<?xml version="1.0" encoding="utf-8"?>
<Data>
<!-- Fighters -->
	<SpaceUnit Name="Buzz_Droids">
		<Text_ID>TEXT_TOOLTIP_ABILITY_BUZZ_DROIDS_NAME</Text_ID>
		<Encyclopedia_Text>TEXT_TOOLTIP_ABILITY_BUZZ_DROIDS_DESCRIPTION</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_DROID</Encyclopedia_Unit_Class>

		<Space_Model_Name>p_b_droids.alo</Space_Model_Name>
		<Icon_Name>i_button_buzz_droid.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>
		<Population_Value>0</Population_Value>

		<GUI_Row>1</GUI_Row>

		<Mass>0.9995</Mass>
		<Size_Value>120</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>70</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Mouse_Collide_Override_Sphere_Radius>40.0</Mouse_Collide_Override_Sphere_Radius>

		<Max_Speed>3.5</Max_Speed>
		<Min_Speed>2.0</Min_Speed>
		<MovementClass>Space</MovementClass>

		<Shield_Armor_Type/>
		<Shield_Points>0</Shield_Points>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter</Armor_Type>
		<Tactical_Health>20</Tactical_Health>
		<Autoresolve_Health>20</Autoresolve_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>300</Energy_Refresh_Rate>

		<Damage>5</Damage>
		<AI_Combat_Power>5</AI_Combat_Power>
		<Number_per_Squadron>1</Number_per_Squadron>

		<Special_Weapon_Valid_Targets>Fighter | Bomber | Transport | Corvette</Special_Weapon_Valid_Targets>

		<Space_FOW_Reveal_Range>400.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Ranking_In_Category>7</Ranking_In_Category>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>

		<Behavior>DUMMY_STARSHIP, POWERED</Behavior>
		<SpaceBehavior>BUZZ_DROIDS, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_TOOLTIP, IDLE, AMBIENT_SFX, NEBULA</SpaceBehavior>
<!--		<Lua_Script>ObjectScript_BuzzDroids</Lua_Script>--> <!-- Nebula behavior is required for script -->

		<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
		<Remove_Upon_Death>True</Remove_Upon_Death>

		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Is_Valid_Target>False</Is_Valid_Target>
		<Influences_Capture_Point>False</Influences_Capture_Point>

		<CategoryMask>Corvette | AntiFighter | AntiBomber</CategoryMask>
		<Ship_Class>Corvette</Ship_Class>
		<Space_Layer>None</Space_Layer>

		<SFXEvent_Ambient_Moving>Unit_Buzz_Droids_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>1</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Engine_Cinematic_Focus_Loop/>

		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
	</SpaceUnit>

	<SpaceUnit Name="A-Wing_Underworld">
		<Variant_Of_Existing_Type>A-Wing</Variant_Of_Existing_Type>
		<Affiliation>Underworld</Affiliation>
	</SpaceUnit>

	<SpaceUnit Name="Starviper_Fighter">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_STARVIPER</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_STARVIPER,
			GALYANA_CLASS_BLANK,
			STAT_U_STARVIPER_SHIELD,
			STAT_U_STARVIPER_HULL,
			STAT_U_STARVIPER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_STARVIPER,
			GALYANA_CLASS_BLANK,
			STAT_U_STARVIPER_COST,
			STAT_U_STARVIPER_TIME,
			STAT_U_STARVIPER_SHIELD,
			STAT_U_STARVIPER_HULL,
			STAT_U_STARVIPER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>TIE_Interceptor X-wing V-Wing_Fighter</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette Tartan_Patrol_Cruiser IPV1_System_Patrol_Craft</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>nv_Virago.ALO</Space_Model_Name>
		<Icon_Name>i_button_uv_starviper.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>
		<Population_Value>0</Population_Value>

