AND one pin at any time during the match. Plowing (incidentally pushing without active possession) multiple objects is permitted (SG6.a).

Possession TypeAllowed?
1 pin in a gripperYes
1 cup in a gripperYes
1 pin + 1 cup simultaneously (separate grippers or one stacked on the other)Yes
2 pins held activelyNo
2 cups held activelyNo
Plowing 5 pins along the field while not gripping anyYes
Mechanism implication: A magazine-feed accumulator design is impossible. The Override Manipulator Deep Dive presents three legal architectures: single-grip (one universal manipulator handling pins and cups sequentially), dual-grip (separate pin gripper + cup gripper, hold both simultaneously), and hybrid. Pick by team building skill and motor budget.
// Section 04

Scoring 🏆

Pins score per half (5 pts each), with toggles converting yellow halves into +10s. The autonomous bonus is 12 points; AWP requires specific conditions; midfield endgame awards 8 points per robot inside the boundary plus all yellow points on the center goal.

The Per-Half Scoring Rule (SC3)

The brief originally said "visible pin = 5 pts." The manual is more precise: each pin has two halves, and each half scores independently.

📝
A half scores if either condition is true:
  • The half is not covered by a cup, OR
  • The half is covered by the transparent portion of a cup (visibility shows through).
A half is suppressed if covered by the opaque portion of a cup.

Pin Half Point Values

Half ColorScoreNotes
Red half (visible)5 pts for red allianceDirect alliance scoring
Blue half (visible)5 pts for blue allianceDirect alliance scoring
Yellow half (visible)0 pts default; +10 pts if owned by toggle62% of all pin halves are yellow — toggles dominate the scoring math
Examples of correctly Placed Pins on goals.
Figures SC2-1: Examples of correctly Placed Pins on goals. © 2026 VEX Robotics, Inc. Used for V5RC team training under fair use. Source: VEX V5RC Override Game Manual v0.1, page 25.

Single-Pin Scoring Examples

Take a single red/yellow pin (one red half, one yellow half) placed in a goal:

ConfigurationRed HalfYellow HalfTotal to Red
Bare pin, no cup5 pts0 pts (no toggle)5 pts
Cup on pin, transparent over yellow5 pts (uncovered)0 pts (no toggle, but visible)5 pts
Cup on pin, opaque over yellow5 pts (uncovered)0 pts (suppressed)5 pts
Bare pin, red toggle active in quadrant5 pts+10 pts (red claims yellow)15 pts
Cup on pin, transparent over yellow, red toggle active5 pts (uncovered)+10 pts (red claims, visible)15 pts
Cup on pin, opaque over yellow, red toggle active5 pts (uncovered)0 pts (suppressed despite toggle)5 pts

The Toggle Mechanic

Each of the 4 quadrants has a Toggle. Toggles change which alliance owns the yellow halves of pins placed on goals in that quadrant.

Toggle StateEffect on Yellow Halves in That Quadrant
Yellow (default / unclaimed)0 pts to either alliance
Red+10 pts each to red alliance per visible yellow half
Blue+10 pts each to blue alliance per visible yellow half
Strategic deep dive: See Override Toggle Strategy Guide for how to plan around 4 toggles and 78 yellow halves (62% of all 126 pin halves on the field). Yellow-half theoretical maximum: 78×10 = 780 points if your alliance owns every toggle and wins midfield, with every yellow half visible on the transparent side. By comparison, all 48 red/blue halves combined cap at 48×5 = 240 points — yellow halves are the dominant scoring lever.

Bonuses

BonusValueHow Earned
Autonomous Bonus12 ptsAwarded to alliance with higher auto score. Tied auto = 6 pts each.
AWP (Auto Win Point)1 ranking pointSee AWP requirements below (SC8)
Midfield Endgame Bonus+8 pts per robot inside midfield boundary at clock-zeroSG12
Center Goal Yellow ClaimAll yellow-pin points on center goalClaimed by alliance with most robots inside midfield boundary at clock-zero (SG12)

AWP Requirements (SC8)

The Auto Win Point requires all four conditions:

  1. Place 7 or more alliance-colored pins (combined across both robots).
  2. Have 3 or more goals with 2+ alliance pins each.
  3. Neither alliance robot is contacting the field perimeter at the end of autonomous.
  4. No autonomous violations.
⚠️
The field-perimeter condition is the easy one to fail. Coordinate with your alliance partner: both robots must clear the field perimeter before clock-zero on auto. Build a 0.5-second margin into your auton paths. The advanced-robot Chapter 6 autonomous template demonstrates the back-off pattern.
// Section 05

Robot Constraints ⚙

Two motor power caps, three expansion limits, and a starting envelope. The 55W drivetrain cap and 88W total cap together budget every motor on your robot.