	<!-- Scale - Collision Info -->
		<Mass>0.98</Mass>
		<Size_Value>5</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>56</Select_Box_Scale>
		<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
		<Custom_Footprint_Radius>7.0</Custom_Footprint_Radius>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>5.2</Max_Speed>
		<Min_Speed>3.5</Min_Speed>
		<Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>3.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>40</Bank_Turn_Angle>
		<Max_Thrust>0.7</Max_Thrust>
		<Max_Lift>2.67</Max_Lift>
		<Begin_Turn_Towards_Distance>300.0</Begin_Turn_Towards_Distance>
		<Hover_Offset>30.0</Hover_Offset>

		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>1.0</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>50</Shield_Points>
		<Shield_Refresh_Rate>4</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter</Armor_Type>
		<Tactical_Health>90</Tactical_Health>
		<Autoresolve_Health>160</Autoresolve_Health>
		<Energy_Capacity>300</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>8</Damage>
		<AI_Combat_Power>75</AI_Combat_Power>
		<Damage_Type>Damage_Strike</Damage_Type>
		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Yellow</Projectile_Types>
		<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>
		
		<Targeting_Fire_Inaccuracy>Fighter, 2.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 2.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 2.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>

		<Turret_Rotate_Extent_Degrees>45</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>45</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
		<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>

	<!-- Formation Info -->
		<Formation_Priority>2</Formation_Priority>
		<FormationOrder>2</FormationOrder>
		<Minimum_Follow_Distance>25.0</Minimum_Follow_Distance>
		<Strafe_Distance>500.0</Strafe_Distance>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Create_Team>Yes</Create_Team>

		<CategoryMask>Fighter | AntiBomber</CategoryMask>
		<Property_Flags>SmallShip</Property_Flags>
		<Ship_Class>Fighter</Ship_Class>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

		<Squadron_Capacity>0</Squadron_Capacity>
		<Number_per_Squadron>5</Number_per_Squadron>
		<Maintenance_Cost>0.1</Maintenance_Cost>

	<!-- Behavior - Death Info -->
		<SpaceBehavior>ABILITY_COUNTDOWN, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA</SpaceBehavior>

		<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions>
		<Remove_Upon_Death>True</Remove_Upon_Death>

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
		<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_A_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Star_Viper_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Star_Viper</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Star_Viper</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Star_Viper</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Star_Viper</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Star_Viper</SFXEvent_Guard>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Star_Viper</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Star_Viper</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Star_Viper</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Damaged_Health_Low_Warning>Unit_Enemy_Health_Low_Star_Viper</SFXEvent_Enemy_Damaged_Health_Low_Warning>
		<SFXEvent_Enemy_Damaged_Health_Critical_Warning>Unit_Enemy_Health_Critical_Star_Viper</SFXEvent_Enemy_Damaged_Health_Critical_Warning>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Star_Viper</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Star_Viper</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Star_Viper</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Star_Viper</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Star_Viper</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Star_Viper</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Star_Viper</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Star_Viper</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Star_Viper</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Star_Viper</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Star_Viper</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Star_Viper</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Star_Viper</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Ambient_Moving>Unit_Star_Viper_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Star_Viper_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_A_Wing_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>BUZZ_DROIDS</Type>
			<GUI_Activated_Ability_Name>Buzz_Droids_Viper</GUI_Activated_Ability_Name>
			<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
			<Recharge_Seconds>60</Recharge_Seconds>
			<SFXEvent_Target_Ability>Unit_Buzz_Droids_Star_Viper</SFXEvent_Target_Ability>
			<!--Make this double the Chase_Radius in the special ability-->
			<Area_Effect_Decal_Distance>300.0</Area_Effect_Decal_Distance>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Buzz_Droids_Ability Name="Buzz_Droids_Viper">
			<Activation_Style>User_Input</Activation_Style>
			<Activation_Min_Range>5</Activation_Min_Range>
			<Activation_Max_Range>400</Activation_Max_Range>
			<!--If you change Chase_Radius update Area_Effect_Decal_Distance in the unit ability-->
			<Chase_Radius>300</Chase_Radius>
			<Damage_Radius>175</Damage_Radius>
			<Enemy_Damage_Per_Second>30</Enemy_Damage_Per_Second>
			<Own_Damage_Per_Second>4</Own_Damage_Per_Second>
			<Activation_Time_In_Seconds>1</Activation_Time_In_Seconds>
			<Activate_SFX>GUI_Buzz_Droids_SFX</Activate_SFX>
			<Object_Type>Buzz_Droids</Object_Type>
			<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
		</Buzz_Droids_Ability>
	</Abilities>
	</SpaceUnit>

	<SpaceUnit Name="Starviper_Fighter_TT1"> <!--Tech Tree Variants-->
		<Variant_Of_Existing_Type>Starviper_Fighter</Variant_Of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>

	<SpaceUnit Name="Starviper_Fighter_TT2"> <!--Tech Tree Variants-->
		<Variant_Of_Existing_Type>Starviper_Fighter</Variant_Of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>

	<SpaceUnit Name="Starviper_Fighter_TT3"> <!--Tech Tree Variants-->
		<Variant_Of_Existing_Type>Starviper_Fighter</Variant_Of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>

	<SpaceUnit Name="UEAW_Aggressor_Assault_Fighter">
	<!-- Encyclopedia Info -->
		<Text_ID>UEAW_UNIT_AGRESSOR_ASSAULT_FIGHTER</Text_ID>
		<Encyclopedia_Text>
			UEAW_TOOLTIP_AGRESSOR_ASSAULT_FIGHTER,
			GALYANA_CLASS_BLANK,
			STAT_U_AGGRESSOR_SHIELD,
			STAT_U_AGGRESSOR_HULL,
			STAT_U_AGGRESSOR_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			UEAW_TOOLTIP_AGRESSOR_ASSAULT_FIGHTER,
			GALYANA_CLASS_BLANK,
			STAT_U_AGGRESSOR_COST,
			STAT_U_AGGRESSOR_TIME,
			STAT_U_AGGRESSOR_SHIELD,
			STAT_U_AGGRESSOR_HULL,
			STAT_U_AGGRESSOR_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>TIE_Interceptor X-wing Pirate_Fighter</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette Tartan_Patrol_Cruiser Kavadonia_Corvette</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>UV_IG2000.ALO</Space_Model_Name>
		<Icon_Name>i_button_UV_IG2000.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>
		<Population_Value>0</Population_Value>

	<!-- Scale - Collision Info -->
		<Mass>0.99</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>56</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
		<Custom_Footprint_Radius>15.0</Custom_Footprint_Radius>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>4.4</Max_Speed>
		<Min_Speed>3.0</Min_Speed>
		<Max_Rate_Of_Turn>4.5</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>6.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>50</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<Max_Lift>3</Max_Lift>
		<Begin_Turn_Towards_Distance>550.0</Begin_Turn_Towards_Distance>

		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>1.0</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>150</Shield_Points>
		<Shield_Refresh_Rate>8</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter</Armor_Type>
		<Tactical_Health>125</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>10</Damage>
		<AI_Combat_Power>90</AI_Combat_Power>

		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>

		<HardPoints>
			HP_AAF_LASER_00
		</HardPoints>

		<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
		<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

	<!-- Formation Info -->
		<Formation_Priority>2</Formation_Priority>
		<FormationOrder>3</FormationOrder>
		<Minimum_Follow_Distance>50.0</Minimum_Follow_Distance>
		<Strafe_Distance>500.0</Strafe_Distance>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Create_Team>Yes</Create_Team>

		<CategoryMask>Fighter | AntiBomber</CategoryMask>
		<Property_Flags>SmallShip</Property_Flags>
		<Ship_Class>Fighter</Ship_Class>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

		<Squadron_Capacity>0</Squadron_Capacity>
		<Number_per_Squadron>3</Number_per_Squadron>
		<Maintenance_Cost>0.1</Maintenance_Cost>

	<!-- Behavior - Death Info -->
		<SpaceBehavior>ABILITY_COUNTDOWN, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA</SpaceBehavior>

		<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Explosions>Small_Explosion_Space</Death_Explosions>
		<Remove_Upon_Death>True</Remove_Upon_Death>