Motor Power Caps

RuleCapApplies ToStatus
R10a 88W total across all robot motors Every motor on the robot, summed NEW DETAIL
R11a 55W on Subsystem 1 (drivetrain) Motors that propel the chassis CONFIRMED
R11b No PTO from drivetrain to other subsystems Power-takeoff and differential power explicitly prohibited NEW DETAIL
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Practical motor budget: A 4×11W blue drive uses 44W of the 55W Subsystem 1 cap, leaving 11W of Subsystem 1 headroom (unused unless you upgrade to 5 motors). The remaining motor budget across all subsystems is 88W − 44W = 44W for the arm + manipulator + accessories. The Hero Bot baseline uses 11W (arm) + 11W (manipulator) = 22W, leaving 22W of total-budget headroom for V2 expansion. See Override Drivetrain Decision for the full configuration tradeoff.
Legal starting positions for robots before match begins.
Figure SG-1: Legal starting positions for robots before match begins. © 2026 VEX Robotics, Inc. Used for V5RC team training under fair use. Source: VEX V5RC Override Game Manual v0.1, page 29.

R23a — No Anodizing, Painting, or Dyeing

This is a constraint that surprises some teams. R23 permits visual decorations, but R23a explicitly prohibits "anodizing, painting, dyeing or changing the color of any legal VEX part." If your design plan includes color-coded subsystems via dyed plastic or anodized aluminum, that's a rule violation at inspection — the parts must be returned to their original VEX color.

Spartan's "raw, functional, clean" aesthetic happens to be exactly what R23a requires. Use stickers, tape labels, or other non-color decorations for visual identity instead. A tasteful Spartan logo decal is fine; a fully painted chassis is not.

Expansion Limits

RuleLimitWhen Active
R3 + SG1a Starting envelope 18″×18″×18″ Match start, before robot moves
SG2 Horizontal expansion ≤24″×24″ All match (always)
SG3 Vertical expansion ≤50″ Pre-endgame (first 1:50 of match)
SG12.1 Vertical expansion ≤18″ For any robot in the midfield projection during last 10 seconds (endgame)
⚠️
The endgame height transition matters mechanically. A robot working at full 50″ height during driver control must collapse to 18″ or less if it wants to enter the midfield in the final 10 seconds. This isn't climbing — it's a deployable structure that drops down. See Override Endgame Strategy for mechanism implications and the decision matrix on whether to commit to the midfield endgame.

Connector Rules

The brief speculated about "PTO carve-outs" and "half-motor counting rules." The manual is unambiguous on PTO: R11b states "Motors that are used in Subsystem 1 cannot provide power to any mechanism that is not a part of Subsystem 1," explicitly calling out "power-takeoff mechanisms and/or differential power." Half motors (5.5W) count toward both R10a (88W total) and R11a (55W drivetrain) at their full 5.5W rating.

// Section 06

Interaction Limits 🚫

Defensive descoring and opposing-goal contact are heavily restricted. Contact in the midfield endgame is explicitly authorized. Knowing what you can and can't do to opposing scoring is critical.

What You Cannot Do

RuleRestrictionEffect
SG9 No interaction at all with opposing-alliance goals You cannot touch a red goal as a blue robot, even to reposition or block. Hands off entirely.
SG10 No removal of objects from neutral or opposing goals If a pin is on a neutral goal, you cannot pluck it off. Even if it's your alliance color, once it's placed on a neutral goal, it stays.
⚠️
This kills most of the descoring strategy the brief considered. You can't plan to deny opponents by yanking their pins off goals mid-match. The rule is more aggressive than past seasons. The only legitimate "denial" plays are: (a) place your own opaque-side cups over their pins on neutral goals (SG10 permits adding objects, just not removing), and (b) capture toggles in your favor.