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
		<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_Y_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Star_Viper_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Skipray</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Skipray</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Skipray</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Skipray</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Skipray</SFXEvent_Guard>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Skipray</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Skipray</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Skipray</SFXEvent_Health_Critical_Warning>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>
		
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Ambient_Moving>Unit_Y_Wing_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Y_Wing_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>SENSOR_JAMMING</Type>
			<GUI_Activated_Ability_Name>Aggressor_Sensor_Jamming</GUI_Activated_Ability_Name>
			<Recharge_Seconds>45.0</Recharge_Seconds>
			<Expiration_Seconds>30.0</Expiration_Seconds>
			<Effective_Radius>300.0</Effective_Radius>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Jam_Sensors_On_Skipray</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Jam_Sensors_Off_Skipray</SFXEvent_GUI_Unit_Ability_Deactivated>
			<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Sensor_Jamming_Ability Name="Aggressor_Sensor_Jamming">
			<Activation_Style>User_Input</Activation_Style>
			<Owner_Particle_Effect>Sensor_Jamming_Effect_Squadron</Owner_Particle_Effect>
			<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
		</Sensor_Jamming_Ability>
	</Abilities>
	</SpaceUnit>

	<SpaceUnit Name="UEAW_Aggressor_Assault_Fighter_TT1"> <!--Tech Tree Variants-->
		<Variant_Of_Existing_Type>UEAW_Aggressor_Assault_Fighter</Variant_Of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>

	<SpaceUnit Name="Prowler-B">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Text_Prowler_B</Text_ID>
		<Encyclopedia_Text>
			Galyana_Tooltip_Prowler_B,
			GALYANA_CLASS_BLANK,
			STAT_U_X3AURORA_SHIELD,
			STAT_U_X3AURORA_HULL,
			STAT_U_X3AURORA_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Tooltip_Prowler_B,
			GALYANA_CLASS_BLANK,
			STAT_U_X3AURORA_COST,
			STAT_U_X3AURORA_TIME,
			STAT_U_X3AURORA_SHIELD,
			STAT_U_X3AURORA_HULL,
			STAT_U_X3AURORA_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>VIPER TIE_FIGHTER X-WING</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>KAVADONIA_CORVETTE TARTAN_PATROL_CRUISER CORELLIAN_CORVETTE</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>Prowler_B.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_AURORA.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>
		<Population_Value>0</Population_Value>

	<!-- Scale - Collision Info -->
		<Mass>0.99</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>1.2</Scale_Factor>
		<Select_Box_Scale>35</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>1.2</Collision_Box_Modifier>
		<Custom_Footprint_Radius>7.0</Custom_Footprint_Radius>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>5.6</Max_Speed>
		<Min_Speed>2.5</Min_Speed>
		<Max_Rate_Of_Turn>3.5</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>60</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<Max_Lift>3</Max_Lift>
		<Begin_Turn_Towards_Distance>600.0</Begin_Turn_Towards_Distance>

		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>1.0</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type/>
		<Shield_Points>0</Shield_Points>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter</Armor_Type>
		<Tactical_Health>60</Tactical_Health>
		<Energy_Capacity>300</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>5</Damage>
		<AI_Combat_Power>50</AI_Combat_Power>
		<Damage_Type>Damage_Strike</Damage_Type>
		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Yellow</Projectile_Types>
		<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>
		
		<Targeting_Fire_Inaccuracy>Fighter, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>

		<Fires_Forward>No</Fires_Forward>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Turret_Rotate_Extent_Degrees>30</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
		<Space_FOW_Reveal_Range>500.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>450.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

	<!-- Formation Info -->
		<Formation_Priority>1</Formation_Priority>
		<FormationOrder>1</FormationOrder>
		<Minimum_Follow_Distance>50.0</Minimum_Follow_Distance>
		<Strafe_Distance>400.0</Strafe_Distance>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Create_Team>Yes</Create_Team>

		<CategoryMask>Fighter | AntiBomber</CategoryMask>
		<Property_Flags>SmallShip</Property_Flags>
		<Ship_Class>Fighter</Ship_Class>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

		<Squadron_Capacity>0</Squadron_Capacity>
		<Number_per_Squadron>4</Number_per_Squadron>
		<Maintenance_Cost>0.1</Maintenance_Cost>

	<!-- Behavior - Death Info -->
		<SpaceBehavior>HUNT, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA</SpaceBehavior>

		<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Explosions>Small_Explosion_Space</Death_Explosions>
		<Remove_Upon_Death>True</Remove_Upon_Death>

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.1</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
		<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_A_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_TIE_Fighter_Fire</SFXEvent_Fire>
		<SFXEvent_Select>UEAW_Select_Tie_Droid</SFXEvent_Select>
		<SFXEvent_Move>UEAW_Move_Tie_Droid</SFXEvent_Move>
		<SFXEvent_Fleet_Move>UEAW_Fleet_Move_Tie_Droid</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>UEAW_Attack_Tie_Droid</SFXEvent_Attack>
		<SFXEvent_Guard>UEAW_Guard_Tie_Droid</SFXEvent_Guard>
		<SFXEvent_Move_Into_Asteroid_Field>UEAW_Asteroids_Tie_Droid</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>UEAW_Nebula_Tie_Droid</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Health_Low_Warning>UEAW_Health_Low_Tie_Droid</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>UEAW_Health_Critical_Tie_Droid</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Damaged_Health_Low_Warning>UEAW_Enemy_Health_Low_Tie_Droid</SFXEvent_Enemy_Damaged_Health_Low_Warning>
		<SFXEvent_Enemy_Damaged_Health_Critical_Warning>UEAW_Enemy_Health_Critical_Tie_Droid</SFXEvent_Enemy_Damaged_Health_Critical_Warning>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, UEAW_HP_Laser_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, UEAW_HP_Missile_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, UEAW_HP_Torp_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, UEAW_HP_Ion_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, UEAW_HP_Shields_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, UEAW_HP_Engines_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, UEAW_HP_Grav_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, UEAW_HP_Bay_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Ambient_Moving>Unit_Lancet_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_X_Wing_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>HUNT</Type>
			<Mod_Multiplier>SPEED_MULTIPLIER,			1.05f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>UEAW_Patrol_Tie_Droid</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</SpaceUnit>

	<SpaceUnit Name="Prowler_B_TT1"> <!--Tech Tree Variants-->
		<Variant_Of_Existing_Type>Prowler-B</Variant_Of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>
	<SpaceUnit Name="Prowler_B_TT2"> <!--Tech Tree Variants-->
		<Variant_Of_Existing_Type>Prowler-B</Variant_Of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>

<!-- Bombers -->
	<SpaceUnit Name="Z100_Underworld">
		<Variant_Of_Existing_Type>Z-95_Headhunter_Hutts</Variant_Of_Existing_Type>
		<Affiliation>Underworld</Affiliation>
	</SpaceUnit>

	<SpaceUnit Name="Skipray_Blastboat">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_SKIPRAY</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_SKIPRAY,
			GALYANA_CLASS_BLANK,
			STAT_U_SKIPRAY_SHIELD,
			STAT_U_SKIPRAY_HULL,
			STAT_U_SKIPRAY_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_SKIPRAY,
			GALYANA_CLASS_BLANK,
			STAT_U_SKIPRAY_COST,
			STAT_U_SKIPRAY_TIME,
			STAT_U_SKIPRAY_SHIELD,
			STAT_U_SKIPRAY_HULL,
			STAT_U_SKIPRAY_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOMBER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Star_Destroyer UEAW_Nebula_SD Centurion_Destroyer</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette Tartan_Patrol_Cruiser Kavadonia_Corvette</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>UV_SKIPRAY.ALO</Space_Model_Name>
		<Icon_Name>i_button_skipray.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>
		<Population_Value>0</Population_Value>