What You Can Do

ActionAllowed WhereManual Cite
Place your alliance pins on alliance OR neutral goals Your alliance goals; any neutral goal (in quadrants or midfield) Default (SC1)
Place cups on goals (your alliance, neutral, or opposing) Wait, no — opposing goals are still off-limits per SG9 SG9, SG10
Defensive cup placement on neutrals Neutral goals (in your or opposing quadrants) SG10 permits adding
Toggle a quadrant's color Any quadrant's toggle Default
Push/contact opposing robots in the midfield endgame Midfield zone, last 10 seconds SG12.2 explicitly authorizes "vigorous interactions"
SG12.2 explicit endgame authorization: The manual says verbatim that "Robots that attempt to end the Match in the Midfield should expect vigorous interactions… incidental damage… would not be considered a Violation of GG14." This is the GDC explicitly green-lighting hard contact in the final 10 seconds. The brief speculated this; the manual confirms.
// Section 07

Open Questions & Q&A Watchlist ❓

Questions the v0.1 manual leaves ambiguous, contradicts itself on, or doesn't address. Watch the VEX Q&A forum (opens May 14, 2026) for clarifications.
📝
The Q&A system opens May 14, 2026 per the manual. Until then, these are the team's working interpretations — flagged so we can track what changes when official answers arrive.

High-Priority Open Items

1. Are there AprilTags on the goals? The reveal video transcript (April 24) said all 9 goals have AprilTags regardless of alliance. The 163-page v0.1 manual never uses the word "AprilTag." The GDC philosophy letter recommends "AI Vision Sensors and Optical Sensors" for object ID and navigation. Until confirmed, treat AprilTag deployment as tentative. Site page sensors-apriltags reflects this.
2. Endgame: 10 seconds or 20? Glossary defines Endgame as "last 10 seconds." SG12 consistently uses 10s. The GDC philosophy letter writes "Final 20 Seconds." This is an internal contradiction. Working assumption: 10 seconds (Glossary + SG12 are authoritative; the GDC letter is narrative). Errata expected.
3. Toggle activation mechanics. The manual confirms toggles exist and what they do. It does NOT specify how a toggle is activated — physical contact? sensor trigger? time-locked? re-toggleable? Until clarified, assume toggles are physically pushed (similar to past games' field elements) and re-toggleable freely throughout the match.
4. Cup-on-pin stacking geometry. Cup and pin are both 6.5″ tall. Cup diameter is 3.15″, pin diameter is 1.6″. The cup is hourglass-shaped. The exact geometry of how a cup nests over a pin (Where does the cup hourglass narrow? Does the cup's narrow point touch the pin's middle?) affects scoring detection — specifically which pin half is "covered" by which cup half. Manual implies but doesn't precisely diagram this.
5. Toggle physical position in the quadrant. Each quadrant contains 1 alliance goal + 1 short neutral goal + 1 toggle. Where exactly is the toggle relative to the goals? Manual's field diagram is approximate. Affects whether a manipulator-equipped robot can flip a toggle while still gripping a pin/cup, vs. needing to release to reach.

Lower-Priority Open Items

Errata-Watch (Likely v0.2 Updates)

Things we expect to be corrected or clarified in subsequent manual versions:

// Section 08

Cross-Refs & Strategic Implications 🔗

Where each Override rule shows up in site guides, plus the strategic decisions each rule drives.

Rule → Site Page Cross-Reference

RuleWhere It's Cited On the Site
R10a (88W total) override-drivetrain-config, advanced-robot, mechanism-dr4b, onshape-drivetrain, tp-meta
R11a (55W drivetrain) override-drivetrain-config, advanced-robot, mechanism-claw, all 5 meta pages, mechanism-chain-bar, onshape-drivetrain
R11b (PTO prohibition) mechanism-pto, mechanism-dr4b, onshape-drivetrain, all 5 meta pages
SC3 (per-half pin scoring) mechanism-claw § Per-Half Pin Scoring, advanced-robot § Pneumatics
SC8 (AWP) advanced-robot § Auton Template
SG6 (1-pin + 1-cup possession) mechanism-claw, advanced-robot § Manipulator
SG9, SG10 (interaction limits) mechanism-claw § Defensive Cup Placement
SG12 (midfield endgame) override-endgame, mechanism-climbing (callout), advanced-robot § Drive, endgame-mechanisms (callout)

Strategic Implications — What This All Means

For Mechanism Design

For Drivetrain

For Strategy

Document Status

Source manualOverride Game Manual v0.1, released April 27, 2026, 163 pages
Last reconciledApril 28, 2026 — Tier 1 + Tier 2 site sweep complete
Update triggerManual v0.2+ release; first VEX Q&A responses (after May 14, 2026)
MaintainerSpartan Design Robotics, Team 2822
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EN4 reminder: This page is a reference summary for navigating the Override manual. When citing rules in your engineering notebook, read the manual passage yourself and rewrite in your own words. Do not copy text from this page into a notebook entry — RECF EN4 prohibits AI-generated content in notebooks.
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