	<!-- Scale - Collision Info -->
		<Mass>0.99</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>1.2</Scale_Factor>
		<Select_Box_Scale>35</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>2.0</Collision_Box_Modifier>
		<Custom_Footprint_Radius>15.0</Custom_Footprint_Radius>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>3.6</Max_Speed>
		<Min_Speed>2.3</Min_Speed>
		<Min_Speed_Fraction_For_Turn>0.6</Min_Speed_Fraction_For_Turn>
		<Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>2.8</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>70</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<Max_Lift>3</Max_Lift>
		<Begin_Turn_Towards_Distance>500.0</Begin_Turn_Towards_Distance>

		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>1.0</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>100</Shield_Points>
		<Shield_Refresh_Rate>6</Shield_Refresh_Rate>
		<Armor_Type>Armor_Bomber</Armor_Type>
		<Tactical_Health>60</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>10</Damage>
		<AI_Combat_Power>80</AI_Combat_Power>

		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>

		<HardPoints>
			HP_SKIPRAY_LASER_00,
			HP_SKIPRAY_ION_00,
			HP_SKIPRAY_TORP_00,
			HP_SKIPRAY_TORP_01
		</HardPoints>

		<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
		<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.25</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Bomber</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>

	<!-- Formation Info -->
		<Formation_Priority>2</Formation_Priority>
		<FormationOrder>3</FormationOrder>
		<Minimum_Follow_Distance>50.0</Minimum_Follow_Distance>
		<Strafe_Distance>500.0</Strafe_Distance>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Create_Team>Yes</Create_Team>

		<CategoryMask>Bomber | AntiCapital</CategoryMask>
		<Property_Flags>SmallShip</Property_Flags>
		<Ship_Class>Bomber</Ship_Class>
		<Is_Escort>No</Is_Escort>
		<Is_Bomber>Yes</Is_Bomber>
		<Land_Bomber_Type>Skipray_Bombing_Run</Land_Bomber_Type>

		<Squadron_Capacity>0</Squadron_Capacity>
		<Number_per_Squadron>3</Number_per_Squadron>
		<Maintenance_Cost>0.1</Maintenance_Cost>

	<!-- Behavior - Death Info -->
		<SpaceBehavior>ABILITY_COUNTDOWN, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, REVEAL, NEBULA</SpaceBehavior>

		<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Explosions>Small_Explosion_Space</Death_Explosions>
		<Remove_Upon_Death>True</Remove_Upon_Death>

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
		<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_Y_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Star_Viper_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Skipray</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Skipray</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Skipray</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Skipray</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Skipray</SFXEvent_Guard>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Skipray</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Skipray</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Skipray</SFXEvent_Health_Critical_Warning>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Ambient_Moving>Unit_Y_Wing_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Y_Wing_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>SENSOR_JAMMING</Type>
			<GUI_Activated_Ability_Name>Skipray_Sensor_Jamming</GUI_Activated_Ability_Name>
			<Recharge_Seconds>45.0</Recharge_Seconds>
			<Expiration_Seconds>30.0</Expiration_Seconds>
			<Effective_Radius>300.0</Effective_Radius>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Jam_Sensors_On_Skipray</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Jam_Sensors_Off_Skipray</SFXEvent_GUI_Unit_Ability_Deactivated>
			<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Sensor_Jamming_Ability Name="Skipray_Sensor_Jamming">
			<Activation_Style>User_Input</Activation_Style>
			<Owner_Particle_Effect>Sensor_Jamming_Effect_Squadron</Owner_Particle_Effect>
			<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
		</Sensor_Jamming_Ability>
	</Abilities>
	</SpaceUnit>

	<SpaceUnit Name="Skipray_Blastboat_TT1"> <!--Tech Tree Variants-->
		<Variant_Of_Existing_Type>Skipray_Blastboat</Variant_Of_Existing_Type>
	</SpaceUnit>

	<SpaceUnit Name="Skipray_Blastboat_TT2"> <!--Tech Tree Variants-->
		<Variant_Of_Existing_Type>Skipray_Blastboat</Variant_Of_Existing_Type>
	</SpaceUnit>

	<SpaceUnit Name="TIE_Defender_Underworld">
		<Variant_Of_Existing_Type>TIE_Defender</Variant_Of_Existing_Type>
		<Affiliation>Underworld</Affiliation>
	</SpaceUnit>
</Data>

